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sven.wikberg
tp5-connect4
Commits
b145cc53
Commit
b145cc53
authored
6 years ago
by
sven.wikberg
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parent
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2 changed files
src/lib.rs
+371
-0
371 additions, 0 deletions
src/lib.rs
src/main.rs
+2
-370
2 additions, 370 deletions
src/main.rs
with
373 additions
and
370 deletions
src/lib.rs
0 → 100644
+
371
−
0
View file @
b145cc53
extern
crate
rust_hepia_lib
;
const
WIDTH
:
usize
=
7
;
const
HEIGHT
:
usize
=
6
;
const
RED_CHAR
:
char
=
'X'
;
const
YELLOW_CHAR
:
char
=
'O'
;
#[derive(Copy,
Clone,
PartialEq)]
enum
Connect4Case
{
Empty
,
Red
,
Yellow
,
}
pub
struct
Connect4
{
board
:
[[
Connect4Case
;
WIDTH
];
HEIGHT
],
game_mode
:
u8
,
turn_count
:
u32
,
last_col_played
:
usize
,
width
:
usize
,
height
:
usize
,
}
impl
Connect4
{
pub
fn
new
()
->
Connect4
{
if
WIDTH
<
4
||
HEIGHT
<
4
{
panic!
(
"The connect 4 board is too short (WIDTH and HEIGHT must be at least 4)"
);
}
Connect4
{
board
:
[[
Connect4Case
::
Empty
;
WIDTH
];
HEIGHT
],
game_mode
:
0
,
turn_count
:
0
,
last_col_played
:
0
,
width
:
WIDTH
,
height
:
HEIGHT
,
}
}
fn
get_max_turn
(
&
self
)
->
u32
{
(
self
.width
as
u32
*
self
.height
as
u32
)
}
fn
is_red_turn
(
&
self
)
->
bool
{
if
self
.turn_count
%
2
==
1
{
return
true
;
}
else
{
return
false
;
}
}
fn
choose_game_mode
()
->
u8
{
let
mut
x
:
i32
;
loop
{
println!
(
"Choose your game mode : (1) Player vs Player. (2) Player vs IA, easy. (3) Player vs IA, hard."
);
x
=
rust_hepia_lib
::
read_int
();
match
x
{
1
|
2
|
3
=>
return
x
as
u8
,
_
=>
println!
(
"This is not a valid number"
),
}
}
}
fn
place_piece
(
&
mut
self
,
x
:
usize
)
->
bool
{
if
x
>=
self
.width
{
// si on veut placer une piece en dehors du tableau
return
false
;
}
if
self
.board
[
0
as
usize
][
x
]
!=
Connect4Case
::
Empty
{
// si la colonne est deja pleine
return
false
;
}
for
i
in
1
..
self
.height
{
if
self
.board
[
i
][
x
]
!=
Connect4Case
::
Empty
{
// on place la nouelle piece au dessus de la plus haute piece de la colonne
self
.board
[
i
-
1
][
x
]
=
if
self
.is_red_turn
()
{
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
};
return
true
;
}
}
self
.board
[
self
.height
-
1
][
x
]
=
if
self
.is_red_turn
()
{
// si la colonne est vide
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
};
return
true
;
}
fn
choose_col
(
&
self
)
->
usize
{
let
mut
col
:
i32
;
loop
{
println!
(
"Choose a column (1-{})"
,
self
.width
);
col
=
rust_hepia_lib
::
read_int
();
if
col
<
1
||
col
>
self
.width
as
i32
{
println!
(
"This is not a valid column"
);
}
else
{
return
(
col
-
1
)
as
usize
;
}
}
}
fn
play_turn
(
&
mut
self
)
{
self
.turn_count
+=
1
;
println!
(
"This is {}'s turn !!"
,
if
self
.is_red_turn
()
{
RED_CHAR
}
else
{
YELLOW_CHAR
}
);
if
self
.is_red_turn
()
||
self
.game_mode
==
1
{
let
mut
col
:
usize
;
loop
{
col
=
self
.choose_col
();
if
!
self
.place_piece
(
col
)
{
println!
