implement initialising + doing actions of game state

This commit is contained in:
Maximilian Keßler 2023-08-05 13:51:55 +02:00
parent 95365a8a68
commit 38e4101402
Signed by: max
GPG key ID: BCC5A619923C0BA5
4 changed files with 146 additions and 101 deletions

View file

@ -10,12 +10,10 @@
#include "game_state.h" #include "game_state.h"
// This helper function deduces the type and assigns the value with the matching key // This helper function deduces the type and assigns the value with the matching key
template<class T> template<class T>
void extract( boost::json::object const& obj, T& t, std::string_view key ) void extract(boost::json::object const &obj, T &t, std::string_view key) {
{ t = value_to<T>(obj.at(key));
t = value_to<T>( obj.at( key ) );
} }
namespace Hanabi { namespace Hanabi {
@ -29,89 +27,132 @@ namespace Hanabi {
return card; return card;
} }
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
jv = {{"suitIndex", card.suit},
{"rank", card.rank}};
}
}
namespace Download {
struct Action {
Hanabi::ActionType type{};
uint8_t target;
};
Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) { Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) {
Hanabi::Action action{}; Action action{};
uint8_t type; uint8_t type;
boost::json::object const &obj = jv.as_object(); boost::json::object const &obj = jv.as_object();
extract(obj, action.target, "target"); extract(obj, action.target, "target");
extract(obj, type, "type"); extract(obj, type, "type");
action.type = static_cast<ActionType>(type); action.type = static_cast<Hanabi::ActionType>(type);
switch (action.type) { switch (action.type) {
case ActionType::color_clue: case Hanabi::ActionType::color_clue:
case ActionType::rank_clue: case Hanabi::ActionType::rank_clue:
action.type = ActionType::clue; action.type = Hanabi::ActionType::clue;
break; break;
case ActionType::end_game: case Hanabi::ActionType::end_game:
case ActionType::vote_terminate: case Hanabi::ActionType::vote_terminate:
action.type = ActionType::end_game; action.type = Hanabi::ActionType::end_game;
break; break;
case ActionType::play: case Hanabi::ActionType::play:
case ActionType::discard: case Hanabi::ActionType::discard:
break; break;
default: default:
throw std::runtime_error("Invalid game format, could not parse action type " + std::to_string(type)); throw std::runtime_error(
"Invalid game format, could not parse action type " + std::to_string(type));
} }
return action; return action;
} }
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) { std::vector<Hanabi::Card> parse_deck(const boost::json::value &deck_json) {
jv = {{"suitIndex", card.suit}, {"rank", card.rank}};
}
}
std::vector<Hanabi::Card> parse_deck(const boost::json::value& deck_json) {
auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json); auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
for(auto & card : deck) { for (auto &card: deck) {
assert(card.rank < 5); assert(card.rank < 5);
assert(card.rank >= 0); assert(card.rank >= 0);
assert(card.suit < 6); assert(card.suit < 6);
assert(card.suit >= 0); assert(card.suit >= 0);
} }
return deck; return deck;
} }
std::vector<Hanabi::Action> parse_actions(const boost::json::value& action_json) { std::vector<Action> parse_actions(const boost::json::value &action_json) {
return boost::json::value_to<std::vector<Hanabi::Action>>(action_json); return boost::json::value_to<std::vector<Action>>(action_json);
} }
boost::json::object download_game_json(int game_id) { boost::json::object download_game_json(int game_id) {
std::string request_str = "https://hanab.live/export/" + std::to_string(game_id); std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
cpr::Response r = cpr::Get(cpr::Url(request_str)); cpr::Response r = cpr::Get(cpr::Url(request_str));
if (r.header["content-type"] != "application/json; charset=utf-8") { if (r.header["content-type"] != "application/json; charset=utf-8") {
return {}; return {};
} }
return boost::json::parse(r.text).as_object(); return boost::json::parse(r.text).as_object();
} }
boost::json::object open_game_json(const char* filename) { boost::json::object open_game_json(const char *filename) {
std::ifstream file(filename); std::ifstream file(filename);
if (!file.is_open()) { if (!file.is_open()) {
std::cout << "Failed to open " << filename << "." << std::endl; std::cout << "Failed to open " << filename << "." << std::endl;
return {}; return {};
} }
std::string game_json ((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>()); std::string game_json((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
return boost::json::parse(game_json).as_object(); return boost::json::parse(game_json).as_object();
} }
void get_game(std::variant<int, const char*> game_spec) { template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
const boost::json::object game = [&game_spec](){ Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> produce_state(
const std::vector<Hanabi::Card>& deck,
const std::vector<Action>& actions,
size_t num_turns_to_replicate
) {
Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> game(deck);
std::uint8_t index;
for (size_t i = 0; i < num_turns_to_replicate; i++) {
switch(actions[i].type) {
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
game.clue();
break;
case Hanabi::ActionType::discard:
index = game.find_card_in_hand(deck[actions[i].target]);
assert(index != -1);
game.discard(index);
break;
case Hanabi::ActionType::play:
index = game.find_card_in_hand(deck[actions[i].target]);
assert(index != -1);
game.play(index);
break;
case Hanabi::ActionType::vote_terminate:
case Hanabi::ActionType::end_game:
return game;
}
}
return game;
}
void get_game(std::variant<int, const char *> game_spec) {
const boost::json::object game_json = [&game_spec]() {
if (game_spec.index() == 0) { if (game_spec.index() == 0) {
return download_game_json(std::get<int>(game_spec)); return download_game_json(std::get<int>(game_spec));
} else { } else {
return open_game_json(std::get<const char*>(game_spec)); return open_game_json(std::get<const char *>(game_spec));
} }
}(); }();
const std::vector<Hanabi::Card> deck = parse_deck(game.at("deck")); const std::vector<Hanabi::Card> deck = parse_deck(game_json.at("deck"));
const std::vector<Hanabi::Action> actions = parse_actions(game.at("actions")); const std::vector<Action> actions = parse_actions(game_json.at("actions"));
const unsigned num_players = game.at("players").as_array().size(); const unsigned num_players = game_json.at("players").as_array().size();
std::cout << deck.size() << std::endl; std::cout << deck.size() << std::endl;
std::cout << num_players; std::cout << num_players;
}
auto game = produce_state<6, 3, 5, 0>(deck, actions, 40);
std::cout << game << std::endl;
}
} // namespacen Download
#endif // DYNAMIC_PROGRAM_DOWNLOAD_H #endif // DYNAMIC_PROGRAM_DOWNLOAD_H

