splitting file structure, enabling pages deployment

This commit is contained in:
andy 2021-06-26 21:13:06 +01:00
parent 98abdcea45
commit 3734d68a64
11 changed files with 12032 additions and 395 deletions

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@ -24,21 +24,27 @@ jobs:
- name: Test WASM in-browser - name: Test WASM in-browser
run: wasm-pack test --firefox --chrome --headless run: wasm-pack test --firefox --chrome --headless
# - name: Install Node - name: Install Node
# uses: actions/setup-node@v2 uses: actions/setup-node@v2
# with: with:
# node-version: 16 node-version: 16
# - name: Install Node Modules - name: Install Node Modules
# run: npm ci run: npm ci
# working-directory: ./www working-directory: ./www
# - name: Build Js - name: Build Js
# run: npm run build --if-present run: npm run build --if-present
# working-directory: ./www working-directory: ./www
# - name: Deploy To Pages - name: Build Docs
# uses: peaceiris/actions-gh-pages@v3 run: cargo doc --no-deps --document-private-items
# with:
# github_token: ${{ secrets.GITHUB_TOKEN }} - name: Move Docs to Staging Directory
# publish_dir: ./www/dist run: mv target/doc www/dist/
- name: Deploy To Pages
uses: peaceiris/actions-gh-pages@v3
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./www/dist

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src/board/enums.rs Normal file
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@ -0,0 +1,57 @@
extern crate wasm_bindgen;
use wasm_bindgen::prelude::*;
use std::fmt::{Display, Write};
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Team {
Black = 0,
White = 1,
}
impl Display for Team {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match self {
Team::White => write!(f, "{}", 'W'),
Team::Black => write!(f, "{}", 'B'),
}
}
}
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Strength {
Man = 0,
King = 1
}
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum SquareState {
Empty = 0,
Occupied = 1,
Unplayable = 2
}
impl Display for SquareState {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match self {
SquareState::Empty => write!(f, "{}", 'E'),
SquareState::Occupied => write!(f, "{}", 'O'),
SquareState::Unplayable => write!(f, "{}", 'U'),
}
}
}
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Moveable {
Allowed = 0,
Occupied = 1,
OutOfBounds = 2,
}

106
src/board/iter.rs Normal file
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@ -0,0 +1,106 @@
use crate::board::{Board, Square};
pub struct RowIndexIterator<'a> {
board: &'a Board,
row_cursor: usize
}
impl<'a> RowIndexIterator<'a> {
pub fn new(board: &'a Board) -> Self {
Self {
board,
row_cursor: 0
}
}
}
impl<'a> Iterator for RowIndexIterator<'a> {
type Item = Vec<usize>;
/// Get next item from the iterator
fn next(&mut self) -> Option<Vec<usize>> {
if self.row_cursor >= self.board.height {
return None
}
let mut holder = Vec::with_capacity(self.board.width);
let start_idx = self.board.cell_index(self.row_cursor, 0);
for i in start_idx..start_idx + self.board.width {
holder.push(i);
}
self.row_cursor += 1;
Some(holder)
}
}
pub struct RowSquareIterator<'a> {
board: &'a Board,
index_iter: RowIndexIterator<'a>,
}
impl<'a> RowSquareIterator<'a> {
pub fn new(board: &'a Board) -> Self {
Self {
board,
index_iter: RowIndexIterator::new(board)
}
}
}
impl<'a> Iterator for RowSquareIterator<'a> {
type Item = Vec<Square>;
/// Get next item from the iterator
fn next(&mut self) -> Option<Vec<Square>> {
match self.index_iter.next() {
Some(x) => {
let mut holder: Vec<Square> = Vec::with_capacity(self.board.width);
for i in x {
holder.push(self.board.cell(i));
}
Some(holder)
},
None => None
