EN605.607.81.SP22_ASDM_Project/front_end/src/yew_components.rs
Stephen Seo b902b1c7b4 Impl use of win/draw check, fixes
Also added unit tests for win/draw checks.
2022-03-09 17:29:53 +09:00

433 lines
16 KiB
Rust

use crate::constants::{COLS, INFO_TEXT_MAX_ITEMS, ROWS};
use crate::game_logic::check_win_draw;
use crate::html_helper::{append_to_info_text, get_window_document};
use crate::state::{BoardState, GameState, SharedState, Turn};
use std::cell::Cell;
use std::rc::Rc;
use yew::prelude::*;
pub struct MainMenu {}
pub enum MainMenuMessage {
SinglePlayer,
LocalMultiplayer,
NetworkedMultiplayer,
}
impl Component for MainMenu {
type Message = MainMenuMessage;
type Properties = ();
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
match shared.game_state.get() {
GameState::MainMenu => {
let onclick_local_multiplayer =
ctx.link().callback(|_| MainMenuMessage::LocalMultiplayer);
html! {
<div class={"menu"} id={"mainmenu"}>
<b class={"menuText"}>{"Please pick a game mode."}</b>
<button class={"menuSinglePlayer"}>
{"Singleplayer"}
</button>
<button class={"menuLocalMultiplayer"} onclick={onclick_local_multiplayer}>
{"Local Multiplayer"}
</button>
<button class={"menuMultiplayer"}>
{"Networked Multiplayer"}
</button>
</div>
}
}
_ => html! {
<div class={"hidden_menu"} id={"mainmenu"}>
</div>
},
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let window = web_sys::window().expect("no window exists");
let document = window.document().expect("window should have a document");
shared.game_state.replace(msg.into());
if shared.game_state.get() != GameState::MainMenu {
let mainmenu = document
.get_element_by_id("mainmenu")
.expect("mainmenu should exist");
mainmenu.set_class_name("hidden_menu");
mainmenu.set_inner_html("");
let info_text_turn = document
.get_element_by_id("info_text1")
.expect("info_text1 should exist");
info_text_turn.set_inner_html("<p><b class=\"cyan\">It is CyanPlayer's Turn</b></p>");
}
true
}
}
pub struct Slot {}
pub enum SlotMessage {
Press(u8),
}
#[derive(Clone, PartialEq, Properties)]
pub struct SlotProperties {
idx: u8,
state: Rc<Cell<BoardState>>,
}
impl Component for Slot {
type Message = SlotMessage;
type Properties = SlotProperties;
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let idx = ctx.props().idx;
let state = ctx.props().state.as_ref().get();
let idx_copy = idx;
let onclick = ctx.link().callback(move |_| SlotMessage::Press(idx_copy));
let col = idx % COLS;
let row = idx / COLS;
html! {
<button class={format!("slot {} r{} c{}", state, row, col)} id={format!("slot{}", idx)} onclick={onclick}>
{idx}
</button>
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
match shared.game_state.get() {
GameState::MainMenu => return false,
GameState::SinglePlayer
| GameState::LocalMultiplayer
| GameState::NetworkedMultiplayer => (),
GameState::PostGameResults(_) => return false,
}
if shared.game_state.get() == GameState::MainMenu {
return false;
}
match msg {
SlotMessage::Press(idx) => {
// notify Wrapper with message
let msg = WrapperMsg::Pressed(idx);
if let Some(p) = ctx.link().get_parent() {
p.clone().downcast::<Wrapper>().send_message(msg);
}
}
}
true
}
}
pub struct Wrapper {}
pub enum WrapperMsg {
Pressed(u8),
}
impl Component for Wrapper {
type Message = WrapperMsg;
type Properties = ();
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
html! {
<div class="wrapper">
<MainMenu />
<Slot idx=0 state={shared.board[0].clone()} />
<Slot idx=1 state={shared.board[1].clone()} />
<Slot idx=2 state={shared.board[2].clone()} />
<Slot idx=3 state={shared.board[3].clone()} />
<Slot idx=4 state={shared.board[4].clone()} />
<Slot idx=5 state={shared.board[5].clone()} />
<Slot idx=6 state={shared.board[6].clone()} />
<Slot idx=7 state={shared.board[7].clone()} />
<Slot idx=8 state={shared.board[8].clone()} />
<Slot idx=9 state={shared.board[9].clone()} />
<Slot idx=10 state={shared.board[10].clone()} />
<Slot idx=11 state={shared.board[11].clone()} />
<Slot idx=12 state={shared.board[12].clone()} />
<Slot idx=13 state={shared.board[13].clone()} />
<Slot idx=14 state={shared.board[14].clone()} />
<Slot idx=15 state={shared.board[15].clone()} />
<Slot idx=16 state={shared.board[16].clone()} />
<Slot idx=17 state={shared.board[17].clone()} />
<Slot idx=18 state={shared.board[18].clone()} />
<Slot idx=19 state={shared.board[19].clone()} />
<Slot idx=20 state={shared.board[20].clone()} />
<Slot idx=21 state={shared.board[21].clone()} />
<Slot idx=22 state={shared.board[22].clone()} />
<Slot idx=23 state={shared.board[23].clone()} />
<Slot idx=24 state={shared.board[24].clone()} />
<Slot idx=25 state={shared.board[25].clone()} />
<Slot idx=26 state={shared.board[26].clone()} />
<Slot idx=27 state={shared.board[27].clone()} />
<Slot idx=28 state={shared.board[28].clone()} />
<Slot idx=29 state={shared.board[29].clone()} />
<Slot idx=30 state={shared.board[30].clone()} />
<Slot idx=31 state={shared.board[31].clone()} />
<Slot idx=32 state={shared.board[32].clone()} />
<Slot idx=33 state={shared.board[33].clone()} />
<Slot idx=34 state={shared.board[34].clone()} />
<Slot idx=35 state={shared.board[35].clone()} />
<Slot idx=36 state={shared.board[36].clone()} />
<Slot idx=37 state={shared.board[37].clone()} />
<Slot idx=38 state={shared.board[38].clone()} />
<Slot idx=39 state={shared.board[39].clone()} />
<Slot idx=40 state={shared.board[40].clone()} />
<Slot idx=41 state={shared.board[41].clone()} />
<Slot idx=42 state={shared.board[42].clone()} />
<Slot idx=43 state={shared.board[43].clone()} />
<Slot idx=44 state={shared.board[44].clone()} />
<Slot idx=45 state={shared.board[45].clone()} />
<Slot idx=46 state={shared.board[46].clone()} />
<Slot idx=47 state={shared.board[47].clone()} />
<Slot idx=48 state={shared.board[48].clone()} />
<Slot idx=49 state={shared.board[49].clone()} />
<Slot idx=50 state={shared.board[50].clone()} />
<Slot idx=51 state={shared.board[51].clone()} />
<Slot idx=52 state={shared.board[52].clone()} />
<Slot idx=53 state={shared.board[53].clone()} />
<Slot idx=54 state={shared.board[54].clone()} />
<Slot idx=55 state={shared.board[55].clone()} />
<div class="info_text_wrapper">
<InfoText id=0 />
</div>
<div class="info_text_turn_wrapper">
<InfoText id=1 />
</div>
</div> // wrapper
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let (window, document) =
get_window_document().expect("Should be able to get Window and Document");
match msg {
WrapperMsg::Pressed(idx) => {
let mut bottom_idx = idx;
let mut placed = false;
let current_player = shared.turn.get();
// check if clicked on empty slot
if shared.board[idx as usize].get().is_empty() {
// get bottom-most empty slot
while bottom_idx + COLS < ROWS * COLS
&& shared.board[(bottom_idx + COLS) as usize].get().is_empty()
{
bottom_idx += COLS;
}
// apply current player's color to bottom-most empty slot
shared.board[bottom_idx as usize].replace(shared.turn.get().into());
let current_board_state = shared.board[bottom_idx as usize].get();
// swap turn
shared.turn.replace(shared.turn.get().get_opposite());
// get handle to slot
if let Some(slot) = document.get_element_by_id(&format!("slot{bottom_idx}")) {
// set slot info
slot.set_class_name(&format!(
"slot {} r{} c{}",
current_board_state,
bottom_idx / COLS,
bottom_idx % COLS
));
}
placed = true;
}
// check for win
let check_win_draw_opt = check_win_draw(&shared.board);
if let Some(endgame_state) = check_win_draw_opt {
if endgame_state == BoardState::Empty {
// draw
let text_append_result = append_to_info_text(
&document,
"info_text0",
"Game ended in a draw",
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
} else {
// a player won
let turn = Turn::from(endgame_state);
let text_string =
format!("<b class=\"{}\">{} has won</b>", turn.get_color(), turn);
let text_append_result = append_to_info_text(
&document,
"info_text0",
&text_string,
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
}
let text_append_result =
append_to_info_text(&document, "info_text1", "<b>Game Over</b>", 1);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text1 failed: {}", e);
}
shared
.game_state
.replace(GameState::PostGameResults(endgame_state));
} else {
// game is still ongoing
// info text below the grid
{
let output_str = match placed {
true => format!("{} placed into slot {}", current_player, bottom_idx),
false => "Invalid place to insert".into(),
};
let text_append_result = append_to_info_text(
&document,
"info_text0",
&output_str,
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
}
// info text right of the grid
{
let turn = shared.turn.get();
let output_str = format!(
"<b class=\"{}\">It is {}'s turn</b>",
turn.get_color(),
turn
);
let text_append_result =
append_to_info_text(&document, "info_text1", &output_str, 1);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text1 failed: {}", e);
}
}
} // else: game is still ongoing after logic check
} // WrapperMsg::Pressed(idx) =>
} // match (msg)
true
}
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct InfoText {}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Properties)]
pub struct InfoTextProperties {
id: usize,
}
impl Component for InfoText {
type Message = ();
type Properties = InfoTextProperties;
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
match ctx.props().id {
0 => {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
{"Hello"}
</div>
}
}
1 => {
if shared.game_state.get() == GameState::MainMenu {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b>
{"Waiting to choose game-mode..."}
</b>
</p>
</div>
}
} else if shared.turn.get() == Turn::CyanPlayer {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b class={"cyan"}>
{"It is CyanPlayer's turn"}
</b>
</p>
</div>
}
} else {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b class={"magenta"}>
{"It is MagentaPlayer's turn"}
</b>
</p>
</div>
}
}
}
_ => {
unreachable!();
}
}
}
}