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pub mod command;
pub mod consts;
pub mod json;
pub mod state;
use command::*;
use state::*;
use std::cmp::Ordering;
pub fn choose_command(state: &GameState) -> Command {
/* TODO:
* - Simulate both player and opponent moves
*/
let player_moves = state.valid_moves(0);
let naive_result = player_moves
.into_iter()
.map(|player_move| {
let mut state = state.clone();
state.update([player_move, Command::Accelerate]);
(player_move, state)
})
.flat_map(|(player_move, state)| {
state.valid_moves(0).into_iter().map(move |second_move| {
let mut second_move_state = state.clone();
second_move_state.update([second_move, Command::Accelerate]);
(player_move, second_move_state)
})
})
.max_by(|(_, a), (_, b)| compare_states(a, b))
.unwrap()
.0;
naive_result
}
fn compare_states(a: &GameState, b: &GameState) -> Ordering {
if a.status == GameStatus::PlayerOneWon && b.status == GameStatus::PlayerOneWon {
a.players[0].speed.cmp(&b.players[0].speed)
} else if a.status == GameStatus::PlayerOneWon {
Ordering::Greater
} else if b.status == GameStatus::PlayerOneWon {
Ordering::Less
} else {
let weighted_position_a = a.players[0].position.x + a.players[0].boosts * 2;
let weighted_position_b = b.players[0].position.x + b.players[0].boosts * 2;
weighted_position_a
.cmp(&weighted_position_b)
.then(a.players[0].speed.cmp(&b.players[0].speed))
.then(a.players[0].position.x.cmp(&b.players[0].position.x))
.then(a.players[0].boosts.cmp(&b.players[0].boosts))
}
}
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