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, Vec) { // Try multiple paths let candidates = [path, &format!("../{}", path), &format!("../../{}", path)]; for candidate in &candidates { if !std::path::Path::new(candidate).exists() { continue; } let content = match fs::read_to_string(candidate) { Ok(c) => c, Err(_) => continue, }; 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 from any of: {:?}", candidates); } 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 = 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; println!("\n[DIAGNOSTIC] Detailed timing breakdown for each turn phase\n"); let mut main_turns_played = 0usize; // Advance to first Main phase println!("[SETUP] Initializing 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()); // Main game loop with detailed timing while !state.is_terminal() && main_turns_played < max_turns { 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; let player = state.current_player; println!("[TURN {}] P{} ========================================", main_turns_played, player); // Count sequences let count_start = Instant::now(); let exact_sequences = count_exact_main_sequences(&state, &db, search_depth); let count_elapsed = count_start.elapsed(); println!(" sequences={}, count_time={:.3}s", exact_sequences, count_elapsed.as_secs_f64()); // Execute Main phase (one random move) let main_start = Instant::now(); let mut main_actions = 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); main_actions += 1; break; } let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS); if state.step(&db, action).is_err() { break; } main_actions += 1; if action == ACTION_BASE_PASS { break; } } let main_elapsed = main_start.elapsed(); println!(" main_actions={}, main_time={:.3}s", main_actions, main_elapsed.as_secs_f64()); // LiveSet phase let liveset_start = Instant::now(); let mut liveset_actions = 0usize; while state.phase == Phase::LiveSet { 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); liveset_actions += 1; } else { break; } } let liveset_elapsed = liveset_start.elapsed(); println!(" liveset_actions={}, liveset_time={:.3}s", liveset_actions, liveset_elapsed.as_secs_f64()); // Total turn time let turn_total = count_elapsed + main_elapsed + liveset_elapsed; println!(" TURN_TOTAL={:.3}s\n", turn_total.as_secs_f64()); } _ => { let auto_start = Instant::now(); state.auto_step(&db); let auto_elapsed = auto_start.elapsed(); if auto_elapsed.as_millis() > 1 { println!("[AUTO-STEP] {:?} took {:.3}s", state.phase, auto_elapsed.as_secs_f64()); } } } } let total_elapsed = game_start.elapsed(); println!("\n[SUMMARY]"); println!(" Completed {} main turns in {:.3}s", main_turns_played, total_elapsed.as_secs_f64()); println!(" {:.1}ms per Main turn avg", (total_elapsed.as_secs_f64() * 1000.0) / main_turns_played.max(1) as f64); println!(" Winner: P{} (P0: {}, P1: {})", if state.players[0].score > state.players[1].score { 0 } else { 1 }, state.players[0].score, state.players[1].score); }