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::board::enums::SquareState;
use wasm_bindgen_test::*;
wasm_bindgen_test_configure!(run_in_browser);
#[wasm_bindgen_test]
fn index_iterator() {
let board = Board::new(2, 2);
let iter = RowIndexIterator::new(&board);
let collected: Vec<Vec<usize>> = iter.collect();
assert_eq!(vec![
vec![0, 1],
vec![2, 3]
], collected);
}
#[wasm_bindgen_test]
fn square_iterator() {
let board = Board::new(2, 2);
let iter = RowSquareIterator::new(&board);
let collected: Vec<Vec<Square>> = iter.collect();
assert_eq!(vec![
vec![
Square::new(SquareState::Unplayable, Option::None),
Square::new(SquareState::Empty, Option::None)
],
vec![
Square::new(SquareState::Empty, Option::None),
Square::new(SquareState::Unplayable, Option::None)
]
], collected);
}
}

544
src/board/mod.rs Normal file
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@ -0,0 +1,544 @@
pub mod enums;
use enums::*;
pub mod iter;
use iter::*;
use std::fmt::{Display, Write};
use std::option::Option;
extern crate wasm_bindgen;
use wasm_bindgen::prelude::*;
pub const STD_WIDTH: usize = 8;
pub const STD_HEIGHT: usize = 8;
#[wasm_bindgen]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Piece {
team: Team,
strength: Strength
}
impl Piece {
pub fn new(team: Team, strength: Strength) -> Piece {
Piece {
team, strength
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Direction<T: Clone + Copy> {
nw: Option<T>,
ne: Option<T>,
se: Option<T>,
sw: Option<T>,
}
impl<T: Clone + Copy> Direction<T> {
pub fn empty() -> Direction<T> {
Direction {
nw: Option::None,
ne: Option::None,
se: Option::None,
sw: Option::None,
}
}
}
#[wasm_bindgen]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Square {
occupant: Option<Piece>,
state: SquareState
}
impl Square {
pub fn new(state: SquareState, occupant: Option<Piece>) -> Square{
Square {
occupant,
state
}
}
}
#[wasm_bindgen]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct BrdIdx {
row: usize,
col: usize
}
#[wasm_bindgen]
impl BrdIdx {
pub fn from(row: usize, col: usize) -> BrdIdx {
BrdIdx{
row, col
}
}
}
///////////////
// BOARD
///////////////
/// Models a single state for a checkers board
#[wasm_bindgen]
#[derive(Clone)]
pub struct Board {
cells: Vec<Square>,
width: usize,
height: usize,
current_turn: Team
}
impl Board {
pub fn cell_mut(&mut self, idx: usize) -> &mut Square {
&mut self.cells[idx]
}
pub fn diagonal_indices(&self, idx: BrdIdx) -> Option<Vec<usize>> {
if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
return None;
}
let height_idx = self.height - 1;
let width_idx = self.width - 1;
let mut cells = Vec::with_capacity(4);
let mut dir = Direction::empty();
if idx.row > 0 {
if idx.col > 0 {
cells.push(
self.cell_index(idx.row - 1, idx.col - 1)
);
dir.nw = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col - 1)));
}
if idx.col < width_idx {
cells.push(
self.cell_index(idx.row - 1, idx.col + 1)
);
dir.ne = Option::Some(self.cell(self.cell_index(idx.row - 1, idx.col + 1)));
}
}
if idx.row < height_idx {
if idx.col > 0 {
cells.push(
self.cell_index(idx.row + 1, idx.col - 1)
);
dir.sw = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col - 1)));
}
if idx.col < width_idx {
cells.push(
self.cell_index(idx.row + 1, idx.col + 1)
);
dir.se = Option::Some(self.cell(self.cell_index(idx.row + 1, idx.col + 1)));
}
}
cells.shrink_to_fit();
Some(cells)
// Some(dir)
}
pub fn filter_indices(&self, idx: BrdIdx, player: Team, indices: Vec<usize>) -> Vec<usize> {
indices.into_iter().filter(|i| {
match player {
Team::Black => self.board_index(*i).row < idx.row,
Team::White => self.board_index(*i).row > idx.row,
}
}).collect()
}
