Endgame-Analyzer/include/make_state.h

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#ifndef DYNAMIC_PROGRAM_MAKE_STATE_H
#define DYNAMIC_PROGRAM_MAKE_STATE_H
#include <optional>
#include "game_interface.h"
namespace Hanabi
{
/**
* @brief Produces a game state from specified parms.
* @param num_suits: Has to be in [3,6]
* @param num_players Has to be in [2,6]
* @param deck A list of cards with at most as many suits as num_suits
* @param score_goal What is considered as an optimal score for this game state.
* If null, the maximum score is inserted
2024-01-09 02:21:01 +01:00
* @param num_clues_gained_on_discard_or_stack_finished The number of clues gained for discarding or playing a 5
* @return Pointer to created game state, wrapped into abstract interface
*
* @note Since the implementation of the actual game state (the concrete class derived from HanabiStateIF),
* is heavily templated, this function has its own header + source file to reduce compilation time
* for all components using this, since there is now only one place where the templated implementation
* is actually compiled and has not be recompiled upon other program parts changing.
*/
std::unique_ptr<Hanabi::HanabiStateIF> make_game_state(
std::size_t num_suits,
Hanabi::player_t num_players,
std::vector<Hanabi::Card> const &deck,
Hanabi::HanabiStateConfig config
);
}
#endif //DYNAMIC_PROGRAM_MAKE_STATE_H