View file

@ -43,7 +43,6 @@ struct Card {
suit_t suit; suit_t suit;
rank_t rank; rank_t rank;
uint8_t copy; uint8_t copy;
uint8_t index; // index of card in the deck
Card &operator++(); Card &operator++();
Card successor() const; Card successor() const;
@ -53,7 +52,7 @@ struct Card {
}; };
std::ostream &operator<<(std::ostream &os, const Card &card) { std::ostream &operator<<(std::ostream &os, const Card &card) {
os << suit_initials[card.suit] << +card.rank; os << suit_initials[card.suit] << 5 - card.rank;
return os; return os;
} }
@ -112,14 +111,6 @@ enum class ActionType {
vote_terminate = 10, vote_terminate = 10,
}; };
/**
* Action type for replay format of hanab.live
*/
struct Action {
ActionType type{};
uint8_t target;
};
struct BacktrackAction { struct BacktrackAction {
ActionType type{}; ActionType type{};
Card discarded{}; Card discarded{};
@ -142,6 +133,8 @@ public:
BacktrackAction discard(std::uint8_t index); BacktrackAction discard(std::uint8_t index);
std::uint8_t find_card_in_hand(const Card& card) const;
void revert(const BacktrackAction &action); void revert(const BacktrackAction &action);
void draw(std::uint8_t index); void draw(std::uint8_t index);
@ -156,7 +149,7 @@ public:
clue_t _num_clues{}; clue_t _num_clues{};
std::uint8_t _draw_pile_size{}; std::uint8_t _draw_pile_size{};
Stacks<num_suits> _stacks{}; Stacks<num_suits> _stacks{};
std::array<boost::container::static_vector<Card, hand_size>, num_players> _hands{}; std::array<std::array<Card, hand_size>, num_players> _hands{};
CardPositions<num_suits> _card_positions{}; CardPositions<num_suits> _card_positions{};
std::list<CardMultiplicity> _draw_pile{}; std::list<CardMultiplicity> _draw_pile{};

View file

@ -127,6 +127,17 @@ namespace Hanabi {
return ret; return ret;
} }
template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
std::uint8_t HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::find_card_in_hand(
const Hanabi::Card &card) const {
for(std::uint8_t i = 0; i < hand_size; i++) {
if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
return i;
}
}
return -1;
}
template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size> template<std::size_t num_suits, player_t num_players, std::size_t hand_size, 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) { std::ostream &operator<<(std::ostream &os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state) {
os << "Stacks: " << hanabi_state._stacks << std::endl; os << "Stacks: " << hanabi_state._stacks << std::endl;

View file

@ -38,7 +38,7 @@ void test_game() {
assert(state == state2); assert(state == state2);
} }
void download() { get_game("314159.json"); } void download() { Download::get_game("1004116.json"); }
void print_sizes() { void print_sizes() {
std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4, 5>) std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4, 5>)
@ -54,7 +54,7 @@ void print_sizes() {
} }
int main() { int main() {
Hanabi::test_game(); // Hanabi::test_game();
Hanabi::download(); Hanabi::download();
return 0; return 0;