Basic gameplay
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c9438aa49d
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3 changed files with 375 additions and 44 deletions
81
src/card.rs
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81
src/card.rs
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@ -0,0 +1,81 @@
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use nannou::{
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color::encoding::Srgb,
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prelude::*,
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rand::{
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self,
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distributions::{Distribution, Standard},
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prelude::Rng,
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},
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};
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#[derive(Default, Debug, Clone, Copy, rand_derive2::RandGen)]
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pub enum Type {
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#[default]
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Brick,
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Weapon,
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Crystal,
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}
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impl From<Stat> for Type {
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fn from(stat: Stat) -> Self {
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match stat {
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Stat::Soldiers | Stat::Weapons | Stat::Attack => Self::Weapon,
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Stat::Magi | Stat::Crystals => Self::Crystal,
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Stat::Castle | Stat::Fence | Stat::Builders | Stat::Bricks => Self::Brick,
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}
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}
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}
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#[derive(Default, Debug, Clone, Copy, rand_derive2::RandGen)]
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pub enum Stat {
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Builders,
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Bricks,
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Soldiers,
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Weapons,
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Magi,
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Crystals,
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Castle,
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Fence,
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#[default]
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Attack,
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}
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const MAX_EFFECT_VALUE: u16 = 16;
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#[derive(Default, Debug, Clone, Copy)]
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pub struct Card {
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pub card_type: Type,
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pub effect: (Stat, u16),
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}
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impl Distribution<Card> for Standard {
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fn sample<R: Rng + ?Sized>(&self, rng: &mut R) -> Card {
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let value = rng.gen_range(1..=MAX_EFFECT_VALUE);
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let stat = rng.gen();
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Card {
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effect: (stat, value),
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card_type: stat.into(),
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}
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}
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}
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impl Card {
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pub const fn fill_color(self) -> rgb::Rgb<Srgb, u8> {
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match self.card_type {
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Type::Brick => Rgb {
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red: 255,
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green: 204,
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blue: 203,
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standard: std::marker::PhantomData,
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},
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Type::Weapon => LIGHTGREEN,
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Type::Crystal => LIGHTBLUE,
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}
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}
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pub const fn border_color(self) -> rgb::Rgb<Srgb, u8> {
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match self.card_type {
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Type::Brick => RED,
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Type::Weapon => GREEN,
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Type::Crystal => BLUE,
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}
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}
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}
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260
src/main.rs
260
src/main.rs
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@ -1,6 +1,7 @@
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#![warn(clippy::all, clippy::pedantic, clippy::nursery)]
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#![warn(clippy::all, clippy::pedantic, clippy::nursery)]
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mod card;
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mod card;
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mod player;
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pub(crate) mod rect_helper;
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pub(crate) mod rect_helper;
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use std::sync::RwLock;
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use std::sync::RwLock;
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@ -13,6 +14,7 @@ use nannou::{
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text::Font,
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text::Font,
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winit::window::CursorIcon,
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winit::window::CursorIcon,
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};
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};
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use player::{Player, Stats};
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fn main() {
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fn main() {
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nannou::app(Model::init)
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nannou::app(Model::init)
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@ -28,7 +30,10 @@ struct Model {
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texture: wgpu::Texture,
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texture: wgpu::Texture,
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ups: f64,
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ups: f64,
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just_clicked: RwLock<bool>,
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just_clicked: RwLock<bool>,
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hand: [Card; HAND_CARD_COUNT],
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hand: RwLock<[Card; HAND_CARD_COUNT]>,
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current_player: RwLock<Player>,
