python bindings

This commit is contained in:
Henri Bourcereau 2026-01-10 21:01:35 +01:00
parent 291b0ef3c1
commit fe3bfe47db
11 changed files with 507 additions and 13 deletions

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@ -7,14 +7,17 @@ edition = "2021"
[lib]
name = "store"
# "cdylib" is necessary to produce a shared library for Python to import from.
# Only "rlib" is needed for other Rust crates to use this library
crate-type = ["rlib"]
crate-type = ["cdylib", "rlib"]
[dependencies]
base64 = "0.21.7"
# provides macros for creating log messages to be used by a logger (for example env_logger)
log = "0.4.20"
merge = "0.1.0"
# generate python lib (with maturin) to be used in AI training
pyo3 = { version = "0.23", features = ["extension-module", "abi3-py38"] }
rand = "0.8.5"
serde = { version = "1.0", features = ["derive"] }
transpose = "0.2.2"

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@ -16,3 +16,6 @@ pub use board::CheckerMove;
mod dice;
pub use dice::{Dice, DiceRoller};
// python interface "trictrac_engine" (for AI training..)
mod pyengine;

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@ -1,9 +1,11 @@
use pyo3::prelude::*;
use serde::{Deserialize, Serialize};
use std::fmt;
// This just makes it easier to dissern between a player id and any ol' u64
pub type PlayerId = u64;
#[pyclass(eq, eq_int)]
#[derive(Copy, Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum Color {
White,

