Hello, World!
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248
src/main.rs
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248
src/main.rs
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use rand::{rng, seq::SliceRandom};
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use std::{collections::VecDeque, mem};
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#[derive(Debug, PartialEq, Eq)]
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struct CardValue(u8);
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#[derive(Debug)]
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struct InvalidCardValue;
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impl TryFrom<i32> for CardValue {
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type Error = InvalidCardValue;
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fn try_from(value: i32) -> Result<Self, Self::Error> {
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if value < 0 || value > 9 {
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Err(InvalidCardValue)
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} else {
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Ok(Self(value as _))
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}
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}
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}
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#[derive(Debug, Clone, PartialEq, Eq)]
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enum CardColor {
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Green,
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Red,
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Yellow,
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Blue,
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}
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#[derive(Debug)]
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enum ColoredKind {
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Number(CardValue),
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Draw2,
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Reverse,
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Skip,
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}
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#[derive(Debug)]
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enum SpecialKind {
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Wish,
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Draw4,
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}
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#[derive(Debug)]
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enum CardKind {
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Color(CardColor, ColoredKind),
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Special {
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kind: SpecialKind,
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chosen_color: Option<CardColor>,
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},
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}
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#[derive(Debug)]
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struct Card {
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kind: CardKind,
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}
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impl Card {
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fn can_stack(&self, other: &Card) -> bool {
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use CardKind as CK;
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match (&self.kind, &other.kind) {
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(CK::Color(ca, _), CK::Color(cb, _)) => ca == cb,
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(CK::Color(ca, _), CK::Special { chosen_color, .. }) => {
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if let Some(cb) = chosen_color {
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ca == cb
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} else {
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false
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}
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}
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(CK::Special { .. }, _) => true,
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}
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}
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fn colored(color: CardColor, kind: ColoredKind) -> Self {
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Self {
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kind: CardKind::Color(color, kind),
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}
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}
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fn special(kind: SpecialKind) -> Self {
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Self {
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kind: CardKind::Special {
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kind,
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chosen_color: None,
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},
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}
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}
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fn trigger_pre_play(&self, player: &mut Player, state: &mut CardState) {
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println!("trigger_pre_turn")
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}
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}
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#[derive(Debug)]
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enum CardChoice {
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Play(usize),
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Take,
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}
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#[derive(Debug)]
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struct Player {
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hand: VecDeque<Card>,
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penalty: usize,
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}
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impl Default for Player {
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fn default() -> Self {
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Self {
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hand: Default::default(),
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penalty: 0,
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}
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}
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}
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impl Player {
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fn choose_card(&self, state: &GameState) -> CardChoice {
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for (i, card) in self.hand.iter().enumerate() {
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if card.can_stack(&state.card_state.top_card) {
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return CardChoice::Play(i);
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}
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}
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return CardChoice::Take;
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}
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fn play_card(&mut self, i: usize, state: &mut CardState) {
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let card = self
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.hand
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.swap_remove_front(i)
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.expect("Card choice in range");
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card.trigger_pre_play(self, state);
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}
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}
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#[derive(Debug)]
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struct CardState {
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reserve_pile: VecDeque<Card>,
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top_card: Card,
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}
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#[derive(Debug)]
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struct GameState {
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card_state: CardState,
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players: Vec<Player>,
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active_player_idx: usize,
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}
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fn create_reserve_pile() -> VecDeque<Card> {
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let mut reserve_pile = VecDeque::with_capacity(52);
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for color in [
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CardColor::Yellow,
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CardColor::Red,
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CardColor::Green,
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CardColor::Blue,
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] {
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for value in 1..=9 {
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reserve_pile.push_back(Card::colored(
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color.clone(),
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ColoredKind::Number(value.try_into().unwrap()),
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));
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}
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for _ in 0..2 {
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reserve_pile.push_back(Card::colored(color.clone(), ColoredKind::Skip));
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reserve_pile.push_back(Card::colored(color.clone(), ColoredKind::Reverse));
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reserve_pile.push_back(Card::colored(color.clone(), ColoredKind::Draw2));
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}
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}
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for _ in 0..4 {
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reserve_pile.push_back(Card::special(SpecialKind::Draw4));
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reserve_pile.push_back(Card::special(SpecialKind::Wish));
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}
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// Shuffle the reserve pile
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let (first, []) = reserve_pile.as_mut_slices() else {
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panic!("The pile was just created, so it must be contiguous!");
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};
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first.shuffle(&mut rng());
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reserve_pile
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}
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impl GameState {
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fn new(players: impl IntoIterator<Item = Player>) -> Self {
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let mut reserve_pile = create_reserve_pile();
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// Spread the cards. Might make the hand size adjustable later
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let mut players: Vec<_> = players.into_iter().collect();
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for _ in 0..7 {
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for player in &mut players {
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player.hand.push_back(reserve_pile.pop_front().unwrap());
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}
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}
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let top_card = reserve_pile.pop_front().unwrap();
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Self {
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card_state: CardState {
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reserve_pile,
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top_card,
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},
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players,
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active_player_idx: 0,
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}
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}
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fn is_done(&self) -> bool {
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self.players.iter().any(|p| p.hand.is_empty())
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}
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fn active_player(&self) -> &Player {
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&self.players[self.active_player_idx]
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}
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fn active_player_mut(&mut self) -> &mut Player {
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&mut self.players[self.active_player_idx]
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}
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fn do_turn(&mut self) {
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let choice = self.active_player().choose_card(self);
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match choice {
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CardChoice::Play(i) => {
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self.players[self.active_player_idx].play_card(i, &mut self.card_state);
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}
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CardChoice::Take => {
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if let Some(card) = self.card_state.reserve_pile.pop_front() {
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self.active_player_mut().hand.push_back(card);
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} else {
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self.active_player_mut().penalty += 1
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};
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}
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};
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self.active_player_idx = (self.active_player_idx + 1) % self.players.len();
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}
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}
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fn main() {
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let mut state = GameState::new((0..4).map(|_| Player::default()));
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while !state.is_done() {
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println!("{state:#?}");
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state.do_turn();
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}
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}
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