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authorJustin Worthe <justin@worthe-it.co.za>2018-06-25 21:17:11 +0200
committerJustin Worthe <justin@worthe-it.co.za>2018-06-25 21:17:11 +0200
commitd2cc33043ad1ca2d67b59ec8ca78a825442e5cda (patch)
tree1fd68e6ade619e6e46217aba4604b46a9613a12b /src
parent286763000e4e5919c07f2840c64ecc7932530175 (diff)
Added rule on maximum two tesla towers
Diffstat (limited to 'src')
-rw-r--r--src/engine/command.rs4
-rw-r--r--src/engine/mod.rs25
-rw-r--r--src/engine/settings.rs2
-rw-r--r--src/strategy/monte_carlo.rs21
4 files changed, 32 insertions, 20 deletions
diff --git a/src/engine/command.rs b/src/engine/command.rs
index bcfc352..3ea0fbe 100644
--- a/src/engine/command.rs
+++ b/src/engine/command.rs
@@ -19,7 +19,7 @@ impl fmt::Display for Command {
}
#[repr(u8)]
-#[derive(Debug, Clone, Copy)]
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum BuildingType {
Defence = 0,
Attack = 1,
@@ -35,7 +35,7 @@ impl BuildingType {
pub fn from_u8(id: u8) -> Option<BuildingType> {
use std::mem;
- if id < 4 && id != 3 { Some(unsafe { mem::transmute(id) }) } else { None }
+ if id <= 4 && id != 3 { Some(unsafe { mem::transmute(id) }) } else { None }
}
}
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index a04f875..7a39214 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -156,6 +156,9 @@ impl GameState {
debug_assert!(!buildings.iter().any(|b| b.pos == p));
debug_assert!(p.x < size.x && p.y < size.y);
debug_assert!(player.energy >= blueprint.price);
+ debug_assert!(b != BuildingType::Tesla ||
+ unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ buildings.iter().filter(|b| b.weapon_damage == 20).count() < 2);
player.energy -= blueprint.price;
unconstructed_buildings.push(UnconstructedBuilding::new(p, blueprint));
@@ -346,6 +349,16 @@ impl GameState {
.chain(self.opponent_buildings.iter().map(|b| b.pos))
.collect()
}
+
+ pub fn count_player_teslas(&self) -> usize {
+ self.player_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ self.player_buildings.iter().filter(|b| b.weapon_damage == 20).count()
+ }
+
+ pub fn count_opponent_teslas(&self) -> usize {
+ self.opponent_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ self.opponent_buildings.iter().filter(|b| b.weapon_damage == 20).count()
+ }
}
impl GameStatus {
@@ -364,10 +377,13 @@ impl Player {
}
#[cfg(not(feature = "energy-cutoff"))]
- pub fn sensible_buildings(&self, settings: &GameSettings) -> Vec<BuildingType> {
+ pub fn sensible_buildings(&self, tesla_allowed: bool, settings: &GameSettings) -> Vec<BuildingType> {
let mut result = Vec::with_capacity(3);
for b in BuildingType::all().iter() {
- if settings.building_settings(*b).price <= self.energy {
+ let building_setting = settings.building_settings(*b);
+ let affordable = building_setting.price <= self.energy;
+ let is_tesla = building_setting.weapon_damage == 20;
+ if affordable && (!is_tesla || tesla_allowed) {
result.push(*b);
}
}
@@ -375,7 +391,7 @@ impl Player {
}
#[cfg(feature = "energy-cutoff")]
- pub fn sensible_buildings(&self, settings: &GameSettings) -> Vec<BuildingType> {
+ pub fn sensible_buildings(&self, tesla_allowed: bool, settings: &GameSettings) -> Vec<BuildingType> {
let mut result = Vec::with_capacity(3);
let needs_energy = self.energy_generated as f32 <= ENERGY_PRODUCTION_CUTOFF * settings.max_building_price as f32 &&
self.energy as f32 <= ENERGY_STORAGE_CUTOFF * settings.max_building_price as f32;
@@ -384,7 +400,8 @@ impl Player {
let building_setting = settings.building_settings(*b);
let affordable = building_setting.price <= self.energy;
