WIP integration of AI into game logic

This commit is contained in:
Joel Therrien 2023-09-10 15:17:36 -07:00
parent 60fabb0214
commit 9b22f1301d
3 changed files with 149 additions and 29 deletions

View file

@ -6,7 +6,7 @@ use tsify::Tsify;
use crate::board::{Board, Coordinates, Letter}; use crate::board::{Board, Coordinates, Letter};
use crate::constants::{standard_tile_pool, TRAY_LENGTH}; use crate::constants::{standard_tile_pool, TRAY_LENGTH};
use crate::dictionary::{Dictionary, DictionaryImpl}; use crate::dictionary::{Dictionary, DictionaryImpl};
use crate::player_interaction::ai::Difficulty; use crate::player_interaction::ai::{AI, CompleteMove, Difficulty};
use crate::player_interaction::Tray; use crate::player_interaction::Tray;
pub enum Player { pub enum Player {
@ -14,6 +14,7 @@ pub enum Player {
AI{ AI{
name: String, name: String,
difficulty: Difficulty, difficulty: Difficulty,
object: AI,
} }
} }
@ -56,6 +57,14 @@ pub struct ScoreResult {
pub struct PlayerStates(pub Vec<PlayerState>); pub struct PlayerStates(pub Vec<PlayerState>);
impl PlayerStates { impl PlayerStates {
fn get_player_name_by_turn_id(&self, id: usize) -> &str {
let id_mod = id % self.0.len();
let state = self.0.get(id_mod).unwrap();
state.player.get_name()
}
pub fn get_player_state(&self, name: &str) -> Option<&PlayerState> { pub fn get_player_state(&self, name: &str) -> Option<&PlayerState> {
self.0.iter() self.0.iter()
.filter(|state| state.player.get_name().eq(name)) .filter(|state| state.player.get_name().eq(name))
@ -91,26 +100,18 @@ pub struct Game{
board: Board, board: Board,
pub player_states: PlayerStates, pub player_states: PlayerStates,
dictionary: DictionaryImpl, dictionary: DictionaryImpl,
turn_order: usize,
} }
// Problem - I want to provide a UI to the player
// Ideally they would get some kind of 'tray' object with methods to use and run
// However I want the main game state to live in Rust, not in JS.
// Does this mean I provide Rc<RefCell<Tray>>?
// Other option - what if I just have one Game object that exposes all methods.
// At no point do they get a Tray reference that auto-updates, they need to handle that
// I just provide read-only JSON of everything, and they call the methods for updates
// This will later work out well when I build it out as an API for multiplayer.
impl Game { impl Game {
pub fn new(seed: u64, dictionary_text: &str, mut player_names: Vec<String>) -> Self { pub fn new(seed: u64, dictionary_text: &str, player_names: Vec<String>, ai_difficulties: Vec<Difficulty>) -> Self {
let mut rng = SmallRng::seed_from_u64(seed); let mut rng = SmallRng::seed_from_u64(seed);
let mut letters = standard_tile_pool(Some(&mut rng)); let mut letters = standard_tile_pool(Some(&mut rng));
player_names.shuffle(&mut rng); let dictionary = DictionaryImpl::create_from_str(dictionary_text);
let player_states: Vec<PlayerState> = player_names.iter()
let mut player_states: Vec<PlayerState> = player_names.iter()
.map(|name| { .map(|name| {
let mut tray = Tray::new(TRAY_LENGTH); let mut tray = Tray::new(TRAY_LENGTH);
tray.fill(&mut letters); tray.fill(&mut letters);
@ -122,12 +123,31 @@ impl Game {
}) })
.collect(); .collect();
for (i, ai_difficulty) in ai_difficulties.into_iter().enumerate() {
let ai = AI::new(ai_difficulty, &dictionary);
let mut tray = Tray::new(TRAY_LENGTH);
tray.fill(&mut letters);
player_states.push(PlayerState {
player: Player::AI {
name: format!("AI {}", i),
difficulty: ai_difficulty,
object: ai,
},
score: 0,
tray,
});
}
// let's shuffle player_states so that humans don't always go first
player_states.shuffle(&mut rng);
Game { Game {
tile_pool: letters, tile_pool: letters,
rng, rng,
board: Board::new(), board: Board::new(),
player_states: PlayerStates(player_states), player_states: PlayerStates(player_states),
dictionary: DictionaryImpl::create_from_str(dictionary_text) dictionary,
turn_order: 0,
} }
} }
@ -150,10 +170,12 @@ impl Game {
&self.dictionary &self.dictionary
} }
