100 lines
4.2 KiB
Rust
Executable File
100 lines
4.2 KiB
Rust
Executable File
use crate::dynamic_data::choices::TurnChoice;
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use crate::dynamic_data::Pokemon;
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use parking_lot::lock_api::MappedRwLockReadGuard;
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use parking_lot::{RawRwLock, RwLock, RwLockReadGuard};
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/// The ChoiceQueue is used to run choices one by one.
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///
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/// It functions internally by holding a vector of choices, and passing ownership of the turn choice
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/// to the turn executor one by one, replacing it with empty spots at the start. It holds several
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/// helper functions to change the turn order while doing the execution. This is needed, as several
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/// moves in Pokemon actively mess with this order.
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#[derive(Debug)]
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#[cfg_attr(feature = "wasm", derive(unique_type_id_derive::UniqueTypeId))]
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pub struct ChoiceQueue {
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/// Our storage of turn choices. Starts out completely filled, then slowly empties as turns get
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/// executed.
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queue: RwLock<Vec<Option<TurnChoice>>>,
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/// The current index of the turn we need to execute next.
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current: usize,
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}
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impl ChoiceQueue {
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/// Initializes a ChoiceQueue. We expect the given queue to already be sorted here.
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pub(crate) fn new(queue: Vec<Option<TurnChoice>>) -> Self {
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Self {
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queue: RwLock::new(queue),
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current: 0,
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}
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}
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/// Dequeues the next turn choice to be executed. This gives ownership to the callee, and replaces
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/// our own reference to the turn choice with an empty spot. It also increments the current position
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/// by one.
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pub fn dequeue(&mut self) -> TurnChoice {
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let c = self.queue.write()[self.current].take();
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self.current += 1;
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c.unwrap()
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}
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/// This reads what the next choice to execute will be, without modifying state.
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pub fn peek(&self) -> MappedRwLockReadGuard<'_, RawRwLock, TurnChoice> {
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let read_lock = self.queue.read();
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RwLockReadGuard::map(read_lock, |a| a[self.current].as_ref().unwrap())
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}
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/// Check if we have any choices remaining.
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pub fn has_next(&self) -> bool {
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self.current < self.queue.read().len()
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}
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/// This resorts the yet to be executed choices. This can be useful for dealing with situations
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/// such as Pokemon changing forms just after the very start of a turn, when turn order has
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/// technically already been decided.
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pub fn resort(&mut self) {
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let len = self.queue.read().len();
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self.queue.write()[self.current..len].sort_unstable_by(|a, b| b.cmp(a));
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}
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/// This moves the choice of a specific Pokemon up to the next choice to be executed.
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pub fn move_pokemon_choice_next(&self, pokemon: &Pokemon) -> bool {
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let mut queue_lock = self.queue.write();
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let mut desired_index = None;
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// Find the index for the choice we want to move up.
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for index in self.current..queue_lock.len() {
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if let Some(choice) = &queue_lock[index] {
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if std::ptr::eq(choice.user().as_ref(), pokemon) {
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desired_index = Some(index);
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break;
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}
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}
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}
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// If we couldn't find a choice, we can't execute, return.
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if desired_index.is_none() {
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return false;
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}
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let desired_index = desired_index.unwrap();
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// If the choice we want to move up is already the next choice, just return.
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if desired_index == self.current {
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return true;
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}
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// Take the choice we want to move forward out of it's place.
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let choice = queue_lock[desired_index].take().unwrap();
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// Iterate backwards from the spot before the choice we want to move up, push them all back
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// by 1 spot.
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for index in (desired_index - 1)..self.current {
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queue_lock.swap(index, index + 1);
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}
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// Place the choice that needs to be next in the next to be executed position.
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let _ = queue_lock[self.current].insert(choice);
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true
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}
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/// Internal helper function to be easily able to iterate over the yet to be executed choices.
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pub(crate) fn get_queue(&self) -> MappedRwLockReadGuard<'_, RawRwLock, [Option<TurnChoice>]> {
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let read_lock = self.queue.read();
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RwLockReadGuard::map(read_lock, |a| &a[self.current..self.queue.read().len()])
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}
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}
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