2023-11-15 21:47:50 +01:00
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#include "parse_game.h"
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2023-11-15 23:07:39 +01:00
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#include "myassert.h"
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2023-11-15 21:47:50 +01:00
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namespace Parsing {
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// This helper function deduces the type and assigns the value with the matching key
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template<class T>
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void extract(boost::json::object const &obj, T &t, std::string_view key) {
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t = value_to<T>(obj.at(key));
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}
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}
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namespace Hanabi {
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Card tag_invoke(boost::json::value_to_tag<Card>,
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boost::json::value const &jv) {
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Hanabi::Card card{};
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boost::json::object const &obj = jv.as_object();
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Parsing::extract(obj, card.rank, "rank");
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Parsing::extract(obj, card.suit, "suitIndex");
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card.rank = 5 - card.rank;
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return card;
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}
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void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
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jv = {{"suitIndex", card.suit},
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{"rank", card.rank}};
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}
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}
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namespace Parsing {
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HanabLiveAction tag_invoke(boost::json::value_to_tag<HanabLiveAction>, boost::json::value const &jv) {
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HanabLiveAction action{};
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uint8_t type;
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boost::json::object const &obj = jv.as_object();
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extract(obj, action.target, "target");
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extract(obj, type, "type");
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action.type = static_cast<Hanabi::ActionType>(type);
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switch (action.type) {
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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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action.type = Hanabi::ActionType::clue;
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break;
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case Hanabi::ActionType::end_game:
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case Hanabi::ActionType::vote_terminate_players:
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case Hanabi::ActionType::vote_terminate:
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action.type = Hanabi::ActionType::end_game;
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break;
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case Hanabi::ActionType::play:
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case Hanabi::ActionType::discard:
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break;
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default:
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throw std::runtime_error(
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"Invalid game format, could not parse action type " + std::to_string(type));
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}
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return action;
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}
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std::pair<std::vector<Hanabi::Card>, Hanabi::suit_t> parse_deck(const boost::json::value &deck_json) {
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auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
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for (auto &card: deck) {
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ASSERT(card.rank < 5);
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ASSERT(card.rank >= 0);
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ASSERT(card.suit < 6);
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ASSERT(card.suit >= 0);
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}
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Hanabi::suit_t num_suits = 0;
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for(const auto& card: deck) {
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num_suits = std::max(num_suits, card.suit);
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}
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return {deck, num_suits + 1};
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}
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std::vector<HanabLiveAction> parse_actions(const boost::json::value &action_json)
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{
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return boost::json::value_to<std::vector<HanabLiveAction>>(action_json);
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}
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std::vector<Hanabi::Action> convert_actions(std::vector<HanabLiveAction> const & hanab_live_actions, std::vector<Hanabi::Card> const & deck)
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{
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std::vector<Hanabi::Action> actions;
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std::transform(
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hanab_live_actions.begin(),
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hanab_live_actions.end(),
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std::back_inserter(actions),
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[&deck](HanabLiveAction const & action){
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return Hanabi::Action {action.type, deck[action.target]};
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}
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);
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return actions;
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}
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GameInfo parse_game(boost::json::object const & game_json)
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{
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auto const [deck, num_suits] = parse_deck(game_json.at("deck"));
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const std::vector<Parsing::HanabLiveAction> hanab_live_actions = parse_actions(game_json.at("actions"));
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Hanabi::player_t num_players = game_json.at("players").as_array().size();
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std::vector<Hanabi::Action> actions = convert_actions(hanab_live_actions, deck);
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return {deck, actions, num_suits, num_players};
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}
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}
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