pub fn receive_play(&mut self, player: &str, tray_tile_locations: Vec<Option<PlayedTile>>, commit_move: bool) -> Result<ScoreResult, String> { pub fn receive_play(&mut self, tray_tile_locations: Vec<Option<PlayedTile>>, commit_move: bool) -> Result<ScoreResult, String> {
let player = self.current_player_name();
let mut board_instance = self.get_board().clone(); let mut board_instance = self.get_board().clone();
let mut tray = self.player_states.get_tray(player).unwrap().clone(); let mut tray = self.player_states.get_tray(&player).unwrap().clone();
let mut played_letters: Vec<(Letter, Coordinates)> = Vec::new(); let mut played_letters: Vec<(Letter, Coordinates)> = Vec::new();
for (i, played_tile) in tray_tile_locations.iter().enumerate() { for (i, played_tile) in tray_tile_locations.iter().enumerate() {
@ -196,13 +218,15 @@ impl Game {
.collect(); .collect();
if commit_move { if commit_move {
let mut player_state = self.player_states.get_player_state_mut(player).unwrap(); let mut player_state = self.player_states.get_player_state_mut(&player).unwrap();
player_state.score += total_score; player_state.score += total_score;
player_state.tray = tray; player_state.tray = tray;
board_instance.fix_tiles(); board_instance.fix_tiles();
self.set_board(board_instance); self.set_board(board_instance);
self.fill_trays() self.fill_trays();
self.increment_turn();
} }
Ok(ScoreResult { Ok(ScoreResult {
@ -211,8 +235,9 @@ impl Game {
}) })
} }
pub fn exchange_tiles(&mut self, player: &str, tray_tile_locations: Vec<bool>) -> Result<Tray, String> { pub fn exchange_tiles(&mut self, tray_tile_locations: Vec<bool>) -> Result<Tray, String> {
let tray = match self.player_states.get_tray_mut(player) { let player = self.current_player_name();
let tray = match self.player_states.get_tray_mut(&player) {
None => {return Err(format!("Player {} not found", player))} None => {return Err(format!("Player {} not found", player))}
Some(x) => {x} Some(x) => {x}
}; };
@ -236,7 +261,11 @@ impl Game {
tile_pool.shuffle(&mut self.rng); tile_pool.shuffle(&mut self.rng);
tray.fill(&mut self.tile_pool); tray.fill(&mut self.tile_pool);
Ok(tray.clone()) let tray = tray.clone();
self.increment_turn();
Ok(tray)
} }
@ -246,4 +275,86 @@ impl Game {
self.dictionary.insert(word, -1.0); self.dictionary.insert(word, -1.0);
} }
pub fn increment_turn(&mut self) {
self.turn_order += 1;
}
pub fn current_player_name(&self) -> String {
self.player_states.get_player_name_by_turn_id(self.turn_order).to_string()
}
pub fn advance_turn(&mut self) -> TurnAdvanceResult {
let current_player = self.current_player_name();
let state = self.player_states.get_player_state_mut(&current_player).unwrap();
if let Player::AI {object, .. } = &mut state.player {
let tray = &mut state.tray;
let best_move = object.find_best_move(tray, &self.board, &mut self.rng);
match best_move {
None => {
// no available moves; exchange all tiles
let mut to_exchange = Vec::with_capacity(TRAY_LENGTH as usize);
let mut tiles_exchanged = 0;
for tile_spot in tray.letters.iter() {
match tile_spot {
None => {
to_exchange.push(false);
},
Some(_) => {
to_exchange.push(true);
tiles_exchanged += 1;
}
}
}
if self.tile_pool.is_empty(){
TurnAdvanceResult::AIMove {
name: current_player,
action: TurnAction::Pass,
}
} else {
self.exchange_tiles(to_exchange).unwrap();
TurnAdvanceResult::AIMove {
name: current_player,
action: TurnAction::ExchangeTiles(tiles_exchanged),
}
}
}
Some(best_move) => {
let play = best_move.convert_to_play(tray);
let score_result = self.receive_play(play, true).unwrap();
TurnAdvanceResult::AIMove {
name: current_player,
action: TurnAction::PlayTiles(score_result),
}
}
}
} else {
TurnAdvanceResult::HumanInputRequired(self.current_player_name())
}
}
}
#[derive(Deserialize, Tsify, Copy, Clone)]
#[tsify(from_wasm_abi)]
pub enum TurnAction {
Pass,
ExchangeTiles(usize),
PlayTiles(ScoreResult),
}
#[derive(Deserialize, Tsify, Copy, Clone)]
#[tsify(from_wasm_abi)]
pub enum TurnAdvanceResult {
HumanInputRequired(String),
AIMove{
name: String,
action: TurnAction,
}
} }

