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Author SHA1 Message Date
5ce2371dc1 docs 2025-11-01 11:58:10 -07:00
e77db1f4c5 Font size 2025-11-01 11:18:34 -07:00
ccd4292ed2 refactr 2025-11-01 11:13:34 -07:00
30 changed files with 1259 additions and 1001 deletions

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@@ -1,90 +0,0 @@
#!/bin/bash
# Build script for all WASM libraries in the MMX repository
set -e # Exit on any error
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
BLUE='\033[0;34m'
NC='\033[0m' # No Color
echo -e "${BLUE}🚀 Building all WASM libraries for MMX${NC}"
# Set PATH to include cargo
export PATH="$HOME/.cargo/bin:$PATH"
# Check if wasm-pack is installed
if ! command -v wasm-pack &> /dev/null; then
echo -e "${RED}❌ wasm-pack not found. Please install it first:${NC}"
echo "curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh"
exit 1
fi
# Change to rust directory
cd rust
echo -e "${YELLOW}📋 Found WASM crates to build:${NC}"
# List all WASM crates (crates with crate-type = ["cdylib"])
wasm_crates=()
for dir in */; do
if [[ -f "$dir/Cargo.toml" ]]; then
if grep -q 'crate-type.*=.*\["cdylib"\]' "$dir/Cargo.toml"; then
wasm_crates+=("${dir%/}")
echo -e "${dir%/}"
fi
fi
done
if [[ ${#wasm_crates[@]} -eq 0 ]]; then
echo -e "${YELLOW}⚠️ No WASM crates found${NC}"
exit 0
fi
echo ""
# Build each WASM crate
for crate in "${wasm_crates[@]}"; do
echo -e "${BLUE}🔨 Building $crate...${NC}"
cd "$crate"
# Determine output directory based on crate name
case "$crate" in
"rhai-codemirror")
output_dir="../../webui/src/wasm/rhai-codemirror"
;;
*)
output_dir="../../webui/src/wasm/$crate"
;;
esac
# Build with wasm-pack
if wasm-pack build --target web --out-dir "$output_dir"; then
echo -e "${GREEN}✅ Successfully built $crate${NC}"
else
echo -e "${RED}❌ Failed to build $crate${NC}"
exit 1
fi
cd ..
echo ""
done
echo -e "${GREEN}🎉 All WASM libraries built successfully!${NC}"
echo ""
echo -e "${YELLOW}📦 Built libraries:${NC}"
for crate in "${wasm_crates[@]}"; do
case "$crate" in
"rhai-codemirror")
output_dir="../webui/src/wasm/rhai-codemirror"
;;
*)
output_dir="../webui/src/wasm/$crate"
;;
esac
echo -e "$crate$output_dir"
done

12
build.sh Normal file
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@@ -0,0 +1,12 @@
set -e
cd rust/rhai-codemirror
wasm-pack build --target web --out-dir "../../webui/src/wasm/rhai-codemirror";
cd ../..
cd rust/runner
wasm-pack build --target web --out-dir "../../webui/src/wasm/runner";
cd ../..
cd webui
bun install

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@@ -1,3 +1,8 @@
[profile.release]
lto = true
codegen-units = 1
opt-level = 's'
[workspace]
members = ["runner", "minimax", "rhai-codemirror"]
resolver = "2"
@@ -5,7 +10,6 @@ resolver = "2"
[workspace.dependencies]
minimax = { path = "./minimax" }
# TODO: update
serde = { version = "1.0", features = ["derive"] }
rand = { version = "0.8.5", features = ["alloc", "small_rng"] }
anyhow = "1.0.80"

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@@ -1,13 +1,13 @@
mod rhai;
pub use rhai::Rhai;
pub use rhai::RhaiAgent;
use crate::board::{Board, PlayerAction};
use anyhow::Result;
use crate::game::{Board, PlayerAction};
pub trait Agent {
type ErrorType;
/// This agent's name
fn name(&self) -> &'static str;
/// Try to minimize the value of a board.

