added eq BrdIdx method, changing to array of clicks
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@ -133,6 +133,10 @@ impl BrdIdx {
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row, col
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}
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}
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pub fn eq (&self, other: &BrdIdx) -> bool {
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*self == *other
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}
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}
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impl Display for BrdIdx {
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@ -56,6 +56,10 @@ impl Game {
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self.current.current_turn
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}
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pub fn current_cell_state(&self, idx: BrdIdx) -> Square {
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self.current.cell(self.current.cell_idx(idx))
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}
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/// Attempt to make a move given a source and destination index
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pub fn make_move(&mut self, from: BrdIdx, to: BrdIdx) -> Moveable {
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let able = self.current.can_move(from, to);
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81
www/index.js
81
www/index.js
@ -1,4 +1,4 @@
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import { Game, Board, BrdIdx, Painter, Team, init_wasm, Moveable } from "draught";
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import { Game, Board, BrdIdx, Painter, Team, init_wasm, Moveable, SquareState } from "draught";
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import { memory } from "draught/draught_bg.wasm";
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///////////////////
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@ -35,6 +35,8 @@ let current_state = GameState.HUMAN_TURN.THINKING;
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let painter = new Painter(CANVAS_WIDTH, CANVAS_HEIGHT, "game-canvas");
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// painter.draw(board);
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let clicks = [];
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let from = null;
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let to = null;
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@ -71,55 +73,74 @@ function start_game() {
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}
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function process_canvas_click(cell_coord) {
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// if (game.current_cell_state(cell_coord).state == SquareState.Unplayable ) {
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// from = null;
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// to = null;
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// current_state = GameState.HUMAN_TURN.THINKING;
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// setStatusText("Unplayable Square!");
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// return;
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// }
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switch(current_state) {
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case GameState.HUMAN_TURN.THINKING:
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console.log("Your turn, first piece picked");
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from = cell_coord;
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clicks.push(cell_coord);
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// from = cell_coord;
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current_state = GameState.HUMAN_TURN.FROM_SELECTED;
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break;
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case GameState.HUMAN_TURN.FROM_SELECTED:
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console.log("Your turn, first piece already picked, picking second");
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to = cell_coord;
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clicks.push(cell_coord);
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if(from.col == to.col && from.row == to.row){
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// to = cell_coord;
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if (clicks.length != 2) {
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setStatusText(`Error: wrong number of clicks to process ${clicks.length}`);
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console.error(`Error: wrong number of clicks to process ${clicks.length}`);
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return;
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}
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// console.log(clicks[0].eq(clicks[1]));
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if (clicks[0].eq(clicks[1])) {
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setStatusText("Move Cancelled");
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} else {
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let status = game.make_move(from, to);
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let status = game.make_move(clicks[0], clicks[1]);
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if (status == Moveable.Allowed) {
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// game.draw();
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} else {
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switch(status) {
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case Moveable.Allowed:
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break;
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case Moveable.IllegalTrajectory:
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break;
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case Moveable.JumpingSameTeam:
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break;
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case Moveable.NoJumpablePiece:
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break;
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case Moveable.OccupiedDest:
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break;
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case Moveable.OutOfBounds:
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break;
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case Moveable.UnoccupiedSrc:
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break;
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case Moveable.Unplayable:
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break;
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case Moveable.WrongTeamSrc:
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break;
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}
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switch(status) {
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case Moveable.Allowed:
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break;
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case Moveable.IllegalTrajectory:
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break;
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case Moveable.JumpingSameTeam:
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break;
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case Moveable.NoJumpablePiece:
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break;
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case Moveable.OccupiedDest:
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break;
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case Moveable.OutOfBounds:
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break;
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case Moveable.UnoccupiedSrc:
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break;
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case Moveable.Unplayable:
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break;
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case Moveable.WrongTeamSrc:
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break;
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}
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}
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game.draw();
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from = null;
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to = null;
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clicks = [];
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// from = null;
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// to = null;
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current_state = GameState.HUMAN_TURN.THINKING;
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break;
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