5 releases
0.1.4 | Jul 7, 2024 |
---|---|
0.1.3 | Jun 30, 2024 |
0.1.2 | Jun 30, 2024 |
0.1.1 | Jun 18, 2024 |
0.1.0 | Jun 18, 2024 |
#131 in Games
94KB
2.5K
SLoC
rummy
This crate models the card game Rummy. It supports configuration and different popular variants (WIP).
NOTE: this crate is in early development; expect nothing to stay stable.
Use
Modules
A typical import of this crate will look like this:
use rummy::game::{
actions::{
AllActions, DiscardActions, DrawActions, PlayActions, PlayableActions, RoundEndActions,
TransitionResult,
},
phases::{DiscardPhase, DrawPhase, GamePhase, PlayPhase, PlayablePhase, RoundEndPhase},
state::{Score, State},
variants::standard::{StandardRummy, StandardRummyGame},
};
A breakdown of the modules:
- actions: Traits that split up possible actions for each phase of a Rummy game.
- phases: Different phases of a Rummy game; used as state for the game's typestate.
- state: State of a Rummy game, common across all variants.
- variants: The game itself; contains different variants of Rummy.
Starting a game
// initialize a list of player IDs
let player_ids = vec![1, 2, 3, 4];
// pass it into a variant's `quickstart`
let game = StandardRummyGame::quickstart(player_ids);
// we initialize at round 0 in `RoundEndPhase`, so we must advance to the next round
let game = game.to_next_round();
Alternatively, you can configure the game by setting a config:
// the config struct for standard Rummy
let game_config = StandardRummyConfig { /* ... */ };
// and for the deck itself
let deck_config = DeckConfig { /* ... */ };
// we pass both into the variant's `new`
let game = StandardRummyGame::quickstart(player_ids, game_config, deck_config);
Transitions
Certain actions, such as forming melds, can result in immediate transitions to a different gamephase. Calling these functions consumes the game and returns a TransitionResult
.
WIP
Example
Use cargo run --examples rummy
to run a command-line implementation of this crate.
Dependencies
~0.7–1.4MB
~29K SLoC