SeaBattle/rust/sea_battle_backend/src/data/current_game_status.rs

588 lines
18 KiB
Rust

use rand::RngCore;
use crate::data::{
BoatPosition, BoatsLayout, BotType, Coordinates, GameRules, MapCellContent, PrintableMap,
};
#[derive(Debug, serde::Serialize, serde::Deserialize, Clone, Default)]
pub struct CurrentGameMapStatus {
pub boats: BoatsLayout,
pub successful_strikes: Vec<Coordinates>,
pub failed_strikes: Vec<Coordinates>,
pub sunk_boats: Vec<BoatPosition>,
}
impl CurrentGameMapStatus {
pub fn did_fire_at_location(&self, c: Coordinates) -> bool {
self.successful_strikes.contains(&c) || self.failed_strikes.contains(&c)
}
pub fn number_of_fires(&self) -> usize {
self.successful_strikes.len() + self.failed_strikes.len()
}
pub fn get_sunk_locations(&self) -> Vec<Coordinates> {
self.sunk_boats
.iter()
.map(|f| f.all_coordinates())
.reduce(|mut a, mut b| {
a.append(&mut b);
a
})
.unwrap_or_default()
}
pub fn get_successful_but_un_sunk_locations(&self) -> Vec<Coordinates> {
let sunk_location = self.get_sunk_locations();
self.successful_strikes
.iter()
.filter(|c| !sunk_location.contains(c))
.map(Coordinates::clone)
.collect()
}
}
struct PrintableCurrentGameMapStatus(GameRules, CurrentGameMapStatus);
impl PrintableMap for PrintableCurrentGameMapStatus {
fn map_cell_content(&self, c: Coordinates) -> MapCellContent {
if !c.is_valid(&self.0) {
return MapCellContent::Invalid;
}
if self.1.failed_strikes.contains(&c) {
return MapCellContent::FailedStrike;
}
if self
.1
.sunk_boats
.iter()
.any(|b| b.all_coordinates().contains(&c))
{
return MapCellContent::SunkBoat;
}
if self.1.successful_strikes.contains(&c) {
return MapCellContent::TouchedBoat;
}
if self.1.boats.find_boat_at_position(c).is_some() {
return MapCellContent::Boat;
}
MapCellContent::Nothing
}
}
#[derive(Debug, serde::Serialize, serde::Deserialize, Clone, Default)]
pub struct CurrentGameStatus {
pub rules: GameRules,
pub your_map: CurrentGameMapStatus,
pub opponent_map: CurrentGameMapStatus,
}
impl CurrentGameStatus {
/// Check if opponent can fire at a given location
pub fn can_fire_at_location(&self, location: Coordinates) -> bool {
location.is_valid(&self.rules) && !self.opponent_map.did_fire_at_location(location)
}
/// Find valid random fire location. Loop until one is found
pub fn find_valid_random_fire_location(&self) -> Coordinates {
let mut rng = rand::thread_rng();
loop {
let coordinates = Coordinates::new(
(rng.next_u32() % self.rules.map_width as u32) as i32,
(rng.next_u32() % self.rules.map_height as u32) as i32,
);
if coordinates.is_valid(&self.rules) && self.can_fire_at_location(coordinates) {
return coordinates;
}
}
}
/// Find valid linear fire location. Loop until one is found
pub fn find_first_valid_fire_location(&self) -> Coordinates {
for y in 0..self.rules.map_height {
for x in 0..self.rules.map_width {
let coordinates = Coordinates::new(x as i32, y as i32);
if self.can_fire_at_location(coordinates) {
return coordinates;
}
}
}
panic!("Could not find fire location!")
