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author | Justin Worthe <justin@worthe-it.co.za> | 2018-08-18 22:18:01 +0200 |
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committer | Justin Worthe <justin@worthe-it.co.za> | 2018-08-18 22:18:01 +0200 |
commit | 0c1636355918a82df0ec188252c8f90487206c7b (patch) | |
tree | 6a232a17a83f34b5a13f517164618b7230ae8653 /src/strategy | |
parent | c36278ec2593ff9b25bf3f5bad22ab547cca5447 (diff) |
Implemented maximum number of energy buildings in a row
Diffstat (limited to 'src/strategy')
-rw-r--r-- | src/strategy/monte_carlo.rs | 26 |
1 files changed, 19 insertions, 7 deletions
diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs index f937ea1..6599212 100644 --- a/src/strategy/monte_carlo.rs +++ b/src/strategy/monte_carlo.rs @@ -1,7 +1,6 @@ use engine::command::*; use engine::status::GameStatus; use engine::bitwise_engine::{Player, BitwiseGameState}; -use engine::geometry::*; use engine::constants::*; use std::fmt; @@ -162,13 +161,24 @@ fn simulate_to_endstate<R: Rng>(command_score: &mut CommandScore, state: &Bitwis fn random_move<R: Rng>(player: &Player, rng: &mut R) -> Command { let all_buildings = sensible_buildings(player); let free_positions_count = player.unoccupied_cell_count(); + let unoccupied_energy_cell_count = player.unoccupied_energy_cell_count(); let nothing_count = if all_buildings.len() > 2 && free_positions_count > 0 { 0 } else { 1 }; let iron_curtain_count = if player.can_build_iron_curtain() { 1 } else { 0 }; let building_choice_index = rng.gen_range(0, all_buildings.len() + nothing_count + iron_curtain_count); - if building_choice_index < all_buildings.len() && free_positions_count > 0 { + if building_choice_index < all_buildings.len() + && all_buildings[building_choice_index] == BuildingType::Energy + && unoccupied_energy_cell_count > 0 { + let position_choice = rng.gen_range(0, unoccupied_energy_cell_count); + Command::Build( + player.location_of_unoccupied_energy_cell(position_choice), + BuildingType::Energy + ) + + } + else if building_choice_index < all_buildings.len() && free_positions_count > 0 { let position_choice = rng.gen_range(0, free_positions_count); Command::Build( player.location_of_unoccupied_cell(position_choice), @@ -249,7 +259,8 @@ impl CommandScore { fn init_command_scores(state: &BitwiseGameState) -> Vec<CommandScore> { let all_buildings = sensible_buildings(&state.player); - let unoccupied_cells = (0..state.player.unoccupied_cell_count()).map(|i| state.player.location_of_unoccupied_cell(i)); + let unoccupied_cells = (0..state.player.unoccupied_cell_count()).map(|i| state.player.location_of_unoccupied_cell(i)).collect::<Vec<_>>(); + let unoccupied_energy_cells = (0..state.player.unoccupied_energy_cell_count()).map(|i| state.player.location_of_unoccupied_energy_cell(i)).collect::<Vec<_>>(); let building_command_count = unoccupied_cells.len()*all_buildings.len(); @@ -259,9 +270,11 @@ impl CommandScore { commands.push(CommandScore::new(Command::IronCurtain)); } - for position in unoccupied_cells { - for &building in &all_buildings { - commands.push(CommandScore::new(Command::Build(position, building))); + for &building in &all_buildings { + let cells = if building == BuildingType::Energy { &unoccupied_energy_cells } else { &unoccupied_cells }; + for position in cells { + + commands.push(CommandScore::new(Command::Build(*position, building))); } } @@ -296,7 +309,6 @@ fn sensible_buildings(player: &Player) -> Vec<BuildingType> { result } -//TODO: Heuristic that avoids building the initial energy towers all in the same row? Max energy in a row? #[cfg(feature = "energy-cutoff")] fn sensible_buildings(player: &Player) -> Vec<BuildingType> { let mut result = Vec::with_capacity(4); |