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red_stats: RwLock<Stats>,
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black_stats: RwLock<Stats>,
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}
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}
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impl Model {
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impl Model {
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@ -62,8 +67,18 @@ impl Model {
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)))
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)))
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.expect("Failed to load font"),
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.expect("Failed to load font"),
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ups: 0f64,
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ups: 0f64,
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just_clicked: RwLock::new(false),
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just_clicked: RwLock::default(),
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hand: random(),
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hand: RwLock::new(random()),
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current_player: RwLock::default(),
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red_stats: RwLock::default(),
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black_stats: RwLock::default(),
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}
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}
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const fn stats_of(&self, player: Player) -> &'_ RwLock<Stats> {
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match player {
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Player::Red => &self.red_stats,
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Player::Black => &self.black_stats,
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}
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}
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}
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}
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}
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}
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@ -88,7 +103,7 @@ fn event(_app: &App, model: &mut Model, event: WindowEvent) {
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}
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}
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}
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}
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KeyPressed(Key::R) => {
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KeyPressed(Key::R) => {
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model.hand = random();
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*model.hand.write().expect("hand poisoned") = random();
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}
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}
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_ => {}
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_ => {}
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}
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}
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@ -99,6 +114,179 @@ const HAND_CARD_COUNT: usize = 8;
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const HAND_ASPECT_WIDTH: f32 = 1f32;
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const HAND_ASPECT_WIDTH: f32 = 1f32;
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const HAND_ASPECT_HEIGHT: f32 = 2f32;
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const HAND_ASPECT_HEIGHT: f32 = 2f32;
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// Draw the state of your `Model` into the given `Frame` here.
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// Draw the state of your `Model` into the given `Frame` here.
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fn player_panel(
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draw: &Draw,
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bounds: Rect,
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player_stats: &RwLock<Stats>,
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player: Player,
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font: Font,
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) {
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let rect = Rect::from_x_y_w_h(bounds.x(), bounds.y(), 1f32, 5f32).fit_into(&bounds);
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let rect = if player == Player::Red {
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rect.align_right_of(bounds)
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} else {
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rect.align_left_of(bounds)
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};
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let player_stats = player_stats.read().expect("player stats poisoned");
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let status = if player == Player::Red {
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format!(
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"{:<3} Builders\n{:<5} Bricks\n{:<3} Soldiers\n{:<4} Weapons\n{:<7} Magi\n{:<3} Crystals\n{:<5} Castle\n{:<6} Fence",
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player_stats.builders,
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player_stats.bricks,
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player_stats.soldiers,
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player_stats.weapons,
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player_stats.magi,
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player_stats.crystals,
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player_stats.castle,
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player_stats.fence,
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)
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} else {
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format!(
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"Builders {:>3}\nBricks {:>5}\nSoldiers {:>3}\nWeapons {:>4}\nMagi {:>7}\nCrystals {:>3}\nCastle {:>5}\nFence {:>6}",
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player_stats.builders,
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player_stats.bricks,
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player_stats.soldiers,
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player_stats.weapons,
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player_stats.magi,
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player_stats.crystals,
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player_stats.castle,
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player_stats.fence,
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)
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};
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drop(player_stats);
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#[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
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let drawing = draw
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.text(&status)
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.xy(rect.xy())
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.wh(rect.wh())
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.color(WHITE)
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.font_size((rect.h() * 0.02f32).trunc() as u32)
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.align_text_middle_y()
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.font(font)
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.color(if player == Player::Red { RED } else { WHITE });
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let drawing = if player == Player::Red {
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drawing.right_justify()
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} else {
