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use std::fs::File;
use std::io::prelude::*;
use serde_json;
use std::error::Error;

use engine;
use engine::command;
use engine::bitwise_engine;
use engine::constants::*;

pub fn read_bitwise_state_from_file(filename: &str) -> Result<bitwise_engine::BitwiseGameState, Box<Error>> {
    let mut file = File::open(filename)?;
    let mut content = String::new();
    file.read_to_string(&mut content)?;
    let state: State = serde_json::from_str(content.as_ref())?;

    let engine_state = state.to_bitwise_engine();
    Ok(engine_state)
}

#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct State {
    players: Vec<Player>,
    game_map: Vec<Vec<GameCell>>,
}

#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct Player {
    player_type: char,
    energy: u16,
    health: u8,
    iron_curtain_available: bool,
    active_iron_curtain_lifetime: i16
}

#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct GameCell {
    x: u8,
    y: u8,
    buildings: Vec<BuildingState>,
    missiles: Vec<MissileState>,
}

#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct BuildingState {
    health: u8,
    construction_time_left: i16,
    weapon_cooldown_time_left: u8,
    building_type: String,
    x: u8,
    y: u8,
    player_type: char
}

#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct MissileState {
    player_type: char
}


impl State {
    fn to_bitwise_engine(&self) -> bitwise_engine::BitwiseGameState {
        let json_player = self.player();
        let player = json_player.to_bitwise_engine();
        let json_opponent = self.opponent();
        let opponent = json_opponent.to_bitwise_engine();
        let mut player_buildings = bitwise_engine::PlayerBuildings::empty();
        let mut opponent_buildings = bitwise_engine::PlayerBuildings::empty();

        // TODO roll the player into the playerbuildings and remove this duplication
        player_buildings.iron_curtain_available = json_player.iron_curtain_available;
        player_buildings.iron_curtain_remaining = if json_player.active_iron_curtain_lifetime < 0 {
            0
        } else {
            json_player.active_iron_curtain_lifetime as u8
        };
        opponent_buildings.iron_curtain_available = json_opponent.iron_curtain_available;
        opponent_buildings.iron_curtain_remaining = if json_opponent.active_iron_curtain_lifetime < 0 {
            0
        } else {
            json_opponent.active_iron_curtain_lifetime as u8
        };

        
        for row in &self.game_map {
            for cell in row {
                let point = engine::geometry::Point::new(cell.x, cell.y);
                for building in &cell.buildings {
                    let building_type = building.convert_building_type();
                    
                    let mut bitwise_buildings = if building.player_type == 'A' {
                        &mut player_buildings
                    } else {
                        &mut opponent_buildings
                    };
                    let bitfield = point.to_either_bitfield();

                    bitwise_buildings.occupied |= bitfield;
                    if building.construction_time_left >= 0 {
                        bitwise_buildings.unconstructed.push(building.to_bitwise_engine_unconstructed());
                    } else {
                        for health_tier in 0..DEFENCE_HEALTH {
                            if building.health > health_tier as u8 * MISSILE_DAMAGE {
                                bitwise_buildings.buildings[health_tier] |= bitfield;
                            }
                        }
                        if building_type == command::BuildingType::Energy {
                            bitwise_buildings.energy_towers |= bitfield;
                        }
                        else if building_type == command::BuildingType::Attack {
                            for cooldown_tier in 0..MISSILE_COOLDOWN + 1 {
                                if building.weapon_cooldown_time_left == cooldown_tier as u8 {
                                    bitwise_buildings.missile_towers[cooldown_tier] |= bitfield;
                                }
                            }
                        }
                        else if building_type == command::BuildingType::Tesla {
                            bitwise_buildings.tesla_cooldowns.push(bitwise_engine::TeslaCooldown { 
                                pos: point,
                                cooldown: building.weapon_cooldown_time_left,
                                age: building.construction_time_left.abs() as u16
                            });
                        }
                    }
                }
                for missile in &cell.missiles {
                    let (mut left, mut right) = engine::geometry::Point::new_double_bitfield(cell.x, cell.y, missile.player_type == 'A');
                    let mut bitwise_buildings = if missile.player_type == 'A' {
                        &mut player_buildings
                    } else {
                        &mut opponent_buildings
                    };

                    for mut tier in bitwise_buildings.missiles.iter_mut() {
                        let setting = (!tier.0 & left, !tier.1 & right);
                        tier.0 |= setting.0;
                        tier.1 |= setting.1;
                        left &= !setting.0;
                        right &= !setting.1;
                    }
                }
            }
        }
            
        bitwise_engine::BitwiseGameState::new(
            player, opponent,
            player_buildings, opponent_buildings
        )
    }

    fn player(&self) -> &Player {
        self.players.iter()
            .find(|p| p.player_type == 'A')
            .expect("Player character did not appear in state.json")
    }

    fn opponent(&self) -> &Player {
        self.players.iter()
            .find(|p| p.player_type == 'B')
            .expect("Opponent character did not appear in state.json")
    }
}

impl Player {
    fn to_bitwise_engine(&self) -> engine::bitwise_engine::Player {
        engine::bitwise_engine::Player {
            energy: self.energy,
            health: self.health
        }
    }
}

impl BuildingState {
    fn to_bitwise_engine_unconstructed(&self) -> bitwise_engine::UnconstructedBuilding {
        bitwise_engine::UnconstructedBuilding {
            pos: engine::geometry::Point::new(self.x, self.y),
            construction_time_left: self.construction_time_left as u8, // > 0 check already happened
            building_type: self.convert_building_type()
        }
    }

    fn convert_building_type(&self) -> command::BuildingType {
        match self.building_type.as_ref() {
            "ATTACK" => command::BuildingType::Attack,
            "ENERGY" => command::BuildingType::Energy,
            "TESLA" => command::BuildingType::Tesla,
            _ => command::BuildingType::Defence,
        }
    }
}