cup/game.nim
2021-07-13 15:54:54 -07:00

155 lines
3.8 KiB
Nim

import hashes, options
import fixedseq
type
Color* = enum
cRed, cGreen, cBlue, cYellow, cPurple
ColorStack* = FixedSeq[5, Color, int8]
proc initColorStack*: ColorStack =
result.initFixedSeq
proc getAllColors: ColorStack =
var i = 0
for c in Color.low .. Color.high:
result[i] = c
const allColors* = getAllColors()
const colorNames: array[Color, string] =
["Red", "Green", "Blue", "Yellow", "Purple"]
proc `$`*(c: Color): string =
result = colorNames[c]
proc `$`*(s: ColorStack): string =
result.add("St@[")
for i, color in s:
result.add($color)
if i < s.high:
result.add(", ")
result.add("]")
type
Die* = tuple[color: Color, value: int]
Tile* = enum
tBackward = -1,
tForward = 1
Square* = object
camels: ColorStack
tile: Option[Tile]
Board* = object
squares*: array[1..16, Square]
camels*: array[Color, range[1..16]]
diceRolled*: array[Color, bool]
leader*: Option[Color]
gameOver*: bool
initialized: bool
# use a template here for better inlining
template `[]`*[T](b: var Board, idx: T): var Square =
b.squares[idx]
proc hash*(b: Board): Hash =
var h: Hash = 0
# there could be a tile anywhere so we have to check all squares
for i, sq in b.squares:
if sq.camels.len > 0 or sq.tile.isSome:
h = h !& i
if sq.tile.isSome:
h = h !& int(sq.tile.get) * 10 # so it isn't confused with a camel
else:
for c in sq.camels.asInt:
h = h !& c
result = !$h
proc init*(b: var Board) =
for sq in b.squares.mitems:
sq.camels.initFixedSeq
b.initialized = true
proc display*(b: Board, start, stop: int) =
for i in start..stop:
let sq = b.squares[i]
let lead = $i & ": "
if sq.tile.isSome:
stdout.writeLine($lead & $sq.tile.get)
else:
stdout.writeLine($lead & $sq.camels)
echo ""
proc setState*(b: var Board;
camels: openArray[tuple[c: Color, p: int]];
tiles: openArray[tuple[t: Tile, p: int]]) =
for (color, dest) in camels: # note that `camels` is ordered, as this determines stacking
b[dest].camels.add(color)
b.camels[color] = dest
for (tile, dest) in tiles:
b[dest].tile = some(tile)
let leadCamel = b[max(b.camels)].camels[^1] # top camel in the last currently-occupied space
b.leader = some(leadCamel)
proc diceRemaining*(b: Board): ColorStack =
result.initFixedSeq
for color, isRolled in b.diceRolled:
if not isRolled: result.add(color)
proc resetDice*(b: var Board) =
for c, rolled in b.diceRolled:
b.diceRolled[c] = false
proc advance*(b: var Board, die: Die) =
let
(color, roll) = die
startPos = b.camels[color]
var endPos = startPos + roll
if endPos > 16: # camel has passed the finish line
b.leader = some(b[startPos].camels[^1])
b.gameOver = true
return
var prepend = false
if b[endPos].tile.isSome: # adjust position (and possibly stacking) to account for tile
let t = b[endPos].tile.get
endPos += int(t)
if t == tBackward: prepend = true
let stackStart = b[startPos].camels.find(color)
if prepend:
b[startPos].camels.moveSubstackPre(b[endPos].camels, stackStart)
let stackLen = b[startPos].camels.len - stackStart
for i in 0 ..< stackLen:
# we know how many camels we added to the bottom, so set the position for each of those
b.camels[b[endPos].camels[i]] = endPos
else:
let dstPrevHigh = b[endPos].camels.high
b[startPos].camels.moveSubstack(b[endPos].camels, stackStart)
# the camels that have moved start immediately after the previous high camel
for i in (dstPrevHigh + 1) .. b[endPos].camels.high:
b.camels[b[endPos].camels[i]] = endPos
# if we are stacking on or moving past the previous leader
if endPos >= b.camels[b.leader.get]:
b.leader = some(b[endPos].camels[^1])
b.diceRolled[color] = true