use crate::{ board::{BoardSlot, BoardSlotState}, game::{GameState, MillGame, PlayerColor, Stone, StoneState}, }; 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, state: GameState, ) -> Result<()> { 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!(), } MillGame::log("finish AI"); Ok(()) } }