lib-battleship

Build Status

A Rust library for battleship implementations.

How to use

You can set up the game by creating and configuring a PreGame object like so: ```rust extern crate lib_battleship;

use libbattleship::PreGame; use libbattleship::common::Player::; use lib_battleship::common::Orientation::; use lib_battleship::results::ShootOk;

// when hard-coding the game's dimensions, use unwrap(). // PreGame's constructor makes sure that the battlefield // is no smaller than 2x2. let mut pregame = PreGame::new(10, 10).unwrap();

// add ship types // PreGame validates that a ship is no shorter // than 1 in length, thus the call to unwrap(). let sub = pregame.addshiptype("Submarine", 1).unwrap(); let corvette = pregame.addshiptype("Corvette", 2).unwrap(); ```

Then each player has to place all their ships on the battlefield. Each player has one ship of every ship type.

```rust // pregame also validates the placement of each ship. pregame.placeship(P1, &corvette, 0, 0, Horizontal).unwrap(); pregame.placeship(P1, &sub, 9, 9, Horizontal).unwrap();

pregame.placeship(P2, &corvette, 5, 5, Vertical).unwrap(); pregame.placeship(P2, &sub, 3, 7, Horizontal).unwrap(); ```

Display a player's battlefield by iterating over its cells like so:

rust for y in 0..pregame.height() { for x in 0..pregame.width() { // PreGame::get_cell only returns Empty or Ship. let char = match pregame.get_cell(P1, x, y) { CellStatus::Empty => " ", CellStatus::Ship => "X", _ => unreachable!() }; print!("{}", char); } println!(""); }

When all ships have been placed, start the game like so:

rust // pregame::start() checks that all ships have been // placed and will complain if that's not the case. let mut game = pregame.start().unwrap();

Use Game::getcell and Game::getopponentcell to display the respective battlefields, similar to PreGame::getcell above. Use Game::getcell to display a battlefield to its owner and Game::getopponent_cell to display their adversary's battlefield with unhit cells appearing empty.

From now on, players can take turns shooting at each other's ships. A player can keep shooting as long as they score hits.

rust /// game validates that it's the shooting player's /// turn and that they don't shoot out of bounds. match game.shoot(P2, 0, 0).unwrap() { ShootOk::Hit => println!("hit!"), ShootOk::Miss => println!("miss!"), ShootOk::Destroyed => println!("ship destroyed!"), ShootOk::WinningShot => println!("you won!") }