pub fn player_diagonal_indices(&self, idx: BrdIdx, player: Team) -> Option<Vec<usize>> {
match self.diagonal_indices(idx) {
Some(x) => Some(self.filter_indices(idx, player, x)),
None => None
}
}
pub fn jumpable_indices(&self, idx: BrdIdx) -> Option<Vec<usize>> {
if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
return None;
}
let height_idx = self.height - 1;
let width_idx = self.width - 1;
let mut cells = Vec::with_capacity(4);
if idx.row > 1 {
if idx.col > 1 {
cells.push(
self.cell_index(idx.row - 2, idx.col - 2)
);
}
if idx.col < width_idx - 1 {
cells.push(
self.cell_index(idx.row - 2, idx.col + 2)
);
}
}
if idx.row < height_idx - 1 {
if idx.col > 1 {
cells.push(
self.cell_index(idx.row + 2, idx.col - 2)
);
}
if idx.col < width_idx - 1 {
cells.push(
self.cell_index(idx.row + 2, idx.col + 2)
);
}
}
cells.shrink_to_fit();
Some(cells)
}
pub fn player_jumpable_indices(&self, idx: BrdIdx, player: Team) -> Option<Vec<usize>> {
match self.jumpable_indices(idx) {
Some(x) => Some(self.filter_indices(idx, player, x)),
None => None
}
}
}
#[wasm_bindgen]
impl Board {
pub fn cell(&self, idx: usize) -> Square {
self.cells[idx]
}
pub fn grid_cell(&self, idx: BrdIdx) -> Square {
self.cell(self.cell_idx(idx))
}
pub fn cell_index(&self, row: usize, col: usize) -> usize {
(row * self.width) + col
}
pub fn cell_idx(&self, idx: BrdIdx) -> usize {
self.cell_index(idx.row, idx.col)
}
pub fn board_index(&self, idx: usize) -> BrdIdx {
let row = idx / self.width;
let col = idx - (row * self.width);
BrdIdx::from(row, col)
}
// pub fn can_move(&self, from: BrdIdx, to: BrdIdx) -> bool {
// let diagonals = self.diagonal_indices(from);
// }
pub fn new(width: usize, height: usize) -> Board {
let total_cells = width * height;
let mut cells: Vec<Square> = Vec::with_capacity(total_cells);
let mut playable = false;
for i in 0..height {
for _ in 0..width {
if playable {
cells.push(Square::new(SquareState::Empty, None));
}
else {
cells.push(Square::new(SquareState::Unplayable, None));
}
playable = !playable;
}
playable = i % 2 == 0;
}
Board {
cells,
width,
height,
current_turn: Team::Black
}
}
pub fn init_game(board: Board) -> Board {
let mut new_board = board.clone();
for (idx, row) in RowSquareIterator::new(&board).enumerate() {
for (jdx, square) in row.iter().enumerate() {
if square.state == SquareState::Empty || square.state == SquareState::Occupied {
if idx < 3 {
let cell_idx = new_board.cell_index(idx, jdx);
new_board.cells[cell_idx] = Square::new(
SquareState::Occupied,
Some(Piece::new(Team::White, Strength::Man))
);
} else if idx >= board.height - 3 {
let cell_idx = new_board.cell_index(idx, jdx);
new_board.cells[cell_idx] = Square::new(
SquareState::Occupied,
Some(Piece::new(Team::Black, Strength::Man))
);
} else {
let cell_idx = new_board.cell_index(idx, jdx);
new_board.cells[cell_idx] = Square::new(
SquareState::Empty,
None
);
}
}
}
}
new_board
}
pub fn current_turn(&self) -> Team {
self.current_turn
}
pub fn cells(&self) -> *const Square {
self.cells.as_ptr()
}
pub fn num_cells(&self) -> usize {
self.cells.len()
}
pub fn cell_state(&self, idx: usize) -> SquareState {
self.cell(idx).state
}
}
impl Display for Board {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result{
let mut string = String::new();
for i in 0..self.height {
for j in 0..self.width {
let idx = self.cell_index(i, j);
match self.cell_state(idx) {
SquareState::Empty => { write!(string, "{}", SquareState::Empty); },
SquareState::Occupied => { write!(string, "{}", self.cell(idx).occupant.unwrap().team); },
SquareState::Unplayable => { write!(string, "{}", SquareState::Unplayable); },
}
}
string.push('\n');
}
write!(f, "{}", string)
}
}
#[cfg(test)]
mod tests {
