Spaces:
Sleeping
Sleeping
| 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); | |
| } |