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This commit is contained in:
Andre Henriques 2024-01-17 19:05:18 +00:00
parent 25c0503504
commit 2a8dfb787e
2 changed files with 198 additions and 51 deletions

View File

@ -11,10 +11,7 @@ defmodule Utils do
end end
end end
def alter_name(name, part) do def alter_name(name, part), do: :"#{name}#{part}"
String.to_atom(Atom.to_string(name) <> part)
end
def beb_broadcast(m, dest), do: for(p <- dest, do: safecast(p, m)) def beb_broadcast(m, dest), do: for(p <- dest, do: safecast(p, m))
def register_name(name, pid, link \\ true) do def register_name(name, pid, link \\ true) do
@ -46,7 +43,7 @@ defmodule Utils do
IO.puts(msg) IO.puts(msg)
end end
end end
defmacro or_state(val, do: expr) do defmacro or_state(val, do: expr) do
quote do quote do
case unquote(val) do case unquote(val) do

View File

@ -1,6 +1,6 @@
defmodule ServerMacros do defmodule ServerMacros do
def create_create_loop(name, do: match_exp, else: process_exp, after: after_exp) do def create_create_loop(name, do: match_exp, else: process_exp) do
function_name = :"#{name}_loop" function_name = :"#{name}_loop"
ast1 = quote do ast1 = quote do
@ -8,21 +8,14 @@ defmodule ServerMacros do
end end
ast2 = quote do ast2 = quote do
value -> value ->
log("Got unexpected value: #{inspect(value)}") # TODO check spelling
Process.send_after(self(), value, t + 2000) log("Disreguarding: #{inspect(value)}")
# Process.send_after(self(), value, t + 2000)
unquote(function_name)(v, t) unquote(function_name)(v, t)
end end
ast3 = ast1 ++ match_exp ++ ast2 ast3 = ast1 ++ match_exp ++ ast2
after_exp = if after_exp == nil do
quote do
t -> :timeout
end
else
after_exp
end
quote do quote do
def unquote(function_name)(v, t) do def unquote(function_name)(v, t) do
var!(v) = v var!(v) = v
@ -30,22 +23,18 @@ defmodule ServerMacros do
receive do receive do
unquote(ast3) unquote(ast3)
after after
unquote(after_exp) t -> :timeout
end end
end end
end end
end end
def create_create_loop(name, do: exp, else: else_exp) do def create_create_loop(name, do: exp, else: else_exp) do
create_create_loop(name, do: exp, else: else_exp, after: nil) create_create_loop(name, do: exp, else: else_exp)
end
def create_create_loop(name, do: exp, after: after_exp) do
create_create_loop(name, do: exp, else: nil, after: after_exp)
end end
def create_create_loop(name, do: exp) do def create_create_loop(name, do: exp) do
create_create_loop(name, do: exp, else: nil, after: nil) create_create_loop(name, do: exp, else: nil)
end end
defmacro create_loop(name, clauses) do defmacro create_loop(name, clauses) do
@ -140,7 +129,7 @@ defmodule Server do
state = qurey_status(state) state = qurey_status(state)
game = state.games[game_id] game = state.games[game_id]
cond do cond do
is_finished(game, game_id) -> is_finished(state, game_id) ->
{_, score} = state.games[game_id] {_, score} = state.games[game_id]
safecast(pid_to_inform, {:make_move, game_id, :game_finished, score}) safecast(pid_to_inform, {:make_move, game_id, :game_finished, score})
state state
@ -155,8 +144,7 @@ defmodule Server do
def try_to_play(state, game_id, move, pid_to_inform) do def try_to_play(state, game_id, move, pid_to_inform) do
name = state.name name = state.name
# TODO create new hand new_hand = get_hand_for_game_state(state.games[game_id].game_state)
new_hand = 2
try_propose {:make_move, game_id, name, move, new_hand} try_propose {:make_move, game_id, name, move, new_hand}
do do
{:decision, {:make_move, ^game_id, ^name, ^move, ^new_hand}} -> {:decision, {:make_move, ^game_id, ^name, ^move, ^new_hand}} ->
@ -206,20 +194,36 @@ defmodule Server do
true -> true ->
state = qurey_status(state) state = qurey_status(state)
safecast(pid_to_inform, {:game_state, game_id, state.games[game_id].game_state, state.games[game_id].hand[state.name]}) if is_finished(state, game_id) do
{_, score} = state.games[game_id]
safecast(pid_to_inform, {:game_state, game_id, :game_finished, score})
else
game = state.games[game_id]
safecast(pid_to_inform, {:game_state, game_id, game.game_state, game.hand[state.name]})
end
state state
end end
end end
def get_hand_for_game_state(game_state) do
r1 = Enum.random(0..100)
if r1 <= 10 do
:+
else
mx = game_state |> Enum.filter(fn m -> m != :+ end) |> Enum.max()
mn = max(mx - 20, 1)
mx = max(mx - 2, 4)
Enum.random(mn..mx)
end
end
def try_to_create_game(state, participants) do def try_to_create_game(state, participants) do
game_ids = Map.keys(state.games) game_ids = Map.keys(state.games)
