remove python stuff & simple DQN implementation
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19 changed files with 608 additions and 989 deletions
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//! # Expose trictrac game state and rules in a python module
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use pyo3::prelude::*;
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use pyo3::types::PyDict;
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use crate::board::CheckerMove;
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use crate::dice::Dice;
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use crate::game::{GameEvent, GameState, Stage, TurnStage};
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use crate::game_rules_moves::MoveRules;
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use crate::game_rules_points::PointsRules;
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use crate::player::{Color, PlayerId};
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#[pyclass]
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struct TricTrac {
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game_state: GameState,
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dice_roll_sequence: Vec<(u8, u8)>,
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current_dice_index: usize,
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}
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#[pymethods]
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impl TricTrac {
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#[new]
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fn new() -> Self {
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let mut game_state = GameState::new(false); // schools_enabled = false
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// Initialiser 2 joueurs
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game_state.init_player("player1");
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game_state.init_player("bot");
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// Commencer la partie avec le joueur 1
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game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
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TricTrac {
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game_state,
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dice_roll_sequence: Vec::new(),
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current_dice_index: 0,
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}
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}
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/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
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fn get_state_id(&self) -> String {
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self.game_state.to_string_id()
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}
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/// Obtenir l'état du jeu sous forme de dictionnaire pour faciliter l'entrainement
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fn get_state_dict(&self) -> PyResult<Py<PyDict>> {
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Python::with_gil(|py| {
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let state_dict = PyDict::new(py);
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// Informations essentielles sur l'état du jeu
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state_dict.set_item("active_player", self.game_state.active_player_id)?;
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state_dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
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state_dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
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// Dés
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let (dice1, dice2) = self.game_state.dice.values;
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state_dict.set_item("dice", (dice1, dice2))?;
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// Points des joueurs
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if let Some(white_player) = self.game_state.get_white_player() {
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state_dict.set_item("white_points", white_player.points)?;
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state_dict.set_item("white_holes", white_player.holes)?;
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}
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if let Some(black_player) = self.game_state.get_black_player() {
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state_dict.set_item("black_points", black_player.points)?;
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state_dict.set_item("black_holes", black_player.holes)?;
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}
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// Positions des pièces
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let white_positions = self.get_checker_positions(Color::White);
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let black_positions = self.get_checker_positions(Color::Black);
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state_dict.set_item("white_positions", white_positions)?;
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state_dict.set_item("black_positions", black_positions)?;
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// État compact pour la comparaison d'états
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state_dict.set_item("state_id", self.game_state.to_string_id())?;
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Ok(state_dict.into())
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})
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}
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/// Renvoie les positions des pièces pour un joueur spécifique
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fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
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self.game_state.board.get_color_fields(color)
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}
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/// Obtenir la liste des mouvements légaux sous forme de paires (from, to)
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fn get_available_moves(&self) -> Vec<((usize, usize), (usize, usize))> {
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// L'agent joue toujours le joueur actif
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let color = self
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.game_state
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.player_color_by_id(&self.game_state.active_player_id)
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.unwrap_or(Color::White);
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// Si ce n'est pas le moment de déplacer les pièces, retourner une liste vide
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if self.game_state.turn_stage != TurnStage::Move
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&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
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{
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return vec![];
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}
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let rules = MoveRules::new(&color, &self.game_state.board, self.game_state.dice);
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let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
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// Convertir les mouvements CheckerMove en tuples (from, to) pour Python
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possible_moves
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.into_iter()
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.map(|(move1, move2)| {
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(
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(move1.get_from(), move1.get_to()),
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(move2.get_from(), move2.get_to()),
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)
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})
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.collect()
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}
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/// Jouer un coup ((from1, to1), (from2, to2))
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fn play_move(&mut self, moves: ((usize, usize), (usize, usize))) -> bool {
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let ((from1, to1), (from2, to2)) = moves;
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// Vérifier que c'est au tour du joueur de jouer
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if self.game_state.turn_stage != TurnStage::Move
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&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
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{
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return false;
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}
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let move1 = CheckerMove::new(from1, to1).unwrap_or_default();
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let move2 = CheckerMove::new(from2, to2).unwrap_or_default();
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let event = GameEvent::Move {
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player_id: self.game_state.active_player_id,
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moves: (move1, move2),
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};
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// Vérifier si le mouvement est valide
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if !self.game_state.validate(&event) {
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return false;
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}
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// Exécuter le mouvement
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self.game_state.consume(&event);
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// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
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if self.game_state.turn_stage == TurnStage::RollDice {
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self.roll_dice();
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}
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true
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}
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/// Lancer les dés (soit aléatoirement, soit en utilisant une séquence prédéfinie)
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fn roll_dice(&mut self) -> (u8, u8) {
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// Vérifier que c'est au bon moment pour lancer les dés
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if self.game_state.turn_stage != TurnStage::RollDice
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&& self.game_state.turn_stage != TurnStage::RollWaiting
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{
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return self.game_state.dice.values;
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}
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// Simuler un lancer de dés
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let dice_values = if !self.dice_roll_sequence.is_empty()
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&& self.current_dice_index < self.dice_roll_sequence.len()
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{
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// Utiliser la séquence prédéfinie
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let dice = self.dice_roll_sequence[self.current_dice_index];
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self.current_dice_index += 1;
