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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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