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

@ -10,11 +10,9 @@
#include "game_state.h"
// This helper function deduces the type and assigns the value with the matching key
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));
}
@ -29,39 +27,47 @@ namespace Hanabi {
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) {
Hanabi::Action action{};
Action action{};
uint8_t type;
boost::json::object const &obj = jv.as_object();
extract(obj, action.target, "target");
extract(obj, type, "type");
action.type = static_cast<ActionType>(type);
action.type = static_cast<Hanabi::ActionType>(type);
switch (action.type) {
case ActionType::color_clue:
case ActionType::rank_clue:
action.type = ActionType::clue;
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
action.type = Hanabi::ActionType::clue;
break;
case ActionType::end_game:
case ActionType::vote_terminate:
action.type = ActionType::end_game;
case Hanabi::ActionType::end_game:
case Hanabi::ActionType::vote_terminate:
action.type = Hanabi::ActionType::end_game;
break;
case ActionType::play:
case ActionType::discard:
case Hanabi::ActionType::play:
case Hanabi::ActionType::discard:
break;
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;
}
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
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);
for (auto &card: deck) {
@ -73,8 +79,8 @@ std::vector<Hanabi::Card> parse_deck(const boost::json::value& deck_json) {
return deck;
}
std::vector<Hanabi::Action> parse_actions(const boost::json::value& action_json) {
return boost::json::value_to<std::vector<Hanabi::Action>>(action_json);
std::vector<Action> parse_actions(const boost::json::value &action_json) {
return boost::json::value_to<std::vector<Action>>(action_json);
}
boost::json::object download_game_json(int game_id) {
@ -96,22 +102,57 @@ boost::json::object open_game_json(const char* filename) {
return boost::json::parse(game_json).as_object();
}
template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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 = [&game_spec](){
const boost::json::object game_json = [&game_spec]() {
if (game_spec.index() == 0) {
return download_game_json(std::get<int>(game_spec));
} else {
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::Action> actions = parse_actions(game.at("actions"));
const unsigned num_players = game.at("players").as_array().size();
const std::vector<Hanabi::Card> deck = parse_deck(game_json.at("deck"));
const std::vector<Action> actions = parse_actions(game_json.at("actions"));
const unsigned num_players = game_json.at("players").as_array().size();
std::cout << deck.size() << std::endl;
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

View file

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

View file

@ -127,6 +127,17 @@ namespace Hanabi {
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>
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;

View file

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