use std::cell::RefCell;
use std::collections::VecDeque;
// minimum reproducible example for stack overflow question
// which is essentially the whole thing b/c all of these types
// depend on each other
// this is an implementation of Monopoly Deal (see http://monopolydealrules.com/)
// but the only relevant part to the question is in main(), around line 400
// card.rs
pub trait Card {
fn value(&self) -> i32;
fn kind(&self) -> CardKind;
}
pub enum CardKind {
Money,
Action,
Property,
Building,
}
// property.rs
pub struct PropertySet {
color: Color,
properties: Vec<Property>,
house: bool,
hotel: bool,
}
impl PropertySet {
pub fn rent(&self) -> i32 {
unimplemented!() // stub
}
pub fn color(&self) -> Color {
self.color
}
pub fn properties(&self) -> &Vec<Property> {
&self.properties
}
pub fn is_full(&self) -> bool {
self.properties().len() == self.color.set_size() as usize
}
pub fn is_empty(&self) -> bool {
self.properties().len() == 0
}
pub fn add(&mut self, property: Property) -> Result<(), PropertySetAddError> {
if !property.matches(self.color) {
return Err(PropertySetAddError {
property,
kind: PropertySetAddErrorKind::WrongColor,
});
}
if self.properties.len() + 1 < self.color.set_size() as usize {
self.properties.push(property);
Ok(())
} else {
Err(PropertySetAddError {
property,
kind: PropertySetAddErrorKind::SetFull,
})
}
}
fn remove(&mut self, index: usize) -> Property {
self.properties.remove(index)
}
}
pub struct PropertySetAddError {
property: Property,
kind: PropertySetAddErrorKind,
}
pub enum PropertySetAddErrorKind {
WrongColor,
SetFull,
}
pub enum Property {
Basic { name: String, color: Color },
Wild { colors: [Color; 2], value: i32 },
Any,
}
impl Card for Property {
fn value(&self) -> i32 {
unimplemented!() // stub
}
fn kind(&self) -> CardKind {
CardKind::Property
}
}
impl Property {
pub fn matches(&self, color: Color) -> bool {
unimplemented!() // stub
}
}
#[derive(Eq, PartialEq, Hash, Copy, Clone)]
pub enum Color {
Red,
Orange,
Yellow,
Green,
LightBlue,
DarkBlue,
Magenta,
Brown,
Utility,
Railroad,
}
impl Color {
pub fn set_size(&self) -> i32 {
unimplemented!() // stub
}
}
// money.rs
#[derive(PartialOrd, Ord, PartialEq, Eq, Hash)]
pub struct Money(pub i32);
impl Card for Money {
fn value(&self) -> i32 {
self.0
}
fn kind(&self) -> CardKind {
CardKind::Money
}
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
pub struct Id(pub usize);
pub struct Possessions {
bank: Vec<Money>,
hand: Vec<Box<dyn Card>>,
properties: Vec<PropertySet>,
}
// brain.rs
pub trait Brain {
fn act(&self, state: &GameState, possessions: &mut Possessions) -> Vec<Effect>;
fn react(
&self,
state: &GameState,
possessions: &mut Possessions,
effect: &Effect,
) -> Vec<Effect>;
}
pub struct Human {}
impl Human {
pub fn new() -> Human {
Human {}
}
}
impl Brain for Human {
fn act(&self, state: &GameState, possessions: &mut Possessions) -> Vec<Effect> {
unimplemented!()
}
fn react(
&self,
state: &GameState,
possessions: &mut Possessions,
effect: &Effect,
) -> Vec<Effect> {
unimplemented!()
}
}
// action.rs
pub enum Action {
Rent { colors: [Color; 2] },
AnyRent,
DoubleRent,
DealBreaker,
DebtCollector,
Birthday,
SayNo,
PassGo,
SlyDeal,
ForcedDeal,
}
impl Card for Action {
fn value(&self) -> i32 {
unimplemented!() // stub
}
fn kind(&self) -> CardKind {
CardKind::Action
}
}
impl Action {
pub fn effect<'a>(
&self,
source: Id,
target: ActionTarget<'a>,
) -> Result<Effect<'a>, EffectError> {
unimplemented!() // stub
}
}
pub enum ActionTarget<'a> {
None,
Player {
player: Id,
},
Set {
/// The player that this action is targeted against
player: Id,
/// Can be a set that player owns, such as in the case of Deal Breaker, or it
/// can be a set that the source owns, such as in the case of rent cards
set: &'a PropertySet,
},
Property {
player: Id,
property: (&'a PropertySet, usize),
},
Swap {
player: Id,
take: (&'a PropertySet, usize),
give: (&'a PropertySet, usize),
},
}
// effect.rs
#[derive(Clone)]
pub enum Effect<'a> {
// swaps properties with another player
Swap {
source: Id,
target: Id,
give: (&'a PropertySet, usize),
take: (&'a PropertySet, usize),
},
// steals properties from another player
Steal {
source: Id,
target: Id,
set: &'a PropertySet,
indices: Vec<usize>,
},
// charges another player
Charge {
source: Id,
target: Option<Id>,
amount: i32,
reason: ChargeReason,
},
// cancels prior effect
Cancel {
source: Id,
target: Id,
},
// pass Go, credit $2M
Go {
source: Id,
},
}
#[derive(Clone)]
pub enum ChargeReason {
Rent,
Birthday,
DebtCollector,
}
pub enum EffectError {
/// The target supplied was not valid for this action.
