add simulation to get the best move
This commit is contained in:
parent
7eb6eff65a
commit
7998eeb5b8
@ -10,11 +10,12 @@
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// To get you started we've included code to prevent your Battlesnake from moving backwards.
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// To get you started we've included code to prevent your Battlesnake from moving backwards.
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// For more info see docs.battlesnake.com
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// For more info see docs.battlesnake.com
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use std::{cmp::Ordering, time::Instant};
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use log::info;
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use log::info;
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use rand::seq::SliceRandom;
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use serde_json::{json, Value};
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use serde_json::{json, Value};
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use crate::{Action, Battlesnake, Board, Direction, Game, MAX_HEALTH};
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use crate::{simulation, Action, Battlesnake, Board, Direction, Game, MAX_HEALTH};
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impl Battlesnake {
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impl Battlesnake {
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fn possible_actions_without_heads<'a>(
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fn possible_actions_without_heads<'a>(
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@ -109,17 +110,72 @@ pub fn end(_game: &Game, _turn: i32, _board: &Board, _you: &Battlesnake) {
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// Valid moves are "up", "down", "left", or "right"
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// Valid moves are "up", "down", "left", or "right"
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// See https://docs.battlesnake.com/api/example-move for available data
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// See https://docs.battlesnake.com/api/example-move for available data
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pub fn get_move(game: &Game, turn: i32, board: &Board, you: &Battlesnake) -> Option<Action> {
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pub fn get_move(game: &Game, turn: i32, board: &Board, you: &Battlesnake) -> Option<Action> {
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let actions = you.possible_actions(game, board);
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let id_map = board
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if actions.is_empty() {
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.snakes
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return None;
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.iter()
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}
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.enumerate()
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.map(|(i, snake)| (snake.id.clone(), u8::try_from(i).unwrap()))
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.collect();
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let board = simulation::Board::from_game_board(board, &id_map, turn);
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// Choose a random move from the safe ones
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let my_id = id_map[&you.id];
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let chosen = actions.choose(&mut rand::thread_rng())?;
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let my_index = board.snake_index(my_id)?;
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let possible_actions = board.possible_actions();
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let my_actions = &possible_actions[my_index];
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let actions = my_actions
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.iter()
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.map(|direction| {
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let mut actions = vec![None; possible_actions.len()];
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actions[my_index] = Some(*direction);
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let mut wins = 0;
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let mut total_turns = 0;
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let start = Instant::now();
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for _ in 0..100 {
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let mut board = board.clone();
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board.simulate_with_initial_until(&actions[..], |board| {
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!board.is_alive(my_id)
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|| (game.ruleset.name != "solo" && board.alive_snakes() <= 1)
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});
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if board.is_alive(my_id) {
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// we survived
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wins += 2;
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} else if board.alive_snakes() == 0 {
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// no snake is alive. This is a draw
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wins += 1;
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} else {
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// we lost
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wins += 0;
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}
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total_turns += board.turn();
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}
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let end = Instant::now();
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info!(
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"Simulation for {direction:?} took {}s",
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(end - start).as_secs_f32()
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);
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(direction, wins, total_turns)
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})
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.collect::<Vec<_>>();
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info!("actions: {actions:?}");
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let (&chosen, _, _) =
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actions
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.into_iter()
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.max_by(
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|(_, score1, turns1), (_, score2, turns2)| match score1.cmp(score2) {
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Ordering::Equal => turns1.cmp(turns2),
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order => order,
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},
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)?;
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info!("DIRECTION {}: {:?}", turn, chosen);
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info!("DIRECTION {}: {:?}", turn, chosen);
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Some(Action {
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Some(Action {
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r#move: *chosen,
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r#move: chosen,
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shout: None,
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shout: None,
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})
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})
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}
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}
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@ -11,6 +11,7 @@ use serde_json::Value;
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use std::env;
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use std::env;
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mod logic;
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mod logic;
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mod simulation;
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const MAX_HEALTH: i32 = 100;
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const MAX_HEALTH: i32 = 100;
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@ -119,7 +120,7 @@ pub struct RulesetSquad {
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shared_length: bool,
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shared_length: bool,
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}
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}
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#[derive(Deserialize, Serialize, Debug)]
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#[derive(Deserialize, Serialize, Debug, Clone)]
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pub struct Board {
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pub struct Board {
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/// The number of rows in the y-axis of the game board.
