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minmax-rs
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184
minmax-rs/src/tic_tac_toe/board.rs
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184
minmax-rs/src/tic_tac_toe/board.rs
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use std::fmt::{Display, Write};
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use crate::{Game, Player, Score, State};
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#[derive(Clone)]
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pub struct TicTacToe(u32);
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impl TicTacToe {
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pub fn empty() -> Self {
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// A = 1010
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// 18 bits - 9 * 2 bits - 4.5 nibbles
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Self(0x0002AAAA)
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}
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fn validate(&self) {
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if cfg!(debug_assertions) {
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let board = self.0;
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for i in 0..16 {
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let next_step = board >> (i * 2);
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let mask = 0b11;
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let pos = next_step & mask;
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if pos >= 3 {
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panic!("Invalid bits, self: {board:0X}, bits: {pos:0X}");
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}
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}
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}
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}
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pub fn get(&self, index: usize) -> Option<Player> {
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debug_assert!(index < 9);
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let board = self.0;
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let shifted = board >> (index * 2);
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let masked = shifted & 0b11;
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// SAFETY: So uh, this is a bit unlucky.
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// You see, there are two entire bits of information at our disposal for each position.
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// This is really bad. We only have three valid states. So we need to do _something_ if it's invalid.
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// We just hope that it will never be invalid which it really shouldn't be and also have a debug assertion
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// here to make sure that it really is valid and then if it's not invalid we just mov it out and are happy.
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self.validate();
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unsafe { Player::from_u8(masked as u8).unwrap_unchecked() }
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}
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pub fn set(&mut self, index: usize, value: Option<Player>) {
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debug_assert!(index < 9);
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self.validate();
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let value = Player::as_u8(value) as u32;
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let value = value << (index * 2);
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let mask = 0b11 << (index * 2);
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let current_masked_off_new = self.0 & !mask;
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let result = value | current_masked_off_new;
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self.0 = result;
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self.validate();
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}
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pub fn iter(&self) -> impl Iterator<Item = Option<Player>> {
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let mut i = 0;
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let this = self.clone();
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std::iter::from_fn(move || {
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let result = (i < 9).then(|| this.get(i));
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i += 1;
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result
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})
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}
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pub fn result(&self) -> State {
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win_table::result(self)
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}
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}
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mod win_table {
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use super::TicTacToe;
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use crate::{Player, State};
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const WIN_TABLE_SIZE: usize = 2usize.pow(2 * 9);
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static WIN_TABLE: &[u8; WIN_TABLE_SIZE] =
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include_bytes!(concat!(env!("OUT_DIR"), "/win_table"));
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pub fn result(board: &TicTacToe) -> State {
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match WIN_TABLE[board.0 as usize] {
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0 => State::Winner(Player::X),
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1 => State::Winner(Player::X),
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2 => State::InProgress,
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3 => State::Draw,
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n => panic!("Invalid value {n} in table"),
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}
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}
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}
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impl Display for TicTacToe {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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for i in 0..3 {
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for j in 0..3 {
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let index = i * 3 + j;
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match self.get(index) {
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Some(player) => {
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write!(f, "\x1B[33m{player}\x1B[0m ")?;
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}
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None => {
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write!(f, "\x1B[35m{index}\x1B[0m ")?;
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}
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}
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}
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f.write_char('\n')?;
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}
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Ok(())
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}
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}
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impl Game for TicTacToe {
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type Move = usize;
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const REASONABLE_SEARCH_DEPTH: Option<usize> = None;
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fn empty() -> Self {
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Self::empty()
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}
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fn possible_moves(&self) -> impl Iterator<Item = Self::Move> {
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debug_assert!(
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!self.iter().all(|x| x.is_some()),
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"the board is full but state is InProgress"
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);
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self.iter()
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.enumerate()
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.filter(|(_, position)| position.is_none())
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.map(|(pos, _)| pos)
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}
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fn result(&self) -> State {
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TicTacToe::result(self)
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}
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fn rate(&self, _: Player) -> Score {
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unimplemented!("we always finish the board")
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}
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fn make_move(&mut self, position: Self::Move, player: Player) {
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self.set(position, Some(player));
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}
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fn undo_move(&mut self, position: Self::Move) {
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self.set(position, None);
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}
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}
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#[cfg(test)]
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mod tests {
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use super::{Player, TicTacToe};
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#[test]
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fn board_field() {
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let mut board = TicTacToe::empty();
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board.set(0, None);
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board.set(8, Some(Player::X));
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board.set(4, Some(Player::O));
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board.set(5, Some(Player::X));
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let expected = [
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None,
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None,
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None,
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None,
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Some(Player::O),
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Some(Player::X),
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None,
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None,
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Some(Player::X),
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];
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board
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.iter()
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.zip(expected.into_iter())
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.enumerate()
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.for_each(|(idx, (actual, expected))| assert_eq!(actual, expected, "Position {idx}"));
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}
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}
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