Can request & respond to rematch
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@ -21,6 +21,7 @@ use crate::ui_screens::popup_screen::PopupScreen;
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use crate::ui_screens::set_boats_layout_screen::SetBoatsLayoutScreen;
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use crate::ui_screens::utils::{centered_rect_size, centered_text};
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use crate::ui_screens::ScreenResult;
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use crate::ui_widgets::button_widget::ButtonWidget;
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use crate::ui_widgets::game_map_widget::{ColoredCells, GameMapWidget};
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type CoordinatesMapper = HashMap<Coordinates, Coordinates>;
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@ -33,6 +34,13 @@ enum GameStatus {
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Starting,
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MustFire,
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OpponentMustFire,
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WonGame,
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LostGame,
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RematchRequestedByOpponent,
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RematchRequestedByPlayer,
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RematchAccepted,
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RematchRejected,
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OpponentLeftGame,
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}
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impl GameStatus {
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@ -50,6 +58,32 @@ impl GameStatus {
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GameStatus::Starting => "Game is starting...",
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GameStatus::MustFire => "You must fire!",
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GameStatus::OpponentMustFire => "### must fire!",
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GameStatus::WonGame => "You won the game!",
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GameStatus::LostGame => "### won the game. You loose.",
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GameStatus::RematchRequestedByOpponent => "Rematch requested by ###",
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GameStatus::RematchRequestedByPlayer => "Rematch requested by you",
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GameStatus::RematchAccepted => "Rematch accepted!",
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GameStatus::RematchRejected => "Rematch rejected!",
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GameStatus::OpponentLeftGame => "Opponent left game!",
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}
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}
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}
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#[derive(Debug, Eq, PartialEq, Copy, Clone)]
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enum Buttons {
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RequestRematch,
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AcceptRematch,
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RejectRematch,
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QuitGame,
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}
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impl Buttons {
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pub fn text(&self) -> &str {
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match self {
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Buttons::RequestRematch => "Request rematch",
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Buttons::AcceptRematch => "Accept rematch",
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Buttons::RejectRematch => "Reject rematch",
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Buttons::QuitGame => "Quit game",
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}
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}
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}
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@ -61,6 +95,7 @@ pub struct GameScreen {
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game: CurrentGameStatus,
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curr_shoot_position: Coordinates,
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last_opponent_fire_position: Coordinates,
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curr_button: usize,
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}
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impl GameScreen {
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@ -72,6 +107,7 @@ impl GameScreen {
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game: Default::default(),
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curr_shoot_position: Coordinates::new(0, 0),
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last_opponent_fire_position: Coordinates::invalid(),
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curr_button: 0,
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}
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}
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@ -81,6 +117,10 @@ impl GameScreen {
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let mut coordinates_mapper = CoordinatesMapper::new();
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loop {
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if !self.visible_buttons().is_empty() {
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self.curr_button %= self.visible_buttons().len();
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}
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// Update UI
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terminal.draw(|f| coordinates_mapper = self.ui(f))?;
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@ -121,6 +161,36 @@ impl GameScreen {
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}
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}
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// Change buttons
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KeyCode::Left if self.game_over() => {
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self.curr_button += self.visible_buttons().len() - 1
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}
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KeyCode::Right if self.game_over() => self.curr_button += 1,
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KeyCode::Tab if self.game_over() => self.curr_button += 1,
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// Submit button
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KeyCode::Enter if self.game_over() => match self.curr_button() {
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Buttons::RequestRematch => {
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self.client
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.send_message(&ClientMessage::RequestRematch)
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.await?;
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self.status = GameStatus::RematchRequestedByPlayer;
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}
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Buttons::AcceptRematch => {
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self.client
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.send_message(&ClientMessage::AcceptRematch)
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.await?;
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self.status = GameStatus::RematchAccepted;
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}
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Buttons::RejectRematch => {
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self.client
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.send_message(&ClientMessage::RejectRematch)
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.await?;
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self.status = GameStatus::RematchRejected;
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}
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Buttons::QuitGame => return Ok(ScreenResult::Ok(())),
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},
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_ => {}
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}
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@ -194,19 +264,41 @@ impl GameScreen {
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self.game = status;
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}
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ServerMessage::FireResult { .. } => {}
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ServerMessage::FireResult { .. } => { /* not used */ }
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ServerMessage::OpponentFireResult { pos, .. } => {
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self.last_opponent_fire_position = pos;
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}
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ServerMessage::LostGame { .. } => {}
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ServerMessage::WonGame { .. } => {}
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ServerMessage::OpponentRequestedRematch => {}
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ServerMessage::OpponentAcceptedRematch => {}
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ServerMessage::OpponentRejectedRematch => {}
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ServerMessage::OpponentLeftGame => {}
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ServerMessage::OpponentReplacedByBot => {}
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ServerMessage::LostGame { status } => {
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self.game = status;
