EVERYTHING IS WORKING
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76
src/main.rs
76
src/main.rs
@@ -1,6 +1,9 @@
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use oxidised4::{
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bored::PlayState,
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gamedata::{algorithms::minimax_decision_pruning, Disk},
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bored::{GameState, MenuState, PlayState, Strategy},
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gamedata::{
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algorithms::{minimax_decision, minimax_decision_pruning},
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Disk,
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},
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};
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use raylib::prelude::*;
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const NROW: i32 = 6;
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@@ -36,46 +39,57 @@ fn main() {
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let _square_wewant = (square_widf * NROW / 2, square_heif * 3 / 2);
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let _square_center = square_widf / 2;
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//7,9 are the values to center the circle
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let mut state: PlayState = PlayState::default();
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let mut state: GameState = GameState::MainMenu(MenuState::default());
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let mut strategy = Strategy::MiniMax;
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let mut difficulty = 3;
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rl.set_target_fps(60);
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while !rl.window_should_close() {
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let mut d = rl.begin_drawing(&thread);
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match state.player_turn {
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true => {
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if d.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON) {
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if let Some(column) = get_mouse_column(&d, square_widf) {
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state.play_human(column);
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}
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match &mut state {
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GameState::MainMenu(ref mut mstate) => {
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if mstate.init(&d) {
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strategy = mstate.strategy.clone();
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difficulty = mstate.difficulty.clone();
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state = GameState::Play(PlayState::default());
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}
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}
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false => state.play_cpu(minimax_decision_pruning),
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}
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if state.board.game_over() {
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let scores = state.board.getscore();
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println!("Player score: {} \n CPU Score: {}", scores.0, scores.1);
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}
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GameState::Play(ref mut state) => {
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match state.player_turn {
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true => {
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if d.is_mouse_button_pressed(MouseButton::MOUSE_LEFT_BUTTON) {
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if let Some(column) = get_mouse_column(&d, square_widf) {
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state.play_human(column);
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}
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}
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}
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false => match strategy {
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Strategy::MiniMax => state.play_cpu(minimax_decision),
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Strategy::AlphaBeta => state.play_cpu(minimax_decision_pruning),
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},
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}
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if state.board.game_over() {
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let scores = state.board.getscore();
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println!("Player score: {} \n CPU Score: {}", scores.0, scores.1);
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}
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for circle in &state.circles {
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let (x, y, disk) = circle;
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let color = match disk {
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Disk::P1 => Color::RED,
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Disk::P2 => Color::YELLOW,
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Disk::EMPTY => Color::WHITE,
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};
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d.draw_texture(&circle_texture, *x, *y, color);
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for circle in state.clone().circles {
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let (x, y, disk) = circle;
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let color = match disk {
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Disk::P1 => Color::RED,
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Disk::P2 => Color::YELLOW,
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Disk::EMPTY => Color::WHITE,
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};
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d.draw_texture(&circle_texture, x, y, color);
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}
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d.clear_background(Color::WHITE);
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d.draw_texture(&board_texture, BOARDSTART.0, BOARDSTART.1, Color::VIOLET);
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}
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}
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d.clear_background(Color::WHITE);
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d.draw_texture(&board_texture, BOARDSTART.0, BOARDSTART.1, Color::VIOLET);
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}
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}
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//TODO move this to a struct
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pub const STARTY: i32 = 9;
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pub const STARTX: i32 = 7;
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const WX: i32 = 14;
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const WY: i32 = 14;
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const CIRCLEWIDTH: i32 = 56;
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const STARTY: i32 = 9;
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fn get_mouse_column(rl: &RaylibHandle, sw: i32) -> Option<i32> {
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//row,col return
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let mouse_pos = rl.get_mouse_x();
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