use engine::command::{Command, BuildingType}; use engine::geometry::Point; use engine::settings::{GameSettings}; use engine::constants::*; use engine::{GameStatus, Player, GameState}; const LEFT_COL_MASK: u64 = 0x0101010101010101; const RIGHT_COL_MASK: u64 = 0x8080808080808080; #[derive(Debug, Clone, PartialEq, Eq)] pub struct BitwiseGameState { pub status: GameStatus, pub player: Player, pub opponent: Player, pub player_buildings: PlayerBuildings, pub opponent_buildings: PlayerBuildings, } #[derive(Debug, Clone, PartialEq, Eq)] pub struct PlayerBuildings { pub unconstructed: Vec, pub buildings: [u64; DEFENCE_HEALTH], pub occupied: u64, pub energy_towers: u64, pub missile_towers: [u64; MISSILE_COOLDOWN+1], pub missiles: [(u64, u64); MISSILE_MAX_SINGLE_CELL], pub tesla_cooldowns: [TeslaCooldown; TESLA_MAX] } #[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 active: bool, pub pos: Point, pub cooldown: u8 } impl GameState for BitwiseGameState { fn simulate(&mut self, settings: &GameSettings, player_command: Command, opponent_command: Command) -> GameStatus { BitwiseGameState::perform_command(settings, &mut self.player, &mut self.player_buildings, player_command); BitwiseGameState::perform_command(settings, &mut self.opponent, &mut self.opponent_buildings, opponent_command); BitwiseGameState::update_construction(settings, &mut self.player_buildings); BitwiseGameState::update_construction(settings, &mut self.opponent_buildings); BitwiseGameState::fire_teslas(&mut self.player, &mut self.player_buildings, &mut self.opponent, &mut self.opponent_buildings); BitwiseGameState::add_left_missiles(&mut self.player_buildings); BitwiseGameState::add_right_missiles(&mut self.opponent_buildings); BitwiseGameState::move_left_and_collide_missiles(&mut self.player, &mut self.player_buildings, &mut self.opponent_buildings.missiles); BitwiseGameState::move_right_and_collide_missiles(&mut self.opponent, &mut self.opponent_buildings, &mut self.player_buildings.missiles); BitwiseGameState::add_energy(&mut self.player, &mut self.player_buildings); BitwiseGameState::add_energy(&mut self.opponent, &mut self.opponent_buildings); self.update_status(); self.status } fn player(&self) -> &Player { &self.player } fn opponent(&self) -> &Player { &self.opponent } fn player_has_max_teslas(&self) -> bool { self.player_buildings.count_teslas() >= TESLA_MAX } fn opponent_has_max_teslas(&self) -> bool { self.opponent_buildings.count_teslas() >= TESLA_MAX } fn unoccupied_player_cell_count(&self) -> usize { self.player_buildings.occupied.count_zeros() as usize } fn unoccupied_opponent_cell_count(&self) -> usize { self.opponent_buildings.occupied.count_zeros() as usize } fn location_of_unoccupied_player_cell(&self, i: usize) -> Point { let bit = find_bit_index_from_rank(self.player_buildings.occupied, i as u64); let point = Point::new(bit%SINGLE_MAP_WIDTH, bit/SINGLE_MAP_WIDTH); debug_assert!(point.to_either_bitfield() & self.player_buildings.occupied == 0); point } fn location_of_unoccupied_opponent_cell(&self, i: usize) -> Point { let bit = find_bit_index_from_rank(self.opponent_buildings.occupied, i as u64); let point = Point::new(bit%SINGLE_MAP_WIDTH+SINGLE_MAP_WIDTH, bit/SINGLE_MAP_WIDTH); debug_assert!(point.to_either_bitfield() & self.opponent_buildings.occupied == 0); point } } 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 = v.count_ones() as u64 - i as u64; 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; let bit = 64 - s as u8; bit } impl BitwiseGameState { pub fn new( player: Player, opponent: Player, player_buildings: PlayerBuildings, opponent_buildings: PlayerBuildings ) -> BitwiseGameState { BitwiseGameState { status: GameStatus::Continue, player, opponent, player_buildings, opponent_buildings } } /** * Like with the expressive, 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_buildings.missiles[i].0 & self.player_buildings.missiles[j].0; self.player_buildings.missiles[i].0 |= move_down1; self.player_buildings.missiles[j].0 &= !move_down1; let move_down2 = !self.player_buildings.missiles[i].1 & self.player_buildings.missiles[j].1; self.player_buildings.missiles[i].1 |= move_down2; self.player_buildings.missiles[j].1 &= !move_down2; let move_down3 = !self.opponent_buildings.missiles[i].0 & self.opponent_buildings.missiles[j].0; self.opponent_buildings.missiles[i].0 |= move_down3; self.opponent_buildings.missiles[j].0 &= !move_down3; let move_down4 = !self.opponent_buildings.missiles[i].1 & self.opponent_buildings.missiles[j].1; self.opponent_buildings.missiles[i].1 |= move_down4; self.opponent_buildings.missiles[j].1 &= !move_down4; } } self.player_buildings.unconstructed.sort_by_key(|b| b.pos); self.opponent_buildings.unconstructed.sort_by_key(|b| b.pos); for tesla in self.player_buildings.tesla_cooldowns.iter_mut() { if !tesla.active { tesla.pos = Point::new(0,0); tesla.cooldown = 0; } } for tesla in self.opponent_buildings.tesla_cooldowns.iter_mut() { if !tesla.active { tesla.pos = Point::new(0,0); tesla.cooldown = 0; } } self.player_buildings.tesla_cooldowns.sort_by_key(|b| (!b.active, b.pos)); self.opponent_buildings.tesla_cooldowns.sort_by_key(|b| (!b.active, b.pos)); } #[cfg(debug_assertions)] pub fn sorted(&self) -> BitwiseGameState { let mut res = self.clone(); res.sort(); res } fn perform_command(settings: &GameSettings, player: &mut Player, player_buildings: &mut PlayerBuildings, command: Command) { match command { Command::Nothing => {}, Command::Build(p, b) => { let blueprint = settings.building_settings(b); let bitfield = p.to_either_bitfield(); // This is used internally. I should not be making // invalid moves! debug_assert!(player_buildings.buildings[0] & bitfield == 0); debug_assert!(p.x < settings.size.x && p.y < settings.size.y); debug_assert!(player.energy >= blueprint.price); debug_assert!(b != BuildingType::Tesla || player_buildings.count_teslas() < TESLA_MAX); player.energy -= blueprint.price; player_buildings.unconstructed.push(UnconstructedBuilding { pos: p, construction_time_left: blueprint.construction_time, building_type: b }); player_buildings.occupied |= bitfield; }, Command::Deconstruct(p) => { let unconstructed_to_remove_index = player_buildings.unconstructed.iter().position(|ref b| b.pos == p); let deconstruct_mask = !(p.to_either_bitfield() & player_buildings.buildings[0]); debug_assert!(deconstruct_mask != 0 || unconstructed_to_remove_index.is_some()); if let Some(i) = unconstructed_to_remove_index { player_buildings.unconstructed.swap_remove(i); } player.energy += DECONSTRUCT_ENERGY; for tier in 0..player_buildings.buildings.len() { player_buildings.buildings[tier] &= deconstruct_mask; } player_buildings.energy_towers &= deconstruct_mask; for tier in 0..player_buildings.missile_towers.len() { player_buildings.missile_towers[tier] &= deconstruct_mask; } for tesla in 0..player_buildings.tesla_cooldowns.len() { if player_buildings.tesla_cooldowns[tesla].pos == p { player_buildings.tesla_cooldowns[tesla].active = false; } } player_buildings.occupied &= deconstruct_mask; } } } fn update_construction(settings: &GameSettings, player_buildings: &mut PlayerBuildings) { let mut buildings_len = player_buildings.unconstructed.len(); for i in (0..buildings_len).rev() { if player_buildings.unconstructed[i].construction_time_left == 0 { //TODO: Avoid blueprint here? let building_type = player_buildings.unconstructed[i].building_type; let blueprint = settings.building_settings(building_type); let pos = player_buildings.unconstructed[i].pos; let bitfield = pos.to_either_bitfield(); for health_tier in 0..DEFENCE_HEALTH as u8 { if blueprint.health > health_tier*MISSILE_DAMAGE { player_buildings.buildings[health_tier as usize] |= bitfield; } } if building_type == BuildingType::Energy { player_buildings.energy_towers |= bitfield; } if building_type == BuildingType::Attack { player_buildings.missile_towers[0] |= bitfield; } if building_type == BuildingType::Tesla { let ref mut tesla_cooldown = if player_buildings.tesla_cooldowns[0].active { &mut player_buildings.tesla_cooldowns[1] } else { &mut player_buildings.tesla_cooldowns[0] }; tesla_cooldown.active = true; tesla_cooldown.pos = pos; tesla_cooldown.cooldown = 0; } buildings_len -= 1; player_buildings.unconstructed.swap(i, buildings_len); } else { player_buildings.unconstructed[i].construction_time_left -= 1 } } player_buildings.unconstructed.truncate(buildings_len); } fn fire_teslas(player: &mut Player, player_buildings: &mut PlayerBuildings, opponent: &mut Player, opponent_buildings: &mut PlayerBuildings) { #[cfg(debug_assertions)] { player_buildings.tesla_cooldowns.sort_by_key(|b| (!b.active, b.pos)); opponent_buildings.tesla_cooldowns.sort_by_key(|b| (!b.active, b.pos)); } for tesla in player_buildings.tesla_cooldowns.iter_mut().filter(|t| t.active) { if tesla.cooldown > 0 { tesla.cooldown -= 1; } else if player.energy >= TESLA_FIRING_ENERGY { player.energy -= TESLA_FIRING_ENERGY; tesla.cooldown = TESLA_COOLDOWN; if tesla.pos.x + 1 >= SINGLE_MAP_WIDTH { opponent.health = opponent.health.saturating_sub(TESLA_DAMAGE); } let missed_cells = ((SINGLE_MAP_WIDTH - tesla.pos.x) as u32).saturating_sub(2); let top_row = if tesla.pos.y == 0 { 0 } else { tesla.pos.y - 1 }; let top_row_mask = 255u64 << (top_row * SINGLE_MAP_WIDTH); let mut destroy_mask = top_row_mask.wrapping_shr(missed_cells) & top_row_mask; for _ in 0..(if tesla.pos.y == 0 || tesla.pos.y == MAP_HEIGHT-1 { 2 } else { 3 }) { let hits = destroy_mask & opponent_buildings.buildings[0]; destroy_mask &= !hits; BitwiseGameState::destroy_buildings(opponent_buildings, hits); destroy_mask = destroy_mask << SINGLE_MAP_WIDTH; } } } for tesla in opponent_buildings.tesla_cooldowns.iter_mut().filter(|t| t.active) { if tesla.cooldown > 0 { tesla.cooldown -= 1; } else if opponent.energy >= TESLA_FIRING_ENERGY { opponent.energy -= TESLA_FIRING_ENERGY; tesla.cooldown = TESLA_COOLDOWN; if tesla.pos.x <= SINGLE_MAP_WIDTH { player.health = player.health.saturating_sub(TESLA_DAMAGE); } let missed_cells = ((tesla.pos.x - SINGLE_MAP_WIDTH) as u32).saturating_sub(1); let top_row = if tesla.pos.y == 0 { 0 } else { tesla.pos.y - 1 }; let top_row_mask = 255u64 << (top_row * SINGLE_MAP_WIDTH); let mut destroy_mask = top_row_mask.wrapping_shl(missed_cells) & top_row_mask; for _ in 0..(if tesla.pos.y == 0 || tesla.pos.y == MAP_HEIGHT-1 { 2 } else { 3 }) { let hits = destroy_mask & player_buildings.buildings[0]; destroy_mask &= !hits; BitwiseGameState::destroy_buildings(player_buildings, hits); destroy_mask = destroy_mask << SINGLE_MAP_WIDTH; } } } BitwiseGameState::update_tesla_activity(player_buildings); BitwiseGameState::update_tesla_activity(opponent_buildings); } fn add_left_missiles(player_buildings: &mut PlayerBuildings) { let mut missiles = player_buildings.missile_towers[0]; for mut tier in player_buildings.missiles.iter_mut() { let setting = !tier.0 & missiles; tier.0 |= setting; missiles &= !setting; } BitwiseGameState::rotate_missile_towers(player_buildings); } fn add_right_missiles(player_buildings: &mut PlayerBuildings) { let mut missiles = player_buildings.missile_towers[0]; for mut tier in player_buildings.missiles.iter_mut() { let setting = !tier.1 & missiles; tier.1 |= setting; missiles &= !setting; } BitwiseGameState::rotate_missile_towers(player_buildings); } //TODO: Add a pointer and stop rotating here fn rotate_missile_towers(player_buildings: &mut PlayerBuildings) { let zero = player_buildings.missile_towers[0]; for i in 1..player_buildings.missile_towers.len() { player_buildings.missile_towers[i-1] = player_buildings.missile_towers[i]; } let end = player_buildings.missile_towers.len()-1; player_buildings.missile_towers[end] = zero; } //TODO: Can I rearrange my bitfields to make these two functions one thing? fn move_left_and_collide_missiles(opponent: &mut Player, opponent_buildings: &mut PlayerBuildings, player_missiles: &mut [(u64, u64); MISSILE_MAX_SINGLE_CELL]) { for _ in 0..MISSILE_SPEED { for i in 0..MISSILE_MAX_SINGLE_CELL { let about_to_hit_opponent = player_missiles[i].0 & LEFT_COL_MASK; let damage = about_to_hit_opponent.count_ones() as u8 * MISSILE_DAMAGE; opponent.health = opponent.health.saturating_sub(damage); player_missiles[i].0 = (player_missiles[i].0 & !LEFT_COL_MASK) >> 1; let swapping_sides = player_missiles[i].1 & LEFT_COL_MASK; player_missiles[i].0 |= swapping_sides << (SINGLE_MAP_WIDTH-1); player_missiles[i].1 = (player_missiles[i].1 & !LEFT_COL_MASK) >> 1; let mut hits = 0; for health_tier in (0..DEFENCE_HEALTH).rev() { hits = opponent_buildings.buildings[health_tier] & player_missiles[i].0; player_missiles[i].0 &= !hits; opponent_buildings.buildings[health_tier] &= !hits; } BitwiseGameState::destroy_buildings(opponent_buildings, hits); BitwiseGameState::update_tesla_activity(opponent_buildings); } } } fn move_right_and_collide_missiles(opponent: &mut Player, opponent_buildings: &mut PlayerBuildings, player_missiles: &mut [(u64, u64); MISSILE_MAX_SINGLE_CELL]) { for _ in 0..MISSILE_SPEED { for i in 0..MISSILE_MAX_SINGLE_CELL { let about_to_hit_opponent = player_missiles[i].1 & RIGHT_COL_MASK; let damage = about_to_hit_opponent.count_ones() as u8 * MISSILE_DAMAGE; opponent.health = opponent.health.saturating_sub(damage); player_missiles[i].1 = (player_missiles[i].1 & !RIGHT_COL_MASK) << 1; let swapping_sides = player_missiles[i].0 & RIGHT_COL_MASK; player_missiles[i].1 |= swapping_sides >> (SINGLE_MAP_WIDTH-1); player_missiles[i].0 = (player_missiles[i].0 & !RIGHT_COL_MASK) << 1; let mut hits = 0; for health_tier in (0..DEFENCE_HEALTH).rev() { hits = opponent_buildings.buildings[health_tier] & player_missiles[i].1; player_missiles[i].1 &= !hits; opponent_buildings.buildings[health_tier] &= !hits; } BitwiseGameState::destroy_buildings(opponent_buildings, hits); BitwiseGameState::update_tesla_activity(opponent_buildings); } } } fn destroy_buildings(buildings: &mut PlayerBuildings, hit_mask: u64) { let deconstruct_mask = !hit_mask; buildings.energy_towers &= deconstruct_mask; for tier in buildings.missile_towers.iter_mut() { *tier &= deconstruct_mask; } for tier in buildings.buildings.iter_mut() { *tier &= deconstruct_mask; } buildings.occupied &= deconstruct_mask; } fn update_tesla_activity(buildings: &mut PlayerBuildings) { for tesla in buildings.tesla_cooldowns.iter_mut().filter(|t| t.active) { tesla.active = (tesla.pos.to_either_bitfield() & buildings.occupied) != 0; } } fn add_energy(player: &mut Player, player_buildings: &mut PlayerBuildings) { player.energy_generated = ENERGY_GENERATED_BASE + player_buildings.energy_towers.count_ones() as u16 * ENERGY_GENERATED_TOWER; 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 PlayerBuildings { pub fn count_teslas(&self) -> usize { self.tesla_cooldowns.iter().filter(|t| t.active).count() + self.unconstructed.iter().filter(|t| t.building_type == BuildingType::Tesla).count() } pub fn empty() -> PlayerBuildings { PlayerBuildings { unconstructed: Vec::with_capacity(4), buildings: [0; DEFENCE_HEALTH], occupied: 0, energy_towers: 0, missile_towers: [0; MISSILE_COOLDOWN+1], missiles: [(0,0); MISSILE_MAX_SINGLE_CELL], tesla_cooldowns: [TeslaCooldown::empty(); TESLA_MAX] } } } impl TeslaCooldown { pub fn empty() -> TeslaCooldown { TeslaCooldown { active: false, pos: Point::new(0,0), cooldown: 0 } } }