wip stats

This commit is contained in:
2026-05-17 09:20:14 -07:00
parent 5553a7e1a1
commit 03f5e70498
4 changed files with 170 additions and 47 deletions
+105 -29
View File
@@ -2,10 +2,17 @@ use core::ops::RangeBounds;
// TODO: pub struct ValidInstruction<I>(I);
pub trait Game {
type Stats;
type Config;
type Instruction;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool;
fn process_instruction(&mut self, instruction: Self::Instruction);
fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
);
fn is_win(&self) -> bool;
}
@@ -225,28 +232,72 @@ impl<const CAP: usize> Pile<CAP, CAP> {
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
#[derive(Clone, Debug)]
pub enum SessionInstruction<I> {
Undo,
InnerInstruction(I),
}
#[derive(Clone, Debug)]
pub struct SessionStats<S> {
inner_stats: S,
undos: usize,
}
impl<S> SessionStats<S> {
const fn new(inner_stats: S) -> Self {
SessionStats {
inner_stats,
undos: 0,
}
}
const fn increment_undos(&mut self) {
self.undos += 1;
}
}
pub struct Session<G: Game> {
stats: SessionStats<G::Stats>,
config: G::Config,
state: SessionState<G>,
}
#[derive(Clone, Eq, Hash, PartialEq)]
pub struct SessionState<G: Game> {
seed: G,
state: G,
history: Vec<G::Instruction>,
}
impl<G: Game + Clone + Eq + core::hash::Hash> Session<G>
impl<G: Game> Session<G>
where
G: Clone + Eq + core::hash::Hash,
G::Stats: Clone,
G::Instruction: Clone + Eq + core::hash::Hash,
{
pub fn new(state: G) -> Self {
pub fn new(state: G, stats: G::Stats, config: G::Config) -> Self {
Self {
seed: state.clone(),
state,
history: Vec::new(),
stats: SessionStats {
inner_stats: stats,
undos: 0,
},
config,
state: SessionState {
seed: state.clone(),
state,
history: Vec::new(),
},
}
}
pub fn new_default(state: G) -> Self
where
G::Stats: Default,
G::Config: Default,
{
Self::new(state, Default::default(), Default::default())
}
pub fn state(&self) -> &G {
&self.state
&self.state.state
}
pub fn history(&self) -> &[G::Instruction] {
&self.history
&self.state.history
}
pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> {
let mut observed = std::collections::HashSet::new();
@@ -255,14 +306,15 @@ where
possible_instructions_iter: P,
instruction: I,
}
let mut state = self.state.clone();
let mut dummy_stats = self.stats.inner_stats.clone();
let mut state = self.state.state.clone();
let mut it = state.possible_instructions();
let mut path = Vec::new();
'outer: while !state.is_win() {
observed.insert(state.clone());
for instruction in &mut it {
let mut next_state = state.clone();
next_state.process_instruction(instruction.clone());
next_state.process_instruction(&mut dummy_stats, &self.config, instruction.clone());
if !observed.contains(&next_state) {
let possible_instructions_iter =
core::mem::replace(&mut it, next_state.possible_instructions());
@@ -283,30 +335,54 @@ where
}
Some(path.into_iter().map(|state| state.instruction).collect())
}
pub fn undo(&mut self) {
// replay the entire history of the game except one move
self.history.pop();
let mut state = self.seed.clone();
for instruction in self.history() {
state.process_instruction(instruction.clone());
}
self.state = state;
}
}
impl<G: Game> Game for Session<G>
impl<G: Game> Game for SessionState<G>
where
G: Clone,
G::Instruction: Clone,
G::Stats: Default,
{
type Instruction = G::Instruction;
type Stats = SessionStats<G::Stats>;
type Config = G::Config;
type Instruction = SessionInstruction<G::Instruction>;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<G> {
self.state.possible_instructions()
self.state
.possible_instructions()
.map(SessionInstruction::InnerInstruction)
}
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool {
match instruction {
SessionInstruction::Undo => !self.history.is_empty(),
SessionInstruction::InnerInstruction(instruction) => {
self.state.is_instruction_valid(config, instruction)
}
}
}
fn process_instruction(&mut self, instruction: Self::Instruction) {
self.history.push(instruction.clone());
self.state.process_instruction(instruction);
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
) {
match instruction {
SessionInstruction::Undo => {
// replay the entire history of the game except one move
self.history.pop();
let mut inner_stats = G::Stats::default();
let mut state = self.seed.clone();
for instruction in &self.history {
state.process_instruction(&mut inner_stats, config, instruction.clone());
}
self.state = state;
stats.inner_stats = inner_stats;
