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463f868 9bd4ce5 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 | use engine_rust::core::analysis::performance_solver::{
AbilityAdjustments, PerformanceProbabilitySolver,
};
use engine_rust::core::logic::{GameState, CardDatabase};
use engine_rust::test_helpers::load_real_db;
fn parse_deck(path: &str, db: &CardDatabase) -> Vec<i32> {
let content = std::fs::read_to_string(path).expect("Failed to read deck file");
let mut ids = Vec::new();
for line in content.lines() {
let line = line.trim();
if line.is_empty() || line.starts_with('#') {
continue;
}
// Format: NO x COUNT or just NO
let parts: Vec<&str> = line.split('x').map(|s| s.trim()).collect();
let no = parts[0];
let count = if parts.len() > 1 {
parts[1].parse::<usize>().unwrap_or(1)
} else {
1
};
if let Some(&id) = db.card_no_to_id.get(no) {
for _ in 0..count {
ids.push(id);
}
} else {
println!("[WARN] Card not found in DB: {}", no);
}
}
ids
}
fn main() {
println!("Loading Card Database...");
let db = load_real_db();
println!("DB Loaded successfully.");
let p_idx = 0;
let mut state = GameState::default();
// Load Real AI Deck
let deck_path = if std::path::Path::new("ai/decks/muse_cup.txt").exists() {
"ai/decks/muse_cup.txt"
} else {
"../ai/decks/muse_cup.txt"
};
println!("Loading AI Deck from: {}", deck_path);
let master_deck = parse_deck(deck_path, &db);
// Split into main and energy (if applicable, but muse_cup is mostly main)
let member_ids: Vec<i32> = master_deck
.iter()
.filter(|&&id| db.get_member(id).is_some())
.cloned()
.collect();
let live_ids: Vec<i32> = master_deck
.iter()
.filter(|&&id| db.get_live(id).is_some())
.cloned()
.collect();
// Base Yells: 10
state.players[p_idx].cheer_mod_count = 10;
// Initial Deck for Scenario 1/2
state.players[p_idx].deck = member_ids.clone().into();
// Stage: 1 member to provide a base
if !member_ids.is_empty() {
state.players[p_idx].stage[0] = member_ids[0];
}
// SCENARIO 1: LOW STAGE (1 Weak Member, 5 Yells)
println!("\n=======================================================");
println!(" SCENARIO 1: LOW STAGE, LOW YELLS ");
println!(" (1 Basic Member, 0 Blades, 5 Yells / Deck: 10) ");
println!("=======================================================\n");
for &live_id in &live_ids {
let live_card = db.get_live(live_id).unwrap();
println!(
">>> Evaluating Live Card: {} (Base Score: {}, Hearts Required: {:?})",
live_card.name, live_card.score, live_card.required_hearts
);
let mut state = GameState::default();
let p_idx = 0;
// Stage has 1 member
state.players[p_idx].stage[0] = member_ids[0]; // Eli
// Deck
state.players[p_idx]
.deck
.extend_from_slice(&member_ids);
let chance =
PerformanceProbabilitySolver::calculate_win_chance(&state, &db, p_idx, live_id);
println!(
" - Expected Hearts across {} Yells: {:.2?}",
chance.k_yells, chance.expected_hearts
);
println!(" - Expected Score: {:.2}", chance.expected_score);
println!(
" - Win Probability: {:.2}%",
chance.success_probability * 100.0
);
println!("-------------------------------------------------------");
}
// SCENARIO 2: HIGH STAGE (3 Strong Members, 20 Yells, 3 Blades)
println!("\n=======================================================");
println!(" SCENARIO 2: HIGH STAGE, HIGH YELLS ");
println!(" (3 Strong Members, 3 Blades, 15 Yells / Deck: 10) ");
println!("=======================================================\n");
for &live_id in &live_ids {
let live_card = db.get_live(live_id).unwrap();
println!(
">>> Evaluating Live Card: {} (Base Score: {}, Hearts Required: {:?})",
live_card.name, live_card.score, live_card.required_hearts
);
let mut state = GameState::default();
let p_idx = 0;
// Stage has 3 members
if member_ids.len() >= 3 {
state.players[p_idx].stage[0] = member_ids[1];
state.players[p_idx].stage[1] = member_ids[2];
state.players[p_idx].stage[2] = member_ids[3];
}
// Let's add blades to these members (simulating +1 blade per member)
state.players[p_idx].blade_buffs[0] += 1;
state.players[p_idx].blade_buffs[1] += 1;
state.players[p_idx].blade_buffs[2] += 1;
// 15 Yells
state.players[p_idx].cheer_mod_count = 15;
// Deck
state.players[p_idx]
.deck
.extend_from_slice(&member_ids);
let chance =
PerformanceProbabilitySolver::calculate_win_chance(&state, &db, p_idx, live_id);
println!(
