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Diffstat (limited to 'src/engine/bitwise_engine.rs')
-rw-r--r-- | src/engine/bitwise_engine.rs | 483 |
1 files changed, 0 insertions, 483 deletions
diff --git a/src/engine/bitwise_engine.rs b/src/engine/bitwise_engine.rs deleted file mode 100644 index 694a309..0000000 --- a/src/engine/bitwise_engine.rs +++ /dev/null @@ -1,483 +0,0 @@ -use engine::command::{Command, BuildingType}; -use engine::geometry::Point; -use engine::constants::*; -use engine::status::GameStatus; - -use arrayvec::ArrayVec; - -const LEFT_COL_MASK: u64 = 0x0101_0101_0101_0101; -const RIGHT_COL_MASK: u64 = 0x8080_8080_8080_8080; - -const ROW_MASKS: [u64; MAP_HEIGHT as usize] = [ - 0x0000_0000_0000_00ff, - 0x0000_0000_0000_ff00, - 0x0000_0000_00ff_0000, - 0x0000_0000_ff00_0000, - 0x0000_00ff_0000_0000, - 0x0000_ff00_0000_0000, - 0x00ff_0000_0000_0000, - 0xff00_0000_0000_0000, -]; - -#[derive(Debug, Clone, PartialEq, Eq)] -pub struct BitwiseGameState { - pub status: GameStatus, - pub player: Player, - pub opponent: Player, - pub round: u16 -} - -#[derive(Debug, Clone, PartialEq, Eq)] -pub struct Player { - pub energy: u16, - pub health: u8, - pub unconstructed: ArrayVec<[UnconstructedBuilding; MAX_CONCURRENT_CONSTRUCTION]>, - pub buildings: [u64; DEFENCE_HEALTH], - pub occupied: u64, - - pub energy_towers: u64, - - pub missile_towers: [u64; MISSILE_COOLDOWN_STATES], - pub firing_tower: usize, - - pub missiles: [(u64, u64); MISSILE_MAX_SINGLE_CELL], - pub tesla_cooldowns: ArrayVec<[TeslaCooldown; TESLA_MAX]>, - - pub iron_curtain_available: bool, - pub iron_curtain_remaining: u8, -} - -#[derive(Debug, Clone, PartialEq, Eq)] -pub struct UnconstructedBuilding { - pub pos: Point, - pub construction_time_left: u8, - pub building_type: BuildingType -} - -#[derive(Debug, Clone, Copy, PartialEq, Eq)] -pub struct TeslaCooldown { - pub pos: Point, - pub cooldown: u8, - pub age: u16 -} - - -impl BitwiseGameState { - pub fn simulate(&mut self, player_command: Command, opponent_command: Command) -> GameStatus { - self.player.perform_command(player_command); - self.opponent.perform_command(opponent_command); - - self.player.update_construction(); - self.opponent.update_construction(); - - self.player.add_missiles(); - self.opponent.add_missiles(); - - BitwiseGameState::fire_teslas(&mut self.player, &mut self.opponent); - - BitwiseGameState::move_and_collide_missiles(&mut self.player, &mut self.opponent.missiles); - BitwiseGameState::move_and_collide_missiles(&mut self.opponent, &mut self.player.missiles); - - BitwiseGameState::add_energy(&mut self.player); - BitwiseGameState::add_energy(&mut self.opponent); - - BitwiseGameState::update_iron_curtain(&mut self.player, self.round); - BitwiseGameState::update_iron_curtain(&mut self.opponent, self.round); - - self.round += 1; - - self.update_status(); - self.status - } -} - -fn find_bit_index_from_rank(occupied: u64, i: u64) -> u8 { - // Adapted from https://graphics.stanford.edu/~seander/bithacks.html#SelectPosFromMSBRank - let v = !occupied; - - let mut r = u64::from(v.count_ones()) - i; - - let a: u64 = v - ((v >> 1) & (!0u64/3)); - let b: u64 = (a & (!0u64/5)) + ((a >> 2) & (!0u64/5)); - let c: u64 = (b + (b >> 4)) & (!0u64/0x11); - let d: u64 = (c + (c >> 8)) & (!0u64/0x101); - let mut t: u64 = (d >> 32) + (d >> 48); - - let mut s: u64 = 64; - s -= (t.wrapping_sub(r) & 256) >> 3; r -= t & (t.wrapping_sub(r) >> 8); - t = (d >> (s - 16)) & 0xff; - s -= (t.wrapping_sub(r) & 256) >> 4; r -= t & (t.wrapping_sub(r) >> 8); - t = (c >> (s - 8)) & 0xf; - s -= (t.wrapping_sub(r) & 256) >> 5; r -= t & (t.wrapping_sub(r) >> 8); - t = (b >> (s - 4)) & 0x7; - s -= (t.wrapping_sub(r) & 256) >> 6; r -= t & (t.wrapping_sub(r) >> 8); - t = (a >> (s - 2)) & 0x3; - s -= (t.wrapping_sub(r) & 256) >> 7; r -= t & (t.wrapping_sub(r) >> 8); - t = (v >> (s - 1)) & 0x1; - s -= (t.wrapping_sub(r) & 256) >> 8; - s = 65 - s; - - 64 - s as u8 -} - -impl BitwiseGameState { - pub fn new( - player: Player, opponent: Player, - round: u16 - ) -> BitwiseGameState { - BitwiseGameState { - status: GameStatus::Continue, - player, opponent, - round - } - } - - /** - * This is to make things more comparable when writing tests, not - * for actual use in the engine. - */ - #[cfg(debug_assertions)] - pub fn sort(&mut self) { - for i in 0..MISSILE_MAX_SINGLE_CELL { - for j in i+1..MISSILE_MAX_SINGLE_CELL { - let move_down1 = !self.player.missiles[i].0 & self.player.missiles[j].0; - self.player.missiles[i].0 |= move_down1; - self.player.missiles[j].0 &= !move_down1; - - let move_down2 = !self.player.missiles[i].1 & self.player.missiles[j].1; - self.player.missiles[i].1 |= move_down2; - self.player.missiles[j].1 &= !move_down2; - - let move_down3 = !self.opponent.missiles[i].0 & self.opponent.missiles[j].0; - self.opponent.missiles[i].0 |= move_down3; - self.opponent.missiles[j].0 &= !move_down3; - - let move_down4 = !self.opponent.missiles[i].1 & self.opponent.missiles[j].1; - self.opponent.missiles[i].1 |= move_down4; - self.opponent.missiles[j].1 &= !move_down4; - } - } - - self.player.unconstructed.sort_by_key(|b| b.pos); - self.opponent.unconstructed.sort_by_key(|b| b.pos); - - self.player.tesla_cooldowns.sort_by_key(|b| b.pos); - self.opponent.tesla_cooldowns.sort_by_key(|b| b.pos); - - - while self.player.firing_tower > 0 { - self.player.firing_tower -= 1; - let zero = self.player.missile_towers[0]; - for i in 1..self.player.missile_towers.len() { - self.player.missile_towers[i-1] = self.player.missile_towers[i]; - } - let end = self.player.missile_towers.len()-1; - self.player.missile_towers[end] = zero; - } - while self.opponent.firing_tower > 0 { - self.opponent.firing_tower -= 1; - let zero = self.opponent.missile_towers[0]; - for i in 1..self.opponent.missile_towers.len() { - self.opponent.missile_towers[i-1] = self.opponent.missile_towers[i]; - } - let end = self.opponent.missile_towers.len()-1; - self.opponent.missile_towers[end] = zero; - } - } - - #[cfg(debug_assertions)] - pub fn sorted(&self) -> BitwiseGameState { - let mut res = self.clone(); - res.sort(); - res - } - - fn update_iron_curtain(player: &mut Player, round: u16) { - if round != 0 && round % IRON_CURTAIN_UNLOCK_INTERVAL == 0 { - player.iron_curtain_available = true; - } - player.iron_curtain_remaining = player.iron_curtain_remaining.saturating_sub(1); - } - - fn fire_teslas(player: &mut Player, opponent: &mut Player) { - BitwiseGameState::fire_single_players_teslas_without_cleanup(player, opponent); - BitwiseGameState::fire_single_players_teslas_without_cleanup(opponent, player); - - BitwiseGameState::update_tesla_activity(player); - BitwiseGameState::update_tesla_activity(opponent); - } - - fn fire_single_players_teslas_without_cleanup(player: &mut Player, opponent: &mut Player) { - // It's technically more accurate to have this in, but for - // most practical purposes it's a moot point and it's faster - // without it. - // - // player.tesla_cooldowns.sort_unstable_by(|a, b| b.age.cmp(&a.age)); - for tesla in player.tesla_cooldowns.iter_mut() { - tesla.age += 1; - if tesla.cooldown > 0 { - tesla.cooldown -= 1; - } else if player.energy >= TESLA_FIRING_ENERGY && opponent.iron_curtain_remaining > 0 { - player.energy -= TESLA_FIRING_ENERGY; - tesla.cooldown = TESLA_COOLDOWN; - } else if player.energy >= TESLA_FIRING_ENERGY { - player.energy -= TESLA_FIRING_ENERGY; - tesla.cooldown = TESLA_COOLDOWN; - - if tesla.pos.to_bitfield() & RIGHT_COL_MASK != 0 { - opponent.health = opponent.health.saturating_sub(TESLA_DAMAGE); - } - - let x = tesla.pos.x(); - let y = tesla.pos.y(); - let missed_cells = (u32::from(SINGLE_MAP_WIDTH - x)).saturating_sub(2); - - let top_row = y.saturating_sub(1); - let top_row_mask = ROW_MASKS[top_row as usize]; - let mut destroy_mask = top_row_mask.wrapping_shl(missed_cells) & top_row_mask; - - let mut hits = 0; - for _ in 0..