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drawing.left_justify()
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};
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drawing.finish();
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}
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fn hand(
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draw: &Draw,
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model: &Model,
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bounds: Rect,
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mouse_position: Option<Vec2>,
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window: &Window,
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can_click: &mut bool,
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) {
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#[allow(clippy::cast_precision_loss)]
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let hand_rect = Rect::from_x_y_w_h(
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bounds.x(),
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bounds.y(),
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HAND_CARD_COUNT as f32 * HAND_ASPECT_WIDTH,
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HAND_ASPECT_HEIGHT,
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)
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.fit_into(&bounds)
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.align_bottom_of(bounds);
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for (idx, rect) in hand_rect
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.split_horizontal::<HAND_CARD_COUNT>()
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.iter()
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.enumerate()
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{
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let card = model.hand.read().expect("hand poisoned")[idx];
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draw.rect()
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.xy(rect.xy())
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.wh(rect.wh())
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.color(card.border_color());
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draw.rect()
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.xy(rect.xy())
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.w_h(rect.w() * 0.95, rect.w().mul_add(-0.05, rect.h()))
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.color(card.fill_color());
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#[allow(clippy::cast_precision_loss)]
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let image_rect = Rect::from_x_y_w_h(
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rect.x(),
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rect.y(),
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model.texture.width() as f32,
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model.texture.height() as f32,
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)
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.fit_into(rect)
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.align_bottom_of(*rect);
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#[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
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{
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draw.text(&format!("{:?}\n+{}", card.effect.0, card.effect.1))
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.color(
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if *model
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.current_player
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.read()
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.expect("current player poisoned")
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== Player::Red
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{
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RED
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} else {
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BLACK
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},
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)
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.align_text_top()
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.xy(rect.xy())
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.wh(rect.wh())
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.font_size((rect.h() * 0.08f32).trunc() as u32)
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.font(model.font.clone())
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.finish();
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}
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draw.texture(&model.texture)
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.xy(image_rect.xy())
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.wh(image_rect.wh())
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.finish();
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if matches!(mouse_position, Some(mouse_position) if rect.contains(mouse_position)) {
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window.set_cursor_icon(CursorIcon::Hand);
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if *can_click {
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*can_click = false;
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let mut current_player = model
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.current_player
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.write()
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.expect("current player poisoned");
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let damage = if matches!(card.effect.0, card::Stat::Attack) {
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card.effect.1
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} else {
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model
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.stats_of(*current_player)
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.write()
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.expect("player stats poisoned")
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.apply(card.effect);
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0
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};
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*current_player = (*current_player).next();
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let mut other_player_stats = model
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.stats_of(*current_player)
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.write()
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.expect("player stats poisoned");
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drop(current_player);
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other_player_stats.damage(damage);
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other_player_stats.apply_gains();
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drop(other_player_stats);
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println!("Click! {idx} {card:?}");
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model.hand.write().expect("hand poisoned")[idx] = random();
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break;
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}
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}
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}
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}
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fn view(app: &App, model: &Model, frame: Frame) {
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fn view(app: &App, model: &Model, frame: Frame) {
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let window = app.window(model.window).unwrap();
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let window = app.window(model.window).unwrap();
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window.set_cursor_icon(CursorIcon::Default);