(
"This is not a valid column"
);
}
else
{
self
.last_col_played
=
col
;
break
;
}
}
}
else
if
self
.game_mode
==
2
{
let
x
:
usize
=
self
.get_ia1_play
();
self
.place_piece
(
x
);
self
.last_col_played
=
x
;
}
else
if
self
.game_mode
==
3
{
let
x
:
usize
=
self
.get_ia2_play
();
self
.place_piece
(
x
);
self
.last_col_played
=
x
;
}
}
fn
get_ia1_play
(
&
self
)
->
usize
{
let
mut
col
:
usize
;
let
mut
last_emp
:
Option
<
usize
>
=
None
;
loop
{
col
=
rust_hepia_lib
::
gen
(
0
,
self
.width
as
i32
)
as
usize
;
last_emp
=
self
.get_last_empty
(
col
);
if
last_emp
.is_some
()
{
return
col
;
}
}
}
fn
get_ia2_play
(
&
self
)
->
usize
{
let
mut
x
:
Option
<
usize
>
=
None
;
let
mut
block_col
:
usize
;
let
mut
last_emp
:
Option
<
usize
>
=
None
;
for
i
in
0
..
self
.width
{
last_emp
=
self
.get_last_empty
(
i
);
if
last_emp
.is_some
()
{
let
y
=
last_emp
.unwrap
();
for
j
in
0
..
4
{
if
self
.cnt_same_piece_line
(
i
,
y
,
Connect4Case
::
Yellow
,
j
)
>=
4
{
return
i
;
}
else
if
self
.cnt_same_piece_line
(
i
,
y
,
Connect4Case
::
Red
,
j
)
>=
4
{
x
=
Some
(
i
);
block_col
=
i
;
}
}
}
}
if
let
Some
(
block_col
)
=
x
{
// c'est dans une option car il ne pourrait ne pas y avoir de case a bloqué
return
block_col
;
}
else
{
return
self
.get_ia1_play
();
}
}
fn
get_last_empty
(
&
self
,
col
:
usize
)
->
Option
<
usize
>
{
if
self
.board
[
self
.height
-
1
][
col
]
==
Connect4Case
::
Empty
{
return
Some
(
self
.height
-
1
);
}
if
self
.board
[
0
][
col
]
!=
Connect4Case
::
Empty
{
return
None
;
}
for
i
in
1
..
self
.height
{
if
self
.board
[
i
][
col
]
!=
Connect4Case
::
Empty
{
return
Some
(
i
-
1
);
}
}
None
}
fn
display
(
&
self
)
{
for
y
in
0
..
self
.height
{
if
y
==
0
{
print!
(
"┌─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┬─"
);
}
println!
(
"┐"
);
}
else
{
print!
(
"├─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┼─"
);
}
println!
(
"┤"
);
}
for
x
in
0
..
self
.width
{
print!
(
"|{}"
,
match
self
.board
[
y
][
x
]
{
Connect4Case
::
Empty
=>
' '
,
Connect4Case
::
Red
=>
RED_CHAR
,
Connect4Case
::
Yellow
=>
YELLOW_CHAR
,
}
);
if
x
+
1
==
self
.width
{
print!
(
"|"
);
}
}
println!
();
}
print!
(
"└─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┴─"
);
}
println!
(
"┘"
);
for
x
in
1
..
self
.width
+
1
{
print!
(
" {0}"
,
x
);
}
println!
