fix workflow
This commit is contained in:
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bae0632f82
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7507ea5d78
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@ -36,18 +36,20 @@ impl BotStrategy for DefaultStrategy {
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}
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fn calculate_points(&self) -> u8 {
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let dice_roll_count = self
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.get_game()
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.players
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.get(&self.player_id)
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.unwrap()
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.dice_roll_count;
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let points_rules = PointsRules::new(&Color::White, &self.game.board, self.game.dice);
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points_rules.get_points(dice_roll_count).0
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// let dice_roll_count = self
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// .get_game()
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// .players
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// .get(&self.player_id)
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// .unwrap()
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// .dice_roll_count;
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// let points_rules = PointsRules::new(&Color::White, &self.game.board, self.game.dice);
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// points_rules.get_points(dice_roll_count).0
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self.game.dice_points.0
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}
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fn calculate_adv_points(&self) -> u8 {
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self.calculate_points()
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// self.calculate_points()
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self.game.dice_points.1
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}
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fn choose_go(&self) -> bool {
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@ -2,7 +2,9 @@ use crate::{BotStrategy, CheckerMove, Color, GameState, PlayerId, PointsRules};
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use std::path::Path;
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use store::MoveRules;
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use super::dqn_common::{SimpleNeuralNetwork, TrictracAction, get_valid_actions, sample_valid_action};
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use super::dqn_common::{
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get_valid_actions, sample_valid_action, SimpleNeuralNetwork, TrictracAction,
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};
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/// Stratégie DQN pour le bot - ne fait que charger et utiliser un modèle pré-entraîné
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#[derive(Debug)]
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@ -42,18 +44,18 @@ impl DqnStrategy {
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if let Some(ref model) = self.model {
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let state = self.game.to_vec_float();
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let valid_actions = get_valid_actions(&self.game);
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if valid_actions.is_empty() {
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return None;
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}
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// Obtenir les Q-values pour toutes les actions
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let q_values = model.forward(&state);
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// Trouver la meilleure action valide
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let mut best_action = &valid_actions[0];
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let mut best_q_value = f32::NEG_INFINITY;
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for action in &valid_actions {
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let action_index = action.to_action_index();
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if action_index < q_values.len() {
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@ -64,7 +66,7 @@ impl DqnStrategy {
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}
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}
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}
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Some(best_action.clone())
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} else {
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// Fallback : action aléatoire valide
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@ -91,26 +93,11 @@ impl BotStrategy for DqnStrategy {
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}
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fn calculate_points(&self) -> u8 {
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// Utiliser le DQN pour choisir le nombre de points à marquer
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if let Some(action) = self.get_dqn_action() {
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if let TrictracAction::Mark { points } = action {
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return points;
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}
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}
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// Fallback : utiliser la méthode standard
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let dice_roll_count = self
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.get_game()
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.players
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.get(&self.player_id)
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.unwrap()
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.dice_roll_count;
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let points_rules = PointsRules::new(&self.color, &self.game.board, self.game.dice);
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points_rules.get_points(dice_roll_count).0
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self.game.dice_points.0
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}
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fn calculate_adv_points(&self) -> u8 {
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self.calculate_points()
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self.game.dice_points.1
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}
