use crate::command::{Action, Command}; use crate::constants::*; use crate::geometry::*; use crate::json; mod player; use player::*; mod powerup; use powerup::*; pub mod map; use map::*; use arrayvec::ArrayVec; use fnv::FnvHashSet; #[derive(Debug, PartialEq, Eq, Clone)] pub struct GameBoard { pub round: u16, pub max_rounds: u16, pub players: [Player; 2], pub powerups: ArrayVec<[Powerup; 2]>, pub map: Map, pub occupied_cells: FnvHashSet>, pub outcome: SimulationOutcome, } #[derive(Debug, PartialEq, Eq, Clone, Copy)] pub enum SimulationOutcome { PlayerWon(usize), Draw, Continue, } impl GameBoard { pub fn new(json: json::State) -> GameBoard { let commando_damage = json.my_player.worms[0].weapon.damage; let commando_range = json.my_player.worms[0].weapon.range; let player = Player { active_worm: json.active_worm_index().unwrap(), moves_score: json.my_player.score - json.my_player.health_score(), select_moves: json.my_player.remaining_worm_selections, worms: json .my_player .worms .iter() .map(|w| Worm { id: w.id, health: w.health, position: Point2d::new(w.position.x, w.position.y), weapon_damage: commando_damage, weapon_range: commando_range, rounds_until_unfrozen: w.rounds_until_unfrozen, bombs: w.banana_bombs.as_ref().map(|b| b.count).unwrap_or(0), snowballs: w.snowballs.as_ref().map(|b| b.count).unwrap_or(0), }) .collect(), }; let opponent = Player { active_worm: 0, moves_score: json.opponents[0].score - json.opponents[0].health_score(), select_moves: json.opponents[0].remaining_worm_selections, worms: json .opponents .iter() .flat_map(|o| &o.worms) .map(|w| Worm { id: w.id, health: w.health, position: Point2d::new(w.position.x, w.position.y), weapon_damage: commando_damage, weapon_range: commando_range, rounds_until_unfrozen: w.rounds_until_unfrozen, bombs: if w.profession == json::WormType::Agent { STARTING_BOMBS } else { 0 }, snowballs: if w.profession == json::WormType::Technologist { STARTING_SNOWBALLS } else { 0 }, }) .collect(), }; let mut map = Map::default(); for cell in json.map.iter().flatten() { if cell.cell_type == json::CellType::Dirt { map.set(Point2d::new(cell.x, cell.y)) } } let players = [player, opponent]; let occupied_cells = players .iter() .flat_map(|p| p.worms.iter()) .map(|w| w.position) .collect(); GameBoard { round: json.current_round, max_rounds: json.max_rounds, players, powerups: json .map .iter() .flatten() .filter_map(|c| { c.powerup.as_ref().map(|p| Powerup { position: Point2d::new(c.x, c.y), value: p.value, }) }) .collect(), map, occupied_cells, outcome: SimulationOutcome::Continue, } } pub fn update(&mut self, json: json::State) { for w in &json.my_player.worms { if let Some(worm) = self.players[0].find_worm_mut(w.id) { worm.health = w.health; worm.position = Point2d::new(w.position.x, w.position.y); worm.bombs = w.banana_bombs.as_ref().map(|b| b.count).unwrap_or(0); } } for w in json.opponents.iter().flat_map(|o| &o.worms) { if let Some(worm) = self.players[1].find_worm_mut(w.id) { worm.health = w.health; worm.position = Point2d::new(w.position.x, w.position.y); // TODO: Update number of bombs / snowballs based on previous move } } self.players[0].moves_score = json.my_player.score - json.my_player.health_score(); self.players[1].moves_score = json.opponents[0].score - json.opponents[0].health_score(); self.players[0].select_moves = json.my_player.remaining_worm_selections; self.players[1].select_moves = json.opponents[0].remaining_worm_selections; self.powerups = json .map .iter() .flatten() .filter_map(|c| { c.powerup.as_ref().map(|p| Powerup { position: Point2d::new(c.x, c.y), value: p.value, }) }) .collect(); for cell in json.map.iter().flatten() { if cell.cell_type == json::CellType::Air { self.map.clear(Point2d::new(cell.x, cell.y)) } } for player in &mut self.players { player.clear_dead_worms(); } self.players[0].active_worm = json.active_worm_index().unwrap_or(0); self.players[1].active_worm = json.opponent_active_worm_index().unwrap_or(0); self.round += 1; debug_assert_eq!