337
store/src/pyengine.rs Normal file
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@ -0,0 +1,337 @@
//! # Expose trictrac game state and rules in a python module
use pyo3::prelude::*;
use pyo3::types::PyDict;
use crate::board::CheckerMove;
use crate::dice::Dice;
use crate::game::{GameEvent, GameState, Stage, TurnStage};
use crate::game_rules_moves::MoveRules;
use crate::game_rules_points::PointsRules;
use crate::player::{Color, PlayerId};
#[pyclass]
struct TricTrac {
game_state: GameState,
dice_roll_sequence: Vec<(u8, u8)>,
current_dice_index: usize,
}
#[pymethods]
impl TricTrac {
#[new]
fn new() -> Self {
let mut game_state = GameState::new(false); // schools_enabled = false
// Initialiser 2 joueurs
game_state.init_player("player1");
game_state.init_player("bot");
// Commencer la partie avec le joueur 1
game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
TricTrac {
game_state,
dice_roll_sequence: Vec::new(),
current_dice_index: 0,
}
}
/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
fn get_state_id(&self) -> String {
self.game_state.to_string_id()
}
/// Obtenir l'état du jeu sous forme de dictionnaire pour faciliter l'entrainement
fn get_state_dict(&self) -> PyResult<Py<PyDict>> {
Python::with_gil(|py| {
let state_dict = PyDict::new(py);
// Informations essentielles sur l'état du jeu
state_dict.set_item("active_player", self.game_state.active_player_id)?;
state_dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
state_dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
// Dés
let (dice1, dice2) = self.game_state.dice.values;
state_dict.set_item("dice", (dice1, dice2))?;
// Points des joueurs
if let Some(white_player) = self.game_state.get_white_player() {
state_dict.set_item("white_points", white_player.points)?;
state_dict.set_item("white_holes", white_player.holes)?;
}
if let Some(black_player) = self.game_state.get_black_player() {
state_dict.set_item("black_points", black_player.points)?;
state_dict.set_item("black_holes", black_player.holes)?;
}
// Positions des pièces
let white_positions = self.get_checker_positions(Color::White);
let black_positions = self.get_checker_positions(Color::Black);
state_dict.set_item("white_positions", white_positions)?;
state_dict.set_item("black_positions", black_positions)?;
// État compact pour la comparaison d'états
state_dict.set_item("state_id", self.game_state.to_string_id())?;
Ok(state_dict.into())
})
}
/// 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![];
}
let rules = MoveRules::new(&color, &self.game_state.board, self.game_state.dice);
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()
}
/// Jouer un coup ((from1, to1), (from2, to2))
fn play_move(&mut self, moves: ((usize, usize), (usize, usize))) -> bool {
let ((from1, to1), (from2, to2)) = moves;
// Vérifier que c'est au tour du joueur de jouer
if self.game_state.turn_stage != TurnStage::Move
&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
{
return false;
}
let move1 = CheckerMove::new(from1, to1).unwrap_or_default();
let move2 = CheckerMove::new(from2, to2).unwrap_or_default();
let event = GameEvent::Move {
player_id: self.game_state.active_player_id,
moves: (move1, move2),
};
// Vérifier si le mouvement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter le mouvement
self.game_state.consume(&event);
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
if self.game_state.turn_stage == TurnStage::RollDice {
self.roll_dice();
}
true
}
/// Lancer les dés (soit aléatoirement, soit en utilisant une séquence prédéfinie)
fn roll_dice(&mut self) -> (u8, u8) {
// Vérifier que c'est au bon moment pour lancer les dés
if self.game_state.turn_stage != TurnStage::RollDice
&& self.game_state.turn_stage != TurnStage::RollWaiting
{
return self.game_state.dice.values;
}
// Simuler un lancer de dés
let dice_values = if !self.dice_roll_sequence.is_empty()
&& self.current_dice_index < self.dice_roll_sequence.len()
{
// Utiliser la séquence prédéfinie
let dice = self.dice_roll_sequence[self.current_dice_index];
self.current_dice_index += 1;
dice
} else {
// Générer aléatoirement
(
(1 + (rand::random::<u8>() % 6)),
(1 + (rand::random::<u8>() % 6)),
)
};
// Envoyer les événements appropriés
let roll_event = GameEvent::Roll {
player_id: self.game_state.active_player_id,
};
if self.game_state.validate(&roll_event) {
self.game_state.consume(&roll_event);
}
let roll_result_event = GameEvent::RollResult {
player_id: self.game_state.active_player_id,
dice: Dice {
values: dice_values,
},
};
if self.game_state.validate(&roll_result_event) {
self.game_state.consume(&roll_result_event);
}
dice_values
}
/// Marquer des points
fn mark_points(&mut self, points: u8) -> bool {
// Vérifier que c'est au bon moment pour marquer des points
if self.game_state.turn_stage != TurnStage::MarkPoints
&& self.game_state.turn_stage != TurnStage::MarkAdvPoints
{
return false;
}
let event = GameEvent::Mark {
player_id: self.game_state.active_player_id,
points,
};
// Vérifier si l'événement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter l'événement
self.game_state.consume(&event);
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
if self.game_state.turn_stage == TurnStage::RollDice {
self.roll_dice();
}
true
}
/// Choisir de "continuer" (Go) après avoir gagné un trou
fn choose_go(&mut self) -> bool {
// Vérifier que c'est au bon moment pour choisir de continuer
if self.game_state.turn_stage != TurnStage::HoldOrGoChoice {
return false;
}
let event = GameEvent::Go {
player_id: self.game_state.active_player_id,
};
// Vérifier si l'événement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter l'événement
self.game_state.consume(&event);
// Simuler le lancer de dés pour le prochain tour
self.roll_dice();
true
}
/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
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("bot");
// 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 {
if let Some(player) = self.game_state.players.get(&player_id) {
player.holes as i32
} else {
-1
}
}
/// Obtenir l'ID du joueur actif
fn get_active_player_id(&self) -> PlayerId {
self.game_state.active_player_id
}
/// Définir une séquence de dés à utiliser (pour la reproductibilité)
fn set_dice_sequence(&mut self, sequence: Vec<(u8, u8)>) {
self.dice_roll_sequence = sequence;
self.current_dice_index = 0;
}
/// Afficher l'état du jeu (pour le débogage)
fn __str__(&self) -> String {
format!("{}", self.game_state)
}
}
/// A Python module implemented in Rust. The name of this function must match
/// the `lib.name` setting in the `Cargo.toml`, else Python will not be able to
/// import the module.
#[pymodule]
fn store(m: &Bound<'_, PyModule>) -> PyResult<()> {
m.add_class::<TricTrac>()?;
Ok(())
}