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fn choose_go(&self) -> bool {
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@ -126,24 +113,55 @@ impl BotStrategy for DqnStrategy {
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fn choose_move(&self) -> (CheckerMove, CheckerMove) {
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// Utiliser le DQN pour choisir le mouvement
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if let Some(action) = self.get_dqn_action() {
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if let TrictracAction::Move { move1, move2 } = action {
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let checker_move1 = CheckerMove::new(move1.0, move1.1).unwrap_or_default();
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let checker_move2 = CheckerMove::new(move2.0, move2.1).unwrap_or_default();
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if let TrictracAction::Move {
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dice_order,
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from1,
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from2,
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} = action
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{
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let dicevals = self.game.dice.values;
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let (mut dice1, mut dice2) = if dice_order {
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(dicevals.0, dicevals.1)
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} else {
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(dicevals.1, dicevals.0)
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};
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if from1 == 0 {
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// empty move
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dice1 = 0;
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}
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let mut to1 = from1 + dice1 as usize;
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if 24 < to1 {
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// sortie
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to1 = 0;
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}
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if from2 == 0 {
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// empty move
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dice2 = 0;
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}
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let mut to2 = from2 + dice2 as usize;
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if 24 < to2 {
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// sortie
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to2 = 0;
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}
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let checker_move1 = CheckerMove::new(from1, to1).unwrap_or_default();
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let checker_move2 = CheckerMove::new(from2, to2).unwrap_or_default();
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let chosen_move = if self.color == Color::White {
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(checker_move1, checker_move2)
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} else {
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(checker_move1.mirror(), checker_move2.mirror())
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};
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return chosen_move;
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}
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}
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// Fallback : utiliser la stratégie par défaut
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let rules = MoveRules::new(&self.color, &self.game.board, self.game.dice);
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let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
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let chosen_move = *possible_moves
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.first()
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.unwrap_or(&(CheckerMove::default(), CheckerMove::default()));
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@ -155,4 +173,3 @@ impl BotStrategy for DqnStrategy {
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}
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}
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}
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@ -1,133 +1,45 @@
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use std::cmp::max;
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use serde::{Deserialize, Serialize};
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use store::{CheckerMove, Dice, GameEvent, PlayerId};
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/// Types d'actions possibles dans le jeu
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
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pub enum TrictracAction {
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/// Lancer les dés
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Roll,
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/// Marquer des points
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Mark { points: u8 },
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/// Marquer les points
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Mark,
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/// Continuer après avoir gagné un trou
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Go,
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/// Effectuer un mouvement de pions
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Move {
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move1: (usize, usize), // (from, to) pour le premier pion
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move2: (usize, usize), // (from, to) pour le deuxième pion
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dice_order: bool, // true = utiliser dice[0] en premier, false = dice[1] en premier
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from1: usize, // position de départ du premier pion (0-24)
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from2: usize, // position de départ du deuxième pion (0-24)
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},
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}
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/// Actions compactes basées sur le contexte du jeu
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/// Réduit drastiquement l'espace d'actions en utilisant l'état du jeu
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#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
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pub enum CompactAction {