();
}
/*fn is_won(&self) -> bool {
for y in 0..self.height {
for x in 0..self.width {
if self.board[y][x] != Connect4Case::Empty {
if x + 3 < WIDTH {
// verif horizontale
if self.board[y][x + 1] == self.board[y][x]
&& self.board[y][x + 2] == self.board[y][x]
&& self.board[y][x + 3] == self.board[y][x]
{
return true;
}
}
if y + 3 < HEIGHT {
// verif verticale
if self.board[y + 1][x] == self.board[y][x]
&& self.board[y + 2][x] == self.board[y][x]
&& self.board[y + 3][x] == self.board[y][x]
{
return true;
}
}
if x + 3 < WIDTH && y + 3 < HEIGHT {
// verif diagonale 1 : \
if self.board[y + 1][x + 1] == self.board[y][x]
&& self.board[y + 2][x + 2] == self.board[y][x]
&& self.board[y + 3][x + 3] == self.board[y][x]
{
return true;
}
}
if x >= 3 && y + 3 < HEIGHT {
// verif diagonale 2 : /
if self.board[y + 1][x - 1] == self.board[y][x]
&& self.board[y + 2][x - 2] == self.board[y][x]
&& self.board[y + 3][x - 3] == self.board[y][x]
{
return true;
}
}
}
}
}
return false;
}*/
fn
is_full
(
&
self
)
->
bool
{
if
self
.turn_count
>=
self
.get_max_turn
()
{
true
}
else
{
false
}
}
fn
last_play_won
(
&
self
)
->
bool
{
let
mut
i
:
usize
=
0
;
loop
{
if
self
.board
[
i
][
self
.last_col_played
as
usize
]
==
Connect4Case
::
Empty
{
i
+=
1
;
}
else
{
break
;
}
}
for
j
in
0
..
4
{
if
self
.cnt_same_piece_line
(
self
.last_col_played
as
usize
,
i
,
if
self
.is_red_turn
()
{
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
},
j
,
)
>=
4
{
return
true
;
}
}
false
}
fn
cnt_same_piece_line
(
&
self
,
x
:
usize
,
y
:
usize
,
c
:
Connect4Case
,
dir
:
u8
)
->
u32
{
let
i
:
u32
;
i
=
self
.cnt_same_piece_dir
(
x
,
y
,
c
,
dir
)
+
self
.cnt_same_piece_dir
(
x
,
y
,
c
,
(
dir
+
4
)
%
8
)
+
1
;
i
}
fn
cnt_same_piece_dir
(
&
self
,
x
:
usize
,
y
:
usize
,
c
:
Connect4Case
,
dir
:
u8
)
->
u32
{
match
dir
{
0
=>
if
y
!=
0
&&
self
.board
[
y
-
1
][
x
]
==
c
{
//north
return
self
.cnt_same_piece_dir
(
x
,
y
-
1
,
c
,
dir
)
+
1
;
},
1
=>
if
x
!=
self
.width
-
1
&&
y
!=
0
&&
self
.board
[
y
-
1
][
x
+
1
]
==
c
{
//north-west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
-
1
,
c
,
dir
)
+
1
;
},
2
=>
if
x
!=
self
.width
-
1
&&
self
.board
[
y
][
x
+
1
]
==
c
{
//west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
,
c
,
dir
)
+
1
;
},
3
=>
if
x
!=
self
.width
-
1
&&
y
!=
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
+
1
]
==
c
{
//south-west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
+
1
,
c
,
dir
)
+
1
;
},
4
=>
if
y
<
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
]
==
c
{
//south
return
self
.cnt_same_piece_dir
(
x
,
y
+
1
,
c
,
dir
)
+
1
;
},
5
=>
if
x
!=
0
&&
y
!=
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
-
1
]
==
c
{
//south-east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
+
1
,
c
,
dir
)
+
1
;
},
6
=>
if
x
!=
0
&&
self
.board
[
y
][
x
-
1
]
==
c
{
//east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
,
c
,
dir
)
+
1
;
},
7
=>
if
x
!=
0
&&
y
!=
0
&&
self
.board
[
y
-
1
][
x
-
1
]
==
c
{
//north-east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
-
1
,
c
,
dir
)
+
1
;
},
_
=>
panic!
{
"Direction not valid"
},
}
return
0
;
}
pub
fn
play_game
(
&
mut
self
)
{
self
.game_mode
=
Connect4
::
choose_game_mode
();
self
.display
();
loop
{
self
.play_turn
();
self
.display
();
if
self
.last_play_won
()
{
if
self
.is_red_turn
()
{
println!
(
"O won GG !"
);
}
else
{
println!
(
"X won, well played !"
);
}
break
;
}
if
self
.is_full
()
{
println!
(
"Draw, nobody won !"
