diff options
Diffstat (limited to 'src/strategy/monte_carlo.rs')
-rw-r--r-- | src/strategy/monte_carlo.rs | 21 |
1 files changed, 8 insertions, 13 deletions
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(); |