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self.status = GameStatus::LostGame;
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}
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ServerMessage::WonGame { status } => {
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self.game = status;
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self.status = GameStatus::WonGame;
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}
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ServerMessage::OpponentRequestedRematch => {
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self.status = GameStatus::RematchRequestedByOpponent;
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}
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ServerMessage::OpponentAcceptedRematch => {
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self.status = GameStatus::RematchAccepted;
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}
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ServerMessage::OpponentRejectedRematch => {
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self.status = GameStatus::RematchRejected;
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}
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ServerMessage::OpponentLeftGame => {
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self.status = GameStatus::OpponentLeftGame;
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}
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ServerMessage::OpponentReplacedByBot => {
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PopupScreen::new("Opponent was replaced by a bot.").show(terminal)?;
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}
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}
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}
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@ -220,10 +312,37 @@ impl GameScreen {
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matches!(self.status, GameStatus::MustFire)
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}
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fn game_over(&self) -> bool {
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self.game.is_game_over()
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}
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fn visible_buttons(&self) -> Vec<Buttons> {
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let mut buttons = vec![];
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if self.game_over() && self.status != GameStatus::RematchAccepted {
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// Respond to rematch request / quit
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if self.status == GameStatus::RematchRequestedByOpponent {
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buttons.push(Buttons::AcceptRematch);
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buttons.push(Buttons::RejectRematch);
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} else if self.status != GameStatus::OpponentLeftGame
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&& self.status != GameStatus::RematchRejected
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{
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buttons.push(Buttons::RequestRematch);
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}
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buttons.push(Buttons::QuitGame);
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}
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buttons
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}
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fn opponent_name(&self) -> &str {
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self.opponent_name.as_deref().unwrap_or("opponent")
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}
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fn curr_button(&self) -> Buttons {
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self.visible_buttons()[self.curr_button]
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}
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fn player_map(&self, map: &CurrentGameMapStatus, opponent_map: bool) -> GameMapWidget {
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let mut map_widget = GameMapWidget::new(&self.game.rules).set_default_empty_char(' ');
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@ -341,6 +460,13 @@ impl GameScreen {
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.set_legend("Use arrows + Enter\nor click on the place\nwhere you want\nto shoot");
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}
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// Prepare buttons
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let buttons = self
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.visible_buttons()
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.iter()
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.map(|b| ButtonWidget::new(b.text(), self.curr_button() == *b))
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.collect::<Vec<_>>();
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// Show both maps if there is enough room on the screen
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let player_map_size = player_map.estimated_size();
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let opponent_map_size = opponent_map.estimated_size();
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@ -353,7 +479,9 @@ impl GameScreen {
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false => max(player_map_size.0, opponent_map_size.0),
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};
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let max_width = max(maps_width, status_text.len() as u16);
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let buttons_width = buttons.iter().fold(0, |a, b| a + b.estimated_size().0 + 4);
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let max_width = max(maps_width, status_text.len() as u16).max(buttons_width);
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let total_height = 3 + maps_height + 3;
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// Check if frame is too small
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@ -399,7 +527,25 @@ impl GameScreen {
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}
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// Render buttons
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// TODO : at the end of the game
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if !buttons.is_empty() {
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let buttons_area = Layout::default()
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.direction(Direction::Horizontal)
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.constraints(
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(0..buttons.len())
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.map(|_| Constraint::Percentage(100 / buttons.len() as u16))
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.collect::<Vec<_>>(),
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)
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.split(chunks[2]);
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for (idx, b) in buttons.into_iter().enumerate() {
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let target = centered_rect_size(
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b.estimated_size().0,
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b.estimated_size().1,
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&buttons_area[idx],
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);
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f.render_widget(b, target);
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}
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}
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coordinates_mapper
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}
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self.min_width = min_width;
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self
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}
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pub fn estimated_size(&self) -> (u16, u16) {
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((self.label.len() + 2).max(self.min_width) as u16, 1)
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}
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}
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impl Widget for ButtonWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let expected_len = (self.label.len() + 2).max(self.min_width);
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let expected_len = self.estimated_size().0;
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let mut label = self.label.clone();
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while label.len() < expected_len {
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while label.len() < expected_len as usize {
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label.insert(0, ' ');
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label.push(' ');
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}
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BotType::Smart => self.find_smart_bot_fire_location(),
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}
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}
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/// Check out whether game is over or not
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pub fn is_game_over(&self) -> bool {
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self.opponent_map.sunk_boats.len() == self.rules.boats_list().len()
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|| self.your_map.sunk_boats.len() == self.rules.boats_list().len()
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}
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}
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#[cfg(test)]
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