refactor is_winnable

This commit is contained in:
2026-05-19 08:02:00 -07:00
parent 576489c226
commit e18e242eae
+34 -32
View File
@@ -321,18 +321,29 @@ impl<S> SessionStats<S> {
} }
} }
pub struct Session<G: Game> { #[derive(Clone)]
pub struct Session<G: Game>
where
G::Config: Clone,
G::Instruction: Clone,
{
stats: SessionStats<G::Stats>, stats: SessionStats<G::Stats>,
config: G::Config, config: G::Config,
state: SessionState<G>, state: SessionState<G>,
} }
#[derive(Clone, Eq, Hash, PartialEq)] #[derive(Clone, Eq, Hash, PartialEq)]
pub struct SessionState<G: Game> { pub struct SessionState<G: Game>
where
G::Instruction: Clone,
{
seed: G, seed: G,
state: G, state: G,
history: Vec<G::Instruction>, history: Vec<G::Instruction>,
} }
impl<G: Game + Clone> SessionState<G> { impl<G: Game + Clone> SessionState<G>
where
G::Instruction: Clone,
{
fn new(state: G) -> Self { fn new(state: G) -> Self {
Self { Self {
seed: state.clone(), seed: state.clone(),
@@ -345,6 +356,7 @@ impl<G: Game> Session<G>
where where
G: Clone + Eq + core::hash::Hash, G: Clone + Eq + core::hash::Hash,
G::Stats: Clone + Default, G::Stats: Clone + Default,
G::Config: Clone,
G::Instruction: Clone + Eq + core::hash::Hash, G::Instruction: Clone + Eq + core::hash::Hash,
{ {
pub fn new(state: G, config: G::Config) -> Self { pub fn new(state: G, config: G::Config) -> Self {
@@ -390,38 +402,28 @@ where
self.state.is_win() self.state.is_win()
} }
pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> { pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> {
let mut observed = std::collections::HashSet::new(); let mut state_moves = std::collections::HashMap::new();
struct StateMachine<G, P, I> { let mut state = self.clone();
state: G, while !state.is_win() {
possible_instructions_iter: P, // Continue existing iterator if it exists
instruction: I, let it = state_moves
.entry(state.state().clone())
.or_insert_with(|| state.state().possible_instructions());
// Run one possible move
if let Some(instruction) = it.next() {
state.process_instruction(instruction);
continue;
} }
let mut dummy_stats = self.stats.inner_stats.clone();
let mut state = self.state.state.clone(); // No more moves. If we can't undo we're done
let mut it = state.possible_instructions(); if state.history().is_empty() {
let mut path = Vec::new(); return None;
'outer: while !state.is_win() { } else {
observed.insert(state.clone()); state.undo();
for instruction in &mut it {
let mut next_state = state.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());
let state = core::mem::replace(&mut state, next_state);
path.push(StateMachine {
state,
possible_instructions_iter,
instruction,
});
continue 'outer;
} }
} }
let last_state = path.pop()?; Some(state.state.history)
state = last_state.state;
it = last_state.possible_instructions_iter;
}
Some(path.into_iter().map(|state| state.instruction).collect())
} }
} }
impl<G: Game> Game for SessionState<G> impl<G: Game> Game for SessionState<G>