let energy_producing = building_setting.energy_generated_per_turn > 0;
- if affordable && (!energy_producing || needs_energy) {
+ let is_tesla = building_setting.weapon_damage == 20;
+ if affordable && (!energy_producing || needs_energy) && (!is_tesla || tesla_allowed) {
result.push(*b);
}
}
diff --git a/src/engine/settings.rs b/src/engine/settings.rs
index 3657cb2..18bdde0 100644
--- a/src/engine/settings.rs
+++ b/src/engine/settings.rs
@@ -26,7 +26,7 @@ pub struct BuildingSettings {
impl GameSettings {
pub fn new(size: Point, energy_income: u16, energy: BuildingSettings, defence: BuildingSettings, attack: BuildingSettings, tesla: BuildingSettings) -> GameSettings {
- let max_building_price = cmp::max(cmp::max(energy.price, defence.price), attack.price);
+ let max_building_price = cmp::max(cmp::max(cmp::max(energy.price, defence.price), attack.price), tesla.price);
GameSettings {
size, energy_income, max_building_price,
energy, defence, attack, tesla
diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs
index 18b8acc..dbeac2f 100644
--- a/src/strategy/monte_carlo.rs
+++ b/src/strategy/monte_carlo.rs
@@ -75,36 +75,31 @@ fn simulate_to_endstate<R: Rng>(command_score: &mut CommandScore, settings: &Gam
}
fn random_player_move<R: Rng>(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command {
- let all_buildings = state.player.sensible_buildings(settings);
- random_move(&state.unoccupied_player_cells, &state.occupied_player_cells(), &all_buildings, rng)
+ let all_buildings = state.player.sensible_buildings(state.count_player_teslas() < 2, settings);
+ random_move(&state.unoccupied_player_cells, &all_buildings, rng)
}
fn random_opponent_move<R: Rng>(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command {
- let all_buildings = state.opponent.sensible_buildings(settings);
- random_move(&state.unoccupied_opponent_cells, &state.occupied_opponent_cells(), &all_buildings, rng)
+ let all_buildings = state.opponent.sensible_buildings(state.count_opponent_teslas() < 2, settings);
+ random_move(&state.unoccupied_opponent_cells, &all_buildings, rng)
}
-fn random_move<R: Rng>(free_positions: &[Point], occupied_positions: &[Point], all_buildings: &[BuildingType], rng: &mut R) -> Command {
+fn random_move<R: Rng>(free_positions: &[Point], all_buildings: &[BuildingType], rng: &mut R) -> Command {
let building_command_count = free_positions.len()*all_buildings.len();
- let deconstruct_count = occupied_positions.len();
let nothing_count = 1;
- let number_of_commands = building_command_count + deconstruct_count + nothing_count;
+ let number_of_commands = building_command_count + nothing_count;
let choice_index = rng.gen_range(0, number_of_commands);
if choice_index == number_of_commands - 1 {
Command::Nothing
- } else if choice_index < building_command_count {
+ } else {
Command::Build(
free_positions[choice_index/all_buildings.len()],
all_buildings[choice_index%all_buildings.len()]
)
- } else {
- Command::Deconstruct(
- occupied_positions[choice_index-building_command_count]
- )
}
}
@@ -161,7 +156,7 @@ impl CommandScore {
}
fn init_command_scores(settings: &GameSettings, state: &GameState) -> Vec<CommandScore> {
- let all_buildings = state.player.sensible_buildings(settings);
+ let all_buildings = state.player.sensible_buildings(state.count_player_teslas() < 2, settings);
let building_command_count = state.unoccupied_player_cells.len()*all_buildings.len();
let deconstruct_count = (settings.size.x as usize *settings.size.y as usize / 2) - state.unoccupied_player_cells.len();