fix(bot): raise error on empty get_legal_actions
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6840d371fc
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72eb60f322
3 changed files with 27 additions and 25 deletions
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@ -57,7 +57,7 @@ pub mod ffi {
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/// Legal action indices for `player_idx` in [0, 513].
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/// Returns an empty vector when it is not that player's turn.
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fn get_legal_actions(self: &TricTracEngine, player_idx: u64) -> Vec<u64>;
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fn get_legal_actions(self: &TricTracEngine, player_idx: u64) -> Result<Vec<u64>>;
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/// Human-readable description of an action index.
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fn action_to_string(self: &TricTracEngine, player_idx: u64, action_idx: u64) -> String;
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@ -123,21 +123,16 @@ impl TricTracEngine {
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self.game_state.active_player_id - 1
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}
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fn get_legal_actions(&self, player_idx: u64) -> Vec<u64> {
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fn get_legal_actions(&self, player_idx: u64) -> anyhow::Result<Vec<u64>> {
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if player_idx != self.current_player_idx() {
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return vec![];
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return Ok(vec![]);
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}
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if player_idx == 0 {
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get_valid_action_indices(&self.game_state)
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.into_iter()
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.map(|i| i as u64)
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.collect()
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.map(|v| v.into_iter().map(|i| i as u64).collect())
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} else {
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let mirror = self.game_state.mirror();
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get_valid_action_indices(&mirror)
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.into_iter()
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.map(|i| i as u64)
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.collect()
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get_valid_action_indices(&mirror).map(|v| v.into_iter().map(|i| i as u64).collect())
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}
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}
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@ -184,8 +179,10 @@ impl TricTracEngine {
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fn apply_dice_roll(&mut self, dice: ffi::DicePair) -> anyhow::Result<()> {
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if self.game_state.turn_stage != TurnStage::RollWaiting {
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anyhow::bail!("apply_dice_roll: not in RollWaiting stage (currently {:?})",
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self.game_state.turn_stage);
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anyhow::bail!(
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"apply_dice_roll: not in RollWaiting stage (currently {:?})",
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self.game_state.turn_stage
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);
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}
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let player_id = self.game_state.active_player_id;
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let dice = Dice {
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@ -214,10 +211,14 @@ impl TricTracEngine {
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self.game_state.consume(&evt);
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Ok(())
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}
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Some(_) => anyhow::bail!("apply_action: action {} is not valid in current state",
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action_idx),
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None => anyhow::bail!("apply_action: could not build event from action index {}",
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action_idx),
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Some(_) => anyhow::bail!(
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"apply_action: action {} is not valid in current state",
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action_idx
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),
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None => anyhow::bail!(
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"apply_action: could not build event from action index {}",
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action_idx
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),
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}
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}
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}
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@ -43,10 +43,10 @@ impl TricTrac {
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fn get_legal_actions(&self, player_idx: u64) -> Vec<usize> {
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if player_idx == self.current_player_idx() {
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if player_idx == 0 {
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get_valid_action_indices(&self.game_state)
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get_valid_action_indices(&self.game_state).unwrap()
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} else {
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let mirror = self.game_state.mirror();
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get_valid_action_indices(&mirror)
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get_valid_action_indices(&mirror).unwrap()
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}
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} else {
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vec![]
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@ -195,7 +195,7 @@ impl TrictracAction {
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}
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/// Obtient les actions valides pour l'état de jeu actuel
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pub fn get_valid_actions(game_state: &GameState) -> Vec<TrictracAction> {
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pub fn get_valid_actions(game_state: &GameState) -> anyhow::Result<Vec<TrictracAction>> {
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use crate::TurnStage;
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let mut valid_actions = Vec::new();
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@ -246,9 +246,9 @@ pub fn get_valid_actions(game_state: &GameState) -> Vec<TrictracAction> {
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}
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if valid_actions.is_empty() {
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panic!("empty valid_actions for state {game_state}");
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anyhow::bail!("empty valid_actions for state {game_state}");
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}
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valid_actions
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Ok(valid_actions)
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}
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fn checker_moves_to_trictrac_action(
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@ -336,11 +336,12 @@ fn white_checker_moves_to_trictrac_action(
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}
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/// Retourne les indices des actions valides
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pub fn get_valid_action_indices(game_state: &GameState) -> Vec<usize> {
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get_valid_actions(game_state)
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pub fn get_valid_action_indices(game_state: &GameState) -> anyhow::Result<Vec<usize>> {
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let actions = get_valid_actions(game_state)?;
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Ok(actions
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.into_iter()
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.map(|action| action.to_action_index())
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.collect()
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.collect())
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}
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/// Sélectionne une action valide aléatoire
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@ -349,7 +350,7 @@ pub fn sample_valid_action(game_state: &GameState) -> Option<TrictracAction> {
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let valid_actions = get_valid_actions(game_state);
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let mut rng = rng();
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valid_actions.choose(&mut rng).cloned()
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valid_actions.unwrap().choose(&mut rng).cloned()
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}
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#[cfg(test)]
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