" - Expected Hearts across {} Yells: {:.2?}",
chance.k_yells, chance.expected_hearts
);
println!(
" - Expected Score: {:.2} (Note: Volume Icons give bonus!)",
chance.expected_score
);
println!(
" - Win Probability: {:.2}%",
chance.success_probability * 100.0
);
println!("-------------------------------------------------------");
}
// SCENARIO 3: HAND EVALUATION (Ability Awareness)
println!("\n=======================================================");
println!(" SCENARIO 3: HAND EVALUATION ");
println!(" (Comparing cards in hand to boost a Live) ");
println!("=======================================================\n");
let live_id = live_ids[0]; // SENTIMENTAL StepS (Score 2)
let live_card = db.get_live(live_id).unwrap();
println!(
">>> Target Live: {} (Requires: {:?})",
live_card.name, live_card.required_hearts
);
let mut state = GameState::default();
state.current_player = 0;
let p_idx = 0;
// state.players[p_idx].energy = 10; // DEPRECATED
// Instead, add 10 dummy energy cards
for _ in 0..10 {
state.players[p_idx].energy_zone.push(1);
}
// Base Yells: 10
state.players[p_idx].cheer_mod_count = 10;
state.players[p_idx]
.deck
.extend_from_slice(&member_ids);
// Stage: 1 member to provide a base
state.players[p_idx].stage[0] = member_ids[0];
// Hand setup for Scenario 3:
// 1. PL!-sd1-002-SD (Eri - Activated, no immediate play boost)
// 2. PL!HS-PR-019-PR (Ginko - Adds 2 Pink Hearts on play)
// 3. PL!HS-bp2-008-P (Kosuzu - Adds 2 Blades on play)
// 4. PL!-pb1-004-R (Umi - Boosts score on play)
let hand_nos = vec![
"PL!-sd1-002-SD",
"PL!HS-PR-019-PR",
"PL!HS-bp2-008-P",
"PL!SP-pb1-004-R",
];
let mut hand_ids = Vec::new();
for no in hand_nos {
if let Some(&id) = db.card_no_to_id.get(no) {
hand_ids.push(id);
}
}
state.players[p_idx].hand = hand_ids.clone().into();
// Add multiple members to success pile/deck to ensure variety and satisfy conditions
state.players[p_idx]
.success_lives
.extend_from_slice(&member_ids);
// Ensure deck has enough variety to meet live requirements, but keep it readable (unique-ish)
// We'll take all unique members from the DB to form a truly diverse deck
let mut diverse_deck: Vec<i32> = db.members.keys().cloned().collect();
// Shuffle or sort? Let's just use the first 40 unique cards for stability
diverse_deck.sort();
diverse_deck.truncate(40);
state.players[p_idx].deck = diverse_deck.into();
let evaluations = PerformanceProbabilitySolver::evaluate_hand_contributions(
&state,
&db,
&state.players[p_idx].hand,
live_card,
);
println!(">>> Evaluations Found: {}", evaluations.len());
for (cid, chance) in evaluations {
let card = db.get_member(cid).unwrap();
// Predict specifically for the Center slot (slot 1) for this demonstration
let _adj = PerformanceProbabilitySolver::predict_adjustments(&state, &db, card, 1);
println!(
">>> Resulting Win Probability: {:.2}%",
chance.success_probability * 100.0
);
println!(" - Expected Score: {:.2}", chance.expected_score);
println!("-------------------------------------------------------");
}
// SCENARIO 4: BATCH LIVE EVALUATION (Success Heatmap)
println!("\n=======================================================");
println!(" SCENARIO 4: BATCH LIVE EVALUATION ");
println!(" (Win Chance for ALL unique lives in Database) ");
println!("=======================================================\n");
let mut live_map = std::collections::BTreeMap::new();
let all_live_ids: Vec<i32> = db.lives.keys().cloned().collect();
for &lid in &all_live_ids {
let l_card = db.get_live(lid).unwrap();
let chance = PerformanceProbabilitySolver::calculate_performance_chance(
&state,
&db,
l_card,
&AbilityAdjustments::default(),
);
// Group by name - keep the maximum probability found for this name
let entry = live_map.entry(l_card.name.clone()).or_insert(0.0f32);
if chance.success_probability > *entry {
*entry = chance.success_probability;
}
}
let mut live_results: Vec<_> = live_map.into_iter().collect();
// Sort by success probability descending
live_results.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal));
println!("{:<40} | {:<10}", "Live Card Name", "Win Chance");
println!("------------------------------------------------------------------");
for (name, prob) in live_results {
if prob > 0.0 {
println!("{:<40} | {:>9.2}%", name, prob * 100.0);
}
}
} |