);
break
;
}
}
}
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
src/main.rs
+
2
−
370
View file @
b145cc53
extern
crate
rust_hepia_lib
;
extern
crate
tp5_connect4
;
const
WIDTH
:
usize
=
7
;
use
tp5_connect4
::
Connect4
;
const
HEIGHT
:
usize
=
6
;
const
RED_CHAR
:
char
=
'X'
;
const
YELLOW_CHAR
:
char
=
'O'
;
#[derive(Copy,
Clone,
PartialEq)]
enum
Connect4Case
{
Empty
,
Red
,
Yellow
,
}
struct
Connect4
{
board
:
[[
Connect4Case
;
WIDTH
];
HEIGHT
],
game_mode
:
u8
,
turn_count
:
u32
,
last_col_played
:
usize
,
width
:
usize
,
height
:
usize
,
}
impl
Connect4
{
fn
new
()
->
Connect4
{
if
WIDTH
<
4
||
HEIGHT
<
4
{
panic!
(
"The connect 4 board is too short (WIDTH and HEIGHT must be at least 4)"
);
}
Connect4
{
board
:
[[
Connect4Case
::
Empty
;
WIDTH
];
HEIGHT
],
game_mode
:
0
,
turn_count
:
0
,
last_col_played
:
0
,
width
:
WIDTH
,
height
:
HEIGHT
,
}
}
fn
get_max_turn
(
&
self
)
->
u32
{
(
self
.width
as
u32
*
self
.height
as
u32
)
}
fn
is_red_turn
(
&
self
)
->
bool
{
if
self
.turn_count
%
2
==
1
{
return
true
;
}
else
{
return
false
;
}
}
fn
choose_game_mode
()
->
u8
{
let
mut
x
:
i32
;
loop
{
println!
(
"Choose your game mode : (1) Player vs Player. (2) Player vs IA, easy. (3) Player vs IA, hard."
);
x
=
rust_hepia_lib
::
read_int
();
match
x
{
1
|
2
|
3
=>
return
x
as
u8
,
_
=>
println!
(
"This is not a valid number"
),
}
}
}
fn
place_piece
(
&
mut
self
,
x
:
usize
)
->
bool
{
if
x
>=
self
.width
{
// si on veut placer une piece en dehors du tableau
return
false
;
}
if
self
.board
[
0
as
usize
][
x
]
!=
Connect4Case
::
Empty
{
// si la colonne est deja pleine
return
false
;
}
for
i
in
1
..
self
.height
{
if
self
.board
[
i
][
x
]
!=
Connect4Case
::
Empty
{
// on place la nouelle piece au dessus de la plus haute piece de la colonne
self
.board
[
i
-
1
][
x
]
=
if
self
.is_red_turn
()
{
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
};
return
true
;
}
}
self
.board
[
self
.height
-
1
][
x
]
=
if
self
.is_red_turn
()
{
// si la colonne est vide
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
};
return
true
;
}
fn
choose_col
(
&
self
)
->
usize
{
let
mut
col
:
i32
;
loop
{
println!
(
"Choose a column (1-{})"
,
self
.width
);
col
=
rust_hepia_lib
::
read_int
();
if
col
<
1
||
col
>
self
.width
as
i32
{
println!
(
"This is not a valid column"
);
}
else
{
return
(
col
-
1
)
as
usize
;
}
}
}
fn
play_turn
(
&
mut
self
)
{
self
.turn_count
+=
1
;
println!
(
"This is {}'s turn !!"
,
if
self
.is_red_turn
()
{
RED_CHAR
}
else
{
YELLOW_CHAR
}
);
if
self
.is_red_turn
()
||
self
.game_mode
==
1
{
let
mut
col
:
usize
;
loop
{
col
=
self
.choose_col
();
if
!
self
.place_piece
(
col
)
{
println!
