feat: python store bindings (wip)

This commit is contained in:
Henri Bourcereau 2026-02-08 18:57:20 +01:00
parent 453c363334
commit 47142d593f
4 changed files with 48 additions and 158 deletions

View file

@ -1,5 +1,5 @@
import trictrac_store import trictrac_store
game = trictrac_store.TricTrac() game = trictrac_store.TricTrac()
print(game.get_active_player_id()) print(game.current_player_idx())
print(game.get_legal_actions()) print(game.get_legal_actions(game.current_player_idx()))

View file

@ -90,7 +90,12 @@ impl fmt::Display for GameState {
self.stage, self.turn_stage self.stage, self.turn_stage
)); ));
s.push_str(&format!("Dice: {:?}\n", self.dice)); s.push_str(&format!("Dice: {:?}\n", self.dice));
// s.push_str(&format!("Who plays: {}\n", self.who_plays().map(|player| &player.name ).unwrap_or(""))); s.push_str(&format!(
"Who plays: {}\n",
self.who_plays()
.map(|player| &player.name)
.unwrap_or(&String::from(""))
));
s.push_str(&format!("Board: {:?}\n", self.board)); s.push_str(&format!("Board: {:?}\n", self.board));
// s.push_str(&format!("History: {:?}\n", self.history)); // s.push_str(&format!("History: {:?}\n", self.history));
write!(f, "{s}") write!(f, "{s}")

