Incorporate game AI into game
Can select from three difficulties, and the AI makes their move when it is their turn. AI probably still needs some tweaking..
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e35870b240
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89a12623b4
7 changed files with 91 additions and 17 deletions
1
front_end/Cargo.lock
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1
front_end/Cargo.lock
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@ -40,6 +40,7 @@ dependencies = [
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name = "four_line_dropper_frontend"
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version = "0.1.0"
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dependencies = [
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"js-sys",
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"log",
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"oorandom",
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"wasm-logger",
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@ -10,4 +10,5 @@ yew = "0.19"
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log = "0.4.6"
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wasm-logger = "0.2.0"
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web-sys = { version = "0.3.56", features = ["Window", "Document", "Element"] }
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js-sys = "0.3.56"
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oorandom = "11.1.3"
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@ -20,9 +20,23 @@
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gap: 8px;
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grid-auto-rows: 33%;
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}
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button.menuSinglePlayer {
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div.singlePlayerMenu {
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grid-row: 2;
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grid-column: 2;
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display: grid;
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}
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button.menuSinglePlayerEasy {
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grid-row: 1;
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grid-column: 1;
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}
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button.menuSinglePlayerNormal {
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grid-row: 2;
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grid-column: 1;
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}
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button.menuSinglePlayerHard {
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grid-row: 3;
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grid-column: 1;
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}
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button.menuLocalMultiplayer {
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grid-row: 2;
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@ -148,7 +148,9 @@ fn get_utility_for_slot(player: Turn, slot: SlotChoice, board: &BoardType) -> Op
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// slot is full, cannot place in slot
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return None;
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}
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while idx < (ROWS * COLS) as usize && board[idx + COLS as usize].get() == BoardState::Empty {
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while idx < ((ROWS - 1) * COLS) as usize
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&& board[idx + COLS as usize].get() == BoardState::Empty
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{
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idx += COLS as usize;
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}
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@ -1,12 +1,6 @@
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use js_sys::Math::random;
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use oorandom::Rand32;
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use std::time::{SystemTime, UNIX_EPOCH};
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pub fn get_seeded_random() -> Result<Rand32, String> {
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let now = SystemTime::now();
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let duration = now
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.duration_since(UNIX_EPOCH)
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.map_err(|e| format!("{}", e))?;
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Ok(Rand32::new(duration.as_secs()))
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Ok(Rand32::new((random() * u64::MAX as f64) as u64))
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}
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@ -1,3 +1,4 @@
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use crate::ai::AIDifficulty;
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use crate::yew_components::MainMenuMessage;
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use std::cell::Cell;
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use std::fmt::Display;
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@ -6,7 +7,7 @@ use std::rc::Rc;
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub enum GameState {
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MainMenu,
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SinglePlayer,
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SinglePlayer(Turn, AIDifficulty),
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LocalMultiplayer,
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NetworkedMultiplayer,
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PostGameResults(BoardState),
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@ -21,7 +22,7 @@ impl Default for GameState {
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impl From<MainMenuMessage> for GameState {
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fn from(msg: MainMenuMessage) -> Self {
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match msg {
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MainMenuMessage::SinglePlayer => GameState::SinglePlayer,
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MainMenuMessage::SinglePlayer(t, ai) => GameState::SinglePlayer(t, ai),
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MainMenuMessage::LocalMultiplayer => GameState::LocalMultiplayer,
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MainMenuMessage::NetworkedMultiplayer => GameState::NetworkedMultiplayer,
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}
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@ -1,8 +1,10 @@
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use crate::ai::{get_ai_choice, AIDifficulty};
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use crate::constants::{COLS, INFO_TEXT_MAX_ITEMS, ROWS};
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use crate::game_logic::{check_win_draw, WinType};
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use crate::html_helper::{
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append_to_info_text, element_append_class, element_remove_class, get_window_document,
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};
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use crate::random_helper::get_seeded_random;
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use crate::state::{BoardState, GameState, SharedState, Turn};
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use std::cell::Cell;
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@ -13,7 +15,7 @@ use yew::prelude::*;
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pub struct MainMenu {}
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pub enum MainMenuMessage {
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SinglePlayer,
