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#[derive(Debug, PartialEq)]
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pub enum Error {
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NotEnoughPinsLeft,
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GameComplete,
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}
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/// A throw; holds the information on how many pins where knocked or None if the throw wasn't done
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/// yet.
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#[derive(Debug)]
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struct Throw(Option<u16>);
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impl Throw {
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fn new() -> Self {
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Self(None)
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}
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/// True if the throw is a strike
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fn is_strike(&self) -> bool {
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self.0.unwrap_or(0) == 10
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}
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/// This throw happened.
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fn is_some(&self) -> bool {
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self.0.is_some()
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}
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fn score(&self) -> u16 {
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self.0.unwrap_or(0)
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}
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}
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enum RollType {
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Normal,
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Streak,
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Strike,
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}
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/// A normal Roll; the player has the chance of throwing two balls in this.
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#[derive(Debug)]
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struct Normal(Throw, Throw);
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impl Normal {
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fn new() -> Self {
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Self(Throw::new(), Throw::new())
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}
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fn is_complete(&self) -> bool {
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self.0.is_strike() || (self.0.is_some() && self.1.is_some())
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}
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fn roll(&mut self, pins: u16) {
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if self.0.is_some() {
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self.1 = Throw(Some(pins))
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} else {
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self.0 = Throw(Some(pins))
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}
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}
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fn score(&self) -> u16 {
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self.0.score() + self.1.score()
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}
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fn post_streak_score(&self) -> u16 {
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self.0.score() * 2 + self.1.score()
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}
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fn roll_type(&self) -> RollType {
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if self.0.score() == 10 {
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RollType::Strike
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} else {
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if self.0.score() + self.1.score() == 10 {
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RollType::Streak
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} else {
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RollType::Normal
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}
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}
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}
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}
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/// The last Roll is special: It can be three if the player hits at least one strike or make a
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/// streak.
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#[derive(Debug)]
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struct Last(Throw, Throw, Throw);
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impl Last {
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fn new() -> Self {
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Self(Throw::new(), Throw::new(), Throw::new())
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}
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fn is_complete(&self) -> bool {
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self.0.is_some() && self.1.is_some()
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}
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fn roll(&mut self, pins: u16) {
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if self.0.is_some() {
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if self.1.is_some() {
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self.2 = Throw(Some(pins))
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} else {
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self.1 = Throw(Some(pins))
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}
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} else {
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self.0 = Throw(Some(pins))
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}
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}
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fn score(&self) -> u16 {
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self.0.score() + self.1.score() + self.2.score()
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}
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}
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pub struct BowlingGame {
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frames: [Normal; 9],
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last: Last,
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current_frame: usize,
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}
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impl BowlingGame {
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pub fn new() -> Self {
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Self {
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frames: [
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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Normal::new(),
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],
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last: Last::new(),
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current_frame: 0,
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}
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}
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pub fn roll(&mut self, pins: u16) -> Result<(), Error> {
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if pins > 10 {
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Err(Error::NotEnoughPinsLeft)
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} else {
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// is this the last throw or a normal throw?
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if dbg!(self.current_frame == 9) {
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self.roll_last(pins)
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} else {
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self.roll_normal(pins)
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}
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}
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}
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fn roll_last(&mut self, pins: u16) -> Result<(), Error> {
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if self.last.is_complete() {
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Err(Error::GameComplete)
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} else {
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self.last.roll(pins);
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dbg!(&self.last);
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Ok(())
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}
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}
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fn roll_normal(&mut self, pins: u16) -> Result<(), Error> {
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if dbg!(self.frames[self.current_frame].is_complete()) {
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self.current_frame += 1;
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self.roll(pins)
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} else {
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Ok(self.frames[self.current_frame].roll(pins))
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}
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}
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pub fn score(&self) -> Option<u16> {
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// the only way to have a score is when all throws when done. And for that, we know that
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// the last throw must have something.
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if self.last.is_complete() {
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// Accumulator: (total_score_so_far, roll_type_in_the_previous_frame)
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let (total, _) =
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self.frames
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.iter()
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.fold((0, RollType::Normal), |(total, previous_roll), frame| {
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let frame_score = match previous_roll {
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RollType::Strike => frame.score() * 2,
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RollType::Streak => frame.post_streak_score(),
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RollType::Normal => frame.score(),
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};
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(total + frame_score, frame.roll_type())
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});
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Some(total + self.last.score())
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} else {
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None
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}
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}
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}
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