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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 | use std::fs;
use std::time::Instant;
use engine_rust::core::enums::Phase;
use engine_rust::core::logic::{GameState, CardDatabase, ACTION_BASE_PASS};
use engine_rust::core::logic::turn_sequencer::TurnSequencer;
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use rand::prelude::StdRng;
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 json = fs::read_to_string(path).expect("Failed to read DB");
let mut db = CardDatabase::from_json(&json).expect("Failed to parse DB");
db.is_vanilla = true;
return db;
}
panic!("cards_vanilla.json not found");
}
fn count_legal_actions_recursive(state: &GameState, db: &CardDatabase, depth: usize, max_depth: usize) -> usize {
if state.phase != Phase::Main || depth >= max_depth {
return 1;
}
let legal = state.get_legal_action_ids(db);
let mut total = 0;
for &action in &legal {
if action != ACTION_BASE_PASS {
let mut next = state.clone();
if next.step(db, action).is_ok() {
total += count_legal_actions_recursive(&next, db, depth + 1, max_depth);
}
}
}
let mut pass_state = state.clone();
if pass_state.step(db, ACTION_BASE_PASS).is_ok() {
total += 1;
}
total
}
fn main() {
let db = load_vanilla_db();
let mut members = Vec::new();
let mut lives = Vec::new();
for (&id, _) in db.members.iter().take(48) {
members.push(id);
}
for (&id, _) in db.lives.iter().take(12) {
lives.push(id);
}
let energy: Vec<i32> = db.energy_db.keys().take(12).cloned().collect();
let game_start = Instant::now();
let mut state = GameState::default();
state.initialize_game(
members.clone(),
members.clone(),
energy.clone(),
energy.clone(),
lives.clone(),
lives.clone(),
);
state.ui.silent = true;
let mut rng = StdRng::seed_from_u64(100);
// Advance to first Main phase
while state.phase != Phase::Main && !state.is_terminal() {
match state.phase {
Phase::Rps | Phase::MulliganP1 | Phase::MulliganP2 | Phase::TurnChoice => {
let legal = state.get_legal_action_ids(&db);
if let Some(&action) = legal.choose(&mut rng) {
let _ = state.step(&db, action);
}
}
_ => state.auto_step(&db),
}
}
println!("=== TURN-BY-TURN PROFILING ===\n");
println!("TURN | DEPTH | BRANCHES | PLAN_TIME | EVALS | AVG_EV_TIME | TOTAL_TIME | %DEPTH");
println!("-----|-------|----------|-----------|-------|-------------|------------|------");
let mut total_main_time = 0.0;
let mut main_turns = 0;
while !state.is_terminal() && main_turns < 20 {
main_turns += 1;
if state.phase == Phase::Main {
let depth = 10;
let branches_start = Instant::now();
let branches = count_legal_actions_recursive(&state, &db, 0, depth);
let branches_time = branches_start.elapsed();
let plan_start = Instant::now();
let (_, _, _, evals) = TurnSequencer::plan_full_turn(&state, &db);
let plan_time = plan_start.elapsed();
let avg_time_per_eval = if evals > 0 {
(plan_time.as_secs_f32() * 1000.0) / evals as f32
} else {
0.0
};
let percent_of_depth = (branches as f32).log2();
println!("{:4} | {:5} | {:8} | {:9.2}ms | {:5} | {:11.3}ms | {:10.2}ms | {:.1}%",
main_turns,
depth,
branches,
branches_time.as_secs_f32() * 1000.0,
evals,
avg_time_per_eval,
plan_time.as_secs_f32() * 1000.0,
percent_of_depth * 10.0
);
total_main_time += plan_time.as_secs_f32();
// Execute the turn to advance state
let (seq, _, _, _) = TurnSequencer::plan_full_turn(&state, &db);
for &action in &seq {
if state.phase != Phase::Main {
break;
}
if state.step(&db, action).is_err() {
break;
}
}
if state.phase == Phase::Main {
let _ = state.step(&db, ACTION_BASE_PASS);
}
}
// Handle other phases
while state.phase != Phase::Main && !state.is_terminal() && state.phase != Phase::Terminal {
match state.phase {
Phase::LiveSet => {
let (seq, _, _) = TurnSequencer::find_best_liveset_selection(&state, &db);
for &action in &seq {
let _ = state.step(&db, action);
}
let _ = state.step(&db, ACTION_BASE_PASS);
}
Phase::Active | Phase::Draw | Phase::Energy | Phase::PerformanceP1 | Phase::PerformanceP2 => {
state.auto_step(&db);
}
Phase::LiveResult => {
let legal = state.get_legal_action_ids(&db);
if let Some(&action) = legal.choose(&mut rng) {
let _ = state.step(&db, action);
} else {
let _ = state.step(&db, ACTION_BASE_PASS);
}
}
Phase::Terminal => break,
_ => state.auto_step(&db),
}
}
}
let total_time = game_start.elapsed();
println!("\n[GAME SUMMARY]");
println!("Total game time: {:.2}ms", total_time.as_secs_f32() * 1000.0);
println!("Main planning time: {:.2}ms ({} turns)", total_main_time * 1000.0, main_turns);
println!("Avg per main turn: {:.2}ms", (total_main_time * 1000.0) / main_turns as f32);
println!("Overhead: {:.2}ms", (total_time.as_secs_f32() - total_main_time) * 1000.0);
} |