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/// The number of rows in the y-axis of the game board.
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height: i32,
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height: i32,
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@ -134,7 +135,7 @@ pub struct Board {
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hazards: Vec<Coord>,
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hazards: Vec<Coord>,
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}
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}
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#[derive(Deserialize, Serialize, Debug)]
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#[derive(Deserialize, Serialize, Debug, Clone)]
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pub struct Battlesnake {
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pub struct Battlesnake {
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/// Unique identifier for this Battlesnake in the context of the current Game
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/// Unique identifier for this Battlesnake in the context of the current Game
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id: String,
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id: String,
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257
battlesnake/src/simulation.rs
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257
battlesnake/src/simulation.rs
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@ -0,0 +1,257 @@
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use std::collections::{BTreeSet, HashMap, VecDeque};
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use rand::seq::SliceRandom;
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use crate::{Coord, Direction};
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const MAX_HEALTH: u8 = crate::MAX_HEALTH as u8;
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#[derive(Debug, PartialEq, Eq, Clone)]
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pub struct Board {
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turn: i32,
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/// Height of the board
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height: i32,
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/// Width of the board
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width: i32,
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/// Food on the board
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food: BTreeSet<Coord>,
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/// Alive snakes
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snakes: Vec<Battlesnake>,
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}
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impl Board {
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pub fn from_game_board(board: &crate::Board, id_map: &HashMap<String, u8>, turn: i32) -> Self {
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let width = board.width;
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debug_assert!(width > 0);
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let height = board.height;
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debug_assert!(height > 0);
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let food = board.food.iter().copied().collect();
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let snakes = board
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.snakes
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.iter()
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.map(|snake| {
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let id = id_map[&snake.id];
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Battlesnake::from_game_snake(snake, id)
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})
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.collect();
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Self {
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turn,
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height,
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width,
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food,
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snakes,
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}
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}
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pub const fn turn(&self) -> i32 {
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self.turn
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}
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pub fn snake_index(&self, id: u8) -> Option<usize> {
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self.snakes
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.iter()
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.enumerate()
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.find(|(_, snake)| snake.id == id)
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.map(|(i, _)| i)
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}
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pub fn is_alive(&self, id: u8) -> bool {
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self.snakes.iter().any(|snake| snake.id == id)
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}
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pub fn alive_snakes(&self) -> usize {
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self.snakes.len()
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}
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pub fn simulate_actions(&mut self, actions: &[Direction]) {
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debug_assert_eq!(self.snakes.len(), actions.len());
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// move snakes
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for (snake, direction) in self.snakes.iter_mut().zip(actions.iter()) {
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snake.perform_action(*direction);
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}
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// feed snakes
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for snake in &mut self.snakes {
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let head = snake.head();
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if self.food.remove(head) {
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snake.health = MAX_HEALTH;
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}
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}
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// kill snakes
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let alive_ids = self
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.snakes
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.iter()
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.filter(|snake| {
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// snake must have enough health
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snake.health != 0
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})
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.map(|snake| (snake.id, snake.body.len(), *snake.head()))
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.filter(|(_, _, head)| {
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// head in bounds
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(0..self.width).contains(&head.x) && (0..self.height).contains(&head.y)
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})
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.filter(|(_, _, head)| {
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// body collision
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!self
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.snakes
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.iter()
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.flat_map(|snake2| snake2.body.iter().skip(1))
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.any(|body| body == head)
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})
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.filter(|(id, len, head)| {
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// head to head collision
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!self
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.snakes
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.iter()
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.filter(|snake2| snake2.id != *id && snake2.body.len() >= *len)
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.any(|snake2| snake2.head() == head)
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})
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.map(|(id, _, _)| id)
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.collect::<Vec<_>>();
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self.snakes.retain(|snake| alive_ids.contains(&snake.id));
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self.turn += 1;
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}
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pub fn simulate_with_initial_until(
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&mut self,
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actions: &[Option<Direction>],
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exit: impl Fn(&Self) -> bool,
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) {
