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() } }