stats.increment_undos();
}
SessionInstruction::InnerInstruction(instruction) => {
self.history.push(instruction.clone());
self.state
.process_instruction(&mut stats.inner_stats, config, instruction);
}
}
}
fn is_win(&self) -> bool {
self.state.is_win()
+2 -2
View File
@@ -241,7 +241,7 @@ fn get_good_move(state: &Klondike) -> Option<KlondikeInstruction> {
}
fn main() -> Result<(), std::io::Error> {
let mut session = Session::new(Klondike::new_random_default());
let mut session = Session::new(Klondike::new_random());
let mut input = String::new();
loop {
// display game
@@ -257,7 +257,7 @@ fn main() -> Result<(), std::io::Error> {
// run game
match instruction {
SessionInstruction::New => session = Session::new(Klondike::new_random_default()),
SessionInstruction::New => session = Session::new(Klondike::new_random()),
SessionInstruction::Undo => session.undo(),
SessionInstruction::Exit => break Ok(()),
SessionInstruction::Hint => {
+60 -13
View File
@@ -10,11 +10,47 @@ mod test;
#[cfg(doctest)]
struct ReadmeDoctests;
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct KlondikeConfig {}
impl Default for KlondikeConfig {
fn default() -> Self {
KlondikeConfig {}
#[derive(Clone, Copy, Debug, Default)]
enum DrawStockConfig {
#[default]
DrawOne = 1,
DrawThree = 3,
}
#[derive(Clone, Debug, Default)]
pub struct KlondikeConfig {
draw_stock: DrawStockConfig,
}
impl KlondikeConfig {
pub const fn draw_one_stock() -> Self {
KlondikeConfig {
draw_stock: DrawStockConfig::DrawOne,
}
}
pub const fn draw_three_stock() -> Self {
KlondikeConfig {
draw_stock: DrawStockConfig::DrawThree,
}
}
}
#[derive(Clone, Debug, Default)]
pub struct KlondikeStats {
recycle_count: usize,
moves: usize,
}
impl KlondikeStats {
pub const fn new() -> Self {
KlondikeStats {
recycle_count: 0,
moves: 0,
}
}
const fn increment_recycle_count(&mut self) {
self.recycle_count += 1;
}
const fn increment_moves(&mut self) {
self.moves += 1;
}
}
@@ -486,14 +522,13 @@ impl Iterator for KlondikeIter {
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Klondike {
config: KlondikeConfig,
state: KlondikeState,
}
impl Klondike {
pub fn new_random_default() -> Self {
Self::new(Rng::default(), KlondikeConfig::default())
pub fn new_random() -> Self {
Self::new(Rng::default())
}
pub fn new(mut seed: Rng, config: KlondikeConfig) -> Self {
pub fn new(mut seed: Rng) -> Self {
// shuffle a new deck
let mut deck = Stack::full_deck(0);
use rand::seq::SliceRandom;
@@ -529,7 +564,7 @@ impl Klondike {
tableau6,
tableau7,
};
Self { config, state }
Self { state }
}
pub const fn state(&self) -> &KlondikeState {
&self.state
@@ -537,31 +572,43 @@ impl Klondike {
}
impl Game for Klondike {
type Stats = KlondikeStats;
type Config = KlondikeConfig;
type Instruction = KlondikeInstruction;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
let state = self.state.clone();
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
}
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
}
fn process_instruction(&mut self, instruction: Self::Instruction) {
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
) {
match instruction {
// Reset the stock if it's empty
KlondikeInstruction::RotateStock => {
if self.state.stock.face_down().is_empty() {
self.state.stock.flip_it_and_reverse_it();
stats.increment_recycle_count();
} else {
self.state.stock.flip_up();
for _ in 0..config.draw_stock as usize {
self.state.stock.flip_up();
}
}
}
// Move a card from anywhere to a foundation
KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
stats.increment_moves();
let card = self.state.take_top_card(src);
self.state.extend_foundation(foundation, card);
}
// Move a stack of cards from anywhere to a tableau
KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
stats.increment_moves();
let cards = self.state.take_stack(src);
self.state.extend_tableau(tableau, cards);
}
+3 -3
View File
@@ -3,14 +3,14 @@ use card_game::{Game, Session};
#[test]
fn test_is_winnable() {
// is winnable
let is_winnable = Session::new(Klondike::new_random_default()).is_winnable();
let is_winnable = Session::new_default(Klondike::new_random()).is_winnable();
println!("is_winnable = {is_winnable:?}");
}
#[test]
fn test_klondike() {
// create game session
let game = Klondike::new_random_default();
let mut session = Session::new(game);
let game = Klondike::new_random();
let mut session = Session::new_default(game);
// is winnable
let is_winnable = session.is_winnable();