summaryrefslogtreecommitdiff
path: root/benches/engine.rs
blob: 129d6870f9b8bd99f7dbdcfea88e950eb7f39a98 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
#[macro_use]
extern crate criterion;
use criterion::Criterion;

#[macro_use]
extern crate lazy_static;

extern crate zombot;
use zombot::engine::{GameState, Player, GameStatus, Building};
use zombot::engine::settings::{GameSettings, BuildingSettings};
use zombot::engine::geometry::Point;
use zombot::engine::command::{Command, BuildingType};

extern crate rand;
use rand::{thread_rng, Rng};

fn create_example_state(settings: &GameSettings,
    player_buildings: usize, opponent_buildings: usize,
    _player_missiles: usize, _opponent_missiles: usize
) -> GameState {
    GameState {
        status: GameStatus::Continue,
        player: Player {
            energy: 30,
            health: 100
        },
        opponent: Player {
            energy: 30,
            health: 100
        },
        player_buildings: (0..player_buildings).map(|_| create_player_building(settings)).collect(),
        opponent_buildings: (0..opponent_buildings).map(|_| create_player_building(settings)).collect(),
        player_missiles: Vec::new(),
        opponent_missiles: Vec::new()
    }
}

fn create_example_settings() -> GameSettings {
    GameSettings {
        size: Point::new(10,10),
        energy_income: 5,
        energy: BuildingSettings {
            price: 20,
            health: 5,
            construction_time: 1,
            weapon_damage: 0,
            weapon_speed: 0,
            weapon_cooldown_period: 0,
            energy_generated_per_turn: 3
        },
        defence: BuildingSettings {
            price: 20,
            health: 5,
            construction_time: 1,
            weapon_damage: 0,
            weapon_speed: 0,
            weapon_cooldown_period: 0,
            energy_generated_per_turn: 3
        },
        attack: BuildingSettings {
            price: 20,
            health: 5,
            construction_time: 1,
            weapon_damage: 0,
            weapon_speed: 0,
            weapon_cooldown_period: 0,
            energy_generated_per_turn: 3
        }
    }
}

fn create_player_building(settings: &GameSettings) -> Building {
    let all_positions = (0..settings.size.y)
        .flat_map(|y| (0..settings.size.x/2).map(|x| Point::new(x, y)).collect::<Vec<_>>())
        .collect::<Vec<_>>();
    let all_buildings = BuildingType::all();

    let mut rng = thread_rng();
    let position = rng.choose(&all_positions).unwrap();
    let building = rng.choose(&all_buildings).unwrap();
    let blueprint = settings.building_settings(*building);

    Building::new(*position, blueprint)
}

fn create_opponent_building(settings: &GameSettings) -> Building {
    let all_positions = (0..settings.size.y)
        .flat_map(|y| (settings.size.x/2..settings.size.x).map(|x| Point::new(x, y)).collect::<Vec<_>>())
        .collect::<Vec<_>>();
    let all_buildings = BuildingType::all();

    let mut rng = thread_rng();
    let position = rng.choose(&all_positions).unwrap();
    let building = rng.choose(&all_buildings).unwrap();
    let blueprint = settings.building_settings(*building);

    Building::new(*position, blueprint)
}



fn full_simulation_benchmark(c: &mut Criterion) {
    let settings = create_example_settings();
    let state = create_example_state(&settings, 5, 5, 0, 0);
    
    let player_command = Command::Build(Point::new(0,0),BuildingType::Defence);
    let opponent_command = Command::Build(Point::new(4,4),BuildingType::Energy);
    c.bench_function("full simulation", move |b| b.iter(|| state.simulate(&settings, player_command, opponent_command)));
}

fn full_simulation_benchmark_against_number_of_buildings(c: &mut Criterion) {
    let settings = create_example_settings();

    lazy_static! {
        static ref STATES: Vec<GameState> = {
            let settings = create_example_settings();
            (0..10)
                .map(|i| create_example_state(&settings, i*2, 0, 0, 0))
                .collect::<Vec<_>>()
        };
    }

    let player_command = Command::Build(Point::new(0,0),BuildingType::Defence);
    let opponent_command = Command::Build(Point::new(4,4),BuildingType::Energy);
    
    c.bench_function_over_inputs("player buildings variable", move |b, &state_index| b.iter(|| STATES[state_index].simulate(&settings, player_command, opponent_command)), (0..STATES.len()));
}

criterion_group!(benches, full_simulation_benchmark, full_simulation_benchmark_against_number_of_buildings);
criterion_main!(benches);