2023-08-04 16:28:41 +02:00
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#ifndef DYNAMIC_PROGRAM_GAME_STATE_H
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#define DYNAMIC_PROGRAM_GAME_STATE_H
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#include <array>
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#include <cstdint>
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#include <algorithm>
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#include <cstddef>
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#include <bitset>
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#include <limits>
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#include <optional>
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#include <boost/container/static_vector.hpp>
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#include <list>
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#include <ostream>
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2023-08-05 00:34:31 +02:00
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namespace Hanabi {
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using rank_t = std::uint8_t;
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using suit_t = std::uint8_t;
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using clue_t = std::uint8_t;
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using player_t = std::int8_t;
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using state_t = std::uint32_t;
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/**
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* We will generally assume that stacks are played from n to 0
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* Playing a 0 will yield a clue
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* Therefore, for the default hanabi, we will play 4,3,2,1,0 in that order
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* on each stack. A stack with no cards played implicitly has value 5 on it
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* This is just easier to implement, since then the remaining number of cards
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* to be played is always the current number of the stack
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*/
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constexpr rank_t starting_card_rank = 5;
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constexpr suit_t max_suit_index = 5;
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constexpr size_t max_card_duplicity = 3;
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constexpr player_t draw_pile = -1;
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constexpr player_t trash_or_play_stack = -2;
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constexpr clue_t max_num_clues = 8;
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2023-08-05 11:55:46 +02:00
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constexpr std::array<std::string, 6> suit_initials{"r", "y", "g", "b", "p", "t"};
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struct Card {
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suit_t suit;
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rank_t rank;
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uint8_t copy;
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uint8_t index; // index of card in the deck
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Card &operator++();
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Card successor() const;
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const Card operator++(int);
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auto operator<=>(const Card &) const = default;
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};
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std::ostream &operator<<(std::ostream &os, const Card &card) {
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os << suit_initials[card.suit] << +card.rank;
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return os;
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}
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constexpr Card r0 = {0, 0, 0};
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constexpr Card r1 = {0, 1, 0};
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constexpr Card r2 = {0, 2, 0};
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constexpr Card r3 = {0, 3, 0};
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constexpr Card r4 = {0, 4, 0};
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constexpr Card y0 = {1, 0, 0};
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constexpr Card y1 = {1, 1, 0};
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constexpr Card y2 = {1, 2, 0};
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constexpr Card y3 = {1, 3, 0};
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constexpr Card y4 = {1, 4, 0};
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/**
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* To store:
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* - Draw pile size
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* - Distribution of cards
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* - Which cards exist?
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* - Number of clues
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*/
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template <std::size_t num_suits> using Stacks = std::array<rank_t, num_suits>;
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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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struct CardMultiplicity {
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Card card;
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std::uint8_t multiplicity;
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auto operator<=>(const CardMultiplicity &) const = default;
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};
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template <std::size_t num_suits> struct CardPositions {
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const player_t &operator[](const Card &card) const;
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player_t &operator[](const Card &card);
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auto operator<=>(const CardPositions &) const = default;
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private:
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std::array<
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std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>,
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num_suits>
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_card_positions;
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};
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enum class ActionType { discard, clue, play };
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struct Action {
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ActionType type{};
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Card discarded{};
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std::uint8_t index{};
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};
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size,
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std::uint8_t max_draw_pile_size>
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class HanabiState {
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public:
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Action clue();
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/**
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* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
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* @param index of card in hand to be played
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*/
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Action play(std::uint8_t index);
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Action discard(std::uint8_t index);
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void revert(const Action &action);
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void draw(std::uint8_t index);
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void revert_draw(std::uint8_t index, Card card);
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void incr_turn();
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void decr_turn();
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player_t _turn{};
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clue_t _num_clues{};
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std::uint8_t _draw_pile_size{};
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Stacks<num_suits> _stacks{};
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std::array<boost::container::static_vector<Card, hand_size>, num_players>
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_hands{};
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CardPositions<num_suits> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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// further statistics that we might want to keep track of
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uint8_t _pace{};
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auto operator<=>(const HanabiState &) const = default;
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};
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size,
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std::uint8_t max_draw_pile_size>
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std::ostream &
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operator<<(std::ostream &os,
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HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>
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hanabi_state);
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template class HanabiState<5, 3, 4, 20>;
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}
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2023-08-05 11:55:46 +02:00
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#include "game_state.hpp"
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2023-08-05 00:34:31 +02:00
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#endif // DYNAMIC_PROGRAM_GAME_STATE_H
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