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debug_assert_eq!(actions.len(), self.snakes.len());
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let possible_actions = self.possible_actions();
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let actions = actions
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.iter()
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.enumerate()
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.map(|(i, direction)| {
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direction.unwrap_or_else(|| {
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possible_actions[i]
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.choose(&mut rand::thread_rng())
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.copied()
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.unwrap_or(Direction::Up)
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})
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})
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.collect::<Vec<_>>();
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self.simulate_actions(&actions);
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while !exit(self) {
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let actions = self
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.possible_actions()
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.iter()
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.map(|actions| {
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actions
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.choose(&mut rand::thread_rng())
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.copied()
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.unwrap_or(Direction::Up)
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})
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.collect::<Vec<_>>();
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self.simulate_actions(&actions);
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}
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}
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pub fn possible_actions(&self) -> Vec<Vec<Direction>> {
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let possible_actions = self
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.snakes
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.iter()
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.map(|snake| {
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enum_iterator::all::<Direction>()
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.map(|direction| (direction, snake.head().move_to(direction)))
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.filter(|(_, target)| {
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// don't move out of bounds
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(0..self.width).contains(&target.x) && (0..self.height).contains(&target.y)
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})
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.filter(|(_, target)| {
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// don't collide with other snakes
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!self
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.snakes
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.iter()
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.flat_map(|snake| {
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let has_eaten = snake.health == MAX_HEALTH;
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snake
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.body
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.iter()
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.take(snake.body.len() - usize::from(!has_eaten))
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})
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.any(|coord| coord == target)
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})
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.map(|(direction, _)| direction)
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.collect::<Vec<_>>()
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})
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.collect::<Vec<_>>();
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// don't move into bigger snakes heads with only one movement option
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possible_actions
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.iter()
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.enumerate()
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.map(|(i, actions)| {
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let snake = &self.snakes[i];
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let length = snake.body.len();
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let head = snake.head();
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actions
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.iter()
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.copied()
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.filter(|direction| {
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let target = head.move_to(*direction);
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!self
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.snakes
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.iter()
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.enumerate()
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.filter(|(_, snake)| {
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// only snakes that are longer
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snake.body.len() > length
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})
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.filter_map(|(i, snake)| match &possible_actions[i][..] {
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// only snakes that have a single action option
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[direction] => Some(snake.head().move_to(*direction)),
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_ => None,
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})
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.any(|coord| coord == target)
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})
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.collect()
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})
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.collect()
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}
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}
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#[derive(Debug, PartialEq, Eq, Clone)]
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pub struct Battlesnake {
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/// Id of the snake. Unique inside a game
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id: u8,
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/// health points
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health: u8,
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/// Body of the snake. The head is the first element in the queue
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body: VecDeque<Coord>,
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}
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impl Battlesnake {
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pub fn from_game_snake(snake: &crate::Battlesnake, id: u8) -> Self {
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let body: VecDeque<_> = snake.body.iter().copied().collect();
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debug_assert_eq!(body.len(), usize::try_from(snake.length).unwrap());
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debug_assert!(snake.health <= crate::MAX_HEALTH);
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let health = u8::try_from(snake.health).expect("max health is 100");
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Self { id, health, body }
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}
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pub fn perform_action(&mut self, direction: Direction) {
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debug_assert!(!self.body.is_empty());
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// move the head along
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self.body.push_front(self.head().move_to(direction));
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// move tail
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if self.health != MAX_HEALTH {
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// only move the tail if we didn't eat
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self.body.pop_back();
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}
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// decrease helth
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self.health = self.health.saturating_sub(1);
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}
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pub fn head(&self) -> &Coord {
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debug_assert!(!self.body.is_empty());
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self.body.front().expect("not empty")
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}
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}
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