latest = Enum.at(Enum.sort(game_ids), length(game_ids) - 1) latest = Enum.at(Enum.sort(game_ids), length(game_ids) - 1)
new_game_id = if latest do latest else 0 end + 1 new_game_id = if latest do latest else 0 end + 1
# TODO: randomize game state new_game_state = Enum.to_list(0..Enum.random(3..8)) |> Enum.map(fn _ -> Enum.random(1..4) end)
new_game_state = [1, 1] hand = Enum.reduce(participants, %{}, fn p, acc -> Map.put(acc, p, get_hand_for_game_state(new_game_state)) end)
# TODO: randomize Initial hand value
hand = Enum.reduce(participants, %{}, fn p, acc -> Map.put(acc, p, 1) end)
try_propose {:start_game, new_game_id, participants, new_game_state, hand} try_propose {:start_game, new_game_id, participants, new_game_state, hand}
do do
@ -252,7 +256,7 @@ defmodule Server do
def set_modifed(state, game, val \\ false) do def set_modifed(state, game, val \\ false) do
or_state not is_finished(state, game) do or_state not is_finished(state, game) do
%{state | games: Map.put(state.games, game, %{state.games | modified: val})} %{state | games: Map.put(state.games, game, %{state.games[game] | modified: val})}
end end
end end
@ -260,34 +264,174 @@ defmodule Server do
# Apply Game States # Apply Game States
# #
def get_index(indexed_game_state, spos, index) do
index = spos + index
len = length(indexed_game_state)
cond do
index < 0 ->
len - 1
index >= len ->
rem(index, len)
true ->
index
end
end
def simplify_game_state_pluses([], indexed_game_state), do: {false, indexed_game_state}
def simplify_game_state_pluses([{:+, i} | tl], indexed_game_state) do
before_i = get_index(indexed_game_state, i, -1)
after_i = get_index(indexed_game_state, i, 1)
if before_i != after_i do
{b, b_i} = Enum.at(indexed_game_state, before_i)
{a, a_i} = Enum.at(indexed_game_state, after_i)
if b == a do
case b do
:+ -> simplify_game_state_pluses(tl, indexed_game_state)
n ->
list =
indexed_game_state |>
Enum.map(fn {x, ti} -> if ti == i, do: {{:merged, n + 1}, i}, else: {x, ti} end) |>
Enum.filter(fn {x, ti} -> cond do
b_i == ti -> false
a_i == ti -> false
true -> true
end
end) |>
reindex()
{true, expand_merge(list)}
end
else
simplify_game_state_pluses(tl, indexed_game_state)
end
else
simplify_game_state_pluses(tl, indexed_game_state)
end
end
def is_merged(item) do
case item do
{:merged, _} -> true
_ -> false
end
end
def expand_merge(indexed_game_state) do
{{:merged, n}, i} = indexed_game_state |> Enum.find(fn {x, _} -> is_merged(x) end)
b_i = get_index(indexed_game_state, i, - 1)
a_i = get_index(indexed_game_state, i, + 1)
if b_i != a_i do
{b, b_i} = Enum.at(indexed_game_state, b_i)
{a, a_i} = Enum.at(indexed_game_state, a_i)
if a == b do
case b do
:+ -> indexed_game_state
{:merged, _} -> indexed_game_state
_ ->
indexed_game_state |>
Enum.map(fn {x, ti} -> if ti == i, do: {{:merged, n + 1}, i}, else: {x, ti} end) |>
Enum.filter(fn {x, ti} -> cond do
b_i == ti -> false
a_i == ti -> false
true -> true
end
end) |>
reindex() |>
expand_merge()
end
else
indexed_game_state
end
else
indexed_game_state
end
end
def reindex(list, flat \\ true) do
list = if flat do
list |> Enum.map(fn {n, _} -> n end)
else
list
end
[list, 0..(length(list) - 1)] |> Enum.zip()
end
def remove_merged([], rec, _), do: rec
def remove_merged([{:merged, n} | tl], rec, add) do
if add do
remove_merged(tl, rec ++ [n], false)
else
remove_merged(tl, rec, false)
end
end
def remove_merged([n | tl], rec, add), do:
remove_merged(tl, rec ++ [n], add)
def remove_merged(list) do
log("#{inspect(list)}")
remove_merged(list, [], true)
end
def simplify_game_state(game_state) do def simplify_game_state(game_state) do
# TODO actualy do this log("game_state: #{inspect(game_state)}")
game_state indexed_game_state =
game_state |>
reindex(false)
{repeat, indexed_game_state} =
indexed_game_state |>
Enum.filter(fn x -> case x do
{:+, _} -> true
_ -> false
end
end) |>
simplify_game_state_pluses(indexed_game_state)
log("game_state2: #{inspect(indexed_game_state)}")
if repeat do
indexed_game_state |>
Enum.map(fn {v, _} -> v end) |>
remove_merged() |>
simplify_game_state()
else
indexed_game_state |> Enum.map(fn {v, _} -> v end)
end
end end
def apply_game(state, {:make_move, game_id, player_name, pos_move, new_hand}) do def apply_game(state, {:make_move, game_id, player_name, pos_move, new_hand}) do
game = state.games[game_id] game = state.games[game_id]
case game do case game do
{:finished, _} -> {:finished, _} ->
raise :game_already_finished raise "Game already finished"
:not_playing_in_game -> :not_playing_in_game ->
%{state | instance: state.instance + 1 } %{state | instance: state.instance + 1 }
game -> game ->
game_state = game.game_state game_state = game.game_state
{b, e} = Enum.split(game_state, pos_move) {b, e} = Enum.split(game_state, pos_move)
game_state = b ++ [ game.hand[player_name] ] ++ e game_state = b ++ [ game.hand[player_name] ] ++ e
game_state = simplefy_game_state(game_state) game_state = simplify_game_state(game_state)
hand = Map.put(game.hand, player_name, new_hand) hand = Map.put(game.hand, player_name, new_hand)
game = %{game| hand: hand, game_state: game_state } game = %{game| hand: hand, game_state: game_state }
# TODO decide if it's ending state
%{state| games: Map.put(state.games, game_id, game)} if length(game.game_state) > 15 do
%{state| games: Map.put(state.games, game_id, {:finished, Enum.sum(game.game_state)}), instance: state.instance + 1}
else
%{state| games: Map.put(state.games, game_id, game), instance: state.instance + 1}
end
end end
end end
def apply_game(state, {:start_game, game_id, participants, new_game_state, hand}) do def apply_game(state, {:start_game, game_id, participants, new_game_state, hand}) do
cond do cond do
state.games[game_id] -> state.games[game_id] ->
raise :game_already_exists raise "Game Already Exists"
state.name in participants -> state.name in participants ->
%{state | %{state |
games: Map.put(state.games, game_id, %{ games: Map.put(state.games, game_id, %{
@ -306,7 +450,7 @@ defmodule Server do
end end
end end
def apply_game(_, _), do: raise :do_not_know_how_to_apply_game_state def apply_game(_, _), do: raise "Do not know how to apply game state"
############ ############
# Interface # Interface
@ -320,47 +464,53 @@ defmodule Server do
def start_game(name, participants) do def start_game(name, participants) do
safecast(name, {:start_game, participants, self()}) safecast(name, {:start_game, participants, self()})
start_game_loop(nil, 1000) start_game_loop(nil, 10000)
end end
create_loop :get_game_state do create_loop :get_game_state do
{:game_state, ^v, :not_playing} -> {:game_state, ^v, :not_playing} ->
IO.puts("Not Playing in that game") log("Not Playing in that game")
{:not_playing} {:not_playing}
{:game_state, ^v, game_state, hand} -> {:game_state, ^v, game_state, hand} ->
IO.puts("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}") log("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}")
{:state, game_state, hand} {:state, game_state, hand}
{:game_state, ^v, :not_playing} ->
log("Not Playing in that game")
{:not_playing}
{:game_state, ^v, :game_finished, score} ->
log("Game finsihed, #{score}")
{:game_finished, score}
{:game_state, ^v, :game_does_not_exist} -> {:game_state, ^v, :game_does_not_exist} ->
IO.puts("Got game does not exist") log("Got game does not exist")
{:not_exists} {:not_exists}
end end
def get_game_state(name, game_id) do def get_game_state(name, game_id) do
safecast(name, {:get_game_state, game_id, self()}) safecast(name, {:get_game_state, game_id, self()})
get_game_state_loop(game_id, 1000) get_game_state_loop(game_id, 10000)
end end
create_loop :make_move do create_loop :make_move do
{:make_move, ^v, :game_does_not_exist} -> {:make_move, ^v, :game_does_not_exist} ->
IO.puts("Got game does not exist") log("Got game does not exist")
{:not_exists} {:not_exists}
{:make_move, ^v, :not_playing} -> {:make_move, ^v, :not_playing} ->
IO.puts("Not Playing in that game") log("Not Playing in that game")
{:not_playing} {:not_playing}
{:make_move, ^v, :game_finished, score} -> {:make_move, ^v, :game_finished, score} ->
IO.puts("Game finsihed, #{score}") log("Game finsihed, #{score}")
{:game_finished, score} {:game_finished, score}
{:make_move, ^v, :player_moved_before, game_state, hand} -> {:make_move, ^v, :player_moved_before, game_state, hand} ->
IO.puts("Player moved_before, #{inspect(game_state)} #{inspect(hand)}") log("Player moved_before, #{inspect(game_state)} #{inspect(hand)}")
{:player_moved_before, game_state, hand} {:player_moved_before, game_state, hand}
{:make_move, ^v, game_state, hand} -> {:make_move, ^v, game_state, hand} ->
IO.puts("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}") log("Got game state, #{inspect(game_state)}, hand: #{inspect(hand)}")
{:state, game_state, hand} {:state, game_state, hand}
end end
def make_move(name, game_id, move) do def make_move(name, game_id, move) do
safecast(name, {:make_move, game_id, move, self()}) safecast(name, {:make_move, game_id, move, self()})
make_move_loop(game_id, 1000) make_move_loop(game_id, 10000)
end end