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dice
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} else {
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// Générer aléatoirement
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(
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(1 + (rand::random::<u8>() % 6)),
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(1 + (rand::random::<u8>() % 6)),
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)
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};
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// Envoyer les événements appropriés
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let roll_event = GameEvent::Roll {
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player_id: self.game_state.active_player_id,
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};
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if self.game_state.validate(&roll_event) {
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self.game_state.consume(&roll_event);
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}
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let roll_result_event = GameEvent::RollResult {
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player_id: self.game_state.active_player_id,
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dice: Dice {
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values: dice_values,
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},
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};
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if self.game_state.validate(&roll_result_event) {
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self.game_state.consume(&roll_result_event);
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}
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dice_values
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}
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/// Marquer des points
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fn mark_points(&mut self, points: u8) -> bool {
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// Vérifier que c'est au bon moment pour marquer des points
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if self.game_state.turn_stage != TurnStage::MarkPoints
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&& self.game_state.turn_stage != TurnStage::MarkAdvPoints
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{
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return false;
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}
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let event = GameEvent::Mark {
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player_id: self.game_state.active_player_id,
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points,
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};
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// Vérifier si l'événement est valide
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if !self.game_state.validate(&event) {
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return false;
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}
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// Exécuter l'événement
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self.game_state.consume(&event);
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// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
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if self.game_state.turn_stage == TurnStage::RollDice {
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self.roll_dice();
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}
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true
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}
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/// Choisir de "continuer" (Go) après avoir gagné un trou
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fn choose_go(&mut self) -> bool {
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// Vérifier que c'est au bon moment pour choisir de continuer
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if self.game_state.turn_stage != TurnStage::HoldOrGoChoice {
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return false;
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}
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let event = GameEvent::Go {
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player_id: self.game_state.active_player_id,
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};
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// Vérifier si l'événement est valide
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if !self.game_state.validate(&event) {
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return false;
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}
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// Exécuter l'événement
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self.game_state.consume(&event);
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// Simuler le lancer de dés pour le prochain tour
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self.roll_dice();
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true
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}
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/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
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fn calculate_points(&self) -> u8 {
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let active_player = self
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.game_state
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.players
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.get(&self.game_state.active_player_id);
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if let Some(player) = active_player {
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let dice_roll_count = player.dice_roll_count;
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let color = player.color;
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let points_rules =
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PointsRules::new(&color, &self.game_state.board, self.game_state.dice);
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let (points, _) = points_rules.get_points(dice_roll_count);
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points
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} else {
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0
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}
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}
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/// Réinitialise la partie
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fn reset(&mut self) {
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self.game_state = GameState::new(false);
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// Initialiser 2 joueurs
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self.game_state.init_player("player1");
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self.game_state.init_player("bot");
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// Commencer la partie avec le joueur 1
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self.game_state
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.consume(&GameEvent::BeginGame { goes_first: 1 });
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// Réinitialiser l'index de la séquence de dés
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self.current_dice_index = 0;
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}
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/// Vérifie si la partie est terminée
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fn is_done(&self) -> bool {
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self.game_state.stage == Stage::Ended || self.game_state.determine_winner().is_some()
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}
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/// Obtenir le gagnant de la partie
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fn get_winner(&self) -> Option<PlayerId> {
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self.game_state.determine_winner()
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}
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/// Obtenir le score du joueur actif (nombre de trous)
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fn get_score(&self, player_id: PlayerId) -> i32 {
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if let Some(player) = self.game_state.players.get(&player_id) {
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player.holes as i32
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} else {
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-1
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}
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}
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/// Obtenir l'ID du joueur actif
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fn get_active_player_id(&self) -> PlayerId {
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self.game_state.active_player_id
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}
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/// Définir une séquence de dés à utiliser (pour la reproductibilité)
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fn set_dice_sequence(&mut self, sequence: Vec<(u8, u8)>) {
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self.dice_roll_sequence = sequence;
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self.current_dice_index = 0;
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}
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/// Afficher l'état du jeu (pour le débogage)
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fn __str__(&self) -> String {
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format!("{}", self.game_state)
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}
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}
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/// A Python module implemented in Rust. The name of this function must match
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/// the `lib.name` setting in the `Cargo.toml`, else Python will not be able to
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/// import the module.
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#[pymodule]
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fn store(m: &Bound<'_, PyModule>) -> PyResult<()> {
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m.add_class::<TricTrac>()?;
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Ok(())
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}
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@ -16,6 +16,3 @@ pub use board::CheckerMove;
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mod dice;
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pub use dice::{Dice, DiceRoller};
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// python interface "trictrac_engine" (for AI training..)
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mod engine;
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@ -1,11 +1,9 @@
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use serde::{Deserialize, Serialize};
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use std::fmt;
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use pyo3::prelude::*;
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// This just makes it easier to dissern between a player id and any ol' u64
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pub type PlayerId = u64;
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#[pyclass]
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#[derive(Copy, Debug, Clone, PartialEq, Serialize, Deserialize)]
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pub enum Color {
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White,
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