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-rw-r--r--src/engine/bitwise_engine.rs483
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()
- }
-}