}
fn test_attack_direction(
&self,
pos: &[Coordinates],
mut point: Coordinates,
add_x: i32,
add_y: i32,
) -> Option<Coordinates> {
while pos.contains(&point) {
point = point.add_x(add_x).add_y(add_y);
}
if self.can_fire_at_location(point) {
return Some(point);
}
None
}
fn horizontal_attack_attempt(
&self,
pos: &[Coordinates],
left: Coordinates,
right: Coordinates,
) -> Option<Coordinates> {
// Try right
if let Some(point) = self.test_attack_direction(pos, right, 1, 0) {
return Some(point);
}
// Try left
if let Some(point) = self.test_attack_direction(pos, left, -1, 0) {
return Some(point);
}
None
}
/// Attempt to continue an attack, if possible
pub fn continue_attack_boat(&self) -> Option<Coordinates> {
let pos = self.opponent_map.get_successful_but_un_sunk_locations();
if pos.is_empty() {
return None;
}
let start = pos[0];
let up = start.add_y(-1);
let down = start.add_y(1);
let left = start.add_x(-1);
let right = start.add_x(1);
// Try to do it horizontally
if !pos.contains(&up) && !pos.contains(&down) {
if let Some(c) = self.horizontal_attack_attempt(&pos, left, right) {
return Some(c);
}
}
// Try to do it vertically
// Try up
if let Some(point) = self.test_attack_direction(&pos, up, 0, -1) {
return Some(point);
}
// Try down
if let Some(point) = self.test_attack_direction(&pos, down, 0, 1) {
return Some(point);
}
// Try to do it horizontally again, but unconditionally
if let Some(c) = self.horizontal_attack_attempt(&pos, left, right) {
return Some(c);
}
// We could even panic here
None
}
/// Get the size of the smallest un-sunk boat
pub fn get_size_of_smallest_un_sunk_boat(&self) -> Option<usize> {
let mut boats_size = self.rules.boats_list();
boats_size.sort();
for boat in &self.opponent_map.sunk_boats {
let index = boats_size.iter().position(|b| *b == boat.len)?;
boats_size.remove(index);
}
boats_size.first().cloned()
}
fn get_unshoot_room(&self, start: Coordinates, diff_x: i32, diff_y: i32) -> usize {
let mut size = 0;
let mut c = start;
loop {
c = c.add_x(diff_x).add_y(diff_y);
if !self.can_fire_at_location(c) {
break;
}
size += 1;
}
size
}
/// Check whether it is relevant to fire a location or not
pub fn should_fire_at_location(&self, c: Coordinates) -> bool {
if !self.can_fire_at_location(c) {
return false;
}
let smallest_boat = self.get_size_of_smallest_un_sunk_boat().unwrap_or_default();
(self.get_unshoot_room(c, -1, 0) + 1 + self.get_unshoot_room(c, 0, 1)) >= smallest_boat
|| (self.get_unshoot_room(c, 0, -1) + 1 + self.get_unshoot_room(c, 0, 1))
>= smallest_boat
}
/// Get the locations on the grid where the player could fire
pub fn get_relevant_grid_locations(&self) -> Vec<Coordinates> {
let min_boat_size = self.get_size_of_smallest_un_sunk_boat().unwrap_or_default();
let mut coordinates = vec![];
let mut y = 0;
while y < self.rules.map_height {
let mut x = (min_boat_size - 1 + y) % min_boat_size;
while x < self.rules.map_width {
let c = Coordinates::new(x as i32, y as i32);
if self.should_fire_at_location(c) {
coordinates.push(c);
}
x += min_boat_size
}
y += 1;
}
coordinates
}
pub fn get_your_map(&self) -> String {
PrintableCurrentGameMapStatus(self.rules.clone(), self.your_map.clone()).get_map()
}
pub fn get_opponent_map(&self) -> String {
PrintableCurrentGameMapStatus(self.rules.clone(), self.opponent_map.clone()).get_map()
}
pub fn print_your_map(&self) {
print!("{}", self.get_your_map());
}
pub fn print_opponent_map(&self) {
print!("{}", self.get_opponent_map());
}
pub fn find_intermediate_bot_fire_location(&self) -> Coordinates {
self.continue_attack_boat()
.unwrap_or_else(|| self.find_valid_random_fire_location())
}
pub fn find_smart_bot_fire_location(&self) -> Coordinates {
self.continue_attack_boat().unwrap_or_else(|| {
let coordinates = self.get_relevant_grid_locations();
if !coordinates.is_empty() {
let pos = rand::thread_rng().next_u32() as usize;
coordinates[pos % coordinates.len()]
} else {
self.find_valid_random_fire_location()
}
})
}
pub fn find_fire_coordinates_for_bot_type(&self, t: BotType) -> Coordinates {
match t {
BotType::Random => self.find_valid_random_fire_location(),
BotType::Linear => self.find_first_valid_fire_location(),
BotType::Intermediate => self.find_intermediate_bot_fire_location(),
BotType::Smart => self.find_smart_bot_fire_location(),
}
}
}
#[cfg(test)]
mod test {
use std::fmt::Write as _;
use crate::data::*;
#[test]
fn get_successful_but_un_sunk_locations() {
let unfinished = Coordinates::new(0, 0);
let sunk = Coordinates::new(3, 3);
let mut status = CurrentGameStatus::default();
status.opponent_map.successful_strikes.push(sunk);
status.opponent_map.successful_strikes.push(unfinished);
status.opponent_map.sunk_boats.push(BoatPosition {
start: sunk,
len: 1,
direction: BoatDirection::Left,
});
assert_eq!(status.opponent_map.get_sunk_locations(), vec![sunk]);
assert_eq!(
status.opponent_map.get_successful_but_un_sunk_locations(),
vec![unfinished]
);
}
#[test]
fn no_continue_attack() {
let status = CurrentGameStatus::default();
assert!(status
.opponent_map
.get_successful_but_un_sunk_locations()
.is_empty());
let next_fire = status.continue_attack_boat();
assert!(next_fire.is_none());
}
#[test]
fn continue_attack_unknown_direction() {
let unfinished = Coordinates::new(2, 2);
let possible_next_strikes = vec![
unfinished.add_x(-1),
unfinished.add_x(1),
unfinished.add_y(-1),
unfinished.add_y(1),
];
let mut status = CurrentGameStatus::default();
status.opponent_map.successful_strikes.push(unfinished);
let next_fire = status.continue_attack_boat();
assert!(next_fire.is_some());
assert!(possible_next_strikes.contains(&next_fire.unwrap()))
}
#[test]
fn continue_attack_vertically_only() {
let unfinished = Coordinates::new(2, 2);
let possible_next_strikes = vec![unfinished.add_x(-1), unfinished.add_x(2)];
let mut status = CurrentGameStatus::default();
status.opponent_map.successful_strikes.push(unfinished);
status
.opponent_map
.successful_strikes
.push(unfinished.add_x(1));
let next_fire = status.continue_attack_boat();
assert!(next_fire.is_some());
assert!(possible_next_strikes.contains(&next_fire.unwrap()))
}
#[test]
fn continue_attack_vertically_after_horizontal_fail() {
let unfinished = Coordinates::new(2, 2);
let possible_next_strikes = vec![unfinished.add_y(-1), unfinished.add_y(1)];
let mut status = CurrentGameStatus::default();
status.opponent_map.successful_strikes.push(unfinished);
status.opponent_map.failed_strikes.push(unfinished.add_x(1));
status
.opponent_map
.failed_strikes
.push(unfinished.add_x(-1));
let next_fire = status.continue_attack_boat();
assert!(next_fire.is_some());
assert!(possible_next_strikes.contains(&next_fire.unwrap()))
}
#[test]
fn get_size_of_smallest_unsunk_boat_start_of_game() {
let status = CurrentGameStatus::default();
let min_val = *status.rules.boats_list().iter().min().unwrap();
assert_eq!(min_val, status.get_size_of_smallest_un_sunk_boat().unwrap());
}
#[test]
fn get_size_of_smallest_unsunk_boat_bigger_boat_sunk() {
let mut status = CurrentGameStatus::default();
let min_val = *status.rules.boats_list().iter().min().unwrap();
status.opponent_map.sunk_boats.push(BoatPosition {
start: Coordinates::new(0, 0),
len: min_val + 1,
direction: BoatDirection::Left,
});
assert_eq!(min_val, status.get_size_of_smallest_un_sunk_boat().unwrap());
}
#[test]
fn get_size_of_smallest_unsunk_boat_smallest_boat_sunk() {
let mut status = CurrentGameStatus::default();
let mut boats_size = status.rules.boats_list();
boats_size.sort();
status.opponent_map.sunk_boats.push(BoatPosition {
start: Coordinates::new(0, 0),
len: boats_size[0],
direction: BoatDirection::Left,
});
assert_eq!(
boats_size[1],
status.get_size_of_smallest_un_sunk_boat().unwrap()
);
}
#[test]
fn relevant_fire_location_empty_game() {
let status = CurrentGameStatus::default();
assert!(status.can_fire_at_location(Coordinates::new(0, 0)));
assert!(status.should_fire_at_location(Coordinates::new(0, 0)));
}
#[test]
fn relevant_fire_location_two_failed_attempt_around() {
let mut status = CurrentGameStatus::default();
status
.opponent_map
.failed_strikes
.push(Coordinates::new(0, 1));
status
.opponent_map
.failed_strikes
.push(Coordinates::new(1, 0));
assert!(status.can_fire_at_location(Coordinates::new(0, 0)));
assert!(!status.should_fire_at_location(Coordinates::new(0, 0)));
}
#[test]
fn relevant_fire_location_two_failed_attempt_smallest_boat_not_sunk() {
let mut status = CurrentGameStatus::default();
status
.opponent_map
.failed_strikes
.push(Coordinates::new(0, 2));
status
.opponent_map
.failed_strikes
.push(Coordinates::new(2, 0));
assert!(status.can_fire_at_location(Coordinates::new(0, 0)));
assert!(status.should_fire_at_location(Coordinates::new(0, 0)));
}
#[test]
fn relevant_fire_location_two_failed_attempt_smallest_boat_sunk() {
let mut status = CurrentGameStatus::default();
status
.opponent_map
.failed_strikes
.push(Coordinates::new(0, 2));
status
.opponent_map
.failed_strikes
.push(Coordinates::new(2, 0));
status.opponent_map.sunk_boats.push(BoatPosition {
start: Coordinates::new(
status.rules.map_width as i32 - 1,
status.rules.map_height as i32 - 1,
),
len: 2,
direction: BoatDirection::Left,
});
assert!(status.can_fire_at_location(Coordinates::new(0, 0)));
assert!(!status.should_fire_at_location(Coordinates::new(0, 0)));
}
fn print_coordinates_grid(status: &CurrentGameStatus, locs: &[Coordinates]) -> String {
let mut s = String::with_capacity(200);
s.push('\n');
for y in 0..status.rules.map_height {
for x in 0..status.rules.map_width {
let c = Coordinates::new(x as i32, y as i32);
write!(
s,
"{}",
match locs.contains(&c) {
true => "X",
false => ".",
}
)
.unwrap();
}
s.push('\n');
}
s
}
#[test]
fn relevant_grid_locations_new_game_min_boat_of_size_2() {
let _ = env_logger::builder().is_test(true).try_init();
let status = CurrentGameStatus::default();
let locs = status.get_relevant_grid_locations();
log::debug!("{}", print_coordinates_grid(&status, &locs));
for y in 0..status.rules.map_height {
for x in 0..status.rules.map_width {
let c = Coordinates::new(x as i32, y as i32);
if (x + y) % 2 == 1 {
assert!(locs.contains(&c), "Missing {}", c.human_print());
} else {
assert!(
!locs.contains(&c),
"Unwanted presence of {}",
c.human_print()
);
}
}
}
}
#[test]
fn relevant_grid_locations_new_game_min_boat_of_size_3() {
let _ = env_logger::builder().is_test(true).try_init();
let mut status = CurrentGameStatus::default();
status.rules.set_boats_list(&vec![3, 4, 5]);
let locs = status.get_relevant_grid_locations();
log::debug!("{}", print_coordinates_grid(&status, &locs));
assert!(!locs.contains(&Coordinates::new(0, 0)));
assert!(!locs.contains(&Coordinates::new(1, 0)));
assert!(locs.contains(&Coordinates::new(2, 0)));
assert!(locs.contains(&Coordinates::new(0, 1)));
assert!(!locs.contains(&Coordinates::new(1, 1)));
assert!(!locs.contains(&Coordinates::new(2, 1)));
assert!(locs.contains(&Coordinates::new(3, 1)));
}
#[test]
fn relevant_grid_locations_partial_play() {
let _ = env_logger::builder().is_test(true).try_init();
let mut status = CurrentGameStatus::default();
status.rules.set_boats_list(&vec![3, 4, 5]);
status
.opponent_map
.failed_strikes
.push(Coordinates::new(0, 0));
status
.opponent_map
.failed_strikes
.push(Coordinates::new(3, 0));
status
.opponent_map
.failed_strikes
.push(Coordinates::new(2, 1));
let locs = status.get_relevant_grid_locations();
log::debug!("{}", print_coordinates_grid(&status, &locs));
assert!(!locs.contains(&Coordinates::new(1, 0)));
assert!(!locs.contains(&Coordinates::new(2, 0)));
}
}