use super::*;
use wasm_bindgen_test::*;
use crate::log;
wasm_bindgen_test_configure!(run_in_browser);
#[wasm_bindgen_test]
fn create() {
let board = Board::new(STD_WIDTH, STD_HEIGHT);
assert!(true);
}
#[wasm_bindgen_test]
fn std_num_cells() {
let board = Board::new(8, 8);
assert_eq!(64, board.num_cells());
}
//////////////
// INDEXING
//////////////
#[wasm_bindgen_test]
fn cell_index_top_left() {
let board = Board::new(8, 8);
assert_eq!(0, board.cell_index(0, 0));
}
#[wasm_bindgen_test]
fn cell_index_central() {
let board = Board::new(8, 8);
assert_eq!(9, board.cell_index(1, 1));
}
#[wasm_bindgen_test]
fn cell_index_central_2() {
let board = Board::new(8, 8);
assert_eq!(17, board.cell_index(2, 1));
}
#[wasm_bindgen_test]
fn board_index() {
let board = Board::new(8, 8);
// first row
assert_eq!(BrdIdx::from(0, 5), board.board_index(5));
// second row
assert_eq!(BrdIdx::from(1, 6), board.board_index(14));
// third row
assert_eq!(BrdIdx::from(2, 4), board.board_index(20));
}
///////////////////
// SQUARE STATE
///////////////////
#[wasm_bindgen_test]
fn first_square_unplayable() {
let board = Board::new(8, 8);
assert_eq!(SquareState::Unplayable, board.cell_state(board.cell_index(0, 0)));
}
#[wasm_bindgen_test]
fn first_square_row_5_unplayable() {
let board = Board::new(8, 8);
assert_eq!(SquareState::Empty, board.cell_state(board.cell_index(5, 0)));
}
//////////////////////
// DIAGNOAL INDICES
//////////////////////
#[wasm_bindgen_test]
fn moveable_indices_unplayable() {
let board = Board::new(8, 8);
assert_eq!(None, board.diagonal_indices(BrdIdx::from(7, 7)));
assert_eq!(None, board.diagonal_indices(BrdIdx::from(0, 0)));
assert_eq!(None, board.diagonal_indices(BrdIdx::from(1, 1)));
}
#[wasm_bindgen_test]
fn moveable_indices_central() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![1, 3, 17, 19]), board.diagonal_indices(BrdIdx::from(1, 2)));
}
#[wasm_bindgen_test]
fn moveable_indices_top_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![8, 10]), board.diagonal_indices(BrdIdx::from(0, 1)));
}
#[wasm_bindgen_test]
fn moveable_indices_left_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![1, 17]), board.diagonal_indices(BrdIdx::from(1, 0)));
}
#[wasm_bindgen_test]
fn moveable_indices_bottom_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![49, 51]), board.diagonal_indices(BrdIdx::from(7, 2)));
}
#[wasm_bindgen_test]
fn moveable_indices_right_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![14, 30]), board.diagonal_indices(BrdIdx::from(2, 7)));
}
#[wasm_bindgen_test]
fn moveable_indices_top_right() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![14]), board.diagonal_indices(BrdIdx::from(0, 7)));
}
#[wasm_bindgen_test]
fn moveable_indices_bottom_left() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![49]), board.diagonal_indices(BrdIdx::from(7, 0)));
}
//////////////////////
// JUMPABLE INDICES
//////////////////////
#[wasm_bindgen_test]
fn jumpable_indices_unplayable() {
let board = Board::new(8, 8);
assert_eq!(None, board.jumpable_indices(BrdIdx::from(7, 7)));
assert_eq!(None, board.jumpable_indices(BrdIdx::from(0, 0)));
assert_eq!(None, board.jumpable_indices(BrdIdx::from(1, 1)));
}
#[wasm_bindgen_test]
fn jumpable_indices() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![24, 28]), board.jumpable_indices(BrdIdx::from(1, 2)));
}
#[wasm_bindgen_test]
fn jumpable_indices_central() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![10, 14, 42, 46]), board.jumpable_indices(BrdIdx::from(3, 4)));
}
#[wasm_bindgen_test]
fn jumpable_indices_top_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![19]), board.jumpable_indices(BrdIdx::from(0, 1)));
}
