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| use std::fs; | |
| use std::time::Instant; | |
| use engine_rust::core::enums::Phase; | |
| use engine_rust::core::logic::{GameState, CardDatabase, ACTION_BASE_PASS}; | |
| use rand::seq::IndexedRandom; | |
| use rand::SeedableRng; | |
| use rand::prelude::StdRng; | |
| use smallvec::SmallVec; | |
| fn count_exact_main_sequences(state: &GameState, db: &CardDatabase, max_depth: usize) -> usize { | |
| fn recurse(state: &GameState, db: &CardDatabase, depth: usize, max_depth: usize) -> usize { | |
| if state.phase != Phase::Main { | |
| return 1; | |
| } | |
| if depth >= max_depth { | |
| return 1; | |
| } | |
| let mut actions = SmallVec::<[i32; 64]>::new(); | |
| state.generate_legal_actions(db, state.current_player as usize, &mut actions); | |
| let mut total = 0usize; | |
| let mut saw_non_pass = false; | |
| for action in actions.into_iter().filter(|&action| action != ACTION_BASE_PASS) { | |
| saw_non_pass = true; | |
| let mut next_state = state.clone(); | |
| if next_state.step(db, action).is_ok() { | |
| total += recurse(&next_state, db, depth + 1, max_depth); | |
| } | |
| } | |
| let mut pass_state = state.clone(); | |
| if pass_state.step(db, ACTION_BASE_PASS).is_ok() { | |
| total += 1; | |
| } else if !saw_non_pass { | |
| total += 1; | |
| } | |
| total | |
| } | |
| recurse(state, db, 0, max_depth) | |
| } | |
| 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 load_deck(path: &str, db: &CardDatabase) -> (Vec<i32>, Vec<i32>) { | |
| let candidates = [path, &format!("../{}", path), &format!("../../{}", path)]; | |
| for candidate in &candidates { | |
| if let Ok(content) = fs::read_to_string(candidate) { | |
| let mut members = Vec::new(); | |
| let mut lives = Vec::new(); | |
| for line in content.lines() { | |
| let line = line.trim(); | |
| if line.is_empty() || line.starts_with('#') { | |
| continue; | |
| } | |
| let parts: Vec<&str> = line.split_whitespace().collect(); | |
| if parts.is_empty() { | |
| continue; | |
| } | |
| let card_no = parts[0]; | |
| let count: usize = if parts.len() >= 3 && parts[1] == "x" { | |
| parts[2].parse().unwrap_or(1) | |
| } else { | |
| 1 | |
| }; | |
| if let Some(id) = db.id_by_no(card_no) { | |
| for _ in 0..count { | |
| if db.lives.contains_key(&id) { | |
| lives.push(id); | |
| } else { | |
| members.push(id); | |
| } | |
| } | |
| } | |
| } | |
| while members.len() < 48 { | |
| if let Some(&id) = db.members.keys().next() { | |
| members.push(id); | |
| } else { | |
| break; | |
| } | |
| } | |
| while lives.len() < 12 { | |
| if let Some(&id) = db.lives.keys().next() { | |
| lives.push(id); | |
| } else { | |
| break; | |
| } | |
| } | |
| members.truncate(48); | |
| lives.truncate(12); | |
| return (members, lives); | |
| } | |
| } | |
| panic!("Could not load deck"); | |
| } | |
| fn main() { | |
| let db = load_vanilla_db(); | |
| let (p0_members, p0_lives) = load_deck("../ai/decks/muse_cup.txt", &db); | |
| let (p1_members, p1_lives) = load_deck("../ai/decks/muse_cup.txt", &db); | |
| let energy: Vec<i32> = db.energy_db.keys().take(12).cloned().collect(); | |
| let mut state = GameState::default(); | |
| state.initialize_game( | |
| p0_members, | |
| p1_members, | |
| energy.clone(), | |
| energy, | |
| p0_lives, | |
| p1_lives, | |
| ); | |
| let mut rng = StdRng::seed_from_u64(42u64); | |
| println!("\n[QUICK DIAGNOSTIC] Advance to first Main phase..."); | |
| let setup_start = Instant::now(); | |
| while state.phase != Phase::Main && !state.is_terminal() { | |
| match state.phase { | |
| Phase::Rps | Phase::MulliganP1 | Phase::MulliganP2 | Phase::TurnChoice | Phase::Response => { | |
| let legal = state.get_legal_action_ids(&db); | |
| if !legal.is_empty() { | |
| let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS); | |
| let _ = state.step(&db, action); | |
| } else { | |
| let _ = state.step(&db, ACTION_BASE_PASS); | |
| } | |
| } | |
| _ => { | |
| state.auto_step(&db); | |
| } | |
| } | |
| } | |
