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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::expressive_engine;
use engine::bitwise_engine;
use engine::constants::*;
pub fn read_expressive_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, expressive_engine::ExpressiveGameState), 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_settings = state.to_engine_settings();
let engine_state = state.to_expressive_engine(&engine_settings);
Ok((engine_settings, engine_state))
}
pub fn read_bitwise_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, 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_settings = state.to_engine_settings();
let engine_state = state.to_bitwise_engine();
Ok((engine_settings, engine_state))
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct State {
game_details: GameDetails,
players: Vec<Player>,
game_map: Vec<Vec<GameCell>>,
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct GameDetails {
//round: u16,
//max_rounds: u16,
map_width: u8,
map_height: u8,
round_income_energy: u16,
buildings_stats: BuildingStats
}
#[derive(Deserialize)]
#[serde(rename_all = "SCREAMING_SNAKE_CASE")]
struct BuildingStats {
energy: BuildingBlueprint,
defense: BuildingBlueprint,
attack: BuildingBlueprint,
tesla: BuildingBlueprint,
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct BuildingBlueprint {
price: u16,
health: u8,
construction_time: u8,
weapon_damage: u8,
weapon_speed: u8,
weapon_cooldown_period: u8,
energy_generated_per_turn: u16,
// destroy_multiplier: u16,
// construction_score: u16
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct Player {
player_type: char,
energy: u16,
health: u8,
//hits_taken: u32,
//score: u32
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct GameCell {
x: u8,
y: u8,
buildings: Vec<BuildingState>,
missiles: Vec<MissileState>,
//cell_owner: char
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct BuildingState {
health: u8,
construction_time_left: i16,
//price: u16,
weapon_damage: u8,
weapon_speed: u8,
weapon_cooldown_time_left: u8,
weapon_cooldown_period: u8,
//destroy_multiplier: u32,
//construction_score: u32,
energy_generated_per_turn: u16,
building_type: String,
x: u8,
y: u8,
player_type: char
}
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct MissileState {
damage: u8,
speed: u8,
x: u8,
y: u8,
player_type: char
}
impl State {
fn to_engine_settings(&self) -> engine::settings::GameSettings {
engine::settings::GameSettings::new(
engine::geometry::Point::new(self.game_details.map_width, self.game_details.map_height),
self.game_details.round_income_energy,
self.game_details.buildings_stats.energy.to_engine(),
self.game_details.buildings_stats.defense.to_engine(),
self.game_details.buildings_stats.attack.to_engine(),
self.game_details.buildings_stats.tesla.to_engine(),
)
}
fn to_expressive_engine(&self, settings: &engine::settings::GameSettings) -> expressive_engine::ExpressiveGameState {
let player_buildings = self.buildings_to_expressive_engine('A');
let opponent_buildings = self.buildings_to_expressive_engine('B');
expressive_engine::ExpressiveGameState::new(
self.player().to_engine(settings, &player_buildings),
self.opponent().to_engine(settings, &opponent_buildings),
self.unconstructed_buildings_to_expressive_engine('A'),
player_buildings,
self.unconstructed_buildings_to_expressive_engine('B'),
opponent_buildings,
self.missiles_to_expressive_engine('A'),
self.missiles_to_expressive_engine('B'),
settings
)
}
fn to_bitwise_engine(&self) -> bitwise_engine::BitwiseGameState {
let mut player = self.player().to_bitwise_engine();
let mut opponent = self.opponent().to_bitwise_engine();
let mut player_buildings = bitwise_engine::PlayerBuildings::empty();
let mut opponent_buildings = bitwise_engine::PlayerBuildings::empty();
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 engine_player, mut bitwise_buildings, bitfield) = if building.player_type == 'A' {