#[wasm_bindgen_test]
fn jumpable_indices_left_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![26]), board.jumpable_indices(BrdIdx::from(1, 0)));
}
#[wasm_bindgen_test]
fn jumpable_indices_bottom_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![40, 44]), board.jumpable_indices(BrdIdx::from(7, 2)));
}
#[wasm_bindgen_test]
fn jumpable_indices_right_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![5, 37]), board.jumpable_indices(BrdIdx::from(2, 7)));
}
#[wasm_bindgen_test]
fn jumpable_indices_top_right() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![21]), board.jumpable_indices(BrdIdx::from(0, 7)));
}
#[wasm_bindgen_test]
fn jumpable_indices_bottom_left() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![42]), board.jumpable_indices(BrdIdx::from(7, 0)));
}
#[wasm_bindgen_test]
fn init_game() {
let board = Board::init_game(Board::new(8, 8));
log!("{}", board);
}
#[wasm_bindgen_test]
fn black_diagonal_indices() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![1, 3]), board.player_diagonal_indices(BrdIdx::from(1, 2), Team::Black));
}
#[wasm_bindgen_test]
fn white_diagonal_indices() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![17, 19]), board.player_diagonal_indices(BrdIdx::from(1, 2), Team::White));
}
}

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src/game.rs Normal file
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@ -0,0 +1,12 @@
use crate::board::Board;
use indextree::Arena;
extern crate wasm_bindgen;
use wasm_bindgen::prelude::*;
#[wasm_bindgen]
pub struct Game {
current: Board,
previous_boards: Vec<Board>,
tree: Arena<Board>
}

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@ -1,27 +1,17 @@
mod utils; pub mod board;
pub mod utils;
use std::fmt::{Display, Write}; pub mod game;
use std::option::Option;
extern crate wasm_bindgen; extern crate wasm_bindgen;
use wasm_bindgen::prelude::*; use wasm_bindgen::prelude::*;
extern crate indextree;
use indextree::Arena;
pub const STD_WIDTH: usize = 8;
pub const STD_HEIGHT: usize = 8;
// use rand::prelude::*;
// use rand_pcg::Pcg64Mcg;
// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global // When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator. // allocator.
// #[cfg(feature = "wee_alloc")] // #[cfg(feature = "wee_alloc")]
// #[global_allocator] // #[global_allocator]
// static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT; // static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
#[macro_export]
macro_rules! log { macro_rules! log {
( $( $t:tt )* ) => { ( $( $t:tt )* ) => {
web_sys::console::log_1(&format!( $( $t )* ).into()); web_sys::console::log_1(&format!( $( $t )* ).into());
@ -36,245 +26,3 @@ pub fn init_game() {
#[cfg(feature = "random_init")] #[cfg(feature = "random_init")]
log!("random layout enabled"); log!("random layout enabled");
} }
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Team {
Black = 0,
White = 1,
}
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Strength {
Man = 0,
King = 1
}
#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum SquareState {
Empty = 0,
Occupied = 1,
Unplayable = 2
}
impl Display for SquareState {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match self {
SquareState::Empty => {write!(f, "{}", 'E')},
SquareState::Occupied => {write!(f, "{}", 'O')},
SquareState::Unplayable => {write!(f, "{}", 'U')},
}
}
}
#[wasm_bindgen]
#[derive(Clone)]
pub struct Piece {
id: u8,
team: Team,
strength: Strength
}
#[wasm_bindgen]
#[derive(Clone)]
pub struct Square {
occupant: Option<Piece>,
state: SquareState
}
impl Square {
fn new(state: SquareState, occupant: Option<Piece>) -> Square{
Square {
occupant,
state
}
}
}
