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use crate::game::*;
use async_trait::async_trait;
use std::sync::Arc;
#[derive(Clone, Debug)]
pub struct WithHistory<G: Base> {
prec: Option<Arc<Self>>,
pub state: G,
history_len: usize,
}
impl<G: Base + Clone> Base for WithHistory<G> {
type Move = G::Move;
fn possible_moves(&self) -> Vec<Self::Move> {
self.state.possible_moves()
}
}
#[async_trait]
impl<G: Playable + Clone + Sync + Send> Playable for WithHistory<G> {
async fn play(&mut self, action: &<Self as Base>::Move) -> f32 {
let prec = self.prec.take();
let new_node = WithHistory {
prec,
state: self.state.clone(),
history_len: self.history_len,
};
self.prec = Some(Arc::new(new_node));
self.state.play(action).await
}
}
impl<G: Game + Clone + Sync + Send> Game for WithHistory<G> {
type Player = G::Player;
fn players() -> Vec<Self::Player> {
G::players()
}
fn player_after(player: Self::Player) -> Self::Player {
G::player_after(player)
}
fn turn(&self) -> Self::Player {
self.state.turn()
}
}
impl<G: SingleWinner + Clone + Sync + Send> SingleWinner for WithHistory<G> {
fn winner(&self) -> Option<G::Player> {
self.state.winner()
}
}
impl<G: Base + PartialEq> PartialEq for WithHistory<G> {
fn eq(&self, other: &Self) -> bool {
self.state.eq(&other.state)
}
}
impl<G: Base + Eq> Eq for WithHistory<G> {}
impl<G: Base + Hash> Hash for WithHistory<G> {
fn hash<H: Hasher>(&self, state: &mut H) {
self.state.hash(state)
}
}
#[derive(Clone, Copy)]
pub struct WithHistoryGB<GB>(GB, usize);
impl<GB> WithHistoryGB<GB> {
pub fn new(gb: GB, history_len: usize) -> Self {
Self(gb, history_len)
}
}
#[async_trait]
impl<GB> GameBuilder for WithHistoryGB<GB>
where
GB::G: Clone + Sync + Send + 'static,
GB: GameBuilder + Send + Sync,
{
type G = WithHistory<GB::G>;
async fn create(&self, starting: <Self::G as Game>::Player) -> WithHistory<GB::G> {
let state = self.0.create(starting).await;
WithHistory {
prec: None,
state,
history_len: self.1,
}
}
}
impl<G: Features + Clone + Sync + Send> Features for WithHistory<G> {
type StateDim = <G::StateDim as Dimension>::Larger;
type ActionDim = G::ActionDim;
type Descriptor = (<G::StateDim as Dimension>::Larger, G::Descriptor);
fn get_features(&self) -> Self::Descriptor {
let ft = self.state.get_features();
let state_dimension = {
let game_state_dimension = G::state_dimension(&ft);
let mut new_dim = game_state_dimension.insert_axis(Axis(0));
new_dim[0] = self.history_len;
new_dim
};
(state_dimension, ft)
}
fn state_dimension(descr: &Self::Descriptor) -> Self::StateDim {
descr.0.clone()
}
fn action_dimension(descr: &Self::Descriptor) -> Self::ActionDim {
G::action_dimension(&descr.1)
}
fn state_to_feature(&self, pov: Self::Player) -> Array<f32, Self::StateDim> {
let mut states_ref = vec![];
(0..self.history_len).fold(self, |current, _| {
states_ref.push(¤t.state);
let res: &Self = current.prec.as_ref().map(|b| b.as_ref()).unwrap_or(current);
res
});
let features_array: Vec<ndarray::Array<f32, Self::StateDim>> = states_ref
.iter()
.rev()
.map(|g| g.state_to_feature(pov).insert_axis(Axis(0)))
.collect();
let features_array_view: Vec<ndarray::ArrayView<f32, Self::StateDim>> =
features_array.iter().map(|x| x.view()).collect();
ndarray::stack(Axis(0), &features_array_view)
.expect("All features should have the same shape.")
}
fn moves_to_feature(
descr: &Self::Descriptor,
moves: &HashMap<Self::Move, f32>,
) -> Array<f32, Self::ActionDim> {
G::moves_to_feature(&descr.1, moves)
}
fn feature_to_moves(&self, features: &Array<f32, Self::ActionDim>) -> HashMap<Self::Move, f32> {
self.state.feature_to_moves(features)
}
fn all_feature_to_moves(
descr: &Self::Descriptor,
features: &Array<f32, Self::ActionDim>,
) -> HashMap<Self::Move, f32> {
G::all_feature_to_moves(&descr.1, features)
}
fn all_possible_moves(descr: &Self::Descriptor) -> Vec<Self::Move> {
G::all_possible_moves(&descr.1)
}
}
pub struct IWithHistory<GV>
where
GV: GameView,
{
view: GV,
}
use cursive::direction::Direction;
use cursive::event::{Event, EventResult};
use cursive::Printer;
use cursive::Vec2;
impl<GV> IWithHistory<GV>
where
GV: GameView,
{
pub fn new(view: GV) -> Self {
Self { view }
}
}
impl<GV> cursive::view::View for IWithHistory<GV>
where
GV: GameView,
{
fn draw(&self, printer: &Printer) {
self.view.draw(printer)
}
fn take_focus(&mut self, d: Direction) -> bool {
self.view.take_focus(d)
}
fn on_event(&mut self, event: Event) -> EventResult {
self.view.on_event(event)
}
fn required_size(&mut self, v: Vec2) -> Vec2 {
self.view.required_size(v)
}
}
impl<GV> GameView for IWithHistory<GV>
where
GV: GameView,
GV::G: Game + Clone,
{
type G = WithHistory<GV::G>;
fn set_state(&mut self, state: Self::G) {
self.view.set_state(state.state)
}
}