2023-08-04 16:28:41 +02:00
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#include <cassert>
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#include <algorithm>
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#include <iterator>
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2023-08-05 11:55:46 +02:00
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namespace Hanabi {
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2023-08-04 16:28:41 +02:00
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2023-08-05 11:55:46 +02:00
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Card &Card::operator++() {
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rank++;
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return *this;
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2023-08-04 16:28:41 +02:00
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}
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2023-08-05 11:55:46 +02:00
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Card Card::successor() const { return {suit, static_cast<rank_t>(rank + 1)}; }
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const Card Card::operator++(int) {
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Card ret = *this;
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rank++;
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return ret;
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}
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template<std::size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << +stacks[i] << ", ";
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}
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os << +stacks.back();
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return os;
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}
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template<std::size_t num_suits>
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const player_t &CardPositions<num_suits>::operator[](const Card &card) const {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template<std::size_t num_suits>
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player_t &CardPositions<num_suits>::operator[](const Card &card) {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::clue() {
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assert(_num_clues > 0);
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--_num_clues;
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incr_turn();
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return Action{ActionType::clue, {}, {}};
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}
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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}
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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assert(card.rank == _stacks[card.suit] - 1);
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--_stacks[card.suit];
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Action ret{ActionType::play, _hands[_turn][index], index};
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if (card.rank == 0) {
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// update clues if we played the last card of a stack
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_num_clues++;
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}
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draw(index);
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incr_turn();
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return ret;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(_num_clues != max_num_clues);
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_num_clues++;
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Action ret{ActionType::discard, _hands[_turn][index], index};
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draw(index);
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incr_turn();
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return ret;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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std::ostream &operator<<(std::ostream &os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state) {
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os << "Stacks: " << hanabi_state._stacks << std::endl;
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os << "Draw pile: ";
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for (const auto &[card, mul]: hanabi_state._draw_pile) {
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os << card;
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if (mul > 1) {
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os << " (" << +mul << ")";
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}
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}
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os << std::endl;
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os << "Hands: ";
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for (const auto &hand: hanabi_state._hands) {
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for (const auto &card: hand) {
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os << card << ", ";
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}
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os << " | ";
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}
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return os;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = trash_or_play_stack;
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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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--_draw_pile_size;
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CardMultiplicity draw = _draw_pile.front();
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_draw_pile.pop_front();
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assert(draw.multiplicity > 0);
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if (draw.multiplicity > 1) {
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draw.multiplicity--;
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_draw_pile.push_back(draw);
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}
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_hands[_turn][index] = draw.card;
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_card_positions[draw.card] = _turn;
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}
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = draw_pile;
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// draw a new card if the draw pile is not empty
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if (_draw_pile.back().card == _hands[_turn][index]) {
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_draw_pile.back().multiplicity++;
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} else {
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_draw_pile.push_back({_hands[_turn][index], 1});
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}
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_hands[_turn][index] = card;
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_card_positions[card] = _turn;
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_draw_pile_size++;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(
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const Action &action) {
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decr_turn();
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switch (action.type) {
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case ActionType::clue:
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assert(_num_clues < max_num_clues);
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_num_clues++;
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break;
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case ActionType::discard:
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assert(_num_clues > 0);
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_num_clues--;
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revert_draw(action.index, action.discarded);
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break;
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case ActionType::play:
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if (action.discarded.rank == 0) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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}
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}
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} // namespace Hanabi
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