- Fix rusher Rust compilation: add #[derive(Default)] to structs (GameConfig, PlayerInfo, Position, Move, VisibleBot, VisibleCore) to fix serde #[serde(default)] compilation errors - Fix swarm AssemblyScript build: remove namespace export, simplify to minimal working implementation, fix build script to use -o flag (assemblyscript outputs to build/ directory) - Create wasm/Makefile to orchestrate building all 6 WASM bots Acceptance status: ✓ Fix rusher Rust compilation errors (cargo check passes) ✓ Fix swarm build script (swarm.wasm now builds successfully) ✓ Create wasm/Makefile for orchestrating builds ✓ 5 of 6 WASM files now exist in dist/ (gatherer, guardian, hunter, random, swarm) ⚠ rusher.wasm requires wasm-pack (not installed in this environment) but Rust code compiles successfully Note: rusher.wasm can be built with: wasm-pack build --target web --out-dir ../../dist/rusher && cp dist/rusher/rusher_wasm_bg.wasm dist/rusher.wasm Closes: bf-25o6 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
189 lines
4.5 KiB
Rust
189 lines
4.5 KiB
Rust
use wasm_bindgen::prelude::*;
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use serde::{Deserialize, Serialize};
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#[wasm_bindgen]
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pub struct RusherBot {
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config: Option<GameConfig>,
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}
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#[derive(Deserialize, Default)]
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struct GameConfig {
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#[serde(default)]
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rows: i32,
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#[serde(default)]
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cols: i32,
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#[serde(default)]
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attack_radius2: i32,
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#[serde(default)]
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max_turns: i32,
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}
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#[derive(Deserialize)]
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struct VisibleState {
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#[serde(default)]
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you: PlayerInfo,
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#[serde(default)]
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bots: Vec<VisibleBot>,
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#[serde(default)]
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cores: Vec<VisibleCore>,
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#[serde(default)]
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energy: Vec<Position>,
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}
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#[derive(Deserialize, Default)]
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struct PlayerInfo {
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#[serde(default)]
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id: i32,
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}
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#[derive(Deserialize, Default)]
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struct VisibleBot {
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#[serde(default)]
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position: Position,
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#[serde(default)]
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owner: i32,
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}
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#[derive(Deserialize, Default)]
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struct VisibleCore {
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#[serde(default)]
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position: Position,
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#[serde(default)]
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owner: i32,
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#[serde(default)]
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active: bool,
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}
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#[derive(Deserialize, Serialize, Clone, Default)]
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struct Position {
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#[serde(default)]
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row: i32,
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#[serde(default)]
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col: i32,
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}
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#[derive(Serialize, Default)]
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struct Move {
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#[serde(default)]
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position: Position,
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#[serde(default)]
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direction: String,
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}
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const DIRS: &[&str] = &["N", "E", "S", "W"];
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#[wasm_bindgen]
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impl RusherBot {
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#[wasm_bindgen(constructor)]
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pub fn new() -> Self {
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Self { config: None }
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}
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#[wasm_bindgen]
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pub fn init(&mut self, config_json: &str) -> Result<String, JsError> {
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self.config = Some(serde_json::from_str(config_json)?);
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Ok("{\"ok\":true}".to_string())
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}
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#[wasm_bindgen]
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pub fn compute_moves(&self, state_json: &str) -> Result<String, JsError> {
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let state: VisibleState = serde_json::from_str(state_json)?;
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let config = self.config.as_ref().ok_or_else(|| JsError::new("not initialized"))?;
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let my_id = state.you.id;
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let mut moves = Vec::new();
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// Find enemy cores
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let mut enemy_cores: Vec<Position> = Vec::new();
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for core in &state.cores {
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if core.owner != my_id && core.active {
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enemy_cores.push(core.position.clone());
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}
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}
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// Find enemy bots
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let mut enemy_bots: Vec<Position> = Vec::new();
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for bot in &state.bots {
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if bot.owner != my_id {
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enemy_bots.push(bot.position.clone());
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}
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}
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for bot in &state.bots {
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if bot.owner != my_id {
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continue;
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}
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let dir = if !enemy_cores.is_empty() {
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self.toward_nearest(&bot.position, &enemy_cores, config)
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} else {
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self.toward_nearest(&bot.position, &enemy_bots, config)
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};
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moves.push(Move {
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position: bot.position.clone(),
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direction: dir,
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});
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}
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Ok(serde_json::to_string(&moves)?)
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}
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#[wasm_bindgen]
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pub fn free_result(&self, _ptr: usize) {
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// No-op for Rust (Wasm-bindgen handles memory)
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}
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}
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impl RusherBot {
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fn toward_nearest(&self, from: &Position, targets: &[Position], config: &GameConfig) -> String {
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if targets.is_empty() {
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return DIRS[fastrand::usize(0..4)].to_string();
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}
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let mut best_dir = DIRS[0];
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let mut best_dist = i32::MAX;
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for &dir in DIRS {
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let np = self.apply_dir(from, dir, config);
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for target in targets {
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let dist = self.dist2(&np, target, config);
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if dist < best_dist {
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best_dist = dist;
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best_dir = dir;
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}
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}
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}
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best_dir.to_string()
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}
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fn apply_dir(&self, pos: &Position, dir: &str, config: &GameConfig) -> Position {
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let (dr, dc) = match dir {
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"N" => (-1, 0),
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"E" => (0, 1),
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"S" => (1, 0),
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"W" => (0, -1),
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_ => (0, 0),
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};
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Position {
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row: ((pos.row + dr) % config.rows + config.rows) % config.rows,
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col: ((pos.col + dc) % config.cols + config.cols) % config.cols,
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}
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}
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fn dist2(&self, a: &Position, b: &Position, config: &GameConfig) -> i32 {
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let mut dr = (a.row - b.row).abs();
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let mut dc = (a.col - b.col).abs();
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if dr > config.rows / 2 {
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dr = config.rows - dr;
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}
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if dc > config.cols / 2 {
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dc = config.cols - dc;
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}
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dr * dr + dc * dc
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}
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}
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