diff options
Diffstat (limited to 'src/strategy/monte_carlo.rs')
-rw-r--r-- | src/strategy/monte_carlo.rs | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs index 19e663d..3dc94eb 100644 --- a/src/strategy/monte_carlo.rs +++ b/src/strategy/monte_carlo.rs @@ -81,17 +81,16 @@ fn simulate_to_endstate<R: Rng, GS: GameState>(command_score: &mut CommandScore, fn random_player_move<R: Rng, GS: GameState>(settings: &GameSettings, state: &GS, rng: &mut R) -> Command { let all_buildings = sensible_buildings(settings, &state.player(), state.player_has_max_teslas()); - random_move(&state.unoccupied_player_cells(), &all_buildings, rng) + random_move(&all_buildings, rng, state.unoccupied_player_cell_count(), |i| state.location_of_unoccupied_player_cell(i)) } fn random_opponent_move<R: Rng, GS: GameState>(settings: &GameSettings, state: &GS, rng: &mut R) -> Command { let all_buildings = sensible_buildings(settings, &state.opponent(), state.opponent_has_max_teslas()); - random_move(&state.unoccupied_opponent_cells(), &all_buildings, rng) + random_move(&all_buildings, rng, state.unoccupied_opponent_cell_count(), |i| state.location_of_unoccupied_opponent_cell(i)) } -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(); +fn random_move<R: Rng, F:Fn(usize)->Point>(all_buildings: &[BuildingType], rng: &mut R, free_positions_count: usize, get_point: F) -> Command { + let building_command_count = free_positions_count*all_buildings.len(); let nothing_count = 1; let number_of_commands = building_command_count + nothing_count; @@ -102,7 +101,7 @@ fn random_move<R: Rng>(free_positions: &[Point], all_buildings: &[BuildingType], Command::Nothing } else { Command::Build( - free_positions[choice_index/all_buildings.len()], + get_point(choice_index/all_buildings.len()), all_buildings[choice_index%all_buildings.len()] ) } @@ -163,13 +162,15 @@ impl CommandScore { fn init_command_scores<GS: GameState>(settings: &GameSettings, state: &GS) -> Vec<CommandScore> { let all_buildings = sensible_buildings(settings, &state.player(), state.player_has_max_teslas()); - let building_command_count = state.unoccupied_player_cells().len()*all_buildings.len(); + let unoccupied_cells = (0..state.unoccupied_player_cell_count()).map(|i| state.location_of_unoccupied_player_cell(i)); + + let building_command_count = unoccupied_cells.len()*all_buildings.len(); let nothing_count = 1; let mut commands = Vec::with_capacity(building_command_count + nothing_count); commands.push(CommandScore::new(Command::Nothing)); - for &position in state.unoccupied_player_cells() { + for position in unoccupied_cells { for &building in &all_buildings { commands.push(CommandScore::new(Command::Build(position, building))); } |