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/// Lancer les dés
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Roll,
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/// Marquer des points (0-12)
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Mark { points: u8 },
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/// Continuer après avoir gagné un trou
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Go,
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/// Choix de mouvement simplifié
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MoveChoice {
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dice_order: bool, // true = utiliser dice[0] en premier, false = dice[1] en premier
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from1: usize, // position de départ du premier pion (0-24)
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from2: usize, // position de départ du deuxième pion (0-24)
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},
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}
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impl CompactAction {
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/// Convertit CompactAction vers TrictracAction en utilisant l'état du jeu
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pub fn to_trictrac_action(&self, game_state: &crate::GameState) -> Option<TrictracAction> {
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match self {
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CompactAction::Roll => Some(TrictracAction::Roll),
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CompactAction::Mark { points } => Some(TrictracAction::Mark { points: *points }),
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CompactAction::Go => Some(TrictracAction::Go),
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CompactAction::MoveChoice { dice_order, from1, from2 } => {
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// Calculer les positions de destination basées sur les dés
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if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
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let dice = game_state.dice;
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let (die1, die2) = if *dice_order { (dice.values.0, dice.values.1) } else { (dice.values.1, dice.values.0) };
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// Calculer les destinations (simplifiée - à adapter selon les règles de mouvement)
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let to1 = if player_color == store::Color::White {
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from1 + die1 as usize
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} else {
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from1.saturating_sub(die1 as usize)
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};
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let to2 = if player_color == store::Color::White {
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from2 + die2 as usize
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} else {
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from2.saturating_sub(die2 as usize)
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};
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Some(TrictracAction::Move {
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move1: (*from1, to1),
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move2: (*from2, to2),
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})
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} else {
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None
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}
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}
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}
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}
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/// Taille de l'espace d'actions compactes selon le contexte
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pub fn context_action_space_size(game_state: &crate::GameState) -> usize {
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use store::TurnStage;
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match game_state.turn_stage {
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TurnStage::RollDice | TurnStage::RollWaiting => 1, // Seulement Roll
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TurnStage::MarkPoints | TurnStage::MarkAdvPoints => 13, // Mark 0-12 points
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TurnStage::HoldOrGoChoice => {
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// Go + mouvements possibles
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if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
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let rules = store::MoveRules::new(&player_color, &game_state.board, game_state.dice);
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let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
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1 + Self::estimate_compact_moves(game_state, &possible_moves)
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} else {
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1
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}
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}
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TurnStage::Move => {
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// Seulement les mouvements
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if let Some(player_color) = game_state.player_color_by_id(&game_state.active_player_id) {
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let rules = store::MoveRules::new(&player_color, &game_state.board, game_state.dice);
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let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
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Self::estimate_compact_moves(game_state, &possible_moves)
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} else {
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0
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}
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}
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}
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}
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/// Estime le nombre d'actions compactes pour les mouvements
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fn estimate_compact_moves(game_state: &crate::GameState, _possible_moves: &[(store::CheckerMove, store::CheckerMove)]) -> usize {
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// Au lieu d'encoder tous les mouvements possibles,
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// on utilise : 2 (ordre des dés) * 25 (from1) * 25 (from2) = 1250 maximum