(
"This is not a valid column"
);
}
else
{
self
.last_col_played
=
col
;
break
;
}
}
}
else
if
self
.game_mode
==
2
{
let
x
:
usize
=
self
.get_ia1_play
();
self
.place_piece
(
x
);
self
.last_col_played
=
x
;
}
else
if
self
.game_mode
==
3
{
let
x
:
usize
=
self
.get_ia2_play
();
self
.place_piece
(
x
);
self
.last_col_played
=
x
;
}
}
fn
get_ia1_play
(
&
self
)
->
usize
{
let
mut
col
:
usize
;
let
mut
last_emp
:
Option
<
usize
>
=
None
;
loop
{
col
=
rust_hepia_lib
::
gen
(
0
,
self
.width
as
i32
)
as
usize
;
last_emp
=
self
.get_last_empty
(
col
);
if
last_emp
.is_some
()
{
return
col
;
}
}
}
fn
get_ia2_play
(
&
self
)
->
usize
{
let
mut
x
:
Option
<
usize
>
=
None
;
let
mut
block_col
:
usize
;
let
mut
last_emp
:
Option
<
usize
>
=
None
;
for
i
in
0
..
self
.width
{
last_emp
=
self
.get_last_empty
(
i
);
if
last_emp
.is_some
()
{
let
y
=
last_emp
.unwrap
();
for
j
in
0
..
4
{
if
self
.cnt_same_piece_line
(
i
,
y
,
Connect4Case
::
Yellow
,
j
)
>=
4
{
return
i
;
}
else
if
self
.cnt_same_piece_line
(
i
,
y
,
Connect4Case
::
Red
,
j
)
>=
4
{
x
=
Some
(
i
);
block_col
=
i
;
}
}
}
}
if
let
Some
(
block_col
)
=
x
{
return
block_col
;
}
else
{
return
self
.get_ia1_play
();
}
}
fn
get_last_empty
(
&
self
,
col
:
usize
)
->
Option
<
usize
>
{
if
self
.board
[
self
.height
-
1
][
col
]
==
Connect4Case
::
Empty
{
return
Some
(
self
.height
-
1
);
}
if
self
.board
[
0
][
col
]
!=
Connect4Case
::
Empty
{
return
None
;
}
for
i
in
1
..
self
.height
{
if
self
.board
[
i
][
col
]
!=
Connect4Case
::
Empty
{
return
Some
(
i
-
1
);
}
}
None
}
fn
display
(
&
self
)
{
for
y
in
0
..
self
.height
{
if
y
==
0
{
print!
(
"┌─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┬─"
);
}
println!
(
"┐"
);
}
else
{
print!
(
"├─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┼─"
);
}
println!
(
"┤"
);
}
for
x
in
0
..
self
.width
{
print!
(
"|{}"
,
match
self
.board
[
y
][
x
]
{
Connect4Case
::
Empty
=>
' '
,
Connect4Case
::
Red
=>
RED_CHAR
,
Connect4Case
::
Yellow
=>
YELLOW_CHAR
,
}
);
if
x
+
1
==
self
.width
{
print!
(
"|"
);
}
}
println!
();
}
print!
(
"└─"
);
for
_x
in
1
..
self
.width
{
print!
(
"┴─"
);
}
println!
(
"┘"
);
for
x
in
1
..
self
.width
+
1
{
print!
(
" {0}"
,
x
);
}
println!
();
}
/*fn is_won(&self) -> bool {
for y in 0..self.height {
for x in 0..self.width {
if self.board[y][x] != Connect4Case::Empty {
if x + 3 < WIDTH {
// verif horizontale
if self.board[y][x + 1] == self.board[y][x]
&& self.board[y][x + 2] == self.board[y][x]
&& self.board[y][x + 3] == self.board[y][x]
{
return true;
}
}
if y + 3 < HEIGHT {
// verif verticale
if self.board[y + 1][x] == self.board[y][x]
&& self.board[y + 2][x] == self.board[y][x]
&& self.board[y + 3][x] == self.board[y][x]
{
return true;
}
}
if x + 3 < WIDTH && y + 3 < HEIGHT {
// verif diagonale 1 : \
if self.board[y + 1][x + 1] == self.board[y][x]
&& self.board[y + 2][x + 2] == self.board[y][x]
&& self.board[y + 3][x + 3] == self.board[y][x]
{
return true;
}
}
if x >= 3 && y + 3 < HEIGHT {
// verif diagonale 2 : /
if self.board[y + 1][x - 1] == self.board[y][x]
&& self.board[y + 2][x - 2] == self.board[y][x]
&& self.board[y + 3][x - 3] == self.board[y][x]
{
return true;
}
}
}
}
}
return false;
}*/
fn
is_full
(
&
self
)
->
bool
{
if
self
.turn_count
>=
self
.get_max_turn
()
{
true
}
else
{
false
}
}
fn
last_play_won
(
&
self
)
->
bool
{
let
mut
i
:
usize
=
0
;
loop
{
if
self
.board
[
i
][
self
.last_col_played
as
usize
]
==
Connect4Case
::
Empty
{
i
+=
1
;
}
else
{
break
;
}
}
for
j
in
0
..
