Implement Stats (#6)

Closes #1

Reviewed-on: #6
Co-authored-by: Rhys Lloyd <krakow20@gmail.com>
Co-committed-by: Rhys Lloyd <krakow20@gmail.com>
This commit was merged in pull request #6.
This commit is contained in:
2026-05-17 16:46:09 +00:00
committed by Quaternions
parent 5553a7e1a1
commit 595ff73f90
4 changed files with 228 additions and 55 deletions
+136 -30
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 +232,102 @@ 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,
}
}
pub const fn stats(&self) -> &S {
&self.inner_stats
}
const fn increment_undos(&mut self) {
self.undos += 1;
}
pub const fn undos(&self) -> usize {
self.undos
}
}
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>
where
G::Instruction: Clone + Eq + core::hash::Hash,
{
pub fn new(state: G) -> Self {
impl<G: Game + Clone> SessionState<G> {
fn new(state: G) -> Self {
Self {
seed: state.clone(),
state,
history: Vec::new(),
}
}
pub fn state(&self) -> &G {
&self.state
}
impl<G: Game> Session<G>
where
G: Clone + Eq + core::hash::Hash,
G::Stats: Clone + Default,
G::Instruction: Clone + Eq + core::hash::Hash,
{
pub fn new(state: G, stats: G::Stats, config: G::Config) -> Self {
Self {
stats: SessionStats::new(stats),
config,
state: SessionState::new(state),
}
}
pub fn new_default(state: G) -> Self
where
G::Config: Default,
{
Self::new(state, Default::default(), Default::default())
}
pub const fn stats(&self) -> &SessionStats<G::Stats> {
&self.stats
}
pub const fn state(&self) -> &G {
&self.state.state
}
pub const fn config(&self) -> &G::Config {
&self.config
}
pub fn history(&self) -> &[G::Instruction] {
&self.history
&self.state.history
}
pub fn undo(&mut self) {
self.state
.process_instruction(&mut self.stats, &self.config, SessionInstruction::Undo)
}
pub fn possible_instructions(&self) -> impl Iterator<Item = G::Instruction> + use<G> {
self.state.state.possible_instructions()
}
pub fn process_instruction(&mut self, instruction: G::Instruction) {
self.state.process_instruction(
&mut self.stats,
&self.config,
SessionInstruction::InnerInstruction(instruction),
)
}
pub fn is_win(&self) -> bool {
self.state.is_win()
}
pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> {
let mut observed = std::collections::HashSet::new();
@@ -255,14 +336,15 @@ 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 +365,54 @@ 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::Stats: Default,
G::Instruction: Clone,
{
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()