View file

@ -8,7 +8,7 @@ use crate::game::{GameEvent, GameState, Stage, TurnStage};
use crate::game_rules_moves::MoveRules; use crate::game_rules_moves::MoveRules;
use crate::game_rules_points::PointsRules; use crate::game_rules_points::PointsRules;
use crate::player::{Color, PlayerId}; use crate::player::{Color, PlayerId};
use crate::training_common::get_valid_action_indices; use crate::training_common::{get_valid_action_indices, TrictracAction};
#[pyclass] #[pyclass]
struct TricTrac { struct TricTrac {
@ -50,164 +50,71 @@ impl TricTrac {
self.game_state.active_player_id - 1 self.game_state.active_player_id - 1
} }
fn get_legal_actions(&self) -> Vec<usize> { fn get_legal_actions(&self, player_id: u64) -> Vec<usize> {
get_valid_action_indices(&self.game_state) if player_id == self.current_player_idx() {
get_valid_action_indices(&self.game_state)
} else {
vec![]
}
} }
/// Lance les dés ou utilise la séquence prédéfinie fn action_to_string(&self, player_idx: u64, action_idx: usize) -> String {
fn roll_dice(&mut self) -> PyResult<(u8, u8)> { TrictracAction::from_action_index(action_idx)
.map(|a| format!("{}:{}", player_idx, a))
.unwrap_or("unknown action".into())
}
fn apply_dice_roll(&mut self, dices: (u8, u8)) -> PyResult<()> {
let player_id = self.game_state.active_player_id; let player_id = self.game_state.active_player_id;
if self.game_state.turn_stage != TurnStage::RollDice { if self.game_state.turn_stage != TurnStage::RollWaiting {
return Err(pyo3::exceptions::PyRuntimeError::new_err( return Err(pyo3::exceptions::PyRuntimeError::new_err(
"Not in RollDice stage", "Not in RollWaiting stage",
)); ));
} }
self.game_state.consume(&GameEvent::Roll { player_id }); let dice = Dice { values: dices };
let dice = if self.current_dice_index < self.dice_roll_sequence.len() {
let vals = self.dice_roll_sequence[self.current_dice_index];
self.current_dice_index += 1;
Dice { values: vals }
} else {
DiceRoller::default().roll()
};
self.game_state self.game_state
.consume(&GameEvent::RollResult { player_id, dice }); .consume(&GameEvent::RollResult { player_id, dice });
Ok(dice.values)
}
/// Applique un mouvement (deux déplacements de dames)
fn apply_move(&mut self, from1: usize, to1: usize, from2: usize, to2: usize) -> PyResult<()> {
let player_id = self.game_state.active_player_id;
let m1 = CheckerMove::new(from1, to1)
.map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
let m2 = CheckerMove::new(from2, to2)
.map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
let moves = (m1, m2);
if !self
.game_state
.validate(&GameEvent::Move { player_id, moves })
{
return Err(pyo3::exceptions::PyValueError::new_err("Invalid move"));
}
self.game_state
.consume(&GameEvent::Move { player_id, moves });
Ok(()) Ok(())
} }
/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte fn apply_action(&mut self, action_idx: usize) -> PyResult<()> {
fn get_state_id(&self) -> String { if let Some(event) =
self.game_state.to_string_id() TrictracAction::from_action_index(action_idx).and_then(|a| a.to_event(&self.game_state))
}
/// Renvoie les positions des pièces pour un joueur spécifique
fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
self.game_state.board.get_color_fields(color)
}
/// Obtenir la liste des mouvements légaux sous forme de paires (from, to)
fn get_available_moves(&self) -> Vec<((usize, usize), (usize, usize))> {
// L'agent joue toujours le joueur actif
let color = self
.game_state
.player_color_by_id(&self.game_state.active_player_id)
.unwrap_or(Color::White);
// Si ce n'est pas le moment de déplacer les pièces, retourner une liste vide
if self.game_state.turn_stage != TurnStage::Move
&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
{ {
return vec![]; println!("get event {:?}", event);
if self.game_state.validate(&event) {
println!("valid event");
self.game_state.consume(&event);
println!("state {}", self.game_state);
return Ok(());
} else {
return Err(pyo3::exceptions::PyRuntimeError::new_err(
"Action is invalid",
));
}
} }
Err(pyo3::exceptions::PyRuntimeError::new_err(
let rules = MoveRules::new(&color, &self.game_state.board, self.game_state.dice); "Could not apply action",
let possible_moves = rules.get_possible_moves_sequences(true, vec![]); ))
// Convertir les mouvements CheckerMove en tuples (from, to) pour Python
possible_moves
.into_iter()
.map(|(move1, move2)| {
(
(move1.get_from(), move1.get_to()),
(move2.get_from(), move2.get_to()),
)
})
.collect()
} }
/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels /// Get a player total score (holes & points)
fn calculate_points(&self) -> u8 {
let active_player = self
.game_state
.players
.get(&self.game_state.active_player_id);
if let Some(player) = active_player {
let dice_roll_count = player.dice_roll_count;
let color = player.color;
let points_rules =
PointsRules::new(&color, &self.game_state.board, self.game_state.dice);
let (points, _) = points_rules.get_points(dice_roll_count);
points
} else {
0
}
}
/// Réinitialise la partie
fn reset(&mut self) {
self.game_state = GameState::new(false);
// Initialiser 2 joueurs
self.game_state.init_player("player1");
self.game_state.init_player("player2");
// Commencer la partie avec le joueur 1
self.game_state
.consume(&GameEvent::BeginGame { goes_first: 1 });
// Réinitialiser l'index de la séquence de dés
self.current_dice_index = 0;
}
/// Vérifie si la partie est terminée
fn is_done(&self) -> bool {
self.game_state.stage == Stage::Ended || self.game_state.determine_winner().is_some()
}
/// Obtenir le gagnant de la partie
fn get_winner(&self) -> Option<PlayerId> {
self.game_state.determine_winner()
}
/// Obtenir le score du joueur actif (nombre de trous)
fn get_score(&self, player_id: PlayerId) -> i32 { fn get_score(&self, player_id: PlayerId) -> i32 {
if let Some(player) = self.game_state.players.get(&player_id) { if let Some(player) = self.game_state.players.get(&player_id) {
player.holes as i32 player.holes as i32 * 12 + player.points as i32
} else { } else {
-1 -1
} }
} }
/// Obtenir l'ID du joueur actif fn get_players_scores(&self) -> [i32; 2] {
fn get_active_player_id(&self) -> PlayerId { [self.get_score(1), self.get_score(2)]
self.game_state.active_player_id
} }
/// Définir une séquence de dés à utiliser (pour la reproductibilité) fn get_tensor(&self, player: PlayerId) -> Vec<i8> {
fn set_dice_sequence(&mut self, sequence: Vec<(u8, u8)>) { self.game_state.to_vec()
self.dice_roll_sequence = sequence;
self.current_dice_index = 0;
} }
/// Afficher l'état du jeu (pour le débogage) /// Afficher l'état du jeu (pour le débogage)

View file

@ -167,28 +167,6 @@ impl TrictracAction {
pub fn action_space_size() -> usize { pub fn action_space_size() -> usize {
ACTION_SPACE_SIZE ACTION_SPACE_SIZE
} }
// pub fn to_game_event(&self, player_id: PlayerId, dice: Dice) -> GameEvent {
// match action {
// TrictracAction::Roll => Some(GameEvent::Roll { player_id }),
// TrictracAction::Mark => Some(GameEvent::Mark { player_id, points }),
// TrictracAction::Go => Some(GameEvent::Go { player_id }),
// TrictracAction::Move {
// dice_order,
// from1,
// from2,
// } => {
// // Effectuer un mouvement
// let checker_move1 = CheckerMove::new(move1.0, move1.1).unwrap_or_default();
// let checker_move2 = CheckerMove::new(move2.0, move2.1).unwrap_or_default();
//
// Some(GameEvent::Move {
// player_id: self.agent_player_id,
// moves: (checker_move1, checker_move2),
// })
// }
// };
// }
} }
/// Obtient les actions valides pour l'état de jeu actuel /// Obtient les actions valides pour l'état de jeu actuel