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@@ -1,5 +1,5 @@
use anyhow::Result;
use itertools::{Itertools, Permutations};
use itertools::Itertools;
use parking_lot::Mutex;
use rand::{seq::SliceRandom, Rng};
use rhai::{
@@ -8,53 +8,73 @@ use rhai::{
BasicMathPackage, BasicStringPackage, LanguageCorePackage, LogicPackage, MoreStringPackage,
Package,
},
CallFnOptions, CustomType, Dynamic, Engine, EvalAltResult, OptimizationLevel, ParseError,
Position, Scope, TypeBuilder, AST,
CallFnOptions, Dynamic, Engine, EvalAltResult, OptimizationLevel, ParseError, Position, Scope,
AST,
};
use std::{sync::Arc, vec::IntoIter};
use super::Agent;
use crate::{
board::{Board, PlayerAction},
util::Symb,
};
use crate::game::{Board, PlayerAction, Symb};
pub struct RhaiPer<T: Clone, I: Iterator<Item = T>> {
inner: Arc<Permutations<I>>,
//
// MARK: WasmTimer
//
// Native impl
#[cfg(not(target_arch = "wasm32"))]
struct WasmTimer {
start: std::time::Instant,
}
impl<T: Clone, I: Clone + Iterator<Item = T>> IntoIterator for RhaiPer<T, I> {
type Item = Vec<T>;
type IntoIter = Permutations<I>;
fn into_iter(self) -> Self::IntoIter {
(*self.inner).clone()
}
}
impl<T: Clone, I: Iterator<Item = T>> Clone for RhaiPer<T, I> {
fn clone(&self) -> Self {
#[cfg(not(target_arch = "wasm32"))]
impl WasmTimer {
pub fn new() -> Self {
Self {
inner: self.inner.clone(),
start: std::time::Instant::now(),
}
}
pub fn elapsed_ms(&self) -> u128 {
self.start.elapsed().as_millis()
}
}
impl<T: Clone + 'static, I: Clone + Iterator<Item = T> + 'static> CustomType for RhaiPer<T, I> {
fn build(mut builder: TypeBuilder<Self>) {
builder
.with_name("Perutations")
.is_iterable()
.with_fn("to_string", |_s: &mut Self| "Permutation {}".to_owned())
.with_fn("to_debug", |_s: &mut Self| "Permutation {}".to_owned());
// Wasm impl
#[cfg(target_arch = "wasm32")]
struct WasmTimer {
start: f64,
}
#[cfg(target_arch = "wasm32")]
impl WasmTimer {
fn performance() -> web_sys::Performance {
use wasm_bindgen::JsCast;
let global = web_sys::js_sys::global();
let performance = web_sys::js_sys::Reflect::get(&global, &"performance".into())
.expect("performance should be available");
performance
.dyn_into::<web_sys::Performance>()
.expect("performance should be available")
}
pub fn new() -> Self {
Self {
start: Self::performance().now(),
}
}
pub fn elapsed_ms(&self) -> u128 {
let performance = Self::performance();
(performance.now() - self.start).round() as u128
}
}
//
//
// MARK: RhaiAgent
//
pub struct Rhai<R: Rng + 'static> {
pub struct RhaiAgent<R: Rng + 'static> {
#[expect(dead_code)]
rng: Arc<Mutex<R>>,
@@ -64,7 +84,7 @@ pub struct Rhai<R: Rng + 'static> {
print_callback: Arc<dyn Fn(&str) + 'static>,
}
impl<R: Rng + 'static> Rhai<R> {
impl<R: Rng + 'static> RhaiAgent<R> {
pub fn new(
script: &str,
rng: R,
@@ -77,28 +97,7 @@ impl<R: Rng + 'static> Rhai<R> {
let engine = {
let mut engine = Engine::new_raw();
#[cfg(target_arch = "wasm32")]
fn performance() -> Result<web_sys::Performance, wasm_bindgen::JsValue> {
use wasm_bindgen::JsCast;
let global = web_sys::js_sys::global();
let performance = web_sys::js_sys::Reflect::get(&global, &"performance".into())?;
performance.dyn_into::<web_sys::Performance>()
}
#[cfg(target_arch = "wasm32")]
let start = {
let performance = performance().expect("performance should be available");
// In milliseconds
performance.now()
};
#[cfg(not(target_arch = "wasm32"))]
let start = {
use std::time::Instant;
Instant::now()
};
let start = WasmTimer::new();
let max_secs: u64 = 5;
engine.on_progress(move |ops| {
@@ -106,16 +105,7 @@ impl<R: Rng + 'static> Rhai<R> {
return None;
}
#[cfg(target_arch = "wasm32")]
let elapsed_s = {
let performance = performance().expect("performance should be available");
// In milliseconds
((performance.now() - start) / 1000.0).round() as u64
};
#[cfg(not(target_arch = "wasm32"))]
let elapsed_s = { start.elapsed().as_secs() };
let elapsed_s = start.elapsed_ms() as u64 / 1000;
if elapsed_s > max_secs {
return Some(
@@ -126,7 +116,7 @@ impl<R: Rng + 'static> Rhai<R> {
return None;
});
// Do not use FULL, rand functions are not pure
// Do not use FULL, rand_* functions are not pure
engine.set_optimization_level(OptimizationLevel::Simple);
engine.disable_symbol("eval");
@@ -163,12 +153,16 @@ impl<R: Rng + 'static> Rhai<R> {
})
.register_fn("rand_bool", {
let rng = rng.clone();
move |p: f32| rng.lock().gen_bool(p as f64)
move |p: f32| rng.lock().gen_bool((p as f64).clamp(0.0, 1.0))
})
.register_fn("rand_symb", {
let rng = rng.clone();
move || Symb::new_random(&mut *rng.lock()).to_string()
})
.register_fn("rand_op", {
let rng = rng.clone();
move || Symb::new_random_op(&mut *rng.lock()).to_string()
})
.register_fn("rand_action", {
let rng = rng.clone();
move |board: Board| PlayerAction::new_random(&mut *rng.lock(), &board)
@@ -193,9 +187,7 @@ impl<R: Rng + 'static> Rhai<R> {
}
};
let per = RhaiPer {
inner: v.into_iter().permutations(size).into(),
};
let per = helpers::RhaiPer::new(v.into_iter().permutations(size).into());
Ok(Dynamic::from(per))
},
@@ -204,7 +196,7 @@ impl<R: Rng + 'static> Rhai<R> {
engine
.build_type::<Board>()
.build_type::<PlayerAction>()
.build_type::<RhaiPer<Dynamic, IntoIter<Dynamic>>>();
.build_type::<helpers::RhaiPer<Dynamic, IntoIter<Dynamic>>>();
engine
};
@@ -225,7 +217,7 @@ impl<R: Rng + 'static> Rhai<R> {
}
}
impl<R: Rng + 'static> Agent for Rhai<R> {
impl<R: Rng + 'static> Agent for RhaiAgent<R> {
type ErrorType = EvalAltResult;
fn name(&self) -> &'static str {
@@ -262,3 +254,55 @@ impl<R: Rng + 'static> Agent for Rhai<R> {
}
}
}
//
// MARK: rhai helpers
//
mod helpers {
use std::sync::Arc;
use itertools::Permutations;
use rhai::{CustomType, TypeBuilder};
/// A Rhai iterator that produces all permutations of length `n`
/// of the elements in an array
pub struct RhaiPer<T: Clone, I: Iterator<Item = T>> {
inner: Arc<Permutations<I>>,
}
impl<T: Clone, I: Clone + Iterator<Item = T>> RhaiPer<T, I> {
pub fn new(inner: Permutations<I>) -> Self {
Self {
inner: Arc::new(inner),
}
}
}
impl<T: Clone, I: Clone + Iterator<Item = T>> IntoIterator for RhaiPer<T, I> {
type Item = Vec<T>;
type IntoIter = Permutations<I>;
fn into_iter(self) -> Self::IntoIter {
(*self.inner).clone()
}
}
impl<T: Clone, I: Iterator<Item = T>> Clone for RhaiPer<T, I> {
fn clone(&self) -> Self {
Self {
inner: self.inner.clone(),
}
}
}
impl<T: Clone + 'static, I: Clone + Iterator<Item = T> + 'static> CustomType for RhaiPer<T, I> {
fn build(mut builder: TypeBuilder<Self>) {
builder
.with_name("Permutations")
.is_iterable()
.with_fn("to_string", |_s: &mut Self| "Permutation {}".to_owned())
.with_fn("to_debug", |_s: &mut Self| "Permutation {}".to_owned());
}
}
}

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@@ -1,15 +1,8 @@
#[allow(clippy::module_inception)]
mod board;
mod tree;
use rand::Rng;
use rhai::{CustomType, EvalAltResult, TypeBuilder};
use std::fmt::Display;
pub use board::Board;
pub use tree::TreeElement;
use crate::util::Symb;
use super::{Board, Symb};
#[derive(Debug, Clone, Copy)]
pub struct PlayerAction {

View File

@@ -8,8 +8,7 @@ use rhai::Position;
use rhai::TypeBuilder;
use std::fmt::{Debug, Display, Write};
use super::{PlayerAction, TreeElement};
use crate::util::Symb;
use super::{PlayerAction, Symb, TreeElement};
#[derive(Debug)]
enum InterTreeElement {

View File

@@ -0,0 +1,9 @@
mod action;
mod board;
mod symb;
mod tree;
pub use action::PlayerAction;
pub use board::Board;
pub use symb::Symb;
pub use tree::TreeElement;

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@@ -1,10 +1,9 @@
use rand::Rng;
use std::{
fmt::{Debug, Display},
num::NonZeroU8,
};
use rand::Rng;
#[derive(PartialEq, Eq, Clone, Copy, Hash)]
pub enum Symb {
@@ -57,6 +56,16 @@ impl Symb {
}
}
pub fn new_random_op<R: Rng>(rng: &mut R) -> Self {
match rng.gen_range(0..=3) {
0 => Symb::Div,
1 => Symb::Minus,
2 => Symb::Plus,
3 => Symb::Times,
_ => unreachable!(),
}
}
pub const fn get_char(&self) -> Option<char> {
match self {
Self::Plus => Some('+'),

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@@ -1,3 +1,2 @@
pub mod agents;
pub mod board;
pub mod util;
pub mod game;

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@@ -6,11 +6,6 @@ edition = "2021"
[lib]
crate-type = ["cdylib"]
[profile.release]
lto = true
codegen-units = 1
opt-level = 's'
[dependencies]
rhai = { workspace = true, features = ["internals"] }

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@@ -1,3 +1,6 @@
#![expect(clippy::allow_attributes)]
#![allow(dead_code)]
pub const RESET: &str = "\x1b[0m";
pub const RED: &str = "\x1b[31m";
pub const BLUE: &str = "\x1b[34m";

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@@ -0,0 +1,338 @@
use minimax::{
agents::{Agent, RhaiAgent},
game::Board,
};
use rand::{rngs::StdRng, SeedableRng};
use rhai::ParseError;
use wasm_bindgen::prelude::*;
use crate::ansi;
#[wasm_bindgen]
pub struct GameState {
red_agent: RhaiAgent<StdRng>,
blue_agent: RhaiAgent<StdRng>,
board: Board,
is_red_turn: bool,
is_first_turn: bool,
is_error: bool,
red_is_maximizer: bool,
red_score: Option<f32>,
red_won: Option<bool>,
game_state_callback: Box<dyn Fn(&str) + 'static>,
}
#[wasm_bindgen]
impl GameState {
#[wasm_bindgen(constructor)]
pub fn new(
red_script: &str,
red_print_callback: js_sys::Function,
red_debug_callback: js_sys::Function,
blue_script: &str,
blue_print_callback: js_sys::Function,
blue_debug_callback: js_sys::Function,
game_state_callback: js_sys::Function,
) -> Result<GameState, String> {
Self::new_native(
red_script,
move |s| {
let _ = red_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = red_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
blue_script,
move |s| {
let _ = blue_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = blue_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = game_state_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
)
.map_err(|x| format!("Error at {}: {}", x.1, x.0))
}
fn new_native(
red_script: &str,
red_print_callback: impl Fn(&str) + 'static,
red_debug_callback: impl Fn(&str) + 'static,
blue_script: &str,
blue_print_callback: impl Fn(&str) + 'static,
blue_debug_callback: impl Fn(&str) + 'static,
game_state_callback: impl Fn(&str) + 'static,
) -> Result<GameState, ParseError> {
console_error_panic_hook::set_once();
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
Ok(GameState {
board: Board::new(),
is_first_turn: true,
is_error: false,
red_score: None,
is_red_turn: true,
red_is_maximizer: true,
red_won: None,
red_agent: RhaiAgent::new(
red_script,
StdRng::from_seed(seed1),
red_print_callback,
red_debug_callback,
)?,
blue_agent: RhaiAgent::new(
blue_script,
StdRng::from_seed(seed2),
blue_print_callback,
blue_debug_callback,
)?,
game_state_callback: Box::new(game_state_callback),
})
}
// Play one turn
#[wasm_bindgen]
pub fn step(&mut self) -> Result<(), String> {
if self.is_done() {
return Ok(());
}
let action = match (self.is_red_turn, self.red_is_maximizer) {
(false, false) => self.blue_agent.step_max(&self.board),
(false, true) => self.blue_agent.step_min(&self.board),
(true, false) => self.red_agent.step_min(&self.board),
(true, true) => self.red_agent.step_max(&self.board),
}
.map_err(|err| format!("{err}"))?;
if !self.board.play(
action,
self.is_red_turn
.then_some("Red")
.unwrap_or("Blue")
.to_owned(),
) {
self.is_error = true;
return Err(format!(
"{} ({}) made an invalid move {}",
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
self.is_red_turn
.then_some(self.red_agent.name())
.unwrap_or(self.blue_agent.name()),
action
));
}
if self.board.is_full() {
self.print_end()?;
return Ok(());
}
self.print_board(
self.is_red_turn.then_some(ansi::RED).unwrap_or(ansi::BLUE),
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
);
(self.game_state_callback)("\n\r");
self.is_red_turn = !self.is_red_turn;
return Ok(());
}
#[wasm_bindgen]
pub fn is_done(&self) -> bool {
(self.board.is_full() && self.red_score.is_some()) || self.is_error
}
#[wasm_bindgen]
pub fn red_won(&self) -> Option<bool> {
self.red_won
}
#[wasm_bindgen]
pub fn is_error(&self) -> bool {
self.is_error
}
#[wasm_bindgen]
pub fn print_start(&mut self) {
self.print_board("", "");
(self.game_state_callback)("\r\n");
}
#[wasm_bindgen]
pub fn print_board(&mut self, color: &str, player: &str) {
let board_label = format!("{}{:<6}{}", color, player, ansi::RESET);
// Print board
(self.game_state_callback)(&format!(
"\r{}{}{}{}",
board_label,
if self.is_first_turn { '╓' } else { '║' },
self.board.prettyprint(),
if self.is_first_turn { '╖' } else { '║' },
));
self.is_first_turn = false;
}
fn print_end(&mut self) -> Result<(), String> {
let board_label = format!(
"{}{:<6}{}",
self.is_red_turn.then_some(ansi::BLUE).unwrap_or(ansi::RED),
self.is_red_turn.then_some("Blue").unwrap_or("Red"),
ansi::RESET
);
(self.game_state_callback)(&format!("\r{}{}", board_label, self.board.prettyprint()));
(self.game_state_callback)("\r\n");
(self.game_state_callback)(&format!(
"\r{}{}",
" ",
" ".repeat(self.board.size())
));
(self.game_state_callback)("\r\n");
let score = self.board.evaluate();
let score = match score {
Some(x) => x,
None => {
self.is_error = true;
return Err(format!("could not compute final score"));
}
};
(self.game_state_callback)(&format!(
"\r\n{}{} score:{} {:.2}\r\n",
self.red_is_maximizer
.then_some(ansi::RED)
.unwrap_or(ansi::BLUE),
self.red_is_maximizer.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
score
));
(self.game_state_callback)("\r\n");
match self.red_score {
// Start second round
None => {
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
self.red_is_maximizer = !self.red_is_maximizer;
self.board = Board::new();
self.is_red_turn = !self.red_is_maximizer;
self.is_first_turn = true;
self.is_error = false;
self.red_score = Some(score);
self.print_start();
}
// End game
Some(red_score) => {
if red_score == score {
(self.game_state_callback)(&format!("Tie! Score: {:.2}\r\n", score));
} else {
let red_wins = red_score > score;
self.red_won = Some(red_wins);
(self.game_state_callback)(&format!(
"{}{} wins!{}",
red_wins.then_some(ansi::RED).unwrap_or(ansi::BLUE),
red_wins.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
));
}
}
}
return Ok(());
}
}
//
// MARK: tests
//
// TODO:
// - infinite loop
// - random is different
// - incorrect return type
// - globals
#[test]
fn full_random() {
const SCRIPT: &str = r#"
fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
}
fn step_min(board) {
random_action(board)
}
fn step_max(board) {
random_action(board)
}
"#;
let mut game =
GameState::new_native(&SCRIPT, |_| {}, |_| {}, &SCRIPT, |_| {}, |_| {}, |_| {}).unwrap();
let mut n = 0;
while !game.is_done() {
println!("{:?}", game.step());
println!("{:?}", game.board);
n += 1;
assert!(n < 10);
}
}
#[test]
fn infinite_loop() {
const SCRIPT: &str = r#"
fn step_min(board) {
loop {}
}
fn step_max(board) {
loop {}
}
"#;
let mut game =
GameState::new_native(&SCRIPT, |_| {}, |_| {}, &SCRIPT, |_| {}, |_| {}, |_| {}).unwrap();
while !game.is_done() {
println!("{:?}", game.step());
println!("{:?}", game.board);
}
}

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@@ -0,0 +1,288 @@
use minimax::{
agents::{Agent, RhaiAgent},
game::Board,
};
use rand::{rngs::StdRng, SeedableRng};
use rhai::ParseError;
use wasm_bindgen::prelude::*;
use crate::{ansi, terminput::TermInput};
#[wasm_bindgen]
pub struct GameStateHuman {
/// Red player
human: TermInput,
// Blue player
agent: RhaiAgent<StdRng>,
board: Board,
is_red_turn: bool,
is_first_turn: bool,
is_error: bool,
red_score: Option<f32>,
game_state_callback: Box<dyn Fn(&str) + 'static>,
}
#[wasm_bindgen]
impl GameStateHuman {
#[wasm_bindgen(constructor)]
pub fn new(
max_script: &str,
max_print_callback: js_sys::Function,
max_debug_callback: js_sys::Function,
game_state_callback: js_sys::Function,
) -> Result<GameStateHuman, String> {
Self::new_native(
max_script,
move |s| {
let _ = max_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = max_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = game_state_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
)
.map_err(|x| format!("Error at {}: {}", x.1, x.0))
}
fn new_native(
max_script: &str,
max_print_callback: impl Fn(&str) + 'static,
max_debug_callback: impl Fn(&str) + 'static,
game_state_callback: impl Fn(&str) + 'static,
) -> Result<Self, ParseError> {
console_error_panic_hook::set_once();
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
Ok(Self {
board: Board::new(),
is_red_turn: true,
is_first_turn: true,
is_error: false,
red_score: None,
human: TermInput::new(ansi::RED.to_string()),
agent: RhaiAgent::new(
max_script,
StdRng::from_seed(seed1),
max_print_callback,
max_debug_callback,
)?,
game_state_callback: Box::new(game_state_callback),
})
}
#[wasm_bindgen]
pub fn is_done(&self) -> bool {
(self.board.is_full() && self.red_score.is_some()) || self.is_error
}
#[wasm_bindgen]
pub fn is_error(&self) -> bool {
self.is_error
}
#[wasm_bindgen]
pub fn print_start(&mut self) -> Result<(), String> {
self.print_board("", "");
(self.game_state_callback)("\r\n");
if !self.is_red_turn {
let action = {
if self.red_score.is_none() {
self.agent.step_min(&self.board)
} else {
self.agent.step_max(&self.board)
}
}
.map_err(|err| format!("{err}"))?;
if !self.board.play(action, "Blue") {
self.is_error = true;
return Err(format!(
"{} ({}) made an invalid move {}",
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
self.is_red_turn
.then_some("Human")
.unwrap_or(self.agent.name()),
action
));
}
self.print_board(
self.is_red_turn.then_some(ansi::RED).unwrap_or(ansi::BLUE),
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
);
(self.game_state_callback)("\r\n");
self.is_red_turn = true;
}
self.print_ui();
return Ok(());
}
#[wasm_bindgen]
pub fn print_board(&mut self, color: &str, player: &str) {
let board_label = format!("{}{:<6}{}", color, player, ansi::RESET);
// Print board
(self.game_state_callback)(&format!(
"\r{}{}{}{}",
board_label,
if self.is_first_turn { '╓' } else { '║' },
self.board.prettyprint(),
if self.is_first_turn { '╖' } else { '║' },
));
self.is_first_turn = false;
}
#[wasm_bindgen]
pub fn print_ui(&mut self) {
(self.game_state_callback)(
&self
.human
.print_state(&self.board, self.red_score.is_some()),
);
}
#[wasm_bindgen]
pub fn take_input(&mut self, data: String) -> Result<(), String> {
self.human.process_input(&self.board, data);
self.print_ui();
if let Some(action) = self.human.pop_action() {
if !self.board.play(action, "Red") {
self.is_error = true;
return Err(format!(
"{} ({}) made an invalid move {}",
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
self.is_red_turn
.then_some("Human")
.unwrap_or(self.agent.name()),
action
));
}
self.is_red_turn = false;
if self.board.is_full() {
self.print_end()?;
return Ok(());
}
self.print_board(ansi::RED, "Red");
(self.game_state_callback)("\r\n");
let action = {
if self.red_score.is_none() {
self.agent.step_min(&self.board)
} else {
self.agent.step_max(&self.board)
}
}
.map_err(|err| format!("{err}"))?;
if !self.board.play(action, "Blue") {
self.is_error = true;
return Err(format!(
"{} ({}) made an invalid move {}",
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
self.is_red_turn
.then_some("Human")
.unwrap_or(self.agent.name()),
action
));
}
self.is_red_turn = true;
if self.board.is_full() {
self.print_end()?;
return Ok(());
}
self.print_board(ansi::BLUE, "Blue");
(self.game_state_callback)("\r\n");
self.print_ui();
}
return Ok(());
}
fn print_end(&mut self) -> Result<(), String> {
let board_label = format!(
"{}{:<6}{}",
self.is_red_turn.then_some(ansi::BLUE).unwrap_or(ansi::RED),
self.is_red_turn.then_some("Blue").unwrap_or("Red"),
ansi::RESET
);
(self.game_state_callback)(&format!("\r{}{}", board_label, self.board.prettyprint()));
(self.game_state_callback)("\r\n");
(self.game_state_callback)(&format!(
"\r{}{}",
" ",
" ".repeat(self.board.size())
));
(self.game_state_callback)("\r\n");
let score = self.board.evaluate().unwrap();
(self.game_state_callback)(&format!(
"\r\n{}{} score:{} {:.2}\r\n",
self.red_score
.is_none()
.then_some(ansi::RED)
.unwrap_or(ansi::BLUE),
self.red_score.is_none().then_some("Red").unwrap_or("Blue"),
ansi::RESET,
score
));
(self.game_state_callback)("\r\n");
match self.red_score {
// Start second round
None => {
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
self.board = Board::new();
self.is_red_turn = false;
self.is_first_turn = true;
self.is_error = false;
self.human = TermInput::new(ansi::RED.to_string());
self.red_score = Some(score);
self.print_start()?;
}
// End game
Some(red_score) => {
if red_score == score {
(self.game_state_callback)(&format!("Tie! Score: {:.2}\r\n", score));
} else {
let red_wins = red_score > score;
(self.game_state_callback)(&format!(
"{}{} wins!{}",
red_wins.then_some(ansi::RED).unwrap_or(ansi::BLUE),
red_wins.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
));
}
}
}
return Ok(());
}
}

View File

@@ -1,15 +1,9 @@
use minimax::{
agents::{Agent, Rhai},
board::Board,
};
use rand::{rngs::StdRng, SeedableRng};
use rhai::ParseError;
use wasm_bindgen::prelude::*;
use crate::human::HumanInput;
mod ansi;
mod human;
mod gamestate;
mod gamestatehuman;
mod terminput;
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
@@ -18,723 +12,3 @@ static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
pub fn init_panic_hook() {
console_error_panic_hook::set_once();
}
//
// MARK: GameState
//
#[wasm_bindgen]
pub struct GameState {
red_agent: Rhai<StdRng>,
red_name: String,
blue_agent: Rhai<StdRng>,
blue_name: String,
board: Board,
is_red_turn: bool,
is_first_turn: bool,
is_error: bool,
red_is_maximizer: bool,
red_score: Option<f32>,
red_won: Option<bool>,
game_state_callback: Box<dyn Fn(&str) + 'static>,
}
#[wasm_bindgen]
impl GameState {
#[wasm_bindgen(constructor)]
pub fn new(
red_script: &str,
red_name: &str,
red_print_callback: js_sys::Function,
red_debug_callback: js_sys::Function,
blue_script: &str,
blue_name: &str,
blue_print_callback: js_sys::Function,
blue_debug_callback: js_sys::Function,
game_state_callback: js_sys::Function,
) -> Result<GameState, String> {
Self::new_native(
red_script,
red_name,
move |s| {
let _ = red_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = red_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
blue_script,
blue_name,
move |s| {
let _ = blue_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = blue_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = game_state_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
)
.map_err(|x| format!("Error at {}: {}", x.1, x.0))
}
fn new_native(
red_script: &str,
red_name: &str,
red_print_callback: impl Fn(&str) + 'static,
red_debug_callback: impl Fn(&str) + 'static,
blue_script: &str,
blue_name: &str,
blue_print_callback: impl Fn(&str) + 'static,
blue_debug_callback: impl Fn(&str) + 'static,
game_state_callback: impl Fn(&str) + 'static,
) -> Result<GameState, ParseError> {
console_error_panic_hook::set_once();
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
Ok(GameState {
board: Board::new(),
is_first_turn: true,
is_error: false,
red_score: None,
is_red_turn: true,
red_is_maximizer: true,
red_won: None,
red_name: red_name.to_owned(),
red_agent: Rhai::new(
red_script,
StdRng::from_seed(seed1),
red_print_callback,
red_debug_callback,
)?,
blue_name: blue_name.to_owned(),
blue_agent: Rhai::new(
blue_script,
StdRng::from_seed(seed2),
blue_print_callback,
blue_debug_callback,
)?,
game_state_callback: Box::new(game_state_callback),
})
}
// Play one turn
#[wasm_bindgen]
pub fn step(&mut self) -> Result<(), String> {
if self.is_done() {
return Ok(());
}
let action = match (self.is_red_turn, self.red_is_maximizer) {
(false, false) => self.blue_agent.step_max(&self.board),
(false, true) => self.blue_agent.step_min(&self.board),
(true, false) => self.red_agent.step_min(&self.board),
(true, true) => self.red_agent.step_max(&self.board),
};
let action = match action {
Ok(x) => x,
Err(err) => {
let error_msg = format!(
"{}ERROR:{} Error while computing next move: {:?}",
ansi::RED,
ansi::RESET,
err
);
(self.game_state_callback)(&error_msg);
self.is_error = true;
return Ok(());
}
};
if !self.board.play(
action,
self.is_red_turn
.then_some(&self.red_name)
.unwrap_or(&self.blue_name)
.to_owned(),
) {
let error_msg = format!(
"{} {} ({}) made an invalid move {}!",
format!("{}ERROR:{}", ansi::RED, ansi::RESET),
self.is_red_turn
.then_some(&self.red_name)
.unwrap_or(&self.blue_name),
self.is_red_turn
.then_some(self.red_agent.name())
.unwrap_or(self.blue_agent.name()),
action
);
(self.game_state_callback)(&error_msg);
self.is_error = true;
return Ok(());
}
if self.board.is_full() {
self.print_end();
return Ok(());
}
self.print_board(
self.is_red_turn.then_some(ansi::RED).unwrap_or(ansi::BLUE),
self.is_red_turn.then_some("Red").unwrap_or("Blue"),
);
(self.game_state_callback)("\n\r");
self.is_red_turn = !self.is_red_turn;
return Ok(());
}
#[wasm_bindgen]
pub fn is_done(&self) -> bool {
(self.board.is_full() && self.red_score.is_some()) || self.is_error
}
#[wasm_bindgen]
pub fn red_won(&self) -> Option<bool> {
self.red_won
}
#[wasm_bindgen]
pub fn is_error(&self) -> bool {
self.is_error
}
#[wasm_bindgen]
pub fn print_start(&mut self) {
self.print_board("", "");
(self.game_state_callback)("\r\n");
}
#[wasm_bindgen]
pub fn print_board(&mut self, color: &str, player: &str) {
let board_label = format!("{}{:<6}{}", color, player, ansi::RESET);
// Print board
(self.game_state_callback)(&format!(
"\r{}{}{}{}",
board_label,
if self.is_first_turn { '╓' } else { '║' },
self.board.prettyprint(),
if self.is_first_turn { '╖' } else { '║' },
));
self.is_first_turn = false;
}
fn print_end(&mut self) {
let board_label = format!(
"{}{:<6}{}",
self.is_red_turn.then_some(ansi::BLUE).unwrap_or(ansi::RED),
self.is_red_turn.then_some("Blue").unwrap_or("Red"),
ansi::RESET
);
(self.game_state_callback)(&format!("\r{}{}", board_label, self.board.prettyprint()));
(self.game_state_callback)("\r\n");
(self.game_state_callback)(&format!(
"\r{}{}",
" ",
" ".repeat(self.board.size())
));
(self.game_state_callback)("\r\n");
let score = self.board.evaluate();
let score = match score {
Some(x) => x,
None => {
let error_msg = format!(
"{}ERROR:{} Could not compute final score.\n\r",
ansi::RED,
ansi::RESET,
);
(self.game_state_callback)(&error_msg);
(self.game_state_callback)("This was probably a zero division.\n\r");
self.is_error = true;
return;
}
};
(self.game_state_callback)(&format!(
"\r\n{}{} score:{} {:.2}\r\n",
self.red_is_maximizer
.then_some(ansi::RED)
.unwrap_or(ansi::BLUE),
self.red_is_maximizer.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
score
));
(self.game_state_callback)("\r\n");
match self.red_score {
// Start second round
None => {
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
self.red_is_maximizer = !self.red_is_maximizer;
self.board = Board::new();
self.is_red_turn = !self.red_is_maximizer;
self.is_first_turn = true;
self.is_error = false;
self.red_score = Some(score);
self.print_start();
}
// End game
Some(red_score) => {
if red_score == score {
(self.game_state_callback)(&format!("Tie! Score: {:.2}\r\n", score));
return;
}
let red_wins = red_score > score;
self.red_won = Some(red_wins);
(self.game_state_callback)(&format!(
"{}{} wins!{}",
red_wins.then_some(ansi::RED).unwrap_or(ansi::BLUE),
red_wins.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
));
}
}
}
}
//
// MARK: GameStateHuman
//
#[wasm_bindgen]
pub struct GameStateHuman {
human: HumanInput,
/// If true, human goes first and maximizes score.
/// If false, human goes second and minimizes score.
human_is_maximizer: bool,
agent: Rhai<StdRng>,
agent_name: String,
board: Board,
is_human_turn: bool,
is_first_turn: bool,
is_error: bool,
red_score: Option<f32>,
game_state_callback: Box<dyn Fn(&str) + 'static>,
}
#[wasm_bindgen]
impl GameStateHuman {
#[wasm_bindgen(constructor)]
pub fn new(
human_is_maximizer: bool,
max_script: &str,
max_name: &str,
max_print_callback: js_sys::Function,
max_debug_callback: js_sys::Function,
game_state_callback: js_sys::Function,
) -> Result<GameStateHuman, String> {
Self::new_native(
human_is_maximizer,
max_script,
max_name,
move |s| {
let _ = max_print_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = max_debug_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
move |s| {
let _ = game_state_callback.call1(&JsValue::null(), &JsValue::from_str(s));
},
)
.map_err(|x| format!("Error at {}: {}", x.1, x.0))
}
fn new_native(
human_is_maximizer: bool,
max_script: &str,
max_name: &str,
max_print_callback: impl Fn(&str) + 'static,
max_debug_callback: impl Fn(&str) + 'static,
game_state_callback: impl Fn(&str) + 'static,
) -> Result<Self, ParseError> {
console_error_panic_hook::set_once();
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
Ok(Self {
human_is_maximizer,
board: Board::new(),
is_human_turn: human_is_maximizer,
is_first_turn: true,
is_error: false,
red_score: None,
human: HumanInput::new(ansi::RED.to_string()),
agent_name: max_name.to_owned(),
agent: Rhai::new(
max_script,
StdRng::from_seed(seed1),
max_print_callback,
max_debug_callback,
)?,
game_state_callback: Box::new(game_state_callback),
})
}
#[wasm_bindgen]
pub fn is_done(&self) -> bool {
(self.board.is_full() && self.red_score.is_some()) || self.is_error
}
#[wasm_bindgen]
pub fn is_error(&self) -> bool {
self.is_error
}
#[wasm_bindgen]
pub fn human_is_maximizer(&self) -> bool {
self.human_is_maximizer
}
#[wasm_bindgen]
pub fn print_start(&mut self) {
self.print_board("", "");
(self.game_state_callback)("\r\n");
if !self.is_human_turn {
let action = {
if self.human_is_maximizer {
self.agent.step_min(&self.board)
} else {
self.agent.step_max(&self.board)
}
};
let action = match action {
Ok(x) => x,
Err(err) => {
let error_msg = format!(
"{}ERROR:{} Error while computing next move: {:?}",
ansi::RED,
ansi::RESET,
err
);
(self.game_state_callback)(&error_msg);
self.is_error = true;
return;
}
};
if !self.board.play(action, "Blue") {
let error_msg = format!(
"{}ERROR:{} {} made an invalid move {}!",
ansi::RED,
ansi::RESET,
self.agent_name,
action
);
(self.game_state_callback)(&error_msg);
}
self.print_board(
self.is_human_turn
.then_some(ansi::RED)
.unwrap_or(ansi::BLUE),
self.is_human_turn.then_some("Red").unwrap_or("Blue"),
);
(self.game_state_callback)("\r\n");
self.is_human_turn = true;
}
self.print_ui();
}
#[wasm_bindgen]
pub fn print_board(&mut self, color: &str, player: &str) {
let board_label = format!("{}{:<6}{}", color, player, ansi::RESET);
// Print board
(self.game_state_callback)(&format!(
"\r{}{}{}{}",
board_label,
if self.is_first_turn { '╓' } else { '║' },
self.board.prettyprint(),
if self.is_first_turn { '╖' } else { '║' },
));
self.is_first_turn = false;
}
#[wasm_bindgen]
pub fn print_ui(&mut self) {
(self.game_state_callback)(
&self
.human
.print_state(&self.board, !self.human_is_maximizer),
);
}
#[wasm_bindgen]
pub fn take_input(&mut self, data: String) {
self.human.process_input(&self.board, data);
self.print_ui();
if let Some(action) = self.human.pop_action() {
if !self.board.play(action, "Red") {
let error_msg = format!(
"{}ERROR:{} {} made an invalid move {}!",
ansi::RED,
ansi::RESET,
"Human",
action
);
(self.game_state_callback)(&error_msg);
}
self.is_human_turn = false;
if self.board.is_full() {
self.print_end();
return;
}
self.print_board(ansi::RED, "Red");
(self.game_state_callback)("\r\n");
let action = {
if self.human_is_maximizer {
self.agent.step_min(&self.board)
} else {
self.agent.step_max(&self.board)
}
};
let action = match action {
Ok(x) => x,
Err(err) => {
let error_msg = format!(
"{}ERROR:{} Error while computing next move: {:?}",
ansi::RED,
ansi::RESET,
err
);
(self.game_state_callback)(&error_msg);
self.is_error = true;
return;
}
};
if !self.board.play(action, "Blue") {
let error_msg = format!(
"{}ERROR:{} {} made an invalid move {}!",
ansi::RED,
ansi::RESET,
self.agent_name,
action
);
(self.game_state_callback)(&error_msg);
}
self.is_human_turn = true;
if self.board.is_full() {
self.print_end();
return;
}
self.print_board(ansi::BLUE, "Blue");
(self.game_state_callback)("\r\n");
self.print_ui();
}
}
fn print_end(&mut self) {
let board_label = format!(
"{}{:<6}{}",
self.is_human_turn
.then_some(ansi::BLUE)
.unwrap_or(ansi::RED),
self.is_human_turn.then_some("Blue").unwrap_or("Red"),
ansi::RESET
);
(self.game_state_callback)(&format!("\r{}{}", board_label, self.board.prettyprint()));
(self.game_state_callback)("\r\n");
(self.game_state_callback)(&format!(
"\r{}{}",
" ",
" ".repeat(self.board.size())
));
(self.game_state_callback)("\r\n");
let score = self.board.evaluate().unwrap();
(self.game_state_callback)(&format!(
"\r\n{}{} score:{} {:.2}\r\n",
self.human_is_maximizer
.then_some(ansi::RED)
.unwrap_or(ansi::BLUE),
self.human_is_maximizer.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
score
));
(self.game_state_callback)("\r\n");
match self.red_score {
// Start second round
None => {
let mut seed1 = [0u8; 32];
let mut seed2 = [0u8; 32];
getrandom::getrandom(&mut seed1).unwrap();
getrandom::getrandom(&mut seed2).unwrap();
self.human_is_maximizer = !self.human_is_maximizer;
self.board = Board::new();
self.is_human_turn = !self.human_is_maximizer;
self.is_first_turn = true;
self.is_error = false;
self.human = HumanInput::new(ansi::RED.to_string());
self.red_score = Some(score);
self.print_start();
}
// End game
Some(red_score) => {
if red_score == score {
(self.game_state_callback)(&format!("Tie! Score: {:.2}\r\n", score));
return;
}
let red_wins = red_score > score;
(self.game_state_callback)(&format!(
"{}{} wins!{}",
red_wins.then_some(ansi::RED).unwrap_or(ansi::BLUE),
red_wins.then_some("Red").unwrap_or("Blue"),
ansi::RESET,
));
}
}
}
}
//
// MARK: tests
//
// TODO:
// - infinite loop
// - random is different
// - incorrect return type
// - globals
#[test]
fn full_random() {
const SCRIPT: &str = r#"
fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
}
fn step_min(board) {
random_action(board)
}
fn step_max(board) {
random_action(board)
}
"#;
let mut game = GameState::new_native(
&SCRIPT,
"max",
|_| {},
|_| {},
&SCRIPT,
"min",
|_| {},
|_| {},
|_| {},
)
.unwrap();
let mut n = 0;
while !game.is_done() {
println!("{:?}", game.step());
println!("{:?}", game.board);
n += 1;
assert!(n < 10);
}
}
#[test]
fn infinite_loop() {
const SCRIPT: &str = r#"
fn step_min(board) {
loop {}
}
fn step_max(board) {
loop {}
}
"#;
let mut game = GameState::new_native(
&SCRIPT,
"max",
|_| {},
|_| {},
&SCRIPT,
"min",
|_| {},
|_| {},
|_| {},
)
.unwrap();
while !game.is_done() {
println!("{:?}", game.step());
println!("{:?}", game.board);
}
}

View File

@@ -1,8 +1,5 @@
use itertools::Itertools;
use minimax::{
board::{Board, PlayerAction},
util::Symb,
};
use minimax::game::{Board, PlayerAction, Symb};
use crate::ansi::{DOWN, LEFT, RESET, RIGHT, UP};
@@ -63,7 +60,7 @@ impl SymbolSelector {
}
}
pub struct HumanInput {
pub struct TermInput {
player_color: String,
cursor: usize,
symbol_selector: SymbolSelector,
@@ -73,7 +70,7 @@ pub struct HumanInput {
queued_action: Option<PlayerAction>,
}
impl HumanInput {
impl TermInput {
pub fn new(player_color: String) -> Self {
Self {
cursor: 0,
@@ -152,7 +149,7 @@ impl HumanInput {
self.symbol_selector.down(board);
}
" " | "\n" => {
" " | "\n" | "\r" => {
let symb = Symb::from_char(self.symbol_selector.current());
if let Some(symb) = symb {
let action = PlayerAction {

View File

@@ -3,7 +3,7 @@ import { Metadata } from "next";
export const metadata: Metadata = {
title: "Minimax",
description: "An interactive Rhai scripting language playground",
description: "",
};
export const viewport = {

View File

@@ -47,10 +47,11 @@ interface EditorProps {
initialValue?: string;
onChange?: (editor: any, changes: any) => void;
onReady?: (editor: any) => void;
fontSize?: number;
}
export const Editor = forwardRef<any, EditorProps>(function Editor(
{ initialValue = "", onChange, onReady },
{ initialValue = "", onChange, onReady, fontSize = 14 },
ref
) {
const textareaRef = useRef<HTMLTextAreaElement>(null);
@@ -113,6 +114,17 @@ export const Editor = forwardRef<any, EditorProps>(function Editor(
};
}, []); // DO NOT FILL ARRAY
// Update font size when it changes
useEffect(() => {
if (editorRef.current) {
const wrapper = editorRef.current.getWrapperElement();
if (wrapper) {
wrapper.style.fontSize = `${fontSize}px`;
editorRef.current.refresh();
}
}
}, [fontSize]);
return (
<div className={styles.editorContainer}>
<textarea