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// En pratique, beaucoup moins car on ne peut partir que des positions avec des pions
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let max_dice_orders = if game_state.dice.values.0 != game_state.dice.values.1 { 2 } else { 1 };
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let _max_positions = 25; // positions 0-24
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// Estimation conservatrice : environ 10 positions de départ possibles en moyenne
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max_dice_orders * 10 * 10 // ≈ 200 au lieu de 331,791
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}
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}
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impl TrictracAction {
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/// Encode une action en index pour le réseau de neurones
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pub fn to_action_index(&self) -> usize {
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match self {
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TrictracAction::Roll => 0,
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TrictracAction::Mark { points } => {
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1 + (*points as usize).min(12) // Indices 1-13 pour 0-12 points
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}
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TrictracAction::Go => 14,
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TrictracAction::Move { move1, move2 } => {
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TrictracAction::Mark => 1,
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TrictracAction::Go => 2,
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TrictracAction::Move {
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dice_order,
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from1,
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from2,
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} => {
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// Encoder les mouvements dans l'espace d'actions
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// Indices 15+ pour les mouvements
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15 + encode_move_pair(*move1, *move2)
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// Indices 3+ pour les mouvements
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let mut start = 3;
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if !dice_order {
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// 25 * 25 = 625
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start += 625;
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}
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start + from1 * 25 + from2
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}
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}
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}
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@ -136,51 +48,62 @@ impl TrictracAction {
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pub fn from_action_index(index: usize) -> Option<TrictracAction> {
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match index {
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0 => Some(TrictracAction::Roll),
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1..=13 => Some(TrictracAction::Mark {
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points: (index - 1) as u8,
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}),
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14 => Some(TrictracAction::Go),
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i if i >= 15 => {
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let move_code = i - 15;
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let (move1, move2) = decode_move_pair(move_code);
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Some(TrictracAction::Move { move1, move2 })
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1 => Some(TrictracAction::Mark),
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2 => Some(TrictracAction::Go),
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i if i >= 3 => {
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let move_code = i - 3;
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let (dice_order, from1, from2) = Self::decode_move(move_code);
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Some(TrictracAction::Move {
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dice_order,
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from1,
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from2,
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})
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}
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_ => None,
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}
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}
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/// Décode un entier en paire de mouvements
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fn decode_move(code: usize) -> (bool, usize, usize) {
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let mut encoded = code;
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let dice_order = code < 626;
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if !dice_order {
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encoded -= 625
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}
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let from1 = encoded / 25;
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let from2 = encoded % 25;
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(dice_order, from1, from2)
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}
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/// Retourne la taille de l'espace d'actions total
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pub fn action_space_size() -> usize {
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// 1 (Roll) + 13 (Mark 0-12) + 1 (Go) + mouvements possibles
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// Pour les mouvements : 25*25*25*25 = 390625 (position 0-24 pour chaque from/to)
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// 1 (Roll) + 1 (Mark) + 1 (Go) + mouvements possibles
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// Pour les mouvements : 2*25*25 = 1250 (choix du dé + position 0-24 pour chaque from)
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// Mais on peut optimiser en limitant aux positions valides (1-24)
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15 + (24 * 24 * 24 * 24) // = 331791
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3 + (2 * 25 * 25) // = 1253
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}
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}
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/// Encode une paire de mouvements en un seul entier
