199 lines
4.9 KiB
C
199 lines
4.9 KiB
C
|
//
|
||
|
// Created by maximilian on 7/13/23.
|
||
|
//
|
||
|
|
||
|
#ifndef DYNAMIC_PROGRAM_GAME_STATE_H
|
||
|
#define DYNAMIC_PROGRAM_GAME_STATE_H
|
||
|
|
||
|
#include <array>
|
||
|
#include <cstdint>
|
||
|
#include <algorithm>
|
||
|
#include <cstddef>
|
||
|
#include <bitset>
|
||
|
#include <limits>
|
||
|
#include <optional>
|
||
|
#include <boost/container/static_vector.hpp>
|
||
|
#include <list>
|
||
|
#include <ostream>
|
||
|
|
||
|
|
||
|
using rank_t = std::uint8_t;
|
||
|
using suit_t = std::uint8_t;
|
||
|
using clue_t = std::uint8_t;
|
||
|
using player_t = std::int8_t;
|
||
|
|
||
|
using state_t = std::uint32_t;
|
||
|
|
||
|
|
||
|
/**
|
||
|
* We will generally assume that stacks are played from n to 0
|
||
|
* Playing a 0 will yield a clue
|
||
|
* Therefore, for the default hanabi, we will play 4,3,2,1,0 in that order
|
||
|
* on each stack. A stack with no cards played implicitly has value 5 on it
|
||
|
* This is just easier to implement, since then the remaining number of cards
|
||
|
* to be played is always the current number of the stack
|
||
|
*/
|
||
|
constexpr rank_t starting_card_rank = 5;
|
||
|
constexpr suit_t max_suit_index = 5;
|
||
|
constexpr size_t max_card_duplicity = 3;
|
||
|
constexpr player_t draw_pile = -1;
|
||
|
constexpr player_t trash_or_play_stack = -2;
|
||
|
constexpr clue_t max_num_clues = 8;
|
||
|
|
||
|
constexpr std::array<std::string, 5> suit_initials {"r", "y", "g", "b", "p"};
|
||
|
|
||
|
struct Card {
|
||
|
suit_t suit;
|
||
|
rank_t rank;
|
||
|
uint8_t copy;
|
||
|
|
||
|
Card& operator++() {
|
||
|
rank++;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Card successor() {
|
||
|
return {suit, static_cast<rank_t>(rank + 1)};
|
||
|
}
|
||
|
|
||
|
const Card operator++(int) {
|
||
|
Card ret = *this;
|
||
|
rank++;
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
auto operator<=>(const Card&) const = default;
|
||
|
};
|
||
|
|
||
|
std::ostream& operator<<(std::ostream& os, const Card& card) {
|
||
|
os << suit_initials[card.suit] << +card.rank;
|
||
|
return os;
|
||
|
}
|
||
|
|
||
|
constexpr Card r0 = {0, 0, 0};
|
||
|
constexpr Card r1 = {0, 1, 0};
|
||
|
constexpr Card r2 = {0, 2, 0};
|
||
|
constexpr Card r3 = {0, 3, 0};
|
||
|
constexpr Card r4 = {0, 4, 0};
|
||
|
constexpr Card y0 = {1, 0, 0};
|
||
|
constexpr Card y1 = {1, 1, 0};
|
||
|
constexpr Card y2 = {1, 2, 0};
|
||
|
constexpr Card y3 = {1, 3, 0};
|
||
|
constexpr Card y4 = {1, 4, 0};
|
||
|
|
||
|
/**
|
||
|
* To store:
|
||
|
* - Draw pile size
|
||
|
* - Distribution of cards
|
||
|
* - Which cards exist?
