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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 | /// game_runner_fixed.rs Fixed Game Runner with Proper Phase Handling
///
/// Run with: cargo run --bin game_runner_fixed --release
///
/// This version properly handles all game phases and runs until score reaches 3
use std::fs;
use std::time::Instant;
use engine_rust::core::enums::Phase;
use engine_rust::core::logic::turn_sequencer::TurnSequencer;
use engine_rust::core::logic::{CardDatabase, GameState, ACTION_BASE_PASS};
use rand::SeedableRng;
use rand::seq::IndexedRandom;
const NUM_GAMES: usize = 5;
const VERBOSE: bool = true;
const STEP_LIMIT: usize = 10000;
const TURN_LIMIT: u16 = 100;
fn load_vanilla_db() -> CardDatabase {
let candidates = [
"data/cards_vanilla.json",
"../data/cards_vanilla.json",
"../../data/cards_vanilla.json",
];
for path in &candidates {
if !std::path::Path::new(path).exists() {
continue;
}
let abs = std::fs::canonicalize(path)
.unwrap_or_else(|_| std::path::PathBuf::from(path));
println!("[DB] Loading from: {:?}\n", abs);
let json = fs::read_to_string(path).expect("Failed to read vanilla DB");
let mut db = CardDatabase::from_json(&json).expect("Failed to parse vanilla DB");
db.is_vanilla = true;
return db;
}
panic!("Could not find cards_vanilla.json");
}
fn fallback_deck(db: &CardDatabase) -> (Vec<i32>, Vec<i32>) {
let members: Vec<i32> = db.members.keys().take(48).cloned().collect();
let lives: Vec<i32> = db.lives.keys().take(12).cloned().collect();
(members, lives)
}
#[derive(Debug, Clone)]
struct GameStats {
game_num: usize,
total_steps: usize,
final_turn: u16,
_winner: i32,
p0_score: u32,
p1_score: u32,
time_ms: f32,
}
fn run_game(
game_idx: usize,
member_cards: &[i32],
live_cards: &[i32],
energy_ids: &[i32],
db: &CardDatabase,
rng: &mut impl rand::RngCore,
) -> GameStats {
let game_start = Instant::now();
let mut state = GameState::default();
state.initialize_game(
member_cards.to_vec(),
member_cards.to_vec(),
energy_ids.to_vec(),
energy_ids.to_vec(),
live_cards.to_vec(),
live_cards.to_vec(),
);
state.ui.silent = true;
println!("=======================================================");
println!("-------------------------------------------------------");
println!("=======================================================");
let mut current_step = 0;
let mut last_turn_phase = (0u16, Phase::Setup);
while !state.is_terminal() && current_step < STEP_LIMIT && state.turn <= TURN_LIMIT {
current_step += 1;
// Print turn/phase status
if (state.turn, state.phase.clone()) != last_turn_phase {
last_turn_phase = (state.turn, state.phase.clone());
if VERBOSE {
println!("[Turn {} | {:?}] P0: {} | P1: {}",
state.turn, state.phase, state.players[0].score, state.players[1].score);
}
}
// Handle Main phase with AI
if state.phase == Phase::Main {
let legal = state.get_legal_action_ids(db);
if legal.is_empty() {
let _ = state.step(db, ACTION_BASE_PASS);
} else {
// Use TurnSequencer to get best move
let (best_seq, _best_val, _breakdown, _nodes) = TurnSequencer::plan_full_turn(&state, db);
let action = if best_seq.is_empty() {
ACTION_BASE_PASS as i32
} else {
best_seq[0]
};
if state.step(db, action).is_err() {
let _ = state.step(db, ACTION_BASE_PASS);
}
}
}
// Handle LiveSet phase with AI
else if state.phase == Phase::LiveSet {
let legal = state.get_legal_action_ids(db);
if legal.is_empty() {
let _ = state.step(db, ACTION_BASE_PASS);
} else {
let (best_seq, _nodes, _val) = TurnSequencer::find_best_liveset_selection(&state, db);
let action = if best_seq.is_empty() {
ACTION_BASE_PASS as i32
} else {
best_seq[0]
};
let _ = state.step(db, action);
}
}
// Handle random/auto phases
else if matches!(state.phase, Phase::Rps | Phase::MulliganP1 | Phase::MulliganP2 | Phase::TurnChoice | Phase::Response) {
let legal = state.get_legal_action_ids(db);
if !legal.is_empty() {
if let Some(&action) = legal.choose(rng) {
let _ = state.step(db, action as i32);
} else {
let _ = state.step(db, ACTION_BASE_PASS);
}
} else {
let _ = state.step(db, ACTION_BASE_PASS);
}
}
// Auto-step other phases
else {
state.auto_step(db);
}
// Early termination if someone reaches 3
if state.players[0].score >= 3 || state.players[1].score >= 3 {
break;
}
}
let winner = state.get_winner();
let time_ms = game_start.elapsed().as_secs_f32() * 1000.0;
if VERBOSE {
println!("=======================================================");
println!(" Final: Winner=P{} | Turns={} | Steps={}", winner, state.turn, current_step);
println!(" Score: P0={} P1={} | Time: {:.2}ms",
state.players[0].score, state.players[1].score, time_ms);
println!("=======================================================");
}
GameStats {
game_num: game_idx + 1,
total_steps: current_step,
final_turn: state.turn,
_winner: winner,
p0_score: state.players[0].score,
p1_score: state.players[1].score,
time_ms,
}
}
fn main() {
println!("=======================================================");
println!("-------------------------------------------------------");
println!("-------------------------------------------------------");
println!("=======================================================");
let db = load_vanilla_db();
let (member_cards, live_cards) = fallback_deck(&db);
let energy_ids: Vec<i32> = db.energy_db.keys().take(12).cloned().collect();
let mut rng = rand::rngs::SmallRng::from_os_rng();
let mut games = Vec::new();
for i in 0..NUM_GAMES {
let stats = run_game(i, &member_cards, &live_cards, &energy_ids, &db, &mut rng);
games.push(stats);
}
// Summary
println!("=======================================================");
println!("-------------------------------------------------------");
println!("=======================================================");
let total_time: f32 = games.iter().map(|g| g.time_ms).sum();
let avg_time = total_time / games.len() as f32;
for g in &games {
println!("Game {}: {} turns, {} steps, P0={} P1={}, {:.2}ms",
g.game_num, g.final_turn, g.total_steps, g.p0_score, g.p1_score, g.time_ms);
}
println!("\nOverall: {} games, {:.2}ms avg/game", games.len(), avg_time);
println!("-------------------------------------------------------");
} |