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fn encode_move_pair(move1: (usize, usize), move2: (usize, usize)) -> usize {
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let (from1, to1) = move1;
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let (from2, to2) = move2;
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// Assurer que les positions sont dans la plage 0-24
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let from1 = from1.min(24);
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let to1 = to1.min(24);
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let from2 = from2.min(24);
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let to2 = to2.min(24);
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from1 * (25 * 25 * 25) + to1 * (25 * 25) + from2 * 25 + to2
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}
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/// Décode un entier en paire de mouvements
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fn decode_move_pair(code: usize) -> ((usize, usize), (usize, usize)) {
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let from1 = code / (25 * 25 * 25);
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let remainder = code % (25 * 25 * 25);
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let to1 = remainder / (25 * 25);
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let remainder = remainder % (25 * 25);
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let from2 = remainder / 25;
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let to2 = remainder % 25;
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((from1, to1), (from2, to2))
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// pub fn to_game_event(&self, player_id: PlayerId, dice: Dice) -> GameEvent {
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// match action {
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// TrictracAction::Roll => Some(GameEvent::Roll { player_id }),
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// TrictracAction::Mark => Some(GameEvent::Mark { player_id, points }),
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// TrictracAction::Go => Some(GameEvent::Go { player_id }),
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// TrictracAction::Move {
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// dice_order,
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// from1,
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// from2,
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// } => {
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// // Effectuer un mouvement
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// let checker_move1 = store::CheckerMove::new(move1.0, move1.1).unwrap_or_default();
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// let checker_move2 = store::CheckerMove::new(move2.0, move2.1).unwrap_or_default();
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//
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// Some(GameEvent::Move {
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// player_id: self.agent_player_id,
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// moves: (checker_move1, checker_move2),
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// })
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// }
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// };
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// }
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}
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/// Configuration pour l'agent DQN
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@ -350,17 +273,7 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
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valid_actions.push(TrictracAction::Roll);
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}
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TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
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// Calculer les points possibles
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if let Some(player) = game_state.players.get(&active_player_id) {
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let dice_roll_count = player.dice_roll_count;
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let points_rules = PointsRules::new(&color, &game_state.board, game_state.dice);
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let (max_points, _) = points_rules.get_points(dice_roll_count);
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// Permettre de marquer entre 0 et max_points
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for points in 0..=max_points {
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valid_actions.push(TrictracAction::Mark { points });
|
||||
}
|
||||
}
|
||||
valid_actions.push(TrictracAction::Mark);
|
||||
}
|
||||
TurnStage::HoldOrGoChoice => {
|
||||
valid_actions.push(TrictracAction::Go);
|
||||
|
|
@ -370,9 +283,11 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
|
|||
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
|
||||
|
||||
for (move1, move2) in possible_moves {
|
||||
let diff_move1 = move1.get_to() - move1.get_from();
|
||||
valid_actions.push(TrictracAction::Move {
|
||||
move1: (move1.get_from(), move1.get_to()),
|
||||
move2: (move2.get_from(), move2.get_to()),
|
||||
dice_order: diff_move1 == game_state.dice.values.0 as usize,
|
||||
from1: move1.get_from(),
|
||||
from2: move2.get_from(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -381,9 +296,11 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
|
|||
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
|
||||
|
||||
for (move1, move2) in possible_moves {
|
||||
let diff_move1 = move1.get_to() - move1.get_from();
|
||||
valid_actions.push(TrictracAction::Move {
|
||||
move1: (move1.get_from(), move1.get_to()),
|
||||
move2: (move2.get_from(), move2.get_to()),
|
||||
dice_order: diff_move1 == game_state.dice.values.0 as usize,
|
||||
from1: move1.get_from(),
|
||||
from2: move2.get_from(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -393,92 +310,6 @@ pub fn get_valid_actions(game_state: &crate::GameState) -> Vec<TrictracAction> {
|
|||
valid_actions
|
||||
}
|
||||
|
||||
/// Génère les actions compactes valides selon l'état du jeu
|
||||
pub fn get_valid_compact_actions(game_state: &crate::GameState) -> Vec<CompactAction> {
|
||||
use crate::PointsRules;
|
||||
use store::TurnStage;
|
||||
|
||||
let mut valid_actions = Vec::new();
|
||||
|
||||
let active_player_id = game_state.active_player_id;
|
||||
let player_color = game_state.player_color_by_id(&active_player_id);
|
||||
|
||||
if let Some(color) = player_color {
|
||||
match game_state.turn_stage {
|
||||
TurnStage::RollDice | TurnStage::RollWaiting => {
|
||||
valid_actions.push(CompactAction::Roll);
|
||||
}
|
||||