(if y == 0 || y == MAP_HEIGHT-1 { 2 } else { 3 }) { - hits |= destroy_mask & opponent.buildings[0]; - destroy_mask &= !hits; - destroy_mask <<= SINGLE_MAP_WIDTH; - } - BitwiseGameState::destroy_buildings(opponent, hits); - } - } - } - - fn move_and_collide_missiles(opponent: &mut Player, player_missiles: &mut [(u64, u64); MISSILE_MAX_SINGLE_CELL]) { - let mut destroyed = 0; - let mut damaging = 0; - for _ in 0..MISSILE_SPEED { - for missile in player_missiles.iter_mut() { - let swapping_sides = if opponent.iron_curtain_remaining > 0 { 0 } else { missile.0 & RIGHT_COL_MASK }; - let about_to_hit_opponent = missile.1 & LEFT_COL_MASK; - - missile.0 = (missile.0 & !RIGHT_COL_MASK) << 1; - missile.1 = ((missile.1 & !LEFT_COL_MASK) >> 1) | swapping_sides; - - damaging = (damaging << 1) | about_to_hit_opponent; - - let mut hits = 0; - for health_tier in (0..DEFENCE_HEALTH).rev() { - hits = opponent.buildings[health_tier] & missile.1; - missile.1 &= !hits; - opponent.buildings[health_tier] &= !hits; - } - destroyed |= hits; - } - } - let damage = damaging.count_ones() as u8 * MISSILE_DAMAGE; - opponent.health = opponent.health.saturating_sub(damage); - - BitwiseGameState::destroy_buildings(opponent, destroyed); - BitwiseGameState::update_tesla_activity(opponent); - } - - fn destroy_buildings(buildings: &mut Player, hit_mask: u64) { - let deconstruct_mask = !hit_mask; - - buildings.energy_towers &= deconstruct_mask; - for tier in &mut buildings.missile_towers { - *tier &= deconstruct_mask; - } - for tier in &mut buildings.buildings { - *tier &= deconstruct_mask; - } - buildings.occupied &= deconstruct_mask; - } - - fn update_tesla_activity(buildings: &mut Player) { - let occupied = buildings.occupied; - buildings.tesla_cooldowns.retain(|t| (t.pos.to_bitfield() & occupied) != 0); - } - - - fn add_energy(player: &mut Player) { - player.energy += player.energy_generated(); - } - - fn update_status(&mut self) { - let player_dead = self.player.health == 0; - let opponent_dead = self.opponent.health == 0; - self.status = match (player_dead, opponent_dead) { - (true, true) => GameStatus::Draw, - (false, true) => GameStatus::PlayerWon, - (true, false) => GameStatus::OpponentWon, - (false, false) => GameStatus::Continue, - }; - } - -} - -impl Player { - pub fn count_teslas(&self) -> usize { - self.tesla_cooldowns.len() - + self.unconstructed.iter().filter(|t| t.building_type == BuildingType::Tesla).count() - } - - pub fn empty() -> Player { - Player { - health: 0, - energy: 0, - unconstructed: ArrayVec::new(), - buildings: [0; DEFENCE_HEALTH], - occupied: 0, - energy_towers: 0, - missile_towers: [0; MISSILE_COOLDOWN_STATES], - firing_tower: 0, - missiles: [(0,0); MISSILE_MAX_SINGLE_CELL], - tesla_cooldowns: ArrayVec::new(), - iron_curtain_available: false, - iron_curtain_remaining: 0, - } - } - - pub fn energy_generated(&self) -> u16 { - ENERGY_GENERATED_BASE + self.energy_towers.count_ones() as u16 * ENERGY_GENERATED_TOWER - } - - pub fn has_max_teslas(&self) -> bool { - self.count_teslas() >= TESLA_MAX - } - - pub fn can_build_iron_curtain(&self) -> bool { - self.iron_curtain_available && self.iron_curtain_remaining == 0 - } - - pub fn can_build_iron_curtain_in(&self, round: u16, moves: u8) -> bool { - let unlocks = round % IRON_CURTAIN_UNLOCK_INTERVAL > round + u16::from(moves) % IRON_CURTAIN_UNLOCK_INTERVAL; - (self.iron_curtain_available || unlocks) && self.iron_curtain_remaining.saturating_sub(moves) == 0 - } - - pub fn unoccupied_cell_count(&self) -> usize { self.occupied.count_zeros() as usize } - pub fn location_of_unoccupied_cell(&self, i: usize) -> Point { - let bit = find_bit_index_from_rank(self.occupied, i as u64); - let point = Point { index: bit }; - debug_assert!