tetris/src/main.rs

189 lines
5.8 KiB
Rust

use actors::*;
use game::{Action, Controllable, Game, Tickable};
use graphics::standard_renderer;
use graphics::COLOR_BACKGROUND;
use log::{debug, info, trace};
use rand::SeedableRng;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use simple_logger;
use std::time::Duration;
use tokio::time::interval;
mod actors;
mod game;
mod graphics;
mod playfield;
mod random;
mod srs;
mod tetromino;
const TICKS_PER_SECOND: usize = 60;
#[tokio::main]
async fn main() -> Result<(), Box<dyn std::error::Error>> {
// simple_logger::init()?;
simple_logger::init_with_level(log::Level::Info)?;
let mut actor = qlearning::QLearningAgent::default();
let mut rng = rand::rngs::StdRng::seed_from_u64(1337);
let mut avg = 0.0;
for i in 0..100000 {
if i % 100 == 0 {
info!("Last 100 scores avg: {}", avg);
avg = 0.0;
}
let mut game = Game::default();
while (&game).is_game_over().is_none() {
let cur_state = (&game).into();
let cur_score = game.score();
let action = actor.get_action(&mut rng, &cur_state, &((&game).get_legal_actions()));
match action {
Action::Nothing => (),
Action::MoveLeft => game.move_left(),
Action::MoveRight => game.move_right(),
Action::SoftDrop => game.move_down(),
Action::HardDrop => game.hard_drop(),
Action::Hold => game.hold(),
Action::RotateLeft => game.rotate_left(),
Action::RotateRight => game.rotate_right(),
}
let new_state = (&game).into();
let reward = game.score() - cur_score;
actor.update(cur_state, action, new_state, reward as f64);
game.tick();
}
avg += game.score() as f64 / 100.0;
// info!("Game over with score of {}", game.score());
}
actor.exploration_prob = 0.0;
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
let window = video_subsystem
.window("retris", 800, 800)
.position_centered()
.build()?;
let mut canvas = window.into_canvas().build()?;
let mut event_pump = sdl_context.event_pump()?;
let mut game = Game::default();
let mut interval = interval(Duration::from_millis(1000 / TICKS_PER_SECOND as u64));
'running: loop {
match game.is_game_over() {
Some(e) => {
println!("Lost due to: {:?}", e);
break;
}
None => (),
}
let cur_state = (&game).into();
let action = actor.get_action(&mut rng, &cur_state, &((&game).get_legal_actions()));
match action {
Action::Nothing => (),
Action::MoveLeft => game.move_left(),
Action::MoveRight => game.move_right(),
Action::SoftDrop => game.move_down(),
Action::HardDrop => game.hard_drop(),
Action::Hold => game.hold(),
Action::RotateLeft => game.rotate_left(),
Action::RotateRight => game.rotate_right(),
}
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => {
debug!("Escape registered");
break 'running;
}
Event::KeyDown {
keycode: Some(Keycode::Left),
..
} => {
debug!("Move left registered");
game.move_left();
}
Event::KeyDown {
keycode: Some(Keycode::Right),
..
} => {
debug!("Move right registered");
game.move_right();
}
Event::KeyDown {
keycode: Some(Keycode::Down),
..
} => {
debug!("Soft drop registered");
game.move_down();
}
Event::KeyDown {
keycode: Some(Keycode::Z),
..
} => {
debug!("Rotate left registered");
game.rotate_left();
}
Event::KeyDown {
keycode: Some(Keycode::X),
..
} => {
debug!("Rotate right registered");
game.rotate_right();
}
Event::KeyDown {
keycode: Some(Keycode::Space),
..
}
| Event::KeyDown {
keycode: Some(Keycode::Up),
..
} => {
debug!("Hard drop registered");
game.hard_drop();
}
Event::KeyDown {
keycode: Some(Keycode::LShift),
..
} => {
debug!("Hold registered");
game.hold();
}
Event::KeyDown {
keycode: Some(Keycode::R),
..
} => {
info!("Restarting game");
game = Game::default();
}
Event::KeyDown {
keycode: Some(e), ..
} => trace!("Ignoring keycode {}", e),
_ => (),
}
}
game.tick();
canvas.set_draw_color(COLOR_BACKGROUND);
canvas.clear();
standard_renderer::render(&mut canvas, &game);
canvas.present();
interval.tick().await;
}
dbg!(game);
Ok(())
}