| println!("[SETUP] took {:.3}s\n", setup_start.elapsed().as_secs_f64()); | |
| // Now analyze the first Main turn | |
| let search_depth = engine_rust::core::logic::turn_sequencer::get_config().read().unwrap().search.max_dfs_depth; | |
| println!("[TURN 1 ANALYSIS]"); | |
| println!(" Player: P{}", state.current_player); | |
| println!(" Phase: {:?}", state.phase); | |
| // STEP 1: Count sequences | |
| let count_start = Instant::now(); | |
| let exact_sequences = count_exact_main_sequences(&state, &db, search_depth); | |
| let count_time = count_start.elapsed(); | |
| println!(" 1. COUNT SEQUENCES: {} sequences in {:.3}s", exact_sequences, count_time.as_secs_f64()); | |
| // Save state for next step | |
| // STEP 2: Execute one random move | |
| println!("\n 2. EXECUTE RANDOM MOVE:"); | |
| let main_start = Instant::now(); | |
| let mut move_num = 0usize; | |
| while state.phase == Phase::Main { | |
| let legal = state.get_legal_action_ids(&db); | |
| if legal.is_empty() { | |
| let _ = state.step(&db, ACTION_BASE_PASS); | |
| move_num += 1; | |
| println!(" Move {}: [PASS]", move_num); | |
| break; | |
| } | |
| let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS); | |
| let move_start = Instant::now(); | |
| if state.step(&db, action).is_err() { | |
| break; | |
| } | |
| let move_time = move_start.elapsed(); | |
| move_num += 1; | |
| let action_str = if action == ACTION_BASE_PASS { | |
| "[PASS]".to_string() | |
| } else { | |
| format!("[ACTION {}]", action) | |
| }; | |
| println!(" Move {}: {} in {:.3}s", move_num, action_str, move_time.as_secs_f64()); | |
| if action == ACTION_BASE_PASS { | |
| break; | |
| } | |
| } | |
| let main_time = main_start.elapsed(); | |
| println!(" Main phase total: {:.3}s ({} moves)", main_time.as_secs_f64(), move_num); | |
| // STEP 3: Rest of turn (LiveSet, auto_step, etc.) | |
| println!("\n 3. LIVESETS & AUTO-STEP:"); | |
| let rest_start = Instant::now(); | |
| while !state.is_terminal() { | |
| if state.phase == Phase::Main { | |
| break; // Next turn | |
| } | |
| let phase = state.phase.clone(); | |
| let phase_start = Instant::now(); | |
| let legal = state.get_legal_action_ids(&db); | |
| if state.phase == Phase::LiveSet && !legal.is_empty() { | |
| let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS); | |
| let _ = state.step(&db, action); | |
| } else { | |
| state.auto_step(&db); | |
| } | |
| let phase_time = phase_start.elapsed(); | |
| if phase_time.as_millis() > 0 { | |
| println!(" Phase {:?}: {:.3}s", phase, phase_time.as_secs_f64()); | |
| } | |
| } | |
| let rest_time = rest_start.elapsed(); | |
| println!(" Total non-Main phases: {:.3}s", rest_time.as_secs_f64()); | |
| let turn_total = count_time + main_time + rest_time; | |
| println!("\n[BREAKDOWN]"); | |
| println!(" Sequence count: {:.3}s ({:.1}%)", count_time.as_secs_f64(), | |
| count_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0); | |
| println!(" Main phase moves: {:.3}s ({:.1}%)", main_time.as_secs_f64(), | |
| main_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0); | |
| println!(" LiveSet/auto-step: {:.3}s ({:.1}%)", rest_time.as_secs_f64(), | |
| rest_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0); | |
| println!(" TOTAL TURN: {:.3}s", turn_total.as_secs_f64()); | |
| println!("\n[CONCLUSION]"); | |
| if count_time.as_secs_f64() > 0.1 { | |
| println!(" ⚠ Sequence counting is slow ({:.3}s)", count_time.as_secs_f64()); | |
| } else { | |
| println!(" ✓ Sequence counting is fast ({:.3}s)", count_time.as_secs_f64()); | |
| } | |
| if main_time.as_secs_f64() > 0.1 { | |
| println!(" ⚠ Main phase execution is slow ({:.3}s)", main_time.as_secs_f64()); | |
| } else { | |
| println!(" ✓ Main phase execution is fast ({:.3}s)", main_time.as_secs_f64()); | |
| } | |
| if rest_time.as_secs_f64() > 0.1 { | |
| println!(" ⚠ LiveSet/auto-step is slow ({:.3}s)", rest_time.as_secs_f64()); | |
| } else { | |
| println!(" ✓ LiveSet/auto-step is fast ({:.3}s)", rest_time.as_secs_f64()); | |
| } | |
| } |