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rust
2 years ago
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// Define a trait for game state management trait GameStateHandler { fn handle_step(&self, json_payload: &str) -> Result<GameState, Box<dyn Error>>; } // Implement the trait for each state impl GameStateHandler for CardExchange { fn handle_step(&self, json_payload: &str) -> Result<GameState, Box<dyn Error>> { // Logic for handling CardExchange state // ... } } impl GameStateHandler for RoundInProgress { fn handle_step(&self, json_payload: &str) -> Result<GameState, Box<dyn Error>> { // Logic for handling RoundInProgress state // ... } } impl GameStateHandler for RoundFinished { fn handle_step(&self, json_payload: &str) -> Result<GameState, Box<dyn Error>> { // Logic for handling RoundFinished state // ... } } // Main play function pub fn play<G: GameStateHandler>(&self, input_handler: fn() -> String) -> Result<(), Box<dyn Error>> { let mut game_state = GameState::get_initial_state(&self.players); loop { let json_payload = input_handler(); game_state = match game_state { GameState::CardExchange(step) => step.handle_step(&json_payload)?, GameState::RoundInProgress(step) => step.handle_step(&json_payload)?, GameState::RoundFinished(step) => step.handle_step(&json_payload)?, _ => { eprintln!("Unhandled game state"); return Err(Box::new(GameError::new("Unhandled game state"))); } }; if game_state.is_final_state(&self.settings.max_score) { break; } } Ok(()) } // Assume we have some GameError type defined for handling custom game-related errors #[derive(Debug)] struct GameError { message: String, } impl GameError { fn new(msg: &str) -> GameError { GameError { message: msg.to_owned() } } } impl std::fmt::Display for GameError { fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { write!(f, "{}", self.message) } } impl Error for GameError {} // Assume GameState has a method to check if it's the final state impl GameState { fn is_final_state(&self, max_score: &i32) -> bool { // Logic to determine if the game has reached the final state // ... } }
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