Compare commits
6 Commits
Author | SHA1 | Date | |
---|---|---|---|
c35bbdc36d | |||
a3911e4020 | |||
8d889170df | |||
cd81150e6c | |||
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2165511624 | ||
e9c6b615a1 |
@ -1,5 +1,5 @@
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import algorithm, random, sugar
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import fixedseq, game
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import faststack, fixedseq, game
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proc nextPermutation(x: var FixedSeq): bool =
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10
config.nims
10
config.nims
@ -1,5 +1,5 @@
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--threads: on
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--d: release
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--opt: speed
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--passC: -flto
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--passL: -flto
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# --threads: on
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# --d: release
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# --opt: speed
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# --passC: -flto
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# --passL: -flto
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204
faststack.nim
Normal file
204
faststack.nim
Normal file
@ -0,0 +1,204 @@
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import bitops, strutils, random
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proc show(i: SomeInteger, bitlength = 16) =
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echo BiggestInt(i).toBin(bitlength)
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type
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Color* = enum
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cRed, cGreen, cBlue, cYellow, cPurple
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ColorStack* = object
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data: uint16
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len*: uint8
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const
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masks = [
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0'u16, # dummy value just to get the indices right
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0b0_000_000_000_000_111,
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0b0_000_000_000_111_111,
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0b0_000_000_111_111_111,
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0b0_000_111_111_111_111,
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0b0_111_111_111_111_111,
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]
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allColors* = ColorStack(len: 5, data: 0b0_000_001_010_011_100)
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template offset(s: ColorStack, idx: Natural): uint8 =
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# Compute the bit offset for a given index.
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# Dependent on the stack's length.
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(s.len - 1 - idx.uint8) * 3
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# items are stored from left to right but right-aligned, so we
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# need to shift right to access anything other than the last
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template offset(s: ColorStack, idx: BackwardsIndex): uint8 =
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# for backwards index, we are still shifting right but
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# the lower the index the less we have to shift
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(idx.uint8 - 1) * 3
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proc add*(s: var ColorStack, c: Color) =
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# e.g. if stack is 0b0000000000000100:
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# and color is 0b00000011
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# shift: 0b0000000000100000
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# bitor: 0b0000000000100000 and 0b00000011
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# results in 0b0000000000100011
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s.data = (s.data shl 3).bitor(cast[uint8](c))
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inc s.len
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proc high*(s: ColorStack): uint8 = s.len - 1
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proc low*(s: ColorStack): uint8 = 0 # just... always 0, I guess
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proc `[]`*(s: ColorStack, i: uint8 | BackwardsIndex): Color =
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# shift, then mask everything but the three rightmost bits
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result = Color(
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(s.data shr s.offset(i)) and masks[1]
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)
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proc `[]=`*(s: var ColorStack, i: uint8 | BackwardsIndex, c: Color) =
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let offset = s.offset(i)
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s.data = (s.data and bitnot(masks[1] shl offset)) or (c.uint16 shl offset)
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iterator items*(s: ColorStack): Color =
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# s.len is unsigned so it will wrap around if we do s.len - 1 in that case
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if s.len != 0:
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for i in countdown(s.len - 1, 0'u8):
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yield Color((s.data shr (i * 3)) and masks[1])
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iterator pairs*(s: ColorStack): (uint8, Color) =
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var count = 0'u8
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for color in s:
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yield (count, color)
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inc count
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proc find*(s: ColorStack, needle: Color): int8 =
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for i in 0'u8 .. s.high:
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if s[i] == needle:
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return i.int8
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return -1
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proc moveSubstack*(src, dst: var ColorStack, startIdx: uint8) =
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if startIdx >= src.len:
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raise newException(IndexDefect, "index " & $startIdx & " is out of bounds.")
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# Moves a sub-stack from the top of src to the top of dst
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# shift the dst stack by the length of the substack to make room
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let nToMove = src.len - startIdx
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let shift = nToMove * 3
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dst.data = dst.data shl shift
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# then we mask the source data to present only the items
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# being moved, and OR that with the shifted dst data
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dst.data = dst.data or (src.data and masks[nToMove])
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dst.len += nToMove
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# then we shift the source to get rid of the moved items
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src.data = src.data shr shift
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src.len -= nToMove
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proc moveSubstackPre*(src, dst: var ColorStack, startIdx: uint8) =
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if startIdx >= src.len:
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raise newException(IndexDefect, "index " & $startIdx & " is out of bounds.")
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# Moves a sub-stack from the top of src to the bottom of dst
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let nToMove = src.len - startIdx
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# shift src to position the substack above its destination,
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# get rid of everything to the left of the substack,
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# and OR that with the existing dst data
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let newLen = dst.len + nToMove
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dst.data = dst.data or ( (src.data shl (dst.len * 3)) and masks[newLen] )
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dst.len = newLen
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# get rid of the substack we just moved
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src.data = src.data shr (nToMove * 3)
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src.len -= nToMove
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proc swap*(s: var ColorStack, i1, i2: uint8) =
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# Swap the values at two indices in the stack
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if i1 == i2: return
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# i1 and i2 are unsigned, so we have to watch out for underflows
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let diff = if i1 > i2:
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(i1 - i2) * 3
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else:
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(i2 - i1) * 3
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# take masks[1] from above (rightmost position) and shift to position of i1.