TurnStage::MarkPoints | TurnStage::MarkAdvPoints => {
|
||||
// Calculer les points possibles
|
||||
if let Some(player) = game_state.players.get(&active_player_id) {
|
||||
let dice_roll_count = player.dice_roll_count;
|
||||
let points_rules = PointsRules::new(&color, &game_state.board, game_state.dice);
|
||||
let (max_points, _) = points_rules.get_points(dice_roll_count);
|
||||
|
||||
// Permettre de marquer entre 0 et max_points
|
||||
for points in 0..=max_points {
|
||||
valid_actions.push(CompactAction::Mark { points });
|
||||
}
|
||||
}
|
||||
}
|
||||
TurnStage::HoldOrGoChoice => {
|
||||
valid_actions.push(CompactAction::Go);
|
||||
|
||||
// Ajouter les choix de mouvements compacts
|
||||
add_compact_move_actions(game_state, &color, &mut valid_actions);
|
||||
}
|
||||
TurnStage::Move => {
|
||||
// Seulement les mouvements compacts
|
||||
add_compact_move_actions(game_state, &color, &mut valid_actions);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_actions
|
||||
}
|
||||
|
||||
/// Ajoute les actions de mouvement compactes basées sur le contexte
|
||||
fn add_compact_move_actions(game_state: &crate::GameState, color: &store::Color, valid_actions: &mut Vec<CompactAction>) {
|
||||
let rules = store::MoveRules::new(color, &game_state.board, game_state.dice);
|
||||
let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
|
||||
|
||||
// Extraire les positions de départ uniques des mouvements possibles
|
||||
let mut valid_from_positions = std::collections::HashSet::new();
|
||||
for (move1, move2) in &possible_moves {
|
||||
valid_from_positions.insert(move1.get_from());
|
||||
valid_from_positions.insert(move2.get_from());
|
||||
}
|
||||
|
||||
let dice = game_state.dice;
|
||||
let dice_orders = if dice.values.0 != dice.values.1 { vec![true, false] } else { vec![true] };
|
||||
|
||||
// Générer les combinaisons compactes valides
|
||||
for dice_order in dice_orders {
|
||||
for &from1 in &valid_from_positions {
|
||||
for &from2 in &valid_from_positions {
|
||||
// Vérifier si cette combinaison produit un mouvement valide
|
||||
let compact_action = CompactAction::MoveChoice {
|
||||
dice_order,
|
||||
from1,
|
||||
from2
|
||||
};
|
||||
|
||||
if let Some(trictrac_action) = compact_action.to_trictrac_action(game_state) {
|
||||
// Vérifier si ce mouvement est dans la liste des mouvements possibles
|
||||
if let TrictracAction::Move { move1, move2 } = trictrac_action {
|
||||
if let (Ok(checker_move1), Ok(checker_move2)) =
|
||||
(store::CheckerMove::new(move1.0, move1.1), store::CheckerMove::new(move2.0, move2.1)) {
|
||||
if possible_moves.contains(&(checker_move1, checker_move2)) {
|
||||
valid_actions.push(compact_action);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Retourne les indices des actions valides
|
||||
pub fn get_valid_action_indices(game_state: &crate::GameState) -> Vec<usize> {
|
||||
get_valid_actions(game_state)
|
||||
|
|
|
|||
|
|
@ -266,7 +266,11 @@ impl TrictracEnv {
|
|||
player_id: self.agent_player_id,
|
||||
})
|
||||
}
|
||||
TrictracAction::Move { move1, move2 } => {
|
||||
TrictracAction::Move {
|
||||
dice_order,
|
||||
from1,
|
||||
from2,
|
||||
} => {
|
||||
// Effectuer un mouvement
|
||||
let checker_move1 = store::CheckerMove::new(move1.0, move1.1).unwrap_or_default();
|
||||
let checker_move2 = store::CheckerMove::new(move2.0, move2.1).unwrap_or_default();
|
||||
|
|
|
|||
25
doc/workflow.md
Normal file
25
doc/workflow.md
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
# Workflow
|
||||
|
||||
@startuml
|
||||
|
||||
state c <<choice>>
|
||||
state haswon <<choice>>
|
||||
state MarkPoints #lightblue
|
||||
state MarkAdvPoints #lightblue
|
||||
note right of MarkPoints : automatic 'Mark' transition\nwhen no school
|
||||
note right of MarkAdvPoints : automatic 'Mark' transition\nwhen no school
|
||||
|
||||
[*] -> RollDice : BeginGame
|
||||
RollDice --> RollWaiting : Roll (current player)
|
||||
RollWaiting --> MarkPoints : RollResult (engine)
|
||||
MarkPoints --> c : Mark (current player)
|
||||
c --> HoldHorGoChoice : [new hole]
|
||||
c --> [*] : [has won]
|
||||
c --> Move : [not new hole]
|
||||
HoldHorGoChoice --> RollDice : Go
|
||||
HoldHorGoChoice --> MarkAdvPoints : Move
|
||||
Move --> MarkAdvPoints : Move
|
||||
MarkAdvPoints --> haswon : Mark (adversary)
|
||||
haswon --> RollDice : [has not won]
|
||||
haswon --> [*] : [has won]
|
||||
@enduml
|
||||
|
|
@ -71,7 +71,7 @@ pub struct GameState {
|
|||
/// last dice pair rolled
|
||||
pub dice: Dice,
|
||||
/// players points computed for the last dice pair rolled
|
||||
dice_points: (u8, u8),
|
||||
pub dice_points: (u8, u8),
|
||||
pub dice_moves: (CheckerMove, CheckerMove),
|
||||
pub dice_jans: PossibleJans,
|
||||
/// true if player needs to roll first
|
||||
|
|
@ -505,13 +505,7 @@ impl GameState {
|
|||
self.players.remove(player_id);
|
||||
}
|
||||
Roll { player_id: _ } => {
|
||||
// Opponent has moved, we can mark pending points earned during opponent's turn
|
||||
let new_hole = self.mark_points(self.active_player_id, self.dice_points.1);
|
||||
if new_hole && self.get_active_player().unwrap().holes > 12 {
|
||||
self.stage = Stage::Ended;
|
||||
} else {
|
||||
self.turn_stage = TurnStage::RollWaiting;
|
||||
}
|
||||
self.turn_stage = TurnStage::RollWaiting;
|
||||
}
|
||||
RollResult { player_id: _, dice } => {
|
||||
self.dice = *dice;
|
||||
|
|
@ -534,23 +528,25 @@ impl GameState {
|
|||
}
|
||||
}
|
||||
Mark { player_id, points } => {
|
||||
let new_hole = self.mark_points(*player_id, *points);
|
||||
if new_hole {
|
||||
if self.get_active_player().unwrap().holes > 12 {
|
||||
self.stage = Stage::Ended;
|
||||
if self.schools_enabled {
|
||||
let new_hole = self.mark_points(*player_id, *points);
|
||||
if new_hole {
|
||||
if self.get_active_player().unwrap().holes > 12 {
|
||||
self.stage = Stage::Ended;
|
||||
} else {
|
||||
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
|
||||
TurnStage::RollDice
|
||||
} else {
|
||||
TurnStage::HoldOrGoChoice
|
||||
};
|
||||
}
|
||||
} else {
|
||||
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
|
||||
TurnStage::RollDice
|
||||
} else {
|
||||
TurnStage::HoldOrGoChoice
|
||||
TurnStage::Move
|
||||
};
|
||||
}
|
||||
} else {
|
||||
self.turn_stage = if self.turn_stage == TurnStage::MarkAdvPoints {
|
||||
TurnStage::RollDice
|
||||
} else {
|
||||
TurnStage::Move
|
||||
};
|
||||
}
|
||||
}
|
||||
Go { player_id: _ } => self.new_pick_up(),
|
||||
|
|
@ -563,6 +559,11 @@ impl GameState {
|
|||
self.turn_stage = if self.schools_enabled {
|
||||
TurnStage::MarkAdvPoints
|
||||
} else {
|
||||
// The player has moved, we can mark its opponent's points (which is now the current player)
|
||||
let new_hole = self.mark_points(self.active_player_id, self.dice_points.1);
|
||||
if new_hole && self.get_active_player().unwrap().holes > 12 {
|
||||
self.stage = Stage::Ended;
|
||||
}
|
||||
TurnStage::RollDice
|
||||
};
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue