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distributed_system_coursework/lib/server.ex

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Elixir
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defmodule ServerMacros do
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def create_create_loop(name, do: match_exp, else: process_exp) do
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function_name = :"#{name}_loop"
ast1 = quote do
{:timeout} -> :timeout
end
ast2 = quote do
value ->
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# TODO check spelling
log("Disreguarding: #{inspect(value)}")
# Process.send_after(self(), value, t + 2000)
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unquote(function_name)(v, t)
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end
ast3 = ast1 ++ match_exp ++ ast2
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quote do
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defp unquote(function_name)(v, t) do
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var!(v) = v
unquote(process_exp)
receive do
unquote(ast3)
after
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t -> :timeout
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end
end
end
end
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def create_create_loop(name, do: exp, else: else_exp) do
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create_create_loop(name, do: exp, else: else_exp)
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end
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def create_create_loop(name, do: exp) do
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create_create_loop(name, do: exp, else: nil)
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end
defmacro create_loop(name, clauses) do
create_create_loop(name, clauses)
end
defmacro try_propose(val, do: ready, else: recal_do) do
ast1 = quote do
{:timeout} -> unquote(recal_do)
{:abort} -> unquote(recal_do)
end
ast2 = quote do
{:decision, v} ->
var!(state) = apply_game(var!(state), v)
unquote(recal_do)
v ->
raise "Unknown message on try_propose #{inspect(v)}"
end
ast3 = ast1 ++ ready ++ ast2
quote do
v = Paxos.propose(var!(state).paxos, var!(state).instance, unquote(val), 1000)
case v do
unquote(ast3)
end
end
end
end
defmodule Server do
require ServerMacros
import ServerMacros
require Utils
import Utils
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create_log 2
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def start(name, participants) do
log("starting server")
pid = spawn(Server, :init, [name, participants])
register_name(name, pid, false)
end
def init(name, participants) do
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paxos = Paxos.start(alter_name(name, "_paxos"), Enum.map(participants, fn name -> alter_name(name, "_paxos") end), true)
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state = %{
name: name,
procs: participants,
games: %{},
paxos: paxos,
instance: 0,
}
run(state)
end
runfn do
{:start_game, participants, pid_to_inform} ->
{state, game_id} = try_to_create_game(state, participants)
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state = set_modifed(state, game_id)
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safecast(pid_to_inform, {:start_game_ans, game_id})
state
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{:get_game_state, game_id, pid_to_inform} ->
get_game_state(state, game_id, pid_to_inform)
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{:make_move, game_id, move, pid_to_inform} ->
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try_to_play_checks(state, game_id, move, pid_to_inform)
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end
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defp try_to_play_checks(state, game_id, move, pid_to_inform, repeat \\ false) do
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cond do
state.games[game_id] == :not_playing_in_game ->
safecast(pid_to_inform, {:make_move, game_id, :not_playing})
state
state.games[game_id] == nil ->
if repeat do
safecast(pid_to_inform, {:make_move, game_id, :game_does_not_exist})
state
else
state = qurey_status(state)
try_to_play_checks(state, game_id, move, pid_to_inform, true)
end
true ->
state = qurey_status(state)
game = state.games[game_id]
cond do
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is_finished(state, game_id) ->
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{_, score} = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, :game_finished, score})
state
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game.modified ->
safecast(pid_to_inform, {:make_move, game_id, :player_moved_before, game.game_state, game.hand})
set_modifed(state, game_id)
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true ->
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cond do
not is_number(move) ->
safecast(pid_to_inform, {:make_move, game_id, :invalid_move})
state
move >= length(game.game_state) ->
safecast(pid_to_inform, {:make_move, game_id, :invalid_move})
state
true ->
try_to_play(state, game_id, move, pid_to_inform)
end
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end
end
end
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defp try_to_play(state, game_id, move, pid_to_inform) do
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name = state.name
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new_hand = get_hand_for_game_state(state.games[game_id].game_state)
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try_propose {:make_move, game_id, name, move, new_hand}
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do
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{:decision, {:make_move, ^game_id, ^name, ^move, ^new_hand}} ->
state = apply_game(state, {:make_move, game_id, name, move, new_hand})
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if is_finished(state, game_id) do
{_, score} = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, :game_finished, score})
else
game = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, game.game_state, game.hand[state.name]})
end
set_modifed(state, game_id)
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{:decision, {:make_move, ^game_id, new_name, new_move, new_new_hand}} ->
state = apply_game(state, {:make_move, game_id, new_name, new_move, new_new_hand})
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if is_finished(state, game_id) do
{_, score} = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, :game_finished, score})
else
game = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, :player_moved_before, game.game_state, game.hand})
end
set_modifed(state, game_id)
else
try_to_play(state, game_id, move, pid_to_inform)
end
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end
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defp get_game_state(state, game_id, pid_to_inform, repeat \\ false) do
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cond do
state.games[game_id] == :not_playing_in_game ->
safecast(pid_to_inform, {:game_state, game_id, :not_playing})
state
state.games[game_id] == nil ->
if repeat do
safecast(pid_to_inform, {:game_state, game_id, :game_does_not_exist})
state
else
state = qurey_status(state)
get_game_state(state, game_id, pid_to_inform, true)
end
true ->
state = qurey_status(state)
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if is_finished(state, game_id) do
{_, score} = state.games[game_id]
safecast(pid_to_inform, {:game_state, game_id, :game_finished, score})
else
game = state.games[game_id]
safecast(pid_to_inform, {:game_state, game_id, game.game_state, game.hand[state.name]})
end
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state
end
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end
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defp get_hand_for_game_state(game_state) do
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r1 = Enum.random(0..100)
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if r1 <= 20 do
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:+
else
mx = game_state |> Enum.filter(fn m -> m != :+ end) |> Enum.max()
mn = max(mx - 20, 1)
mx = max(mx - 2, 4)
Enum.random(mn..mx)
end
end
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defp try_to_create_game(state, participants) do
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game_ids = Map.keys(state.games)
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latest = Enum.at(Enum.sort(game_ids), length(game_ids) - 1)
new_game_id = if latest do latest else 0 end + 1
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new_game_state = Enum.to_list(0..Enum.random(3..8)) |> Enum.map(fn _ -> Enum.random(1..4) end)
hand = Enum.reduce(participants, %{}, fn p, acc -> Map.put(acc, p, get_hand_for_game_state(new_game_state)) end)
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try_propose {:start_game, new_game_id, participants, new_game_state, hand}
do
{:decision, {:start_game, ^new_game_id, ^participants, ^new_game_state, ^hand}} ->
state = apply_game(state, {:start_game, new_game_id, participants, new_game_state, hand})
{state, new_game_id}
else
try_to_create_game(state, participants)
end
end
#
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# Utils
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#
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defp is_finished(state, game) do
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case state.games[game] do
{:finished, _} -> true
_ -> false
end
end
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defp qurey_status(state) do
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v = Paxos.get_decision(state.paxos, state.instance, 100)
or_state v != nil do
state = apply_game(state, v)
qurey_status(state)
end
end
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defp set_modifed(state, game, val \\ false) do
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or_state not is_finished(state, game) and state.games[game] != :not_playing_in_game do
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%{state | games: Map.put(state.games, game, %{state.games[game] | modified: val})}
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end
end
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#
# Apply Game States
#
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defp get_index(indexed_game_state, spos, index) do
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index = spos + index
len = length(indexed_game_state)
cond do
index < 0 ->
len - 1
index >= len ->
rem(index, len)
true ->
index
end
end
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defp simplify_game_state_pluses([], indexed_game_state), do: {false, indexed_game_state}
defp simplify_game_state_pluses([{:+, i} | tl], indexed_game_state) do
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before_i = get_index(indexed_game_state, i, -1)
after_i = get_index(indexed_game_state, i, 1)
if before_i != after_i do
{b, b_i} = Enum.at(indexed_game_state, before_i)
{a, a_i} = Enum.at(indexed_game_state, after_i)
if b == a do
case b do
:+ -> simplify_game_state_pluses(tl, indexed_game_state)
n ->
list =
indexed_game_state |>
Enum.map(fn {x, ti} -> if ti == i, do: {{:merged, n + 1}, i}, else: {x, ti} end) |>
Enum.filter(fn {x, ti} -> cond do
b_i == ti -> false
a_i == ti -> false
true -> true
end
end) |>
reindex()
{true, expand_merge(list)}
end
else
simplify_game_state_pluses(tl, indexed_game_state)
end
else
simplify_game_state_pluses(tl, indexed_game_state)
end
end
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defp is_merged(item) do
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case item do
{:merged, _} -> true
_ -> false
end
end
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defp expand_merge(indexed_game_state) do
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{{:merged, n}, i} = indexed_game_state |> Enum.find(fn {x, _} -> is_merged(x) end)
b_i = get_index(indexed_game_state, i, - 1)
a_i = get_index(indexed_game_state, i, + 1)
if b_i != a_i do
{b, b_i} = Enum.at(indexed_game_state, b_i)
{a, a_i} = Enum.at(indexed_game_state, a_i)
if a == b do
case b do
:+ -> indexed_game_state
{:merged, _} -> indexed_game_state
_ ->
indexed_game_state |>
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Enum.map(fn {x, ti} -> if ti == i, do: {{:merged, max(n, a) + 1}, i}, else: {x, ti} end) |>
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Enum.filter(fn {x, ti} -> cond do
b_i == ti -> false
a_i == ti -> false
true -> true
end
end) |>
reindex() |>
expand_merge()
end
else
indexed_game_state
end
else
indexed_game_state
end
end
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defp reindex(list, flat \\ true) do
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list = if flat do
list |> Enum.map(fn {n, _} -> n end)
else
list
end
[list, 0..(length(list) - 1)] |> Enum.zip()
end
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defp remove_merged([], rec, _), do: rec
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defp remove_merged([{:merged, n} | tl], rec, add),
do: if add, do: remove_merged(tl, rec ++ [n], false),
else: remove_merged(tl, rec, false)
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defp remove_merged([n | tl], rec, add), do:
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remove_merged(tl, rec ++ [n], add)
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defp remove_merged(list), do: remove_merged(list, [], true)
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defp simplify_game_state(game_state) do
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indexed_game_state =
game_state |>
reindex(false)
{repeat, indexed_game_state} =
indexed_game_state |>
Enum.filter(fn x -> case x do
{:+, _} -> true
_ -> false
end
end) |>
simplify_game_state_pluses(indexed_game_state)
if repeat do
indexed_game_state |>
Enum.map(fn {v, _} -> v end) |>
remove_merged() |>
simplify_game_state()
else
indexed_game_state |> Enum.map(fn {v, _} -> v end)
end
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end
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defp apply_game(state, {:make_move, game_id, player_name, pos_move, new_hand}) do
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game = state.games[game_id]
case game do
{:finished, _} ->
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raise "Game already finished"
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:not_playing_in_game ->
%{state | instance: state.instance + 1 }
game ->
game_state = game.game_state
{b, e} = Enum.split(game_state, pos_move)
game_state = b ++ [ game.hand[player_name] ] ++ e
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game_state = simplify_game_state(game_state)
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hand = Map.put(game.hand, player_name, new_hand)
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game = %{game| hand: hand, game_state: game_state, modified: true }
if length(game.game_state) > 16 do
%{state| games: Map.put(state.games, game_id, {
:finished,
game.game_state |>
Enum.filter(fn x -> not is_atom(x) end) |>
Enum.sum()}), instance: state.instance + 1
}
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else
%{state| games: Map.put(state.games, game_id, game), instance: state.instance + 1}
end
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end
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end
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defp apply_game(state, {:start_game, game_id, participants, new_game_state, hand}) do
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cond do
state.games[game_id] ->
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raise "Game Already Exists"
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state.name in participants ->
%{state |
games: Map.put(state.games, game_id, %{
game_state: new_game_state,
participants: participants,
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hand: hand,
modified: true,
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}),
instance: state.instance + 1
}
true ->
%{state |
games: Map.put(state.games, game_id, :not_playing_in_game),
instance: state.instance + 1,
}
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end
end
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defp apply_game(_, _), do: raise "Do not know how to apply game state"
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############
# Interface
############
create_loop :start_game do
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{:start_game_ans, game_id} ->
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log("Started a game #{game_id}")
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{:start_game, game_id}
end
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def start_game(name, participants) do
safecast(name, {:start_game, participants, self()})
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start_game_loop(nil, 10000)
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end
create_loop :get_game_state do
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{:game_state, ^v, :not_playing} ->
log("Not Playing in that game")
{:not_playing}
{:game_state, ^v, :game_finished, score} ->
log("Game finsihed, #{score}")
{:game_finished, score}
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{:game_state, ^v, game_state, hand} ->
log("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}")
{:state, game_state, hand}
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{:game_state, ^v, :game_does_not_exist} ->
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log("Got game does not exist")
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{:not_exists}
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end
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def get_game_state(name, game_id) do
safecast(name, {:get_game_state, game_id, self()})
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get_game_state_loop(game_id, 10000)
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end
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create_loop :make_move do
{:make_move, ^v, :game_does_not_exist} ->
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log("Got game does not exist")
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{:not_exists}
{:make_move, ^v, :not_playing} ->
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log("Not Playing in that game")
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{:not_playing}
{:make_move, ^v, :game_finished, score} ->
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log("Game finsihed, #{score}")
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{:game_finished, score}
{:make_move, ^v, :player_moved_before, game_state, hand} ->
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log("Player moved_before, #{inspect(game_state)} #{inspect(hand)}")
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{:player_moved_before, game_state, hand}
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{:make_move, ^v, :invalid_move} ->
log("Invalid Move")
{:invalid_move}
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{:make_move, ^v, game_state, hand} ->
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log("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}")
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{:state, game_state, hand}
end
def make_move(name, game_id, move) do
safecast(name, {:make_move, game_id, move, self()})
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make_move_loop(game_id, 10000)
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end
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############
# Debug
############
def spinup(number_of_participants) do
procs = Enum.to_list(0..number_of_participants) |> Enum.map(fn n -> :"p#{n}" end)
Enum.map(procs, fn proc -> Server.start(proc, procs) end)
end
def kill (pids) do
pids |> Enum.map(fn m -> Process.exit(m, :kill) end)
end
end
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defmodule Client do
import Utils
require Utils
create_log 3
def play_game(process, game_id) do
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game = Server.get_game_state(process, game_id)
cont = case game do
:timeout ->
log("Could to not comunicate with the server")
true
{:not_exists} ->
log("Game does not exist")
true
{:not_playing} ->
log("Not Playing in that game")
true
{:game_finished, score} ->
log("Game finsihed, #{score}")
true
{:game_does_not_exist} ->
log("Got game does not exist")
true
{:state, game_state, hand} ->
game_state |>
to_name() |>
interpolate() |>
fill() |>
printpt(pad(to_name(hand)))
false
end
if not cont do
to_play = IO.gets("Type the number you want to play or q to exit: ")
to_play = to_play |> String.trim("\"") |> String.trim()
case to_play do
"q" ->
log("Bye Bye")
v ->
try do
{n, _} = Integer.parse(v)
res = Server.make_move(process, game_id, n)
case res do
:timeout ->
log("Could to not comunicate with the server")
{:not_exists} -> play_game(process, game_id)
{:not_playing} -> play_game(process, game_id)
{:game_finished, _} -> play_game(process, game_id)
{:player_moved_before, _, _} ->
log("Player Moved before you did please check the map and try again")
play_game(process, game_id)
{:invalid_move} -> raise "Invalid Move"
{:state, _, _} -> play_game(process, game_id)
end
rescue
_ ->
log("Please provide a valid number")
play_game(process, game_id)
end
end
end
end
def control_game(process, game_id) do
to_play = IO.gets("Type the number you want to play or q to exit: ")
to_play = to_play |> String.trim("\"") |> String.trim()
case to_play do
"q" ->
log("Bye Bye")
v ->
try do
{n, _} = Integer.parse(v)
res = Server.make_move(process, game_id, n)
case res do
:timeout -> log("Could to not comunicate with the server")
{:not_exists} -> play_game(process, game_id)
{:not_playing} -> play_game(process, game_id)
{:game_finished, _} -> play_game(process, game_id)
{:player_moved_before, _, _} ->
log("Player Moved before you did please check the map and try again")
play_game(process, game_id)
{:invalid_move} -> raise "Invalid Move"
{:state, _, _} -> control_game(process, game_id)
end
rescue
_ ->
log("Please provide a valid number")
control_game(process, game_id)
end
end
end
def display_game(process, game_id) do
game = Server.get_game_state(process, game_id)
cont = case game do
:timeout -> log("Could to not comunicate with the server")
{:not_exists} -> log("Game does not exist")
{:not_playing} -> log("Not Playing in that game")
{:game_finished, score} -> log("Game finsihed, #{score}")
{:game_does_not_exist} -> log("Got game does not exist")
{:state, game_state, hand} ->
IO.ANSI.clear()
game_state |>
to_name() |>
interpolate() |>
fill() |>
printpt(pad(to_name(hand)))
Process.sleep(1000)
display_game(process, game_id)
end
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end
def to_name(list) when is_list(list), do: list |> Enum.map(fn x -> to_name(x) end)
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def to_name(atom) when atom == :+, do: IO.ANSI.color_background(9) <> IO.ANSI.color(15) <> "#{:atom}" <> IO.ANSI.reset()
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def to_name(atom) when is_atom(atom), do: atom
def to_name(i) do
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letter = [ "H", "He", "Li", "Be", "B", "C", "N", "O", "F", "Ne", "Na", "Mg", "Al", "Si", "P", "S", "Cl", "Ar", "K", "Ca", "Sc", "Ti", "V", "Cr", "Mn", "Fe", "Co", "Ni", "Cu", "Zn", "Ga", "Ge", "As", "Se", "Br", "Kr", "Rb", "Sr", "Y", "Zr", "Nb", "Mo", "Tc", "Ru", "Rh", "Pd", "Ag", "Cd", "In", "Sn", "Sb", "Te", "I", "Xe", "Cs", "Ba", "La", "Ce", "Pr", "Nd", "Pm", "Sm", "Eu", "Gd", "Tb", "Dy", "Ho", "Er", "Tm", "Yb", "Lu", "Hf", "Ta", "W", "Re", "Os", "Ir", "Pt", "Au", "Hg", "Tl", "Pb", "Bi", "Po", "At", "Rn", "Fr", "Ra", "Ac", "Th", "Pa", "U", "Np", "Pu", "Am", "Cm", "Bk", "Cf", "Es", "Fm", "Md", "No", "Lr", "Rf", "Db", "Sg", "Bh", "Hs", "Mt", "Ds", "Rg", "Cn", "Nh", "Fl", "Mc", "Lv", "Ts", "Og" ] |> Enum.at(i - 1)
color = [46,45,138,19,11,140,8,47,57,159,72,48,55,35,251,188,107,110,21,11,156,134,128,179,140,234,14,90,206,7,249,209,253,123,192,165,234,136,198,208,43,34,215,127,23,250,177,237,124,202,229,
63,206,220,224,109,202,113,253,7,243,26,160,65,39,112,57,75, 252,82,213,186,68,243,134,100,226,48,90,134,208,102,25,106,72, 242,26,59,166,26,187,54,194,165,97,219,186,130,7,154,233,85, 130,67,43,200,90,60,148,49,161,110,247,116,223,159,132,132] |> Enum.at(i - 1) |> IO.ANSI.color()
color <> letter <> IO.ANSI.reset()
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end
def interpolate(list) do
[list, 0..length(list) - 1] |>
Enum.zip() |>
Enum.reduce([], fn {v, i}, acc -> acc ++ [i, v] end) |>
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Enum.map(fn x -> pad(x) end)
end
def pad(elem) do
String.pad_leading("#{elem}", 3, " ")
end
def grow_empty_list(t, i, acc) when i == 0, do: t ++ acc
def grow_empty_list([], i, acc), do: grow_empty_list(acc, i, [])
def grow_empty_list([h | tl], i, acc), do:
grow_empty_list(tl, i - 1, acc ++ [ h ++ [" "] ])
def fill(list) do
to_fill = 32 - length(list)
to_add = grow_empty_list(Enum.map(list, fn _ -> [] end), to_fill, [])
fill(list, to_add, [])
end
def fill([], _, acc), do: acc
def fill([hd | tail], [add_hd | add_tail], acc) do
fill(tail, add_tail ,acc ++ [hd] ++ add_hd)
end
def printpt(game_state, hand), do: printpt(game_state, hand, 0)
def printpt(_, _, i) when i > 16, do: nil
def printpt(game_state, hand, i) do
res = case i do
0 ->
" xxx \n" |>
String.replace("xxx", Enum.at(game_state, 1))
1 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 0)) |>
String.replace("yyy", Enum.at(game_state, 2))
2 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 31)) |>
String.replace("yyy", Enum.at(game_state, 3))
3 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 30)) |>
String.replace("yyy", Enum.at(game_state, 4))
4 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 29)) |>
String.replace("yyy", Enum.at(game_state, 5))
5 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 28)) |>
String.replace("yyy", Enum.at(game_state, 6))
6 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 27)) |>
String.replace("yyy", Enum.at(game_state, 7))
7 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 26)) |>
String.replace("yyy", Enum.at(game_state, 8))
8 ->
" xxx zzz yyy \n" |>
String.replace("xxx", Enum.at(game_state, 25)) |>
String.replace("yyy", Enum.at(game_state, 9)) |>
String.replace("zzz", hand)
9 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 24)) |>
String.replace("yyy", Enum.at(game_state, 10))
10 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 23)) |>
String.replace("yyy", Enum.at(game_state, 11))
11 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 22)) |>
String.replace("yyy", Enum.at(game_state, 12))
12 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 21)) |>
String.replace("yyy", Enum.at(game_state, 13))
13 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 20)) |>
String.replace("yyy", Enum.at(game_state, 14))
14 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 19)) |>
String.replace("yyy", Enum.at(game_state, 15))
15 ->
" xxx yyy \n" |>
String.replace("xxx", Enum.at(game_state, 18)) |>
String.replace("yyy", Enum.at(game_state, 16))
16 ->
" xxx \n" |>
String.replace("xxx", Enum.at(game_state, 17))
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end
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IO.write("#{res}")
printpt(game_state, hand, i + 1)
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end
end