Files
super-auto-pets-board-game/internal/ai/memory.go
T

216 lines
6.7 KiB
Go

package ai
import (
"encoding/json"
"fmt"
"slices"
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// Memory is the bot's private notebook: everything it has legitimately
// learned from public information, carried between turns (and, serialized
// into the game state, across server restarts). It is the bot's substitute
// for a human player's attention — nothing in here is unavailable to a human
// watching the same screen.
type Memory struct {
LastSeq int `json:"lastSeq"` // last event-log entry processed
LastBattleRound int `json:"lastBattleRound"` // last battle lineup ingested
PrevShopRow []game.Card `json:"prevShopRow"` // shop row at the previous observation
Opp OppModel `json:"opp"`
}
// OppModel is the bot's belief about one opponent's deck. Known holds cards
// it has actually seen there (battle lineups reveal entire decks each round;
// shop buys are public); Hidden counts cards it knows exist but has never
// seen — trade-in picks, whose tier is public but whose identity is not.
type OppModel struct {
Seat int `json:"seat"`
Known []game.Card `json:"known"`
Hidden []HiddenCard `json:"hidden,omitempty"`
}
// HiddenCard is a card the opponent holds that the bot has not seen. Name is
// set when the card was later named publicly (e.g. a trade pick revealed by
// its buy ability) — the suit still isn't known, but the stats are.
type HiddenCard struct {
Tier int `json:"tier"`
Name string `json:"name,omitempty"`
}
// LoadMemory decodes a bot's stored memory; a nil or corrupt blob yields a
// fresh one (the model self-heals from the next battle lineup anyway).
func LoadMemory(raw json.RawMessage) *Memory {
m := &Memory{}
if len(raw) > 0 {
_ = json.Unmarshal(raw, m)
}
return m
}
// Marshal encodes the memory for storage on the bot's Player.
func (m *Memory) Marshal() json.RawMessage {
raw, err := json.Marshal(m)
if err != nil {
return nil
}
return raw
}
// Observe updates the memory from the bot's latest view. The server calls
// this on every state change, so consecutive observations are one action
// apart. It reads three public sources, in order:
//
// 1. new event-log entries, whose structured tags describe opponent shop
// actions (buys name the card, sells name what left, trades list the
// discarded trio, spawn entries count apples gained);
// 2. the latest battle's lineups, which reveal both decks in full and reset
// the model to ground truth every round (so any drift lasts one round);
// 3. the opponent's public deck size, as a reconciliation safety net.
func Observe(v *game.View, m *Memory) {
if v.YouSeat < 0 {
return
}
oppSeat := -1
for _, p := range v.Players {
if p.Seat != v.YouSeat {
oppSeat = p.Seat
break
}
}
if oppSeat < 0 {
return
}
m.Opp.Seat = oppSeat
for _, e := range v.Log {
if e.Seq <= m.LastSeq {
continue
}
m.LastSeq = e.Seq
if e.Seat != oppSeat {
continue
}
switch {
case e.Kind == game.LogBuy:
if c, ok := cardByID(m.PrevShopRow, e.Source); ok {
// An Avocado buy is set aside, not kept in the deck (Golden
// pack): don't add it to the deck model.
if c.Food != game.FoodAvocado {
m.Opp.Known = append(m.Opp.Known, c)
}
} else if c, ok := templateByName(v.Pack, e.CardName); ok {
if c.Food != game.FoodAvocado {
m.Opp.Known = append(m.Opp.Known, c)
}
}
case e.Kind == game.LogSell:
m.removeOppCard(e.Source, e.CardName)
m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
case e.Kind == game.LogTrade:
for _, id := range e.Cards {
m.removeOppCard(id, "")
}
case e.Kind == game.LogTradePick:
m.Opp.Hidden = append(m.Opp.Hidden,
HiddenCard{Tier: min(e.Round+1, game.MaxRounds), Name: e.CardName})
case e.Spawn == "apple" && e.Kind == "":
n := max(e.Count, 1)
for range n {
m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
}
}
}
// Battle lineups are ground truth: rebuild the model from the opponent's
// revealed deck, minus temporary cards (they expire with the battle).
if v.Battle != nil && v.Battle.Round > m.LastBattleRound && oppSeat < len(v.Battle.Lineups) {
m.LastBattleRound = v.Battle.Round
m.Opp.Known = m.Opp.Known[:0]
m.Opp.Hidden = nil
for _, c := range v.Battle.Lineups[oppSeat] {
if !c.Temporary {
m.Opp.Known = append(m.Opp.Known, c)
}
}
}
// Reconcile with the public deck size. Skipped during the battle phase,
// where the live deck still holds temporaries the model excludes.
if v.Phase == game.PhaseShop || v.Phase == game.PhaseArrange {
size := v.Players[slices.IndexFunc(v.Players, func(p game.PlayerView) bool { return p.Seat == oppSeat })].DeckSize
for len(m.Opp.Known)+len(m.Opp.Hidden) < size {
m.Opp.Hidden = append(m.Opp.Hidden, HiddenCard{Tier: v.Round})
}
for len(m.Opp.Known)+len(m.Opp.Hidden) > size {
if len(m.Opp.Hidden) > 0 {
m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
} else {
m.Opp.Known = m.Opp.Known[:len(m.Opp.Known)-1]
}
}
}
m.PrevShopRow = append(m.PrevShopRow[:0], v.ShopRow...)
}
// removeOppCard drops one card from the model: by exact ID when we tracked
// it, by name as a fallback (model-minted apples have synthetic IDs), and
// failing both, one hidden card — something we didn't know they had left.
func (m *Memory) removeOppCard(id, name string) {
if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.ID == id }); i >= 0 {
m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
return
}
if name != "" {
if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.Name == name }); i >= 0 {
m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
return
}
}
if len(m.Opp.Hidden) > 0 {
m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
}
}
func cardByID(cards []game.Card, id string) (game.Card, bool) {
if id == "" {
return game.Card{}, false
}
for _, c := range cards {
if c.ID == id {
return c, true
}
}
return game.Card{}, false
}
// templateByName mints a reference copy of a named card from the pack's
// printed tier contents. The suit is whatever the first printed copy has —
// callers only rely on stats and effects.
func templateByName(pack, name string) (game.Card, bool) {
if name == "" {
return game.Card{}, false
}
for tier := 1; tier <= game.MaxRounds; tier++ {
for _, c := range game.TierContentsForPack(pack, tier) {
if c.Name == name {
return c, true
}
}
}
return game.Card{}, false
}
// memApple mints an apple for the opponent model. The ID is synthetic — it
// only needs to not collide with real card IDs.
func memApple(n int) game.Card {
return game.Card{
ID: fmt.Sprintf("mem-apple-%d", n),
Kind: game.KindFood,
Name: "Apple",
Food: game.FoodApple,
Temporary: true,
}
}