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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5b277601ea | |||
| 418e422f12 |
+13
-5
@@ -321,6 +321,9 @@ impl<S> SessionStats<S> {
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}
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}
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#[derive(Debug)]
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pub struct Oom;
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#[derive(Clone, Debug)]
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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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@@ -402,11 +405,16 @@ where
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pub fn is_win(&self) -> bool {
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self.state.is_win()
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}
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pub fn is_winnable(&self) -> Option<Vec<StateSnapshot<G>>> {
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let mut state_moves = std::collections::HashMap::new();
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pub fn is_winnable(&self) -> Result<Option<Vec<StateSnapshot<G>>>, Oom> {
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const HUGE_CAP: usize = 1 << 25;
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let mut state_moves = std::collections::HashMap::with_capacity(HUGE_CAP);
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let mut state = self.clone();
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let mut i: u64 = 0;
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while !state.is_win() {
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// don't look for empty hash map buckets when the hash map is 99% full!
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if HUGE_CAP * 127 <= state_moves.len() * 128 {
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return Err(Oom);
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}
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// Continue existing iterator if it exists
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let it = state_moves
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.entry(state.state().clone())
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@@ -420,7 +428,7 @@ where
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// No more moves. If we can't undo we're done
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if state.history().is_empty() {
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return None;
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return Ok(None);
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} else {
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state.undo();
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}
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@@ -452,7 +460,7 @@ where
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}
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}
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Some(state.state.history)
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Ok(Some(state.state.history))
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}
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}
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impl<G: Game> Game for SessionState<G>
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@@ -3,7 +3,7 @@ use klondike::Klondike;
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#[test]
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fn test_is_winnable() {
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// is winnable
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let is_winnable = Session::new_default(Klondike::with_seed(124)).is_winnable();
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let is_winnable = Session::new_default(Klondike::with_seed(0)).is_winnable().unwrap();
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if let Some(win_moves) = is_winnable {
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// for (i, ins) in win_moves.into_iter().enumerate() {
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// println!("{i} = {:?}", ins.instruction());
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+7
-7
@@ -629,19 +629,18 @@ impl Klondike {
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KlondikeInstruction::RotateStock => 4,
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}
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}
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pub fn iter(&self) -> impl Iterator<Item = KlondikeInstruction> + use<> {
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let state = self.state.clone();
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KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
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}
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/// A single move that usually makes progress towards a winning game
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pub fn get_auto_move(&self) -> Option<KlondikeInstruction> {
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self.iter()
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self.possible_instructions()
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.filter(|ins| !ins.is_useless())
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.min_by_key(|ins| self.instruction_priority(ins))
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}
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/// A list of possible moves with useless moves filtered out and sorted by a simple priority function
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pub fn get_sorted_moves(&self) -> Vec<KlondikeInstruction> {
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let mut useful_moves: Vec<_> = self.iter().filter(|ins| !ins.is_useless()).collect();
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let mut useful_moves: Vec<_> = self
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.possible_instructions()
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.filter(|ins| !ins.is_useless())
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.collect();
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useful_moves.sort_by_key(|ins| self.instruction_priority(ins));
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useful_moves
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}
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@@ -652,7 +651,8 @@ impl Game for Klondike {
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type Config = KlondikeConfig;
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type Instruction = KlondikeInstruction;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
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self.get_sorted_moves().into_iter()
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let state = self.state.clone();
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KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
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}
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fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
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self.state.is_instruction_valid(instruction)
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