View File

@@ -3,6 +3,8 @@
import { useState, useRef, useCallback, useEffect } from "react";
import { Button } from "@/components/ui/Button";
import { Dropdown } from "@/components/ui/Dropdown";
import { Slider } from "@/components/ui/Slider";
import { SidePanel } from "@/components/ui/SidePanel";
import { Editor } from "@/components/Editor";
import { Terminal, TerminalRef } from "@/components/Terminal";
import {
@@ -19,33 +21,30 @@ fn random_action(board) {
let pos = rand_int(0, 10);
let action = Action(symb, pos);
// If this action is invalid, randomly select a new one.
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
return action;
}
fn step_min(board) {
random_action(board)
return random_action(board);
}
fn step_max(board) {
random_action(board)
return random_action(board);
}
`;
const exampleScriptList = [
{ value: "./hello.rhai", text: "hello.rhai" },
{ value: "./fibonacci.rhai", text: "fibonacci.rhai" },
{ value: "./arrays.rhai", text: "arrays.rhai" },
];
export default function Playground() {
const [isScriptRunning, setIsScriptRunning] = useState(false);
const [isEditorReady, setIsEditorReady] = useState(false);
const [fontSize, setFontSize] = useState(14);
const [isHelpOpen, setIsHelpOpen] = useState(false);
const editorRef = useRef<any>(null);
const resultRef = useRef<HTMLTextAreaElement>(null);
@@ -87,12 +86,11 @@ export default function Playground() {
}
);
} catch (ex) {
const errorMsg = `\nEXCEPTION: "${ex}"\n`;
if (resultRef.current) {
resultRef.current.value += errorMsg;
resultRef.current.value += `\nScript exited with error:\n${ex}\n`;
}
terminalRef.current?.write(
"\r\n\x1B[1;31mEXCEPTION:\x1B[0m " + String(ex) + "\r\n"
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" + String(ex).replace("\n", "\n\r") + "\r\n"
);
}
@@ -132,12 +130,11 @@ export default function Playground() {
}
);
} catch (ex) {
const errorMsg = `\nEXCEPTION: "${ex}"\n`;
if (resultRef.current) {
resultRef.current.value += errorMsg;
if (resultRef.current) {
resultRef.current.value += `\nScript exited with error:\n${ex}\n`;
}
terminalRef.current?.write(
"\r\n\x1B[1;31mEXCEPTION:\x1B[0m " + String(ex) + "\r\n"
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" + String(ex).replace("\n", "\n\r") + "\r\n"
);
}
@@ -185,58 +182,29 @@ export default function Playground() {
<div className={styles.buttonGroup}>
<Dropdown
trigger="Example Scripts"
disabled={isScriptRunning}
items={exampleScriptList.map((item) => ({
text: item.text,
onClick: () => {},
}))}
/>
<Dropdown
triggerIcon="help-circle"
trigger="Config"
align="right"
customContent={
<div className={styles.helpPanel}>
<h1>What is Rhai?</h1>
<p>
<a
href="https://rhai.rs"
target="_blank"
rel="noopener noreferrer"
>
Rhai
</a>{" "}
is an embedded scripting language and
evaluation engine for Rust that gives a
safe and easy way to add scripting to
any application.
</p>
<h1>Hotkeys</h1>
<p>
You can run the script by pressing{" "}
<kbd>Ctrl</kbd> + <kbd>Enter</kbd> when
focused in the editor.
</p>
<div className={styles.footer}>
<span>
<a
href="https://github.com/rhaiscript/playground"
target="_blank"
rel="noopener noreferrer"
>
Rhai Playground
</a>{" "}
version: 0.1.0
</span>
<br />
<span>
compiled with Rhai (placeholder)
</span>
</div>
<div className={styles.configPanel}>
<Slider
label="Font Size"
value={fontSize}
min={10}
max={24}
step={1}
onChange={setFontSize}
unit="px"
/>
</div>
}
/>
<Button
iconLeft="help-circle"
onClick={() => setIsHelpOpen(true)}
>
Help
</Button>
</div>
</div>
</header>
@@ -248,6 +216,7 @@ export default function Playground() {
initialValue={initialCode}
onChange={() => {}}
onReady={() => setIsEditorReady(true)}
fontSize={fontSize}
/>
</div>
<div className={styles.rightPanel}>
@@ -257,6 +226,7 @@ export default function Playground() {
<Terminal
ref={terminalRef}
onData={sendDataToScript}
fontSize={fontSize}
/>
</div>
</div>
@@ -268,10 +238,78 @@ export default function Playground() {
readOnly
autoComplete="off"
placeholder="Use print() to produce output"
style={{ fontSize: `${fontSize}px` }}
/>
</div>
</div>
</div>
<SidePanel isOpen={isHelpOpen} onClose={() => setIsHelpOpen(false)}>
<h2>Game Rules</h2>
<h2>How to Play</h2>
<ol>
<li>Click <strong>Run</strong> to start a single game. Play against your agent in the terminal. Use your arrow keys (up, down, left, right) to select a symbol. Use enter or space to make a move.</li>
<li>Click <strong>Bulk Run</strong> to collect statistics from a many games.</li>
</ol>
<h2>Overview</h2>
<ul>
<li><code>step_min()</code> is called once per turn with the {"board's"} current state. This function must return an <code>Action</code> that aims to minimize the total value of the board.</li>
<li><code>step_max()</code> is just like <code>step_min</code>, but should aim to maximize the value of the board. </li>
<li>Agent code may not be edited between games. Start a new game to use new code.</li>
<li>If your agent takes more than 5 seconds to compute a move, the script will exit with an error.</li>
</ul>
<h2>Available Functions</h2>
<ul>
<li><code>Action(symbol, position)</code> - Creates a new action that places <code>symbol</code> at <code>position</code>. Valid symbols are <code>01234567890+-/*</code>. Both <code>0</code> and <code>{"\"0\""}</code> are valid symbols.</li>
<li><code>board.can_play(action)</code> - Checks if an action is valid. Returns a boolean.</li>
<li><code>board.size()</code> - Return the total number of spots on this board.</li>
<li><code>board.free_spots()</code> - Count the number of free spots on the board.</li>
<li><code>board.play(action)</code> - Apply the given action on this board. This mutates the <code>board</code>, but does NOT make the move in the game. The only way to commit to an action is to return it from <code>step_min</code> or <code>step_max</code>.
This method lets you compute potential values of a board when used with <code>board.evaluate()</code>.
</li>
<li><code>board.ith_free_slot(idx)</code> - Returns the index of the <code>n</code>th free slot on this board. Returns <code>-1</code> if no such slot exists.</li>
<li><code>board.contains(symbol)</code> - Checks if this board contains the given symbol. Returns a boolean.</li>
<li><code>board.evaluate()</code> - Return the value of a board if it can be computed. Returns <code>()</code> otherwise.</li>
<li><code>board.free_spots_idx(action)</code> - Checks if an action is valid. Returns a boolean.</li>
<li><code>for i in board {"{ ... }"}</code> - Iterate over all slots on this board. Items are returned as strings, empty slots are the empty string (<code>{"\"\""}</code>)</li>
<li><code>is_op(symbol)</code> - Returns <code>true</code> if <code>symbol</code> is one of <code>+-*/</code></li>
<li><code>rand_symb()</code> - Returns a random symbol (number or operation)</li>
<li><code>rand_op()</code> - Returns a random operator symbol (one of <code>+-*/</code>)</li>
<li><code>rand_action()</code> - Returns a random <code>Action</code></li>
<li><code>rand_int(min, max)</code> - Returns a random integer between min and max, NOT including max.</li>
<li><code>rand_bool(probability)</code> - Return <code>true</code> with the given probability. Otherwise return <code>false</code>.</li>
<li><code>rand_shuffle(array)</code> - Shuffle the given array</li>
<li><code>for p in permutations(array, 5) {"{}"}</code> - Iterate over all permutations of 5 elements of the given array.</li>
</ul>
<h2>Rhai basics</h2>
<p>
Agents are written in <a href="https://rhai.rs">Rhai</a>, a wonderful embedded scripting language powered by Rust.
Basic language features are outlined below.
</p>
<ul>
<li>All statements must be followed by a <code>;</code></li>
<li>Use <code>return</code> to return a value from a function.</li>
<li><code>print(any type)</code> - Prints a message to the Output panel. Prefer this over <code>debug</code>.</li>
<li><code>debug(any type)</code> - Prints a message to the Output panel, with extra debug info.</li>
<li><code>()</code> is the {"\"none\""} type, returned by some methods above.</li>
<li><code>for i in 0..5 {"{}"}</code> will iterate five times, with <code>i = 0, 1, 2, 3, 4</code></li>
<li><code>for i in 0..=5 {"{}"}</code> will iterate six times, with <code>i = 0, 1, 2, 3, 4, 5</code></li>
<li><code>let a = [];</code> initializes an empty array.</li>
<li><code>a.push(value)</code> adds a value to the end of an array</li>
<li><code>a.pop()</code> removes a value from the end of an array and returns it</li>
<li><code>a[0]</code> returns the first item of an array</li>
<li><code>a[1]</code> returns the second item of an array</li>
<li>Refer to <a href="https://rhai.rs/book/language/values-and-types.html">the Rhai book</a> for more details.</li>
</ul>
</SidePanel>
</div>
);
}

View File

@@ -19,6 +19,7 @@ export const Terminal = forwardRef<
TerminalRef,
{
onData: (data: String) => void;
fontSize?: number;
}
>(function Terminal(props, ref) {
const terminalRef = useRef<HTMLDivElement>(null);
@@ -54,7 +55,7 @@ export const Terminal = forwardRef<
// - `init_term()` ccompletes, and we attempt to set `xtermRef.current`, causing issues
let mounted = true;
init_term(terminalRef, props.onData, () => mounted)
init_term(terminalRef, props.onData, () => mounted, props.fontSize)
.then((term) => {
if (!mounted) return;
xtermRef.current = term;
@@ -70,7 +71,14 @@ export const Terminal = forwardRef<
xtermRef.current = null;
}
};
}, [props.onData]);
}, [props.onData, props.fontSize]);
// Update font size when it changes
useEffect(() => {
if (xtermRef.current && props.fontSize !== undefined) {
xtermRef.current.options.fontSize = props.fontSize;
}
}, [props.fontSize]);
return <div ref={terminalRef} style={{ height: "100%", width: "100%" }} />;
});
@@ -80,7 +88,8 @@ async function init_term(
// Called when the terminal receives data
onData: (data: String) => void,
isMounted: () => boolean
isMounted: () => boolean,
fontSize?: number
) {
if (!ref.current) return;
@@ -89,9 +98,9 @@ async function init_term(
const term = new Terminal({
//"fontFamily": "Fantasque",
rows: 24,
fontSize: 16,
tabStopWidth: 8,
rows: 30,
fontSize: fontSize ?? 18,
tabStopWidth: 4,
cursorBlink: false,
cursorStyle: "block",
cursorInactiveStyle: "none",