InvalidTarget,
/// You tried to charge rent for a color, but the specified set isn't that color
NoProperty,
}
// player.rs
pub struct Player {
pub id: Id,
pub name: String,
pub possessions: Possessions,
pub brain: Box<dyn Brain>,
}
impl Player {
pub fn new(id: Id, name: String, brain: Box<dyn Brain>) -> Player {
Player {
id,
possessions: Possessions {
bank: vec![],
hand: vec![],
properties: vec![],
},
name,
brain,
}
}
pub fn id(&self) -> Id {
self.id
}
pub fn bank(&self) -> &Vec<Money> {
&self.possessions.bank
}
pub fn properties(&self) -> &Vec<PropertySet> {
&self.possessions.properties
}
pub fn name(&self) -> &str {
&self.name
}
pub fn brain(&self) -> &Box<dyn Brain> {
&self.brain
}
pub fn act(&mut self, state: &GameState) -> Vec<Effect> {
self.brain.act(state, &mut self.possessions)
}
pub fn react(&mut self, state: &GameState, effect: &Effect) -> Vec<Effect> {
self.brain.react(state, &mut self.possessions, effect)
}
}
// state.rs
pub struct GameState {
pub players: Vec<RefCell<Player>>,
pub current: Id,
pub stack: Vec<Box<dyn Card>>,
}
impl GameState {
pub fn next(&mut self) {
self.current = Id((self.current.0 + 1) % self.players.len())
}
pub fn current_player(&self) -> &RefCell<Player> {
self.players.get(self.current.0).unwrap()
}
pub fn get_player(&self, id: Id) -> Option<&RefCell<Player>> {
self.players.get(id.0)
}
}
// deck.rs
pub fn create_deck() -> Vec<Box<dyn Card>> {
vec![
// ...
]
}
// main.rs
pub fn main() {
let brain = Human::new(); // Human implements Brain
let me = Player::new(Id(0), "Ibi".to_owned(), Box::new(brain));
let current = me.id();
let players = vec![RefCell::new(me)];
let stack = create_deck(); // returns Vec<Box<dyn Card>>
let mut state = GameState {
players,
stack,
current,
};
while !state.players.iter().any(|player| {
player
.borrow()
.properties()
.iter()
.filter(|&set| set.is_full())
.count()
>= 3
}) {
// ...
let mut effects = VecDeque::new();
{
let mut current_player = state.current_player().borrow_mut();
let action = current_player.act(&state);
effects.extend(action);
}
// let all other players react to effects until no more reactions are generated
while !effects.is_empty() {
let effect = effects.pop_front().unwrap();
// ...
}
}
}
Я не могу получить этот код для компиляции;он говорит, что current_player
не живет достаточно долго и жалуется, что он сброшен в конце блока. Почему current_player
нужно выживать после конца блока? Насколько я понимаю, он возвращает Vec<Effect>
, которым теперь владеет мой метод, а затем этот вектор используется extend()
, а содержащиеся в нем значения теперь принадлежат effects
, так почему же current_player
все еще необходимо?