(&mut player, &mut player_buildings, point.to_left_bitfield())
} else {
(&mut opponent, &mut opponent_buildings, point.to_right_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;
engine_player.energy_generated += building.energy_generated_per_turn;
}
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 {
let ref mut tesla_cooldown = if bitwise_buildings.tesla_cooldowns[0].active {
&mut bitwise_buildings.tesla_cooldowns[1]
} else {
&mut bitwise_buildings.tesla_cooldowns[0]
};
tesla_cooldown.active = true;
tesla_cooldown.pos = point;
tesla_cooldown.cooldown = building.weapon_cooldown_time_left;
tesla_cooldown.age = building.construction_time_left.abs() as u16;
}
}
}
for missile in &cell.missiles {
let bitfields = point.to_bitfield();
let (mut bitwise_buildings, mut left, mut right) = if missile.player_type == 'A' {
(&mut player_buildings, bitfields.0, bitfields.1)
} else {
(&mut opponent_buildings, bitfields.1, bitfields.0)
};
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")
}
fn unconstructed_buildings_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::UnconstructedBuilding> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.buildings.iter()
.filter(|b| b.player_type == player_type && b.construction_time_left >= 0)
.map(|b| b.to_expressive_engine_unconstructed())
)
)
.collect()
}
fn buildings_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::Building> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.buildings.iter()
.filter(|b| b.player_type == player_type && b.construction_time_left < 0)
.map(|b| b.to_expressive_engine())
)
)
.collect()
}
fn missiles_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::Missile> {
self.game_map.iter()
.flat_map(|row| row.iter()
.flat_map(|cell| cell.missiles.iter()
.filter(|b| b.player_type == player_type)
.map(|b| b.to_expressive_engine())
)
)
.collect()
}
}
impl BuildingBlueprint {
fn to_engine(&self) -> engine::settings::BuildingSettings {
engine::settings::BuildingSettings {
price: self.price,
health: self.health,
construction_time: self.construction_time-1,
weapon_damage: self.weapon_damage,
weapon_speed: self.weapon_speed,
weapon_cooldown_period: self.weapon_cooldown_period,
energy_generated_per_turn: self.energy_generated_per_turn,
}
}
}
impl Player {
fn to_engine(&self, settings: &engine::settings::GameSettings, buildings: &[expressive_engine::Building]) -> engine::Player {
engine::Player {
energy: self.energy,
health: self.health,
energy_generated: settings.energy_income + buildings.iter().map(|b| b.energy_generated_per_turn).sum::<u16>()
}
}
fn to_bitwise_engine(&self) -> engine::Player {
engine::Player {
energy: self.energy,
health: self.health,
energy_generated: ENERGY_GENERATED_BASE
}
}
}
impl BuildingState {
fn to_expressive_engine(&self) -> expressive_engine::Building {
expressive_engine::Building {
pos: engine::geometry::Point::new(self.x, self.y),
health: self.health,
weapon_damage: self.weapon_damage,
weapon_speed: self.weapon_speed,
weapon_cooldown_time_left: self.weapon_cooldown_time_left,
weapon_cooldown_period: self.weapon_cooldown_period,
energy_generated_per_turn: self.energy_generated_per_turn,
age: self.construction_time_left.abs() as u16
}
}
fn to_expressive_engine_unconstructed(&self) -> expressive_engine::UnconstructedBuilding {
expressive_engine::UnconstructedBuilding {
pos: engine::geometry::Point::new(self.x, self.y),
health: self.health,
construction_time_left: self.construction_time_left as u8, // > 0 check already happened
weapon_damage: self.weapon_damage,
weapon_speed: self.weapon_speed,
weapon_cooldown_period: self.weapon_cooldown_period,
energy_generated_per_turn: self.energy_generated_per_turn,
}
}
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,
}
}
}
impl MissileState {
fn to_expressive_engine(&self) -> expressive_engine::Missile {
expressive_engine::Missile {
pos: engine::geometry::Point::new(self.x, self.y),
damage: self.damage,
speed: self.speed,
}
}
}
|