4
{
if
self
.cnt_same_piece_line
(
self
.last_col_played
as
usize
,
i
,
if
self
.is_red_turn
()
{
Connect4Case
::
Red
}
else
{
Connect4Case
::
Yellow
},
j
,
)
>=
4
{
return
true
;
}
}
false
}
fn
cnt_same_piece_line
(
&
self
,
x
:
usize
,
y
:
usize
,
c
:
Connect4Case
,
dir
:
u8
)
->
u32
{
let
i
:
u32
;
i
=
self
.cnt_same_piece_dir
(
x
,
y
,
c
,
dir
)
+
self
.cnt_same_piece_dir
(
x
,
y
,
c
,
(
dir
+
4
)
%
8
)
+
1
;
i
}
fn
cnt_same_piece_dir
(
&
self
,
x
:
usize
,
y
:
usize
,
c
:
Connect4Case
,
dir
:
u8
)
->
u32
{
match
dir
{
0
=>
if
y
!=
0
&&
self
.board
[
y
-
1
][
x
]
==
c
{
//north
return
self
.cnt_same_piece_dir
(
x
,
y
-
1
,
c
,
dir
)
+
1
;
},
1
=>
if
x
!=
self
.width
-
1
&&
y
!=
0
&&
self
.board
[
y
-
1
][
x
+
1
]
==
c
{
//north-west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
-
1
,
c
,
dir
)
+
1
;
},
2
=>
if
x
!=
self
.width
-
1
&&
self
.board
[
y
][
x
+
1
]
==
c
{
//west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
,
c
,
dir
)
+
1
;
},
3
=>
if
x
!=
self
.width
-
1
&&
y
!=
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
+
1
]
==
c
{
//south-west
return
self
.cnt_same_piece_dir
(
x
+
1
,
y
+
1
,
c
,
dir
)
+
1
;
},
4
=>
if
y
<
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
]
==
c
{
//south
return
self
.cnt_same_piece_dir
(
x
,
y
+
1
,
c
,
dir
)
+
1
;
},
5
=>
if
x
!=
0
&&
y
!=
self
.height
-
1
&&
self
.board
[
y
+
1
][
x
-
1
]
==
c
{
//south-east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
+
1
,
c
,
dir
)
+
1
;
},
6
=>
if
x
!=
0
&&
self
.board
[
y
][
x
-
1
]
==
c
{
//east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
,
c
,
dir
)
+
1
;
},
7
=>
if
x
!=
0
&&
y
!=
0
&&
self
.board
[
y
-
1
][
x
-
1
]
==
c
{
//north-east
return
self
.cnt_same_piece_dir
(
x
-
1
,
y
-
1
,
c
,
dir
)
+
1
;
},
_
=>
panic!
{
"Direction not valid"
},
}
return
0
;
}
fn
play_game
(
&
mut
self
)
{
self
.game_mode
=
Connect4
::
choose_game_mode
();
self
.display
();
loop
{
self
.play_turn
();
self
.display
();
if
self
.last_play_won
()
{
if
self
.is_red_turn
()
{
println!
(
"O won GG !"
);
}
else
{
println!
(
"X won, well played !"
);
}
break
;
}
if
self
.is_full
()
{
println!
(
"Draw, nobody won !"
);
break
;
}
}
}
}
fn
main
()
{
fn
main
()
{
let
mut
c
:
Connect4
=
Connect4
::
new
();
let
mut
c
:
Connect4
=
Connect4
::
new
();
...
...
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