implement initialising + doing actions of game state
This commit is contained in:
parent
95365a8a68
commit
38e4101402
4 changed files with 146 additions and 101 deletions
95
download.h
95
download.h
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@ -10,11 +10,9 @@
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#include "game_state.h"
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// This helper function deduces the type and assigns the value with the matching key
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template<class T>
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void extract( boost::json::object const& obj, T& t, std::string_view key )
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{
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void extract(boost::json::object const &obj, T &t, std::string_view key) {
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t = value_to<T>(obj.at(key));
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}
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@ -29,39 +27,47 @@ namespace Hanabi {
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return card;
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}
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void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
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jv = {{"suitIndex", card.suit},
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{"rank", card.rank}};
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}
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}
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namespace Download {
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struct Action {
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Hanabi::ActionType type{};
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uint8_t target;
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};
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Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) {
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Hanabi::Action action{};
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Action action{};
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uint8_t type;
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boost::json::object const &obj = jv.as_object();
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extract(obj, action.target, "target");
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extract(obj, type, "type");
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action.type = static_cast<ActionType>(type);
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action.type = static_cast<Hanabi::ActionType>(type);
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switch (action.type) {
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case ActionType::color_clue:
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case ActionType::rank_clue:
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action.type = ActionType::clue;
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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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action.type = Hanabi::ActionType::clue;
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break;
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case ActionType::end_game:
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case ActionType::vote_terminate:
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action.type = ActionType::end_game;
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case Hanabi::ActionType::end_game:
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case Hanabi::ActionType::vote_terminate:
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action.type = Hanabi::ActionType::end_game;
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break;
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case ActionType::play:
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case ActionType::discard:
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case Hanabi::ActionType::play:
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case Hanabi::ActionType::discard:
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break;
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default:
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throw std::runtime_error("Invalid game format, could not parse action type " + std::to_string(type));
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throw std::runtime_error(
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"Invalid game format, could not parse action type " + std::to_string(type));
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}
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return action;
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}
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void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
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jv = {{"suitIndex", card.suit}, {"rank", card.rank}};
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}
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}
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std::vector<Hanabi::Card> parse_deck(const boost::json::value &deck_json) {
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auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
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for (auto &card: deck) {
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@ -73,8 +79,8 @@ std::vector<Hanabi::Card> parse_deck(const boost::json::value& deck_json) {
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return deck;
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}
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std::vector<Hanabi::Action> parse_actions(const boost::json::value& action_json) {
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return boost::json::value_to<std::vector<Hanabi::Action>>(action_json);
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std::vector<Action> parse_actions(const boost::json::value &action_json) {
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return boost::json::value_to<std::vector<Action>>(action_json);
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}
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boost::json::object download_game_json(int game_id) {
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@ -96,22 +102,57 @@ boost::json::object open_game_json(const char* filename) {
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return boost::json::parse(game_json).as_object();
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}
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template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> produce_state(
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const std::vector<Hanabi::Card>& deck,
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const std::vector<Action>& actions,
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size_t num_turns_to_replicate
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) {
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Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> game(deck);
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std::uint8_t index;
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for (size_t i = 0; i < num_turns_to_replicate; i++) {
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switch(actions[i].type) {
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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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game.clue();
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break;
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case Hanabi::ActionType::discard:
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index = game.find_card_in_hand(deck[actions[i].target]);
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assert(index != -1);
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game.discard(index);
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break;
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case Hanabi::ActionType::play:
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index = game.find_card_in_hand(deck[actions[i].target]);
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assert(index != -1);
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game.play(index);
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break;
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case Hanabi::ActionType::vote_terminate:
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case Hanabi::ActionType::end_game:
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return game;
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}
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}
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return game;
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}
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void get_game(std::variant<int, const char *> game_spec) {
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const boost::json::object game = [&game_spec](){
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const boost::json::object game_json = [&game_spec]() {
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if (game_spec.index() == 0) {
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return download_game_json(std::get<int>(game_spec));
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} else {
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return open_game_json(std::get<const char *>(game_spec));
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}
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}();
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const std::vector<Hanabi::Card> deck = parse_deck(game.at("deck"));
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const std::vector<Hanabi::Action> actions = parse_actions(game.at("actions"));
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const unsigned num_players = game.at("players").as_array().size();
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const std::vector<Hanabi::Card> deck = parse_deck(game_json.at("deck"));
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const std::vector<Action> actions = parse_actions(game_json.at("actions"));
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const unsigned num_players = game_json.at("players").as_array().size();
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std::cout << deck.size() << std::endl;
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std::cout << num_players;
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auto game = produce_state<6, 3, 5, 0>(deck, actions, 40);
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std::cout << game << std::endl;
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}
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} // namespacen Download
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#endif // DYNAMIC_PROGRAM_DOWNLOAD_H
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15
game_state.h
15
game_state.h
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@ -43,7 +43,6 @@ struct Card {
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suit_t suit;
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rank_t rank;
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uint8_t copy;
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uint8_t index; // index of card in the deck
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Card &operator++();
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Card successor() const;
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@ -53,7 +52,7 @@ struct Card {
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};
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std::ostream &operator<<(std::ostream &os, const Card &card) {
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os << suit_initials[card.suit] << +card.rank;
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os << suit_initials[card.suit] << 5 - card.rank;
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return os;
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}
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@ -112,14 +111,6 @@ enum class ActionType {
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vote_terminate = 10,
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};
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/**
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* Action type for replay format of hanab.live
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*/
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struct Action {
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ActionType type{};
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uint8_t target;
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};
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struct BacktrackAction {
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ActionType type{};
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Card discarded{};
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@ -142,6 +133,8 @@ public:
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BacktrackAction discard(std::uint8_t index);
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std::uint8_t find_card_in_hand(const Card& card) const;
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void revert(const BacktrackAction &action);
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void draw(std::uint8_t index);
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@ -156,7 +149,7 @@ public:
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clue_t _num_clues{};
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std::uint8_t _draw_pile_size{};
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Stacks<num_suits> _stacks{};
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std::array<boost::container::static_vector<Card, hand_size>, num_players> _hands{};
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std::array<std::array<Card, hand_size>, num_players> _hands{};
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CardPositions<num_suits> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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@ -127,6 +127,17 @@ namespace Hanabi {
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return ret;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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std::uint8_t HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::find_card_in_hand(
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const Hanabi::Card &card) const {
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for(std::uint8_t i = 0; i < hand_size; i++) {
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if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
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return i;
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}
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}
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return -1;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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std::ostream &operator<<(std::ostream &os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state) {
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os << "Stacks: " << hanabi_state._stacks << std::endl;
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4
main.cpp
4
main.cpp
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@ -38,7 +38,7 @@ void test_game() {
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assert(state == state2);
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}
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void download() { get_game("314159.json"); }
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void download() { Download::get_game("1004116.json"); }
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void print_sizes() {
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std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4, 5>)
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}
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int main() {
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Hanabi::test_game();
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// Hanabi::test_game();
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Hanabi::download();
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return 0;
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