#[wasm_bindgen]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct BrdIdx {
row: usize,
col: usize
}
#[wasm_bindgen]
impl BrdIdx {
pub fn from(row: usize, col: usize) -> BrdIdx {
BrdIdx{
row, col
}
}
}
///////////////
// BOARD
///////////////
#[wasm_bindgen]
#[derive(Clone)]
pub struct Board {
cells: Vec<Square>,
width: usize,
height: usize,
current_turn: Team
}
impl Board {
pub fn cell(&self, idx: usize) -> &Square {
&self.cells[idx]
}
pub fn grid_cell(&self, idx: BrdIdx) -> &Square {
self.cell(self.cell_idx(idx))
}
pub fn cell_mut(&mut self, idx: usize) -> &mut Square {
&mut self.cells[idx]
}
}
#[wasm_bindgen]
impl Board {
pub fn cell_index(&self, row: usize, col: usize) -> usize {
(row * self.width) + col
}
pub fn cell_idx(&self, idx: BrdIdx) -> usize {
self.cell_index(idx.row, idx.col)
}
pub fn board_index(&self, idx: usize) -> BrdIdx {
let row = idx / self.width;
let col = idx - (row * self.width);
BrdIdx::from(row, col)
}
pub fn diagonal_indices(&self, idx: BrdIdx) -> Option<Vec<usize>> {
if self.cell_state(self.cell_idx(idx)) == SquareState::Unplayable {
return None;
}
let height_idx = self.height - 1;
let width_idx = self.width - 1;
let mut cells = Vec::with_capacity(4);
if idx.row > 0 {
if idx.col > 0 {
cells.push(
self.cell_index(idx.row - 1, idx.col - 1)
);
}
if idx.col < width_idx {
cells.push(
self.cell_index(idx.row - 1, idx.col + 1)
);
}
}
if idx.row < height_idx {
if idx.col > 0 {
cells.push(
self.cell_index(idx.row + 1, idx.col - 1)
);
}
if idx.col < width_idx {
cells.push(
self.cell_index(idx.row + 1, idx.col + 1)
);
}
}
cells.shrink_to_fit();
Some(cells)
}
// pub fn can_move(&self, from: BrdIdx, to: BrdIdx) -> bool {
// let diagonals = self.diagonal_indices(from);
// }
pub fn new(width: usize, height: usize) -> Board {
let total_cells = width * height;
let mut cells: Vec<Square> = Vec::with_capacity(total_cells);
let mut playable = false;
for i in 0..height {
for _ in 0..width {
if playable {
cells.push(Square::new(SquareState::Empty, None));
}
else {
cells.push(Square::new(SquareState::Unplayable, None));
}
playable = !playable;
}
playable = i % 2 == 0;
}
Board {
cells,
width,
height,
current_turn: Team::Black
}
}
pub fn current_turn(&self) -> Team {
self.current_turn
}
pub fn cells(&self) -> *const Square {
self.cells.as_ptr()
}
pub fn num_cells(&self) -> usize {
self.cells.len()
}
pub fn cell_state(&self, idx: usize) -> SquareState {
self.cell(idx).state
}
}
impl Display for Board {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result{
let mut string = String::new();
for i in 0..self.height {
for j in 0..self.width {
write!(string, "{}",
self.cell_state( // empty, unocc, unplayable
self.cell_index( // 1d vec idx from 2d board idx
i, j // 2d board idx
)
)
);
}
string.push('\n');
}
write!(f, "{}", string)
}
}
///////////////
// GAME
///////////////
#[wasm_bindgen]
pub struct Game {
current: Board,
tree: Arena<Board>
}

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@ -7,125 +7,3 @@ extern crate wasm_bindgen_test;
use wasm_bindgen_test::{wasm_bindgen_test, wasm_bindgen_test_configure}; use wasm_bindgen_test::{wasm_bindgen_test, wasm_bindgen_test_configure};
wasm_bindgen_test_configure!(run_in_browser); wasm_bindgen_test_configure!(run_in_browser);
extern crate web_sys;
use web_sys::console;
extern crate draught;
use draught::{Board, BrdIdx, SquareState, STD_WIDTH, STD_HEIGHT};
macro_rules! log {
( $( $t:tt )* ) => {
web_sys::console::log_1(&format!( $( $t )* ).into());
}
}
#[wasm_bindgen_test]
fn create() {
let board = Board::new(STD_WIDTH, STD_HEIGHT);
assert!(true);
}
#[wasm_bindgen_test]
fn std_num_cells() {
let board = Board::new(8, 8);
