rabukasim / engine_rust_src /src /bin /random_game.rs
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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 content = fs::read_to_string(path).expect("Failed to read deck");
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);
(members, lives)
}
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 game_start = Instant::now();
let mut rng = StdRng::seed_from_u64(42u64);
let max_turns = 20usize;
const TIMEOUT_SECONDS: u64 = 60;
println!("\n[RANDOM GAME] Starting with seed 42 (pure random moves, no planning)");
let mut main_turns_played = 0usize;
// Advance to first Main phase
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);
}
}
if game_start.elapsed().as_secs() > TIMEOUT_SECONDS {
println!("[TIMEOUT] Game exceeded {}s, terminating", TIMEOUT_SECONDS);
break;
}
}
// Main game loop
while !state.is_terminal() && main_turns_played < max_turns {
if game_start.elapsed().as_secs() > TIMEOUT_SECONDS {
println!("[TIMEOUT] Game exceeded {}s, terminating", TIMEOUT_SECONDS);
break;
}
match state.phase {
Phase::Main => {
main_turns_played += 1;
let search_depth = engine_rust::core::logic::turn_sequencer::get_config().read().unwrap().search.max_dfs_depth;
// Count exact sequences (diagnostic only, not used for move selection)
let count_start = Instant::now();
let exact_sequences = count_exact_main_sequences(&state, &db, search_depth);
let count_elapsed = count_start.elapsed();
let player = state.current_player;
println!(
"[TURN {}] P{} exact_sequences={} count_time={:.3}s",
main_turns_played,
player,
exact_sequences,
count_elapsed.as_secs_f64()
);
// Random Main phase: keep picking random moves until PASS
let exec_start = Instant::now();
while state.phase == Phase::Main {
let legal = state.get_legal_action_ids(&db);
if legal.is_empty() {
let _ = state.step(&db, ACTION_BASE_PASS);
break;
}
let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS);
if state.step(&db, action).is_err() {
break;
}
if action == ACTION_BASE_PASS {
break;
}
}
let exec_elapsed = exec_start.elapsed();
println!(" -> exec_time={:.3}s", exec_elapsed.as_secs_f64());
}
Phase::LiveSet => {
let liveset_start = Instant::now();
// Auto-select random live card
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);
}
let liveset_elapsed = liveset_start.elapsed();
println!("[LIVESET] took {:.3}s", liveset_elapsed.as_secs_f64());
}
_ => {
let auto_start = Instant::now();
state.auto_step(&db);
let auto_elapsed = auto_start.elapsed();
if auto_elapsed.as_millis() > 5 {
println!("[AUTO-STEP ({:?})] took {:.3}s", state.phase, auto_elapsed.as_secs_f64());
}
}
}
}
let total_elapsed = game_start.elapsed();
println!("\n[GAME END] Completed {} main turns in {:.3}s", main_turns_played, total_elapsed.as_secs_f64());
println!("[WINNER] P{} (score P0: {}, P1: {})",
if state.players[0].score > state.players[1].score { 0 } else { 1 },
state.players[0].score,
state.players[1].score);
println!("[SPEEDS] Random moves should be essentially free; {:.3}s total = {:.1}ms per Main turn avg",
total_elapsed.as_secs_f64(),
(total_elapsed.as_secs_f64() * 1000.0) / main_turns_played.max(1) as f64);
}