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# then do the same for i2, and OR them together.
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let mask = (masks[1] shl s.offset(i1)) or (masks[1] shl s.offset(i2))
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# get rid of everything but the two values we're swapping
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let masked = s.data and mask
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# shift by the distance between values in both directions, combine, then mask
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let swapped = ((masked shl diff) or (masked shr diff)) and mask
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# finally, AND with the inverse of mask so that only the values being
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# swapped are erased, and combine that with the swapped values
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s.data = (s.data and mask.bitnot) or swapped
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proc shuffle*(r: var Rand, s: var ColorStack) =
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# Fisher-Yates shuffle
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for i in countdown(s.high, 1'u8):
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let j = r.rand(i).uint8
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if j != i:
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s.swap(i, j)
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proc reverse*(s: var ColorStack, first, last: uint8) =
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var x = first
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var y = last
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while x < y:
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s.swap(x, y)
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inc x
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dec y
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iterator asInt*(s: ColorStack): int8 =
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for i in 0'u8 .. s.high:
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yield int8(s[i]) # now we do have to convert
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proc `$`*(s: ColorStack): string =
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result = "St@["
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for c in s:
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if result[^1] != '[':
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result.add(", ")
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result.add($c)
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result.add("]")
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proc check(s: ColorStack) =
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# ensure length is accurate
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var d = s.data
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for i in 0'u8 .. 4'u8:
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if (d and masks[1]) > 4:
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raise newException(RangeDefect, "Value out of range.")
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if d > 0 and i >= s.len:
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raise newException(RangeDefect, "Invalid length.")
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else:
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d = d shr 3
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when isMainModule:
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var one: ColorStack
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one.add(cRed)
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one.add(cGreen)
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one.add(cBlue)
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one.add(cYellow)
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one.add(cPurple)
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var two: ColorStack
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one.moveSubstack(two, 2)
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echo one, " ", one.len
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echo two, " ", two.len
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echo two.find(cRed)
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39
game.nim
39
game.nim
@ -1,25 +1,26 @@
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import hashes, options
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import fixedseq
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import fixedseq, faststack
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export faststack.Color, faststack.ColorStack, faststack.allColors
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type
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Color* = enum
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cRed, cGreen, cBlue, cYellow, cPurple
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# type
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# Color* = enum
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# cRed, cGreen, cBlue, cYellow, cPurple
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ColorStack* = FixedSeq[5, Color, int8]
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# ColorStack* = FixedSeq[5, Color, int8]
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proc initColorStack*: ColorStack =
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result.initFixedSeq
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# proc initColorStack*: ColorStack =
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# result.initFixedSeq
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proc getAllColors: ColorStack =
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var i = 0
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for c in Color.low .. Color.high:
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result[i] = c
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# proc getAllColors: ColorStack =
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# var i = 0'u8
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# for c in Color.low .. Color.high:
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# result[i] = c
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const
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allColors* = getAllColors()
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const
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colorNames: array[Color, string] =
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["Red", "Green", "Blue", "Yellow", "Purple"]
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colorAbbrevs: array[Color, char] = ['R', 'G', 'B', 'Y', 'P']
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@ -82,8 +83,8 @@ proc hash*(b: Board): Hash =
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proc init*(b: var Board) =
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for sq in b.squares.mitems:
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sq.camels.initFixedSeq
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# for sq in b.squares.mitems:
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# sq.camels.initFixedSeq
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b.initialized = true
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@ -112,7 +113,7 @@ proc setState*(b: var Board;
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b.leader = some(leadCamel)
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proc diceRemaining*(b: Board): ColorStack =
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proc diceRemaining*(b: Board): FixedSeq[5, Color, int8] =
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result.initFixedSeq
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for color, isRolled in b.diceRolled:
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if not isRolled: result.add(color)
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@ -140,11 +141,11 @@ proc advance*(b: var Board, die: Die) =
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endPos += int(t)
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if t == tBackward: prepend = true
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let stackStart = b[startPos].camels.find(color)
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let stackStart = b[startPos].camels.find(color).uint8
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if prepend:
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b[startPos].camels.moveSubstackPre(b[endPos].camels, stackStart)
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let stackLen = b[startPos].camels.len - stackStart
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for i in 0 ..< stackLen:
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for i in 0'u8 ..< stackLen:
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# we know how many camels we added to the bottom, so set the position for each of those
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b.camels[b[endPos].camels[i]] = endPos
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else:
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@ -158,4 +159,4 @@ proc advance*(b: var Board, die: Die) =
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if endPos >= b.camels[b.leader.get]:
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b.leader = some(b[endPos].camels[^1])
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b.diceRolled[color] = true
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b.diceRolled[color] = true
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@ -1,5 +1,5 @@
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import cpuinfo, math, options, random, tables
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import combinators, game, fixedseq
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import combinators, game, faststack, fixedseq
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type
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@ -38,7 +38,7 @@ proc percents*(scores: ScoreSet): WinPercents =
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# ======================
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iterator legEndStates(b: Board): Board =
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var diceRemaining: ColorStack
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var diceRemaining: FixedSeq[5, Color, int8]
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diceRemaining.initFixedSeq
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for i, c in b.diceRolled:
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if not c: diceRemaining.add(i)
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@ -59,6 +59,39 @@ proc getLegScores*(b: Board): ScoreSet =
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# Full-game simulations
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# =====================
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# get rid of this later
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import strutils
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proc showSpaces*(b: Board; start, stop: Natural): string =
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let numSpaces = stop - start + 1
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let width = 4 * numSpaces - 1
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var lines: array[7, string]
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# start by building up an empty board
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for i in 0 .. 6: # gotta initialize the strings
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lines[i] = newString(width)
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for c in lines[i].mitems:
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c = ' '
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# fill in the dividers
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lines[5] = repeat("=== ", numSpaces - 1)
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lines[5].add("===")
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# now populate the board
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for sp in 0 ..< numSpaces:
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# fill in the square numbers
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let squareNum = sp + start
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let cellMid = 4 * sp + 1
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for i, chr in $squareNum:
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lines[6][cellMid + i] = chr
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# fill in the camel stacks
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for i, color in b.squares[squareNum].camels:
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let lineNum = 4 - i # lines go to 6, but bottom 2 are reserved
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let repr = '|' & color.abbrev & '|'
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for j, chr in repr:
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lines[lineNum][cellMid - 1 + j] = chr
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result = lines.join("\n")
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# get rid of this later
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proc randomGame*(b: Board, r: var Rand): Color =
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var projection = b
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while true:
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70
test.nim
70
test.nim
@ -1,7 +1,32 @@
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import math, random, strformat, times
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import math, random, strformat, times, std/monotimes
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import fixedseq, game, simulation, ui
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type
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TestResults = object
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ops: int
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time: Duration
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proc summarize(tr: TestResults) =
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let secs = tr.time.inMilliseconds.float / 1000
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stdout.write("Test completed:\n")
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stdout.write(" " & $tr.ops, " operations in " & $round(secs, 2) & " seconds\n")
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stdout.write(" " & $round(tr.ops.float / secs, 2) & " operations per second")
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stdout.flushFile()
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template executionTime(body: untyped): Duration =
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let start = getMonoTime()
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body
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getMonoTime() - start
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proc getRand(): Rand =
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randomize()
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result = initRand(rand(int64))
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proc randomDice(r: var Rand): seq[tuple[c: Color, p: int]] =
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for c in Color:
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let v = r.rand(1..3)
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@ -18,18 +43,15 @@ proc newRandomGame(r: var Rand): Board =
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result.setState(dice, [])
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proc testGames(n: SomeInteger = 100): auto =
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var r = initRand(rand(int64))
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let dice = randomDice(r)
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var b: Board
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b.init
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b.setState(dice, [])
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b.display(1, 5)
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let startTime = cpuTime()
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let scores = b.randomGames(n)
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result = cpuTime() - startTime
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scores.display()
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proc games(nTests, nSamples: SomeInteger, parallel = true): TestResults =
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var r = getRand()
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var scores: ScoreSet
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for i in 1 .. nTests:
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let b = newRandomGame(r)
|
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let dur = executionTime:
|
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let s = b.randomGames(nSamples, parallel = parallel)
|
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result.ops += s.sum()
|
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result.time += dur
|
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|
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proc testLegs(n: Natural = 100): auto =
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@ -72,24 +94,4 @@ proc testSpread(nTests, nSamples: Natural) =
|
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|
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|
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when isMainModule:
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randomize()
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var r = initRand(rand(int64))
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let b = newRandomGame(r)
|
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b.display(1, 5)
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echo b.showSpaces(1, 16)
|
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|
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let scores = b.getLegScores
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echo scores.showPercents
|
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# let start_states = 2_000
|
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# let executionTime = testLegs(start_states)
|
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# echo "Execution time: ", executionTime
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# echo "Leg simulations per second: ", float(start_states * 29_160) / executionTime
|
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|
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# for i in 1 .. 1:
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# let num_games = 100_000_005
|
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# let executionTime = testGames(num_games)
|
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# echo "Execution time: ", executionTime
|
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# echo "Full-game simulations per second: ", float(num_games) / executionTime
|
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# echo ""
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|
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# testSpread(100, 1_000_000)
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games(10, 10_000_000).summarize()
|
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|
Loading…
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Reference in New Issue
Block a user