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window.set_cursor_icon(CursorIcon::Default);
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@ -117,47 +305,33 @@ fn view(app: &App, model: &Model, frame: Frame) {
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let draw = app.draw();
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let draw = app.draw();
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let window_rect = window.rect();
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let window_rect = window.rect();
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let hand_bounds = window_rect.bottom_part(0.3);
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#[allow(clippy::cast_precision_loss)]
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let hand_rect = Rect::from_x_y_w_h(
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hand_bounds.x(),
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hand_bounds.y(),
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HAND_CARD_COUNT as f32 * HAND_ASPECT_WIDTH,
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HAND_ASPECT_HEIGHT,
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)
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.fit_into(&hand_bounds)
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.align_bottom_of(hand_bounds);
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for (idx, rect) in hand_rect
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let player_one_bounds = window_rect.left_part(0.2);
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.split_horizontal::<HAND_CARD_COUNT>()
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player_panel(
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.iter()
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&draw,
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.enumerate()
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player_one_bounds,
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{
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model.stats_of(Player::Black),
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#[allow(clippy::cast_precision_loss)]
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Player::Black,
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draw.rect()
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model.font.clone(),
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.xy(rect.xy())
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);
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.wh(rect.wh())
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let player_two_bounds = window_rect.right_part(0.2);
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.color(model.hand[idx].color());
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player_panel(
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let image_rect = Rect::from_x_y_w_h(rect.x(), rect.y(), 1401f32, 1061f32)
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&draw,
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.fit_into(rect)
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player_two_bounds,
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.align_bottom_of(*rect);
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model.stats_of(Player::Red),
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draw.texture(&model.texture)
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Player::Red,
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.xy(image_rect.xy())
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model.font.clone(),
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.wh(image_rect.wh());
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);
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if matches!(mouse_position, Some(mouse_position) if rect.contains(mouse_position)) {
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let hand_bounds = window_rect.bottom_part(0.3);
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window.set_cursor_icon(CursorIcon::Hand);
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hand(
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&draw,
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if can_click {
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model,
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println!(
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hand_bounds,
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"Click! {idx} {:?} {:?}",
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mouse_position,
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model.hand[idx],
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&window,
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model.hand[idx].color()
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&mut can_click,
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);
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);
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can_click = false;
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}
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}
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}
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if cfg!(debug_assertions) {
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if cfg!(debug_assertions) {
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draw.text(&model.ups.to_string())
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draw.text(&model.ups.to_string())
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|
76
src/player.rs
Normal file
76
src/player.rs
Normal file
|
@ -0,0 +1,76 @@
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|
use crate::card;
|
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|
|
||||||
|
#[derive(Debug, Clone, Copy)]
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pub struct Stats {
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|
pub builders: u16,
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pub bricks: u16,
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pub soldiers: u16,
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||||||
|
pub weapons: u16,
|
||||||
|
pub magi: u16,
|
||||||
|
pub crystals: u16,
|
||||||
|
pub castle: u16,
|
||||||
|
pub fence: u16,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for Stats {
|
||||||
|
fn default() -> Self {
|
||||||
|
Self {
|
||||||
|
builders: 2,
|
||||||
|
bricks: 5,
|
||||||
|
soldiers: 2,
|
||||||
|
weapons: 5,
|
||||||
|
magi: 2,
|
||||||
|
crystals: 5,
|
||||||
|
castle: 30,
|
||||||
|
fence: 10,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Stats {
|
||||||
|
pub fn apply(&mut self, effect: (card::Stat, u16)) {
|
||||||
|
match effect.0 {
|
||||||
|
card::Stat::Builders => self.builders += effect.1,
|
||||||
|
card::Stat::Bricks => self.bricks += effect.1,
|
||||||
|
card::Stat::Soldiers => self.soldiers += effect.1,
|
||||||
|
card::Stat::Weapons => self.weapons += effect.1,
|
||||||
|
card::Stat::Magi => self.magi += effect.1,
|
||||||
|
card::Stat::Crystals => self.crystals += effect.1,
|
||||||
|
card::Stat::Castle => self.castle += effect.1,
|
||||||
|
card::Stat::Fence => self.fence += effect.1,
|
||||||
|
card::Stat::Attack => unreachable!(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn damage(&mut self, damage: u16) {
|
||||||
|
let castle_damage = damage.saturating_sub(self.fence);
|
||||||
|
self.fence = self.fence.saturating_sub(damage);
|
||||||
|
self.castle = self.castle.saturating_sub(castle_damage);
|
||||||
|
|
||||||
|
if self.castle == 0 {
|
||||||
|
println!("Game over!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn apply_gains(&mut self) {
|
||||||
|
self.bricks += self.builders;
|
||||||
|
self.weapons += self.soldiers;
|
||||||
|
self.crystals += self.magi;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq)]
|
||||||
|
pub enum Player {
|
||||||
|
#[default]
|
||||||
|
Red,
|
||||||
|
Black,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Player {
|
||||||
|
pub const fn next(self) -> Self {
|
||||||
|
match self {
|
||||||
|
Self::Red => Self::Black,
|
||||||
|
Self::Black => Self::Red,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue