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use crate::game::card::{Card, Rank, Suit};
use crate::game::game_state::GameState;
use crate::ui::debug_overlay::debug;
use std::collections::{HashMap, HashSet};
use std::fmt::Display;
#[repr(u8)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum AiDifficulty {
Easy,
Medium,
Hard,
}
impl Display for AiDifficulty {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
AiDifficulty::Easy => write!(f, "Easy"),
AiDifficulty::Medium => write!(f, "Medium"),
AiDifficulty::Hard => write!(f, "Hard"),
}
}
}
trait AiStrategy {
fn should_take_cards(&self, game_state: &GameState, player_idx: usize) -> bool;
fn make_attack_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>>; //Always will return cards to attack with or an error.
fn make_defense_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>>; //Always will return cards to attack with or an error.
}
struct EasyStrategy;
struct MediumStrategy;
struct HardStrategy;
impl AiStrategy for EasyStrategy {
fn should_take_cards(&self, game_state: &GameState, player_idx: usize) -> bool {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.unwrap_or_else(|| panic!("Trump suit should be set"));
// Find the first undefended attack
for (attack_card, _) in game_state
.table_cards()
.iter()
.filter(|(_, defense)| defense.is_none())
{
// AI check if it can defend against this card
let can_defend = hand
.iter()
.any(|card| card.can_beat(attack_card, trump_suit));
if !can_defend {
// If any single card can't be beaten, take all cards
debug(format!(
"Easy AI ({}) cannot defend against {}, taking cards",
player_idx, attack_card
));
return true;
}
}
// If all cards can be beaten, still 50% chance to take cards
let random_take = rand::random::<f32>() < 0.5;
if random_take {
debug(format!(
"Easy AI ({}) randomly deciding to take cards",
player_idx
));
return true;
}
false
}
fn make_attack_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state.trump_suit();
if hand.is_empty() {
return None;
}
// If there are cards on the table, check for cards of matching rank to add
let table_cards = game_state.table_cards();
if !table_cards.is_empty() {
// Get ranks of cards on the table
let table_ranks: HashSet<Rank> = table_cards
.iter()
.flat_map(|(attack, defense)| {
let mut ranks = vec![attack.rank];
if let Some(def) = defense {
ranks.push(def.rank);
}
ranks
})
.collect();
// Find any card in hand that matches a rank on the table
for (idx, card) in hand.iter().enumerate() {
if table_ranks.contains(&card.rank) {
debug(format!(
"Easy AI adding matching card {} to the attack",
card
));
return Some(vec![(idx, *card)]);
}
}
}
// For initial attack, find the lowest non-trump card
let mut lowest_card = None;
let mut lowest_idx = 0;
let mut lowest_value = u8::MAX;
for (idx, card) in hand.iter().enumerate() {
// Calculate card value - non-trumps are lower value than trumps
let is_trump = trump_suit == Some(card.suit);
let card_value = if is_trump {
100 + card.rank as u8
} else {
card.rank as u8
};
if card_value < lowest_value {
lowest_value = card_value;
lowest_card = Some(*card);
lowest_idx = idx;
}
}
if let Some(card) = lowest_card {
debug(format!("Easy AI attacking with lowest card: {}", card));
return Some(vec![(lowest_idx, card)]);
}
// Should never reach here if hand is not empty
Some(vec![(0, hand[0])])
}
fn make_defense_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.expect("Trump suit required for defense");
// Find the first undefended attack
if let Some((attack_card, _)) = game_state
.table_cards()
.iter()
.find(|(_, defense)| defense.is_none())
{
// First check if we can beat with a non-trump of the same suit
let non_trump_defenses: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| {
card.suit == attack_card.suit
&& card.suit != trump_suit
&& card.rank > attack_card.rank
})
.map(|(idx, &card)| (idx, card))
.collect();
// Use the lowest non-trump if available
if !non_trump_defenses.is_empty() {
if let Some(&(idx, card)) = non_trump_defenses.iter().min_by_key(|(_, c)| c.rank) {
debug(format!("Easy AI defending with non-trump: {}", card));
return Some(vec![(idx, card)]);
}
}
// If no non-trump defense, check for any trump that can beat it
let trump_defenses: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| {
(card.suit == trump_suit && attack_card.suit != trump_suit)
|| (card.suit == trump_suit
&& attack_card.suit == trump_suit
&& card.rank > attack_card.rank)
})
.map(|(idx, &card)| (idx, card))
.collect();
// Use the lowest trump if available
if !trump_defenses.is_empty() {
if let Some(&(idx, card)) = trump_defenses.iter().min_by_key(|(_, c)| c.rank) {
debug(format!("Easy AI defending with trump: {}", card));
return Some(vec![(idx, card)]);
}
}
}
// Cannot defend - will need to take cards
None
}
}
impl AiStrategy for MediumStrategy {
/// Medium AI evaluates all attacking cards before playing any defense.
/// Medium AI will take cards if:
/// 1. Multiple valuable trumps are required (2 or more)
/// 2. Any high trumps (Jack+) are required
/// 3. There are 4 or more attacks to defend against
/// 4. Random 40% chance to take cards if 2+ trumps are needed
fn should_take_cards(&self, game_state: &GameState, player_idx: usize) -> bool {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.expect("Trump suit required for defense decision");
// Get all undefended attacks
let undefended_attacks: Vec<&Card> = game_state
.table_cards()
.iter()
.filter(|(_, defense)| defense.is_none())
.map(|(attack, _)| attack)
.collect();
if undefended_attacks.is_empty() {
return false;
}
// Count how many trump cards would be needed to defend
let mut trump_cards_needed = 0;
let mut high_trumps_needed = 0; // Trumps higher than 10
//
// Check if any card cannot be beaten
for attack_card in &undefended_attacks {
// Try to find a defense for this attack
let possible_defenses: Vec<Card> = hand
.iter()
.filter(|card| card.can_beat(attack_card, trump_suit))
.cloned()
.collect();
if possible_defenses.is_empty() {
debug(format!(
"Medium AI ({}) cannot defend against {}, taking cards",
player_idx, attack_card
));
return true; // Cannot defend this card, must take all
}
// Check if defense requires a trump
let requires_trump = possible_defenses.iter().all(|card| card.suit == trump_suit);
if requires_trump {
trump_cards_needed += 1;
// Check if it requires a high trump (Jack or higher)
let requires_high_trump = possible_defenses
.iter()
.filter(|card| card.suit == trump_suit)
.all(|card| card.rank >= Rank::Jack);
if requires_high_trump {
high_trumps_needed += 1;
}
}
}
if high_trumps_needed > 0 {
debug(format!(
"Medium AI ({}) taking cards to save high trumps",
player_idx
));
return true;
}
if trump_cards_needed >= 2 {
let random_take = rand::random::<f32>() < 0.4;
if random_take {
debug(format!(
"Medium AI ({}) taking cards to save multiple trumps",
player_idx
));
return true;
}
}
if undefended_attacks.len() >= 4 {
debug(format!(
"Medium AI ({}) taking cards due to too many attacks ({})",
player_idx,
undefended_attacks.len()
));
return true;
}
debug(format!("Medium AI ({}) will try to defend", player_idx));
false
}
/// Attack with some probability of dropping.
fn make_attack_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state.trump_suit();
if hand.is_empty() {
return None;
}
// Get cards on the table for potential additional attacks
let table_cards = game_state.table_cards();
// If this is an additional attack (not the first card played)
if !table_cards.is_empty() {
// Get all ranks already on the table
let valid_ranks: HashSet<Rank> = table_cards
.iter()
.flat_map(|(attack, defense)| {
let mut ranks = vec![attack.rank];
if let Some(def) = defense {
ranks.push(def.rank);
}
ranks
})
.collect();
// Medium AI has a 30% chance to stop adding cards
let stop_adding = rand::random::<f32>() < 0.3;
if stop_adding {
debug(format!(
"Medium AI ({}) decided to stop adding cards",
player_idx
));
return Some(vec![]);
}
// Look for matching non-trump cards first
let matching_non_trumps: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| {
valid_ranks.contains(&card.rank) && trump_suit != Some(card.suit)
})
.map(|(idx, &card)| (idx, card))
.collect();
if !matching_non_trumps.is_empty() {
// Find the lowest matching non-trump
if let Some((idx, card)) = matching_non_trumps
.iter()
.min_by_key(|(_, card)| card.rank)
.map(|(idx, card)| (*idx, *card))
{
debug(format!(
"Medium AI adding non-trump card {} to attack",
card
));
return Some(vec![(idx, card)]);
}
}
// If defender used a trump, medium AI might add a matching trump (30% chance)
let defender_used_trump = table_cards.iter().any(
|(_, defense)| matches!((defense, trump_suit), (Some(d), Some(t)) if d.suit == t),
);
if defender_used_trump {
let add_trump = rand::random::<f32>() < 0.3;
if add_trump {
// Look for matching trump cards
let matching_trumps: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| {
valid_ranks.contains(&card.rank) && trump_suit == Some(card.suit)
})
.map(|(idx, &card)| (idx, card))
.collect();
if !matching_trumps.is_empty() {
// Find the lowest matching trump
if let Some((idx, card)) = matching_trumps
.iter()
.min_by_key(|(_, card)| card.rank)
.map(|(idx, card)| (*idx, *card))
{
debug(format!("Medium AI adding trump card {} to attack", card));
return Some(vec![(idx, card)]);
}
}
}
}
// No good additional cards to play
return Some(vec![]);
}
// Initial attack logic - prioritize low non-trump cards
// First, check for pairs that might be useful for future attacks
let mut rank_counts: HashMap<Rank, Vec<(usize, Card)>> = HashMap::new();
for (idx, card) in hand.iter().enumerate() {
rank_counts.entry(card.rank).or_default().push((idx, *card));
}
// Find pairs of non-trumps
let non_trump_pairs: Vec<(&Rank, &Vec<(usize, Card)>)> = rank_counts
.iter()
.filter(|(_, cards)| {
cards.len() >= 2
&& cards.iter().any(|(_, c)| {
matches!(trump_suit, Some(t) if c.suit != t) || trump_suit.is_none()
})
})
.collect();
// Try to play a card from the lowest pair
if !non_trump_pairs.is_empty() {
if let Some((_, cards)) = non_trump_pairs.iter().min_by_key(|(rank, _)| *rank) {
// Find the lowest non-trump in this group
if let Some((idx, card)) = cards
.iter()
.filter(|(_, c)| trump_suit != Some(c.suit))
.min_by_key(|(_, c)| c.rank)
{
debug(format!("Medium AI playing from pair: {}", card));
return Some(vec![(*idx, *card)]);
}
}
}
// If no pairs, play the lowest non-trump card
let lowest_non_trump = hand
.iter()
.enumerate()
.filter(|(_, card)| trump_suit != Some(card.suit))
.min_by_key(|(_, card)| card.rank);
if let Some((idx, &card)) = lowest_non_trump {
debug(format!("Medium AI playing lowest non-trump: {}", card));
return Some(vec![(idx, card)]);
}
// If we only have trumps, play the lowest one (if AI has several)
let trump_cards: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| trump_suit != Some(card.suit))
.map(|(idx, &card)| (idx, card))
.collect();
if trump_cards.len() > 1 {
if let Some((idx, card)) = trump_cards
.iter()
.min_by_key(|(_, c)| c.rank)
.map(|(i, c)| (*i, *c))
{
debug(format!(
"Medium AI playing lowest trump (has multiple): {}",
card
));
return Some(vec![(idx, card)]);
}
}
// Last resort - play any card (lowest by rank)
if let Some((idx, &card)) = hand.iter().enumerate().min_by_key(|(_, c)| c.rank) {
debug(format!("Medium AI playing lowest card: {}", card));
return Some(vec![(idx, card)]);
}
// Should never reach here
None
}
/// Medium AI strategy:
/// 1. If the attack card is high value, might use a trump strategically
/// 2. Otherwise, prefer non-trump defenses
fn make_defense_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.expect("Trump suit required for defense");
// Find the first undefended attack
if let Some((attacking_card, _)) = game_state
.table_cards()
.iter()
.find(|(_, defense)| defense.is_none())
{
// Medium AI: 30% chance to pass if possible
let possible_passes: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| card.can_pass(attacking_card))
.map(|(idx, &card)| (idx, card))
.collect();
if !possible_passes.is_empty() {
let pass_chance = rand::random::<f32>();
if pass_chance < 0.3 {
// Choose the lowest pass card
let lowest_pass = possible_passes.iter().min_by_key(|(_, card)| {
// Prefer non-trumps for passing
if card.suit == trump_suit {
100 + card.rank as u8
} else {
card.rank as u8
}
});
if let Some(&(hand_idx, pass_card)) = lowest_pass {
debug(format!(
"Medium AI choosing to PASS with {} (same rank as {})",
pass_card, attacking_card,
));
return Some(vec![(hand_idx, pass_card)]);
}
}
}
// Find all valid defenses
let valid_defenses: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| card.can_beat(attacking_card, trump_suit))
.map(|(idx, &card)| (idx, card))
.collect();
if valid_defenses.is_empty() {
return None; // Cannot defend
}
// Determine if this is a high-value card that's worth using a trump on
let is_high_value = attacking_card.rank >= Rank::Jack
|| (attacking_card.suit == trump_suit && attacking_card.rank >= Rank::Ten);
if is_high_value {
// For high-value attacks, might use a trump (70% chance)
let use_trump_strategically = rand::random::<f32>() < 0.7;
if use_trump_strategically {
let trump_defenses: Vec<&(usize, Card)> = valid_defenses
.iter()
.filter(|(_, card)| card.suit == trump_suit)
.collect();
if !trump_defenses.is_empty() {
// Use the lowest trump that can beat it
let lowest_trump = trump_defenses.iter().min_by_key(|(_, card)| card.rank);
if let Some(&&(idx, card)) = lowest_trump {
debug(format!(
"Medium AI using trump {} to beat high value card {}",
card, attacking_card
));
return Some(vec![(idx, card)]);
}
}
}
}
// Try to find a non-trump defense first
let non_trump_defenses: Vec<&(usize, Card)> = valid_defenses
.iter()
.filter(|(_, card)| card.suit != trump_suit)
.collect();
if !non_trump_defenses.is_empty() {
// Use the lowest non-trump defense
if let Some(&&(idx, card)) =
non_trump_defenses.iter().min_by_key(|(_, card)| card.rank)
{
debug(format!("Medium AI defending with non-trump {}", card));
return Some(vec![(idx, card)]);
}
}
// If forced to use a trump, use the lowest one
if let Some(&(idx, card)) = valid_defenses
.iter()
.filter(|(_, c)| c.suit == trump_suit)
.min_by_key(|(_, c)| c.rank)
{
debug(format!(
"Medium AI forced to use trump {} (lowest available)",
card
));
return Some(vec![(idx, card)]);
}
// Should be unreachable if valid_defenses is not empty
return None;
}
// No undefended attacks
None
}
}
impl AiStrategy for HardStrategy {
/// To calculate the cost-benefit of picking up the AI will evaluate the number of valuable cards
/// where it considers trump cards bigger than Jack to be valuable. In the future, I want to
/// implement a more dynamic valueable calculation.
fn should_take_cards(&self, game_state: &GameState, player_idx: usize) -> bool {
// Hard AI makes a strategic decision weighing multiple factors
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.expect("Trump suit required for defense decision");
// Track played cards to better understand the game state
let table_cards = game_state.table_cards();
let discard_pile = game_state.discard_pile();
let deck_empty = game_state.deck().is_empty();
// Find all undefended attacks
let undefended_attacks: Vec<&Card> = table_cards
.iter()
.filter(|(_, defense)| defense.is_none())
.map(|(attack, _)| attack)
.collect();
if undefended_attacks.is_empty() {
return false;
}
// First check if we are able to defend at all
for attack_card in &undefended_attacks {
let defenses = hand
.iter()
.enumerate()
.filter(|(_, card)| card.can_beat(attack_card, trump_suit))
.map(|(idx, &card)| (idx, card))
.collect::<Vec<_>>();
if defenses.is_empty() {
debug(format!(
"Hard AI ({}) cannot defend against {}, must take",
player_idx, attack_card
));
return true; // Cannot defend one of the attacks, must take
}
}
// Calculate the cost of defending vs. the benefit of picking up
// 1. Evaluate defense cost: How many valuable cards would be spent?
let mut defense_plan: HashMap<usize, Card> = HashMap::new(); // Maps attack index -> defense card
let mut valuable_cards_used = 0;
let mut high_trumps_used = 0;
// For each attack, find the optimal defense card
for (attack_idx, attack_card) in undefended_attacks.iter().enumerate() {
// Get all possible defenses for this attack
let possible_defenses: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_idx, card)|
// Skip cards already assigned to defend other attacks
!defense_plan.values().any(|c| *c == **card) &&
card.can_beat(attack_card, trump_suit))
.map(|(idx, &card)| (idx, card))
.collect();
if possible_defenses.is_empty() {
// If we can't defend with remaining cards, must take
return true;
}
// First try to find a non-trump defense
let non_trump_defense = possible_defenses
.iter()
.filter(|(_, card)|card.suit != trump_suit)
.min_by_key(|(_, card)| card.rank);
if let Some(&(_idx, card)) = non_trump_defense {
// Use this non-trump card
defense_plan.insert(attack_idx, card);
// Count valuable non-trump cards (Jack or higher)
if card.rank >= Rank::Jack {
valuable_cards_used += 1;
}
} else {
// Must use a trump
let trump_defense = possible_defenses
.iter()
.filter(|(_, card)|card.suit == trump_suit)
.min_by_key(|(_, card)| card.rank);
if let Some(&(_idx, card)) = trump_defense {
defense_plan.insert(attack_idx, card);
// Any trump is valuable, higher trumps are more so
valuable_cards_used += 1;
if card.rank >= Rank::Jack {
high_trumps_used += 1;
}
}
}
}
// 2. Endgame considerations
let is_endgame = deck_empty || game_state.deck().size() <= 2;
// In endgame, conserving high trumps is critical for winning
if is_endgame && high_trumps_used > 0 {
// Count how many high trumps might still be unplayed
let high_trumps_played = discard_pile
.iter()
.filter(|card| card.suit == trump_suit && card.rank >= Rank::Jack)
.count();
// If we'd use our last high trump, consider picking up instead
let holding_last_high_trumps = high_trumps_used
>= hand
.iter()
.filter(|card| card.suit == trump_suit && card.rank >= Rank::Jack)
.count();
if holding_last_high_trumps && high_trumps_played < 4 {
debug(format!(
"Hard AI ({}) preserving last high trumps in endgame",
player_idx
));
return true;
}
}
// 3. Cards to pick up vs hand overload
let cards_to_take = table_cards.len();
let new_hand_size = player.hand_size() + cards_to_take;
let hand_limit = 6; // Standard hand size
// Only take cards if it doesn't overload our hand too much
if new_hand_size > hand_limit + 2 && valuable_cards_used < 2 {
debug(format!(
"Hard AI ({}) avoiding taking too many cards ({})",
player_idx, cards_to_take
));
return false;
}
// 4. Opponent hand analysis
let defender_idx = game_state.current_defender();
let attacker_idx = game_state.current_attacker();
let opponent_idx = if player_idx == defender_idx {
attacker_idx
} else {
defender_idx
};
let opponent = &game_state.players()[opponent_idx];
let opponent_card_count = opponent.hand_size();
// If opponent is almost out of cards, defend more aggressively
if is_endgame && opponent_card_count <= 2 && valuable_cards_used <= 1 {
debug(format!(
"Hard AI ({}) defending aggressively against nearly-empty opponent",
player_idx
));
return false;
}
// Final decision balancing all factors
let strategic_take = (valuable_cards_used >= 2)
|| (high_trumps_used >= 1 && is_endgame)
|| (cards_to_take <= 2 && new_hand_size <= hand_limit);
if strategic_take {
debug(format!(
"Hard AI ({}) strategically taking cards (value cards: {}, high trumps: {})",
player_idx, valuable_cards_used, high_trumps_used
));
return true;
}
debug(format!(
"Hard AI ({}) decides to defend (cards used: {})",
player_idx, valuable_cards_used
));
false
}
/// Hard AI has various strategies for making attacking moves.
/// Plan A. If it is late into the game the AI will analyze the player's hand, discard pile, and
/// table cards to determine the best attack move.
/// Plan B. If it is an inital attack during the endgame, the AI will try to prevent the opponent
/// from discarding cards. Otherwise, the AI will try to play the lowest-ranking card that can
/// beat the attacker.
/// A fallback strategy is also implemented in case the AI cannot find a good attack move.
fn make_attack_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state.trump_suit();
let deck_empty = game_state.deck().is_empty();
let discard_pile = game_state.discard_pile();
let table_cards = game_state.table_cards();
// Get information about the defender
let defender_idx = game_state.current_defender();
let defender = &game_state.players()[defender_idx];
let defender_hand_size = defender.hand_size();
if hand.is_empty() {
return None;
}
// ### Plan A: Not the first card attack ###
if !table_cards.is_empty() {
// Get ranks of cards already on the table
let valid_ranks: HashSet<Rank> = table_cards
.iter()
.flat_map(|(attack, defense)| {
let mut ranks = vec![attack.rank];
if let Some(def) = defense {
ranks.push(def.rank);
}
ranks
})
.collect();
// Track played cards of each rank to guide our attack strategy
let mut rank_card_count: HashMap<Rank, usize> = HashMap::new();
// Count cards in discard pile by rank
for card in discard_pile {
*rank_card_count.entry(card.rank).or_insert(0) += 1;
}
// Count cards on table by rank
for (attack, defense) in table_cards {
*rank_card_count.entry(attack.rank).or_insert(0) += 1;
if let Some(def) = defense {
*rank_card_count.entry(def.rank).or_insert(0) += 1;
}
}
let defender_used_trump = table_cards.iter().any(|(_, defense)| {
matches!((defense, trump_suit), (Some(d), Some(t)) if d.suit == t)
});
// Find weaknesses in defender's hand
let mut probable_weak_ranks: Vec<Rank> = Vec::new();
// Ranks where many cards are already out are likely weak points
for (rank, count) in &rank_card_count {
if valid_ranks.contains(rank) && *count >= 2 {
// If defender has defended against this rank, but many cards of this rank
// are already played, they likely have few or no more of this rank
probable_weak_ranks.push(*rank);
}
}
// Try adding cards of ranks that are likely weak points for defender
if !probable_weak_ranks.is_empty() {
let matching_cards: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)|
probable_weak_ranks.contains(&card.rank) &&
// Don't waste high trumps on additional attacks
!(card.suit == trump_suit.unwrap_or(Suit::Spades) && card.rank >= Rank::Jack)
)
.map(|(idx, &card)| (idx, card))
.collect();
if !matching_cards.is_empty() {
// Choose lowest card from weak ranks
if let Some(&(idx, card)) = matching_cards.iter().min_by_key(|(_, c)| {
// Non-trumps first, then by rank
if c.suit == trump_suit.unwrap_or(Suit::Spades) {
100 + c.rank as u8
} else {
c.rank as u8
}
}) {
debug(format!("Hard AI exploiting weak rank with {}", card));
return Some(vec![(idx, card)]);
}
}
}
// Find any matching cards
let matching_cards: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| valid_ranks.contains(&card.rank))
.map(|(idx, &card)| (idx, card))
.collect();
if !matching_cards.is_empty() {
// If defender is struggling (using trumps), consider adding a trump to force more trumps
if defender_used_trump {
let matching_trumps: Vec<&(usize, Card)> = matching_cards
.iter()
.filter(|(_, card)| trump_suit == Some(card.suit))
.collect();
// Hard AI will strategically add trumps 70% of the time if defender used trumps
let add_trump = !matching_trumps.is_empty() && rand::random::<f32>() < 0.7;
if add_trump {
// Use lowest matching trump
if let Some(&&(idx, card)) =
matching_trumps.iter().min_by_key(|(_, c)| c.rank)
{
debug(format!(
"Hard AI strategically adding trump {} to pressure defender",
card
));
return Some(vec![(idx, card)]);
}
}
}
// Otherwise prefer non-trumps
let non_trump_matches: Vec<&(usize, Card)> = matching_cards
.iter()
.filter(|(_, card)| trump_suit != Some(card.suit))
.collect();
if !non_trump_matches.is_empty() {
// Choose the lowest non-trump match
if let Some(&&(idx, card)) =
non_trump_matches.iter().min_by_key(|(_, c)| c.rank)
{
debug(format!("Hard AI adding non-trump {} to attack", card));
return Some(vec![(idx, card)]);
}
}
// If no non-trumps, use lowest matching card of any type
if let Some(&(idx, card)) = matching_cards.iter().min_by_key(|(_, c)| c.rank) {
debug(format!(
"Hard AI adding lowest matching card {} to attack",
card
));
return Some(vec![(idx, card)]);
}
}
// Hard AI knows when not to add cards - if defender beat earlier attacks easily
// or if there are already many cards on the table
let easy_defense = table_cards.iter().all(|(_, defense)| defense.is_some());
if easy_defense || table_cards.len() >= 3 {
let stop_chance = if easy_defense { 0.8 } else { 0.5 };
if rand::random::<f32>() < stop_chance {
debug(format!(
"Hard AI strategically stops adding cards (easy defense: {})",
easy_defense
));
return Some(vec![]);
}
}
// No good cards to add
return Some(vec![]);
}
// ### Plan B: Initial attack strategy - varies based on game phase ###
let is_endgame = deck_empty;
if is_endgame {
// Endgame strategy: force opponent to use trumps or pick up
// If defender has few cards, try to prevent them from discarding
if defender_hand_size <= 2 {
// Check if we have high cards or trumps that might force pickup
let forcing_cards: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| {
(card.suit == trump_suit.unwrap_or(Suit::Spades) && card.rank >= Rank::Ten)
|| card.rank >= Rank::Ace
})
.map(|(idx, &card)| (idx, card))
.collect();
if !forcing_cards.is_empty() {
// Use a threatening card to prevent easy discard
if let Some(&(idx, card)) = forcing_cards.iter().min_by_key(|(_, c)| c.rank) {
debug(format!("Hard AI playing forcing card {} in endgame", card));
return Some(vec![(idx, card)]);
}
}
}
}
// Check for duplicate ranks (pairs) for strategic play
let mut rank_counts: HashMap<Rank, Vec<(usize, Card)>> = HashMap::new();
for (idx, card) in hand.iter().enumerate() {
rank_counts.entry(card.rank).or_default().push((idx, *card));
}
// Hard AI prefers to lead with cards where it has multiple of the same rank
let pairs: Vec<(Rank, &Vec<(usize, Card)>)> = rank_counts
.iter()
.filter(|(_, cards)| cards.len() >= 2)
.map(|(rank, cards)| (*rank, cards))
.collect();
if !pairs.is_empty() {
// Use the lowest pair that's not high trumps
let non_high_trump_pairs: Vec<(Rank, &Vec<(usize, Card)>)> = pairs
.iter()
.filter(|(_, cards)| {
!cards.iter().all(|(_, c)| {
c.suit == trump_suit.unwrap_or(Suit::Spades) && c.rank >= Rank::Jack
})
})
.map(|(r, c)| (*r, *c))
.collect();
if !non_high_trump_pairs.is_empty() {
if let Some((_, cards)) = non_high_trump_pairs.iter().min_by_key(|(rank, _)| *rank)
{
// Find a non-trump from this pair if possible
let non_trump = cards
.iter()
.filter(|(_, c)| trump_suit != Some(c.suit))
.min_by_key(|(_, c)| c.rank);
if let Some(&(idx, card)) = non_trump {
debug(format!("Hard AI playing from pair: {}", card));
return Some(vec![(idx, card)]);
} else {
// Use lowest card from the pair
let lowest = cards.iter().min_by_key(|(_, c)| c.rank);
if let Some(&(idx, card)) = lowest {
debug(format!("Hard AI playing from pair: {}", card));
return Some(vec![(idx, card)]);
}
}
}
}
}
// Regular strategy - play lowest non-trump probing card
let non_trumps: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| trump_suit != Some(card.suit))
.map(|(idx, &card)| (idx, card))
.collect();
if !non_trumps.is_empty() {
// Use lowest non-trump
if let Some(&(idx, card)) = non_trumps.iter().min_by_key(|(_, c)| c.rank) {
debug(format!("Hard AI playing lowest non-trump: {}", card));
return Some(vec![(idx, card)]);
}
}
// If only trumps are available, use lowest one
if let Some((idx, &card)) = hand
.iter()
.enumerate()
.filter(|(_, c)| trump_suit == Some(c.suit))
.min_by_key(|(_, c)| c.rank)
{
debug(format!("Hard AI playing lowest trump: {}", card));
return Some(vec![(idx, card)]);
}
// Fallback - play any card
let (idx, &card) = hand.iter().enumerate().min_by_key(|(_, c)| c.rank).unwrap(); // Safe because we checked for empty hand
debug(format!("Hard AI playing lowest card: {}", card));
Some(vec![(idx, card)])
}
/// First the AI considers passing with 60% probability because don't want to pass trumps or
/// value cards, then AI tries to find the lowest card it can beat the attacker with. If it is
/// a trump suit, it will try to find the lowest trump that can beat the attacker.