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SinglePlayer(Turn, AIDifficulty),
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LocalMultiplayer,
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NetworkedMultiplayer,
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}
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@ -33,14 +35,47 @@ impl Component for MainMenu {
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.expect("state to be set");
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match shared.game_state.get() {
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GameState::MainMenu => {
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let player_type: Turn;
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{
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let mut rng = get_seeded_random().expect("Random should be available");
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player_type = if rng.rand_range(0..2) == 0 {
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Turn::CyanPlayer
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} else {
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Turn::MagentaPlayer
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};
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}
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let easy_player_type = player_type;
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let normal_player_type = player_type;
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let hard_player_type = player_type;
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let onclick_singleplayer_easy = ctx.link().callback(move |_| {
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MainMenuMessage::SinglePlayer(easy_player_type, AIDifficulty::Easy)
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});
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let onclick_singleplayer_normal = ctx.link().callback(move |_| {
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MainMenuMessage::SinglePlayer(normal_player_type, AIDifficulty::Normal)
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});
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let onclick_singleplayer_hard = ctx.link().callback(move |_| {
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MainMenuMessage::SinglePlayer(hard_player_type, AIDifficulty::Hard)
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});
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let onclick_local_multiplayer =
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ctx.link().callback(|_| MainMenuMessage::LocalMultiplayer);
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html! {
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<div class={"menu"} id={"mainmenu"}>
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<b class={"menuText"}>{"Please pick a game mode."}</b>
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<button class={"menuSinglePlayer"}>
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{"Singleplayer"}
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</button>
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<div class={"singlePlayerMenu"}>
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<button class={"menuSinglePlayerEasy"} onclick={onclick_singleplayer_easy}>
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{"Singleplayer Easy"}
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</button>
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<button class={"menuSinglePlayerNormal"} onclick={onclick_singleplayer_normal}>
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{"Singleplayer Normal"}
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</button>
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<button class={"menuSinglePlayerHard"} onclick={onclick_singleplayer_hard}>
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{"Singleplayer Hard"}
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</button>
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</div>
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<button class={"menuLocalMultiplayer"} onclick={onclick_local_multiplayer}>
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{"Local Multiplayer"}
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</button>
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@ -77,6 +112,20 @@ impl Component for MainMenu {
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.get_element_by_id("info_text1")
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.expect("info_text1 should exist");
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info_text_turn.set_inner_html("<p><b class=\"cyan\">It is CyanPlayer's Turn</b></p>");
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if let GameState::SinglePlayer(Turn::MagentaPlayer, ai_difficulty) =
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shared.game_state.get()
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{
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// AI player starts first
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let choice = get_ai_choice(ai_difficulty, Turn::CyanPlayer, &shared.board)
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.expect("AI should have an available choice");
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ctx.link()
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.get_parent()
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.expect("Wrapper should be parent of MainMenu")
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.clone()
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.downcast::<Wrapper>()
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.send_message(WrapperMsg::Pressed(usize::from(choice) as u8));
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}
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}
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true
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@ -131,7 +180,7 @@ impl Component for Slot {
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match shared.game_state.get() {
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GameState::MainMenu => return false,
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GameState::SinglePlayer
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GameState::SinglePlayer(_, _)
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| GameState::LocalMultiplayer
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| GameState::NetworkedMultiplayer => (),
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GameState::PostGameResults(_) => return false,
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@ -664,6 +713,18 @@ impl Component for Wrapper {
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}
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}
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} // else: game is still ongoing after logic check
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// check if it is AI's turn
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if let GameState::SinglePlayer(player_type, ai_difficulty) = shared.game_state.get()
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{
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if shared.turn.get() != player_type {
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// get AI's choice
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let choice = get_ai_choice(ai_difficulty, Turn::CyanPlayer, &shared.board)
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.expect("AI should have an available choice");
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ctx.link()
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.send_message(WrapperMsg::Pressed(usize::from(choice) as u8));
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}
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}
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} // WrapperMsg::Pressed(idx) =>
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} // match (msg)
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