|
||
|
* - Number of clues
|
||
|
*/
|
||
|
|
||
|
template<std::size_t num_suits>
|
||
|
using Stacks = std::array<rank_t, num_suits>;
|
||
|
|
||
|
template<std::size_t num_suits>
|
||
|
std::ostream& operator<<(std::ostream& os, const Stacks<num_suits>& stacks) {
|
||
|
for (size_t i = 0; i < stacks.size() - 1; i++) {
|
||
|
os << +stacks[i] << ", ";
|
||
|
}
|
||
|
os << +stacks.back();
|
||
|
return os;
|
||
|
}
|
||
|
|
||
|
template <std::size_t num_suits>
|
||
|
struct CardSetSpecification {
|
||
|
using AdditionalCardsFlags = std::bitset<num_suits * (starting_card_rank - 1)>;
|
||
|
|
||
|
Stacks<num_suits> stacks {};
|
||
|
AdditionalCardsFlags additional_cards_flags {};
|
||
|
};
|
||
|
|
||
|
|
||
|
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size>
|
||
|
struct PartialHanabiInstance {
|
||
|
std::array<boost::container::static_vector<Card, hand_size>, num_players> initial_cards;
|
||
|
CardSetSpecification<num_suits> initial_state;
|
||
|
};
|
||
|
|
||
|
struct CardMultiplicity {
|
||
|
Card card;
|
||
|
std::uint8_t multiplicity;
|
||
|
|
||
|
auto operator<=>(const CardMultiplicity&) const = default;
|
||
|
};
|
||
|
|
||
|
template<std::size_t num_suits>
|
||
|
struct CardPositions {
|
||
|
|
||
|
const player_t & operator[](const Card& card) const {
|
||
|
return _card_positions[card.suit][card.rank][card.copy];
|
||
|
};
|
||
|
|
||
|
player_t & operator[](const Card& card) {
|
||
|
return _card_positions[card.suit][card.rank][card.copy];
|
||
|
};
|
||
|
|
||
|
auto operator<=>(const CardPositions&) const = default;
|
||
|
|
||
|
private:
|
||
|
std::array<std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>, num_suits> _card_positions;
|
||
|
};
|
||
|
|
||
|
enum class ActionType {
|
||
|
discard,
|
||
|
clue,
|
||
|
play
|
||
|
};
|
||
|
|
||
|
struct Action {
|
||
|
ActionType type {};
|
||
|
Card discarded {};
|
||
|
std::uint8_t index {};
|
||
|
};
|
||
|
|
||
|
|
||
|
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
|
||
|
class HanabiState {
|
||
|
public:
|
||
|
|
||
|
Action clue();
|
||
|
/**
|
||
|
* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
|
||
|
* @param index of card in hand to be played
|
||
|
*/
|
||
|
Action play(std::uint8_t index);
|
||
|
|
||
|
Action discard(std::uint8_t index);
|
||
|
|
||
|
void revert(const Action& action);
|
||
|
|
||
|
|
||
|
void draw(std::uint8_t index);
|
||
|
void revert_draw(std::uint8_t index, Card card);
|
||
|
void incr_turn();
|
||
|
void decr_turn();
|
||
|
|
||
|
player_t _turn{};
|
||
|
clue_t _num_clues{};
|
||
|
std::uint8_t _draw_pile_size{};
|
||
|
Stacks<num_suits> _stacks {};
|
||
|
std::array<boost::container::static_vector<Card, hand_size>, num_players> _hands {};
|
||
|
CardPositions<num_suits> _card_positions {};
|
||
|
std::list<CardMultiplicity> _draw_pile {};
|
||
|
|
||
|
// further statistics that we might want to keep track of
|
||
|
uint8_t _pace{};
|
||
|
|
||
|
auto operator<=>(const HanabiState&) const = default;
|
||
|
};
|
||
|
|
||
|
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
|
||
|
std::ostream& operator<<(std::ostream& os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state);
|
||
|
|
||
|
#include "game_state.hpp"
|
||
|
|
||
|
template class HanabiState<5, 3, 4, 20>;
|
||
|
|
||
|
#endif // DYNAMIC_PROGRAM_GAME_STATE_H
|