fn make_defense_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
let player = &game_state.players()[player_idx];
let hand = player.hand();
let trump_suit = game_state
.trump_suit()
.expect("Trump suit required for defense");
// These variables are used by hard AI for tracking
let _table_cards = game_state.table_cards();
let _discard_pile = game_state.discard_pile();
let is_endgame = game_state.deck().is_empty();
// Find the first undefended attack
if let Some((_attack_idx, attack_card)) = game_state
.table_cards()
.iter()
.enumerate()
.find(|(_, (_, defense))| defense.is_none())
.map(|(idx, (attack, _))| (idx, attack))
{
// Hard AI first considers passing as a strategic option
let possible_passes: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)| card.can_pass(attack_card))
.map(|(idx, &card)| (idx, card))
.collect();
// Hard AI is aggressive with passing (60% chance if available)
// but won't pass high trumps or valuable cards
if !possible_passes.is_empty() {
// Filter out valuable cards to avoid passing them
let safe_passes: Vec<(usize, Card)> = possible_passes
.iter()
.filter(|(_, card)|
// Don't pass high trumps or aces
!(card.suit == trump_suit && card.rank >= Rank::Jack) &&
card.rank != Rank::Ace)
.map(|&(idx, card)| (idx, card))
.collect();
if !safe_passes.is_empty() && rand::random::<f32>() < 0.6 {
// Choose the best pass card - prefer non-trumps
let best_pass = safe_passes.iter().min_by_key(|(_, card)| {
if card.suit == trump_suit {
100 + card.rank as u8
} else {
card.rank as u8
}
});
if let Some(&(hand_idx, pass_card)) = best_pass {
debug(format!(
"Hard AI strategically passing with {} (same rank as {})",
pass_card, attack_card
));
return Some(vec![(hand_idx, pass_card)]);
}
}
// In emergency (no other defense), pass with anything
if !possible_passes.is_empty() && safe_passes.is_empty() {
// Find the lowest value pass card
if let Some(&(hand_idx, pass_card)) =
possible_passes.iter().min_by_key(|(_, card)| card.rank)
{
debug(format!(
"Hard AI forced to pass with {} as last resort",
pass_card
));
return Some(vec![(hand_idx, pass_card)]);
}
}
}
// Find all cards that can beat this attack
let valid_defenses: Vec<(usize, Card)> = hand
.iter()
.enumerate()
.filter(|(_, card)|card.can_beat(attack_card, trump_suit))
.map(|(idx, &card)| (idx, card))
.collect();
if valid_defenses.is_empty() {
// If we have no defense cards but do have pass cards, force a pass
if !possible_passes.is_empty() {
let (hand_idx, pass_card) = possible_passes[0];
debug(format!(
"Hard AI forced to pass with {} (no other defense)",
pass_card
));
return Some(vec![(hand_idx, pass_card)]);
}
return None; // Can't defend at all
}
// Hard AI strategy: Use the absolute lowest card that can beat the attack
// First, try to use a non-trump defense if possible
let non_trump_defenses: Vec<&(usize, Card)> = valid_defenses
.iter()
.filter(|(_, card)|card.suit != trump_suit)
.collect();
if !non_trump_defenses.is_empty() {
// Use the lowest non-trump that beats it
if let Some(&&(hand_idx, card)) =
non_trump_defenses.iter().min_by_key(|(_, card)| card.rank)
{
debug(format!("Hard AI defending with lowest non-trump: {}", card));
return Some(vec![(hand_idx, card)]);
}
}
// If forced to use a trump, use the lowest possible one
let trump_defenses: Vec<&(usize, Card)> = valid_defenses
.iter()
.filter(|(_, card)| card.suit == trump_suit)
.collect();
if !trump_defenses.is_empty() {
// In endgame, think hard about using high trumps
if is_endgame {
let is_high_value_attack = attack_card.rank >= Rank::Queen
|| (attack_card.suit == trump_suit && attack_card.rank >= Rank::Ten);
// Only use high trumps against high-value cards in endgame
if !is_high_value_attack {
// Find the lowest trump that's not too valuable (less than Jack)
let low_trump_defense = trump_defenses
.iter()
.filter(|(_, card)| card.rank < Rank::Jack)
.min_by_key(|(_, card)| card.rank);
if let Some(&&(hand_idx, card)) = low_trump_defense {
debug(format!(
"Hard AI using low trump {} to conserve high trumps",
card
));
return Some(vec![(hand_idx, card)]);
}
}
}
// Use absolute lowest trump that can beat it
if let Some(&&(hand_idx, card)) =
trump_defenses.iter().min_by_key(|(_, card)| card.rank)
{
debug(format!("Hard AI using lowest possible trump: {}", card));
return Some(vec![(hand_idx, card)]);
}
}
}
// If we reach here, something went wrong
None
}
}
// Update AiPlayer to use strategy pattern
pub struct AiPlayer {
strategy: Box<dyn AiStrategy>,
}
impl AiPlayer {
pub fn new(difficulty: AiDifficulty) -> Self {
let strategy: Box<dyn AiStrategy> = match difficulty {
AiDifficulty::Easy => Box::new(EasyStrategy),
AiDifficulty::Medium => Box::new(MediumStrategy),
AiDifficulty::Hard => Box::new(HardStrategy),
};
Self { strategy }
}
pub fn should_take_cards(&self, game_state: &GameState, player_idx: usize) -> bool {
self.strategy.should_take_cards(game_state, player_idx)
}
pub fn make_attack_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
self.strategy.make_attack_move(game_state, player_idx)
}
pub fn make_defense_move(
&self,
game_state: &GameState,
player_idx: usize,
) -> Option<Vec<(usize, Card)>> {
self.strategy.make_defense_move(game_state, player_idx)
}
}