Endgame-Analyzer/include/download.h

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#ifndef DYNAMIC_PROGRAM_DOWNLOAD_H
#define DYNAMIC_PROGRAM_DOWNLOAD_H
#include <iostream>
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#include <variant>
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#include <vector>
#include <memory>
#include <boost/json.hpp>
#include "game_state.h"
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#include "myassert.h"
namespace Hanabi {
Card tag_invoke(boost::json::value_to_tag<Card>, boost::json::value const &jv);
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card);
}
namespace Download {
struct Action {
Hanabi::ActionType type{};
uint8_t target{};
};
Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv);
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std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json);
std::vector<Action> parse_actions(const boost::json::value &action_json);
std::optional<boost::json::object> download_game_json(int game_id);
std::optional<boost::json::object> open_game_json(const char *filename);
/**
* @brief Create game object from given source
* @param game_spec Either an id to download from hanab.live or a filename with a json specification
* @param turn Turn to skip to
* @param draw_pile_break Minimum draw pile size of produced game
* @return Game state
*
* If both turn and draw_pile_break are specified, the game skips until the specified turn or the first time the
* draw pile hits the given size, whichever comes first
*
* @note Turns start counting at 1, since this is also the way hanab.live does it.
*/
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn = 1, size_t draw_pile_break = 0);
} // namespace Download
#endif // DYNAMIC_PROGRAM_DOWNLOAD_H