(point.to_bitfield() & self.occupied == 0); - point - } - - - fn perform_command(&mut self, command: Command) { - match command { - Command::Nothing => {}, - Command::Build(p, b) => { - let bitfield = p.to_bitfield(); - - let price = match b { - BuildingType::Attack => MISSILE_PRICE, - BuildingType::Defence => DEFENCE_PRICE, - BuildingType::Energy => ENERGY_PRICE, - BuildingType::Tesla => TESLA_PRICE, - }; - let construction_time = match b { - BuildingType::Attack => MISSILE_CONSTRUCTION_TIME, - BuildingType::Defence => DEFENCE_CONSTRUCTION_TIME, - BuildingType::Energy => ENERGY_CONSTRUCTION_TIME, - BuildingType::Tesla => TESLA_CONSTRUCTION_TIME, - }; - - // This is used internally. I should not be making - // invalid moves! - debug_assert!(self.buildings[0] & bitfield == 0); - debug_assert!(p.x() < FULL_MAP_WIDTH && p.y() < MAP_HEIGHT); - debug_assert!(self.energy >= price); - debug_assert!(b != BuildingType::Tesla || - self.count_teslas() < TESLA_MAX); - - self.energy -= price; - self.unconstructed.push(UnconstructedBuilding { - pos: p, - construction_time_left: construction_time, - building_type: b - }); - self.occupied |= bitfield; - }, - Command::IronCurtain => { - debug_assert!(self.iron_curtain_available); - debug_assert!(self.energy >= IRON_CURTAIN_PRICE); - - self.energy -= IRON_CURTAIN_PRICE; - self.iron_curtain_available = false; - self.iron_curtain_remaining = IRON_CURTAIN_DURATION; - } - } - } - - fn update_construction(&mut self) { - let mut buildings_len = self.unconstructed.len(); - for i in (0..buildings_len).rev() { - if self.unconstructed[i].construction_time_left == 0 { - let building_type = self.unconstructed[i].building_type; - let health = if building_type == BuildingType::Defence { DEFENCE_HEALTH } else { 1 }; - - let pos = self.unconstructed[i].pos; - let bitfield = pos.to_bitfield(); - - for health_tier in 0..health { - self.buildings[health_tier] |= bitfield; - } - if building_type == BuildingType::Energy { - self.energy_towers |= bitfield; - } - if building_type == BuildingType::Attack { - self.missile_towers[self.firing_tower] |= bitfield; - } - if building_type == BuildingType::Tesla { - self.tesla_cooldowns.push(TeslaCooldown { - pos, - cooldown: 0, - age: 0 - }); - } - - buildings_len -= 1; - self.unconstructed.swap(i, buildings_len); - } else { - self.unconstructed[i].construction_time_left -= 1 - } - } - self.unconstructed.truncate(buildings_len); - } - - fn add_missiles(&mut self) { - let mut missiles = self.missile_towers[self.firing_tower]; - for mut tier in &mut self.missiles { - let setting = !tier.0 & missiles; - tier.0 |= setting; - missiles &= !setting; - } - self.firing_tower = (self.firing_tower + 1) % MISSILE_COOLDOWN_STATES; - } - - fn any_missile_towers(&self) -> u64 { - self.missile_towers.iter().fold(0, |acc, next| acc | next) - } - - pub fn count_attack_towers_in_row(&self, y: u8) -> u16 { - let mask = ROW_MASKS[y as usize]; - (self.any_missile_towers() & mask).count_ones() as u16 - } - - pub fn count_energy_towers_in_row(&self, y: u8) -> u16 { - let mask = ROW_MASKS[y as usize]; - (self.energy_towers & mask).count_ones() as u16 - } - - pub fn count_healthy_defence_in_row(&self, y: u8) -> u16 { - let mask = ROW_MASKS[y as usize]; - (self.buildings[1] & mask).count_ones() as u16 - } - - pub fn count_towers_in_row(&self, y: u8) -> u16 { - let mask = ROW_MASKS[y as usize]; - (self.occupied & mask).count_ones() as u16 - } - - pub fn count_towers(&self) -> u32 { - self.occupied.count_ones() - } -} |