View File

@@ -0,0 +1,57 @@
"use client";
import { ReactNode, useEffect, useState } from "react";
import styles from "@/styles/SidePanel.module.css";
interface SidePanelProps {
isOpen: boolean;
onClose: () => void;
children: ReactNode;
}
export function SidePanel({ isOpen, onClose, children }: SidePanelProps) {
const [isVisible, setIsVisible] = useState(false);
const [isAnimating, setIsAnimating] = useState(false);
useEffect(() => {
if (isOpen) {
setIsVisible(true);
// Small delay to trigger animation
requestAnimationFrame(() => {
setIsAnimating(true);
});
document.body.style.overflow = "hidden";
} else {
setIsAnimating(false);
// Wait for animation to complete before hiding
const timer = setTimeout(() => {
setIsVisible(false);
}, 300); // Match animation duration
document.body.style.overflow = "";
return () => clearTimeout(timer);
}
}, [isOpen]);
useEffect(() => {
return () => {
document.body.style.overflow = "";
};
}, []);
if (!isVisible) return null;
return (
<>
<div
className={`${styles.overlay} ${isAnimating ? styles.overlayVisible : ""}`}
onClick={onClose}
/>
<div className={`${styles.sidePanel} ${isAnimating ? styles.sidePanelOpen : ""}`}>
<button className={styles.closeButton} onClick={onClose}>
×
</button>
<div className={styles.content}>{children}</div>
</div>
</>
);
}

View File

@@ -0,0 +1,49 @@
"use client";
import { ChangeEvent } from "react";
import styles from "@/styles/Slider.module.css";
interface SliderProps {
label: string;
value: number;
min: number;
max: number;
step?: number;
onChange: (value: number) => void;
unit?: string;
}
export function Slider({
label,
value,
min,
max,
step = 1,
onChange,
unit = "",
}: SliderProps) {
const handleChange = (e: ChangeEvent<HTMLInputElement>) => {
onChange(Number(e.target.value));
};
return (
<div className={styles.sliderContainer}>
<div className={styles.sliderLabel}>
<span>{label}</span>
<span className={styles.sliderValue}>
{value}
{unit}
</span>
</div>
<input
type="range"
min={min}
max={max}
step={step}
value={value}
onChange={handleChange}
className={styles.slider}
/>
</div>
);
}

View File

@@ -54,13 +54,10 @@ self.onmessage = async (event) => {
currentGame = new GameState(
event_data.script,
"max",
() => {},
() => {},
// TODO: pick opponent
event_data.script,
"min",
() => {},
() => {},

View File

@@ -54,9 +54,7 @@ self.onmessage = async (event) => {
};
currentGame = new GameStateHuman(
true,
event_data.script,
"Agent",
appendOutput,
appendOutput,
appendTerminal

View File

@@ -45,7 +45,7 @@
}
.terminalPanel {
flex: 1;
flex: 0 0 auto;
display: flex;
flex-direction: column;
border-bottom: 1px solid #333;
@@ -69,7 +69,7 @@
}
.terminalContainer {
flex: 1;
flex: 0 0 auto;
overflow: hidden;
padding: 8px;
background: #1D1F21;

View File

@@ -0,0 +1,166 @@
.overlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0, 0, 0, 0);
z-index: 1000;
transition: background 0.3s ease;
}
.overlayVisible {
background: rgba(0, 0, 0, 0.6);
}
.sidePanel {
position: fixed;
top: 0;
right: 0;
bottom: 0;
width: 50%;
background: #1e1e1e;
z-index: 1001;
box-shadow: -4px 0 20px rgba(0, 0, 0, 0.5);
display: flex;
flex-direction: column;
transform: translateX(100%);
transition: transform 0.3s ease;
}
.sidePanelOpen {
transform: translateX(0);
}
.closeButton {
position: absolute;
top: 16px;
right: 16px;
background: transparent;
border: none;
color: #cccccc;
font-size: 32px;
cursor: pointer;
padding: 4px 12px;
line-height: 1;
transition: color 0.2s ease, background 0.2s ease;
border-radius: 4px;
z-index: 1;
}
.closeButton:hover {
color: #ffffff;
background: rgba(255, 255, 255, 0.1);
}
.content {
padding: 24px 32px;
overflow-y: auto;
height: 100%;
color: #e0e0e0;
}
.content h1 {
font-size: 28px;
margin: 0 0 24px 0;
color: #ffffff;
font-weight: 600;
}
.content h2 {
font-size: 20px;
margin: 32px 0 16px 0;
color: #ffffff;
font-weight: 600;
}
.content h3 {
font-size: 16px;
margin: 24px 0 12px 0;
color: #e0e0e0;
font-weight: 600;
}
.content p {
line-height: 1.6;
margin: 0 0 16px 0;
color: #cccccc;
}
.content ul,
.content ol {
margin: 0 0 16px 0;
padding-left: 24px;
}
.content li {
line-height: 1.6;
margin-bottom: 8px;
color: #cccccc;
}
.content code {
background: #2d2d30;
padding: 2px 6px;
border-radius: 3px;
font-family: "Consolas", "Monaco", "Courier New", monospace;
font-size: 13px;
color: #4fc3f7;
}
.content pre {
background: #2d2d30;
padding: 16px;
border-radius: 4px;
overflow-x: auto;
margin: 0 0 16px 0;
}
.content pre code {
background: transparent;
padding: 0;
}
.content a {
color: #4fc3f7;
text-decoration: none;
}
.content a:hover {
text-decoration: underline;
}
.content kbd {
background: #2d2d30;
border: 1px solid #444;
border-radius: 3px;
padding: 2px 6px;
font-family: "Consolas", "Monaco", "Courier New", monospace;
font-size: 12px;
color: #e0e0e0;
box-shadow: 0 1px 0 rgba(0, 0, 0, 0.2);
}
@keyframes fadeIn {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
@keyframes slideIn {
from {
transform: translateX(100%);
}
to {
transform: translateX(0);
}
}
@media (max-width: 768px) {
.sidePanel {
width: 100%;
}
}

View File

@@ -0,0 +1,57 @@
.sliderContainer {
display: flex;
flex-direction: column;
gap: 8px;
}
.sliderLabel {
display: flex;
justify-content: space-between;
align-items: center;
font-size: 13px;
color: #cccccc;
}
.sliderValue {
font-weight: 600;
color: #e0e0e0;
}
.slider {
width: 100%;
height: 6px;
border-radius: 3px;
background: #3a3a3a;
outline: none;
-webkit-appearance: none;
appearance: none;
}
.slider::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 16px;
height: 16px;
border-radius: 50%;
background: #4fc3f7;
cursor: pointer;
transition: background 0.15s ease;
}
.slider::-webkit-slider-thumb:hover {
background: #6dd1ff;
}
.slider::-moz-range-thumb {
width: 16px;
height: 16px;
border: none;
border-radius: 50%;
background: #4fc3f7;
cursor: pointer;
transition: background 0.15s ease;
}
.slider::-moz-range-thumb:hover {
background: #6dd1ff;
}

View File

@@ -47,10 +47,12 @@ export const initRhaiMode = (CodeMirror: any) => {
});
};
// Function to preload all WASM modules used by the application
export const loadAllWasm = async (): Promise<void> => {
try {
// Load Rhai CodeMirror WASM
await loadRhaiWasm();
// Load Script Runner WASM by creating and immediately terminating a worker
@@ -79,9 +81,9 @@ export const loadAllWasm = async (): Promise<void> => {
};
});
console.log("All WASM modules loaded successfully");
console.log("All WASM modules loaded successfully");
} catch (error) {
console.error("Failed to load WASM modules:", error);
console.error("Failed to load WASM modules:", error);
throw error;
}
};

View File

@@ -18,7 +18,6 @@
"name": "next"
}
],
"baseUrl": ".",
"paths": {
"@/*": ["./src/*"]
}