(json.current_round, self.round); self.occupied_cells = self .players .iter() .flat_map(|p| p.worms.iter()) .map(|w| w.position) .collect(); // TODO: Do some asssertions about the state of lava } pub fn simulate(&mut self, moves: [Command; 2]) { self.simulate_worms_on_lava(); self.simulate_tick_frozen_timers(); self.simulate_select(moves); let actions = self.identify_actions(moves); self.simulate_moves(actions); self.simulate_digs(actions); self.simulate_bombs(actions); // TODO: Question order of actions on the forums self.simulate_snowballs(actions); self.simulate_shoots(actions); for player in &mut self.players { player.clear_dead_worms(); player.next_active_worm(); } self.round += 1; self.outcome = match ( self.players[0].worms.len(), self.players[1].worms.len(), self.round > self.max_rounds, ) { (0, 0, _) => SimulationOutcome::Draw, (_, 0, _) => SimulationOutcome::PlayerWon(0), (0, _, _) => SimulationOutcome::PlayerWon(1), (_, _, true) => SimulationOutcome::Draw, _ => SimulationOutcome::Continue, }; } fn simulate_worms_on_lava(&mut self) { let lava_map = LAVA_MAP[self.round as usize]; self.players .iter_mut() .flat_map(|p| p.worms.iter_mut()) .filter(|w| lava_map.at(w.position) == Some(true)) .for_each(|ref mut w| w.health -= LAVA_DAMAGE); } fn simulate_tick_frozen_timers(&mut self) { self.players .iter_mut() .flat_map(|p| p.worms.iter_mut()) .for_each(|ref mut w| { w.rounds_until_unfrozen = w.rounds_until_unfrozen.saturating_sub(1) }); } fn identify_actions(&self, moves: [Command; 2]) -> [Action; 2] { let mut it = self.players.iter().zip(moves.iter()).map(|(p, m)| { if p.active_worm_is_frozen() { Action::DoNothing } else { m.action } }); [it.next().unwrap(), it.next().unwrap()] } fn simulate_select(&mut self, moves: [Command; 2]) { moves .iter() .zip(self.players.iter_mut()) .for_each(|(m, player)| { if let Some(worm) = m.worm { debug_assert!( player.select_moves > 0, "Could not make select move, out of select tokens" ); player.select_moves = player.select_moves.saturating_sub(1); player.active_worm = player.find_worm_position(worm).unwrap_or(0); } }); } fn simulate_moves(&mut self, actions: [Action; 2]) { match actions { [Action::Move(p1), Action::Move(p2)] if p1.x == p2.x && p1.y == p2.y => { let damage = COLLISION_DAMAGE; debug_assert_eq!( Some(false), self.map.at(Point2d::new(p1.x, p1.y)), "Movement target wasn't empty, ({}, {})", p1.x, p1.y ); // Worms have a 50% chance of swapping places // here. I'm treating that as an edge case that I // don't need to handle for now. for player in &mut self.players { if let Some(worm) = player.active_worm_mut() { worm.health -= damage; } // You might expect damage score too here, but nope player.moves_score += MOVE_SCORE; } } _ => { for player_index in 0..actions.len() { if let Action::Move(p) = actions[player_index] { debug_assert_eq!( Some(false), self.map.at(p), "Movement target wasn't empty, ({}, {})", p.x, p.y ); self.players[player_index].moves_score += MOVE_SCORE; if let Some(worm) = self.players[player_index].active_worm_mut() { debug_assert!( (worm.position.x - p.x).abs() <= 1 && (worm.position.y - p.y).abs() <= 1, "Tried to move too far away, ({}, {})", p.x, p.y ); self.occupied_cells.remove(&worm.position); self.occupied_cells.insert(p); worm.position = p; self.powerups.retain(|power| { if power.position == worm.position { worm.health += power.value; false } else { true } }); } } } } } } fn simulate_digs(&mut self, actions: [Action; 2]) { for player_index in 0..actions.len() { if let Action::Dig(p) = actions[player_index] { debug_assert!( Some(true) == self.map.at(p) || (player_index == 1 && actions[0] == Action::Dig(p)), "Tried to dig through air, ({}, {})", p.x, p.y ); debug_assert! { (self.players[player_index].active_worm().unwrap().position.x - p.x).abs() <= 1 && (self.players[player_index].active_worm().unwrap().position.y - p.y).abs() <= 1, "Tried to dig too far away, ({}, {})", p.x, p.y }; self.players[player_index].moves_score += DIG_SCORE; self.map.clear(p); } } } fn simulate_bombs(&mut self, actions: [Action; 2]) { // NB: Damage radius has the cell distance rounded UP, throwing range has the cell distance rounded DOWN let map_clone = self.map.clone(); for player_index in 0..actions.len() { if let Action::Bomb(p) = actions[player_index] { if self.map.at(p).is_some() { if let Some(worm) = self.players[player_index].active_worm_mut() { debug_assert!(worm.bombs > 0, "Worm is throwing a bomb it doesn't have"); debug_assert!((worm.position - p).magnitude_squared() < 6 * 6); // max range is 5, but it's 5 after rounding down worm.bombs = worm.bombs.saturating_sub(1); for &(damage_offset, weapon_damage) in BOMB_DAMAGES.iter() { let target = p + damage_offset; if map_clone.at(target) == Some(true) { self.map.clear(target); self.players[player_index].moves_score += DIG_SCORE; } self.powerups.retain(|powerup| powerup.position != target); let target_own_worm: Option<&mut Worm> = self.players[player_index] .worms .iter_mut() .find(|w| w.position == target); if let Some(target_worm) = target_own_worm { target_worm.health -= weapon_damage; self.players[player_index].moves_score -= weapon_damage * ATTACK_SCORE_MULTIPLIER; if target_worm.health <= 0 { self.players[player_index].moves_score -= KILL_SCORE; self.occupied_cells.remove(&target_worm.position); } } let target_opponent_worm: Option<&mut Worm> = self.players [GameBoard::opponent(player_index)] .worms .iter_mut() .find(|w| w.position == target); if let Some(target_worm) = target_opponent_worm { target_worm.health -= weapon_damage; self.players[player_index].moves_score += weapon_damage * ATTACK_SCORE_MULTIPLIER; if target_worm.health <= 0 { self.players[player_index].moves_score += KILL_SCORE; self.occupied_cells.remove(&target_worm.position); } } } } } } } } pub fn simulate_snowballs(&mut self, actions: [Action; 2]) { // TODO: simulalte snowballs } fn simulate_shoots(&mut self, actions: [Action; 2]) { 'players_loop: for player_index in 0..actions.len() { if let Action::Shoot(dir) = actions[player_index] { if let Some(worm) = self.players[player_index].active_worm() { let (center, weapon_range, weapon_damage) = { (worm.position, worm.weapon_range, worm.weapon_damage) }; let diff = dir.as_vec(); let range = if dir.is_diagonal() { ((f32::from(weapon_range) + 1.) / 2f32.sqrt()).floor() as i8 } else { weapon_range as i8 }; for distance in 1..=range { let target = center + diff * distance; match self.map.at(target) { Some(false) => { let target_own_worm: Option<&mut Worm> = self.players[player_index] .worms .iter_mut() .find(|w| w.position == target); if let Some(target_worm) = target_own_worm { target_worm.health -= weapon_damage; self.players[player_index].moves_score -= weapon_damage * ATTACK_SCORE_MULTIPLIER; if target_worm.health <= 0 { self.players[player_index].moves_score -= KILL_SCORE; self.occupied_cells.remove(&target_worm.position); } continue 'players_loop; } let target_opponent_worm: Option<&mut Worm> = self.players [GameBoard::opponent(player_index)] .worms .iter_mut() .find(|w| w.position == target); if let Some(target_worm) = target_opponent_worm { target_worm.health -= weapon_damage; self.players[player_index].moves_score += weapon_damage * ATTACK_SCORE_MULTIPLIER; if target_worm.health <= 0 { self.players[player_index].moves_score += KILL_SCORE; self.occupied_cells.remove(&target_worm.position); } continue 'players_loop; } } _ => break, } } // You get here if the shot missed. Hits are an early return. self.players[player_index].moves_score += MISSED_ATTACK_SCORE; } } } } pub fn opponent(player_index: usize) -> usize { (player_index + 1) % 2 } pub fn valid_selects(&self, player_index: usize) -> ArrayVec<[i32; 2]> { if self.players[player_index].select_moves > 0 { self.players[player_index] .worms .iter() .enumerate() .filter(|(p, _w)| self.players[player_index].active_worm != *p) .map(|(_p, w)| w.id) .collect() } else { ArrayVec::new() } } pub fn valid_moves_for_worm(&self, worm: &Worm) -> ArrayVec<[Action; 8]> { Direction::ALL .iter() .map(Direction::as_vec) .map(|d| worm.position + d) .filter(|p| !self.occupied_cells.contains(p)) .filter_map(|p| match self.map.at(p) { Some(false) => Some(Action::Move(p)), Some(true) => Some(Action::Dig(p)), _ => None, }) .collect() } pub fn valid_move_commands(&self, player_index: usize) -> ArrayVec<[Command; 24]> { let active = self.players[player_index].active_worm(); let no_select = active .iter() .flat_map(|w| self.valid_moves_for_worm(w)) .map(Command::new); self.valid_selects(player_index) .iter() .flat_map(|select_worm| self.players[player_index].find_worm(*select_worm)) .flat_map(move |w| { self.valid_moves_for_worm(w) .into_iter() .map(move |a| Command::with_select(w.id, a)) }) .chain(no_select) .collect() } pub fn valid_shoot_commands(&self, player_index: usize) -> ArrayVec<[Command; 24]> { let all_dirs = Direction::ALL; let no_select = all_dirs.iter().map(|d| Command::new(Action::Shoot(*d))); self.valid_selects(player_index) .iter() .flat_map(|select_worm| { all_dirs .iter() .map(move |d| Command::with_select(*select_worm, Action::Shoot(*d))) }) .chain(no_select) .collect() } pub fn valid_bomb_commands(&self, player_index: usize) -> Vec { let agent_worm = self.players[player_index] .worms .iter() .enumerate() .find(|(_p, w)| w.bombs > 0); match agent_worm { Some((worm_i, worm)) => { let select = if worm_i == self.players[player_index].active_worm { None } else { Some(worm.id) }; if select.is_none() || self.players[player_index].select_moves > 0 { let mut result = Vec::with_capacity(11 * 11 - 12); for y in worm.position.y - 5..=worm.position.y + 5 { for x in worm.position.x - 5..=worm.position.x + 5 { let target = Point2d::new(x, y); if (worm.position - target).magnitude_squared() < 36 { result.push(Command { worm: select, action: Action::Bomb(target), }); } } } result } else { Vec::new() } } None => Vec::new(), } } pub fn sensible_shoot_commands( &self, player_index: usize, center: Point2d, weapon_range: u8, ) -> ArrayVec<[Command; 8]> { let range = weapon_range as i8; let dir_range = ((f32::from(weapon_range) + 1.) / 2f32.sqrt()).floor() as i8; self.players[GameBoard::opponent(player_index)] .worms .iter() .filter_map(|w| { let diff = w.position - center; if diff.x == 0 && diff.y.abs() <= range { if diff.y > 0 { Some((Direction::South, diff.y)) } else { Some((Direction::North, -diff.y)) } } else if diff.y == 0 && diff.x.abs() <= range { if diff.x > 0 { Some((Direction::East, diff.x)) } else { Some((Direction::West, -diff.x)) } } else if diff.x.abs() == diff.y.abs() && diff.x.abs() <= dir_range { match (diff.x > 0, diff.y > 0) { (true, true) => Some((Direction::SouthEast, diff.x)), (false, true) => Some((Direction::SouthWest, -diff.x)), (true, false) => Some((Direction::NorthEast, diff.x)), (false, false) => Some((Direction::NorthWest, -diff.x)), } } else { None } }) .filter(|(dir, range)| { let diff = dir.as_vec(); // NB: This is up to range EXCLUSIVE, so if there's // anything in the way, even another good shot, skip. !(1..*range).any(|distance| { self.map.at(center + diff * distance) != Some(false) && !self .players .iter() .flat_map(|p| p.worms.iter()) .any(|w| w.position == center + diff * distance) }) }) .map(|(dir, _range)| Command::new(Action::Shoot(dir))) .collect() } } #[cfg(test)] mod test {}