mill_game/src/simple_ai.rs

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Rust
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use crate::{
board::{BoardSlot, BoardSlotState},
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game::{GameState, MillGame, PlayerColor, Stone, StoneState},
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};
use anyhow::Result;
use engine::prelude::*;
pub struct SimpleAI {
pub player_color: PlayerColor,
}
impl SimpleAI {
pub fn new(player_color: PlayerColor) -> Self {
Self { player_color }
}
pub fn step(
&self,
stones: &mut [Stone; 9],
board: &mut [[[BoardSlot; 3]; 3]; 3],
scene: &mut SceneHandle,
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state: GameState,
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) -> Result<()> {
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MillGame::log(&format!("AI at state {:?}", state));
match state {
GameState::Placing => {
if let Some(placable) = stones
.iter_mut()
.find(|stone| stone.state == StoneState::ReadyToBePlaced)
{
let mut free_slots: Vec<&mut BoardSlot> = board
.iter_mut()
.flatten()
.flatten()
.filter(|slot| slot.state == BoardSlotState::Empty)
.collect();
let len = free_slots.len();
let slot = &mut free_slots[Random::range(0, len as u32) as usize];
scene.on_scene(|scene| {
MillGame::place_stone(placable, slot, self.player_color, scene)?;
Ok(())
})?;
}
}
GameState::Removing => {
let mut other_color: Vec<&mut BoardSlot> = board
.iter_mut()
.flatten()
.flatten()
.filter(|slot| match (slot.state, self.player_color) {
(BoardSlotState::Black(_), PlayerColor::White) => true,
(BoardSlotState::White(_), PlayerColor::Black) => true,
_ => false,
})
.collect();
let len = other_color.len();
let slot = &mut other_color[Random::range(0, len as u32) as usize];
scene.on_scene(|scene| {
MillGame::remove_stone(slot, scene)?;
Ok(())
})?;
}
GameState::Main => todo!(),
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}
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MillGame::log("finish AI");
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Ok(())
}
}