Can request & respond to rematch
This commit is contained in:
		@@ -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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@@ -34,14 +34,18 @@ impl ButtonWidget {
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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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@@ -300,6 +300,12 @@ impl CurrentGameStatus {
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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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