assert_eq!(64, board.num_cells());
}
//////////////
// INDEXING
//////////////
#[wasm_bindgen_test]
fn cell_index_top_left() {
let board = Board::new(8, 8);
assert_eq!(0, board.cell_index(0, 0));
}
#[wasm_bindgen_test]
fn cell_index_central() {
let board = Board::new(8, 8);
assert_eq!(9, board.cell_index(1, 1));
}
#[wasm_bindgen_test]
fn cell_index_central_2() {
let board = Board::new(8, 8);
assert_eq!(17, board.cell_index(2, 1));
}
#[wasm_bindgen_test]
fn board_index() {
let board = Board::new(8, 8);
// first row
assert_eq!(BrdIdx::from(0, 5), board.board_index(5));
// second row
assert_eq!(BrdIdx::from(1, 6), board.board_index(14));
}
///////////////////
// SQUARE STATE
///////////////////
#[wasm_bindgen_test]
fn first_square_unplayable() {
let board = Board::new(8, 8);
assert_eq!(SquareState::Unplayable, board.cell_state(board.cell_index(0, 0)));
}
#[wasm_bindgen_test]
fn first_square_row_5_unplayable() {
let board = Board::new(8, 8);
assert_eq!(SquareState::Empty, board.cell_state(board.cell_index(5, 0)));
}
#[wasm_bindgen_test]
fn moveable_indices_unplayable() {
let board = Board::new(8, 8);
assert_eq!(None, board.diagonal_indices(BrdIdx::from(7, 7)));
assert_eq!(None, board.diagonal_indices(BrdIdx::from(0, 0)));
assert_eq!(None, board.diagonal_indices(BrdIdx::from(1, 1)));
}
#[wasm_bindgen_test]
fn moveable_indices_central() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![1, 3, 17, 19]), board.diagonal_indices(BrdIdx::from(1, 2)));
}
#[wasm_bindgen_test]
fn moveable_indices_top_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![8, 10]), board.diagonal_indices(BrdIdx::from(0, 1)));
}
#[wasm_bindgen_test]
fn moveable_indices_left_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![1, 17]), board.diagonal_indices(BrdIdx::from(1, 0)));
}
#[wasm_bindgen_test]
fn moveable_indices_bottom_row() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![49, 51]), board.diagonal_indices(BrdIdx::from(7, 2)));
}
#[wasm_bindgen_test]
fn moveable_indices_right_column() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![14, 30]), board.diagonal_indices(BrdIdx::from(2, 7)));
}
#[wasm_bindgen_test]
fn moveable_indices_top_right() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![14]), board.diagonal_indices(BrdIdx::from(0, 7)));
}
#[wasm_bindgen_test]
fn moveable_indices_bottom_left() {
let board = Board::new(8, 8);
assert_eq!(Some(vec![49]), board.diagonal_indices(BrdIdx::from(7, 0)));
}

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@ -34,7 +34,16 @@
<h1>Draught 🚀</h1> <h1>Draught 🚀</h1>
</div> </div>
<div class="card-body"> <div class="card-body">
<div class="row p-1">
<div class="col-sm-12">
<p class="text-muted">Working on an implementation of checkers in Rust WASM with a thin Js frontend, mainly as an exercise to learn Rust and to have a larger project in the language to fiddle with. The idea is to use the <a href="https://en.wikipedia.org/wiki/Minimax">minimax</a> algorithm to create an AI player that can operate with reasonable performance as a result of Rust's compiled performance.</p>
</div>
</div>
<div class="row p-1">
<div class="col-sm-12">
<a href="doc/draught" class="btn btn-secondary">Docs</a>
</div>
</div>
</div> </div>
</div> </div>

11277
www/package-lock.json generated Normal file

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@ -23,7 +23,7 @@
}, },
"homepage": "https://github.com/Sarsoo/draught#readme", "homepage": "https://github.com/Sarsoo/draught#readme",
"dependencies": { "dependencies": {
"gameoflife": "file:../pkg" "draught": "file:../pkg"
}, },
"devDependencies": { "devDependencies": {
"copy-webpack-plugin": "^9.0.0", "copy-webpack-plugin": "^9.0.0",