View file

@ -1,5 +1,7 @@
use std::collections::{HashMap, HashSet}; use std::collections::{HashMap, HashSet};
use rand::Rng; use rand::Rng;
use serde::{Deserialize, Serialize};
use tsify::Tsify;
use crate::board::{Board, CellType, Coordinates, Direction, Letter}; use crate::board::{Board, CellType, Coordinates, Direction, Letter};
use crate::constants::GRID_LENGTH; use crate::constants::GRID_LENGTH;
use crate::dictionary::DictionaryImpl; use crate::dictionary::DictionaryImpl;
@ -26,7 +28,8 @@ impl CoordinateLineMapper {
} }
} }
#[derive(Copy, Clone)] #[derive(Copy, Clone, Serialize, Deserialize, Tsify)]
#[tsify(from_wasm_abi)]
pub struct Difficulty { pub struct Difficulty {
proportion: f64, proportion: f64,
randomness: f64, randomness: f64,

View file

@ -5,6 +5,7 @@ use wasm_bindgen::JsValue;
use wasm_bindgen::prelude::wasm_bindgen; use wasm_bindgen::prelude::wasm_bindgen;
use crate::board::{CellType, Letter}; use crate::board::{CellType, Letter};
use crate::game::{Game, PlayedTile}; use crate::game::{Game, PlayedTile};
use crate::player_interaction::ai::Difficulty;
#[wasm_bindgen] #[wasm_bindgen]
pub struct GameWasm(Game); pub struct GameWasm(Game);
@ -29,8 +30,11 @@ pub struct MyResult<E: Serialize> {
impl GameWasm { impl GameWasm {
#[wasm_bindgen(constructor)] #[wasm_bindgen(constructor)]
pub fn new(seed: u64, dictionary_text: &str) -> GameWasm { pub fn new(seed: u64, dictionary_text: &str, ai_difficulty: JsValue) -> GameWasm {
GameWasm(Game::new(seed, dictionary_text, vec!["Player".to_string(), "AI".to_string()]))
let difficulty: Difficulty = serde_wasm_bindgen::from_value(ai_difficulty).unwrap();
GameWasm(Game::new(seed, dictionary_text, vec!["Player".to_string()], vec![difficulty]))
} }
pub fn get_tray(&self, name: &str) -> Result<JsValue, Error> { pub fn get_tray(&self, name: &str) -> Result<JsValue, Error> {
@ -59,10 +63,10 @@ impl GameWasm {
serde_wasm_bindgen::to_value(&letters) serde_wasm_bindgen::to_value(&letters)
} }
pub fn receive_play(&mut self, player: &str, tray_tile_locations: JsValue, commit_move: bool) -> Result<JsValue, Error> { pub fn receive_play(&mut self, tray_tile_locations: JsValue, commit_move: bool) -> Result<JsValue, Error> {
let tray_tile_locations: Vec<Option<PlayedTile>> = serde_wasm_bindgen::from_value(tray_tile_locations)?; let tray_tile_locations: Vec<Option<PlayedTile>> = serde_wasm_bindgen::from_value(tray_tile_locations)?;
let result = self.0.receive_play(player, tray_tile_locations, commit_move); let result = self.0.receive_play(tray_tile_locations, commit_move);
match result { match result {
Ok(x) => { Ok(x) => {
@ -104,11 +108,11 @@ impl GameWasm {
} }
pub fn exchange_tiles(&mut self, player: &str, tray_tile_locations: JsValue) -> Result<JsValue, Error>{ pub fn exchange_tiles(&mut self, tray_tile_locations: JsValue) -> Result<JsValue, Error>{
let tray_tile_locations: Vec<bool> = serde_wasm_bindgen::from_value(tray_tile_locations)?; let tray_tile_locations: Vec<bool> = serde_wasm_bindgen::from_value(tray_tile_locations)?;
match self.0.exchange_tiles(player, tray_tile_locations) { match self.0.exchange_tiles(tray_tile_locations) {
Ok(tray) => { Ok(tray) => {
serde_wasm_bindgen::to_value(&MyResult { serde_wasm_bindgen::to_value(&MyResult {
response_type: ResponseType::OK, response_type: ResponseType::OK,
@ -130,5 +134,7 @@ impl GameWasm {
self.0.add_word(word); self.0.add_word(word);
} }
pub fn skip_turn(&mut self) {self.0.increment_turn()}
} }