implement reading from file. cleanup
This commit is contained in:
parent
262d909f3d
commit
3b993030ea
4 changed files with 197 additions and 181 deletions
30
download.h
30
download.h
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@ -5,6 +5,8 @@
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#include <boost/json/src.hpp>
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#include <cpr/cpr.h>
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#include <iostream>
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#include <fstream>
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#include <variant>
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#include "game_state.h"
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@ -58,15 +60,27 @@ boost::json::object download_game_json(int game_id) {
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return boost::json::parse(r.text).as_object();
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}
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void download_game(int game_id) {
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boost::json::object game = download_game_json(game_id);
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std::cout << game << std::endl;
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const auto deck = parse_deck(game.at("deck"));
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const unsigned num_players = game.at("players").as_array().size();
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for(const auto& card : deck) {
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std::cout << card << std::endl;
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boost::json::object open_game_json(const char* filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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std::cout << "Failed to open " << filename << "." << std::endl;
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return {};
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}
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std::string game_json ((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
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return boost::json::parse(game_json).as_object();
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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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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 unsigned num_players = game.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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}
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@ -1,7 +1,3 @@
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//
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// Created by maximilian on 7/13/23.
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//
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#ifndef DYNAMIC_PROGRAM_GAME_STATE_H
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#define DYNAMIC_PROGRAM_GAME_STATE_H
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@ -41,7 +37,7 @@ constexpr player_t draw_pile = -1;
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constexpr player_t trash_or_play_stack = -2;
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constexpr clue_t max_num_clues = 8;
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constexpr std::array<std::string, 5> suit_initials{"r", "y", "g", "b", "p"};
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constexpr std::array<std::string, 6> suit_initials{"r", "y", "g", "b", "p", "t"};
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struct Card {
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suit_t suit;
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@ -157,10 +153,11 @@ operator<<(std::ostream &os,
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HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>
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hanabi_state);
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#include "game_state.hpp"
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template class HanabiState<5, 3, 4, 20>;
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}
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#include "game_state.hpp"
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#endif // DYNAMIC_PROGRAM_GAME_STATE_H
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337
game_state.hpp
337
game_state.hpp
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@ -2,176 +2,181 @@
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#include <algorithm>
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#include <iterator>
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namespace Hanabi {
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Card& Card::operator++() {
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rank++;
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return *this;
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}
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Card Card::successor() const {
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return {suit, static_cast<rank_t>(rank + 1)};
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}
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const Card Card::operator++(int) {
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Card ret = *this;
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rank++;
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return ret;
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}
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template<std::size_t num_suits>
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std::ostream& operator<<(std::ostream& os, const Stacks<num_suits>& stacks) {
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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << +stacks[i] << ", ";
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}
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os << +stacks.back();
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return os;
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}
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template<std::size_t num_suits>
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const player_t & CardPositions<num_suits>::operator[](const Card& card) const {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template<std::size_t num_suits>
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player_t & CardPositions<num_suits>::operator[](const Card& card) {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::clue() {
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assert(_num_clues > 0);
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--_num_clues;
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incr_turn();
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return Action {ActionType::clue, {}, {}};
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}
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template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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}
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template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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}
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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assert(card.rank == _stacks[card.suit] - 1);
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--_stacks[card.suit];
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Action ret {ActionType::play, _hands[_turn][index], index};
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if (card.rank == 0) {
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// update clues if we played the last card of a stack
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_num_clues++;
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}
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draw(index);
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incr_turn();
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return ret;
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}
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(_num_clues != max_num_clues);
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_num_clues++;
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Action ret {ActionType::discard, _hands[_turn][index], index};
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draw(index);
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incr_turn();
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return ret;
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}
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template <std::size_t num_suits, std::size_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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os << "Draw pile: ";
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for (const auto &[card, mul] : hanabi_state._draw_pile) {
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os << card;
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if (mul > 1) {
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os << " (" << +mul << ")";
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}
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}
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os << std::endl;
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os << "Hands: ";
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for (const auto& hand: hanabi_state._hands) {
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for (const auto &card: hand) {
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os << card << ", ";
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}
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os << " | ";
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}
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return os;
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}
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = trash_or_play_stack;
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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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--_draw_pile_size;
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CardMultiplicity draw = _draw_pile.front();
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_draw_pile.pop_front();
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assert(draw.multiplicity > 0);
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if (draw.multiplicity > 1) {
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draw.multiplicity--;
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_draw_pile.push_back(draw);
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Card &Card::operator++() {
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rank++;
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return *this;
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}
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_hands[_turn][index] = draw.card;
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_card_positions[draw.card] = _turn;
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}
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}
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
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assert(index < _hands[_turn].size());
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Card Card::successor() const { return {suit, static_cast<rank_t>(rank + 1)}; }
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_card_positions[_hands[_turn][index]] = draw_pile;
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const Card Card::operator++(int) {
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Card ret = *this;
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rank++;
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return ret;
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}
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// draw a new card if the draw pile is not empty
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if (_draw_pile.back().card == _hands[_turn][index]) {
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_draw_pile.back().multiplicity++;
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} else {
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_draw_pile.push_back({_hands[_turn][index], 1});
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}
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template<std::size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << +stacks[i] << ", ";
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}
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os << +stacks.back();
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return os;
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}
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_hands[_turn][index] = card;
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_card_positions[card] = _turn;
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_draw_pile_size++;
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}
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template<std::size_t num_suits>
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const player_t &CardPositions<num_suits>::operator[](const Card &card) const {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(const Action &action) {
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decr_turn();
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switch (action.type) {
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case ActionType::clue:
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assert(_num_clues < max_num_clues);
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_num_clues++;
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break;
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case ActionType::discard:
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assert(_num_clues > 0);
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_num_clues--;
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revert_draw(action.index, action.discarded);
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break;
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case ActionType::play:
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if (action.discarded.rank == 0) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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}
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}
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template<std::size_t num_suits>
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player_t &CardPositions<num_suits>::operator[](const Card &card) {
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return _card_positions[card.suit][card.rank][card.copy];
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};
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::clue() {
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assert(_num_clues > 0);
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--_num_clues;
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incr_turn();
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return Action{ActionType::clue, {}, {}};
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}
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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}
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template<size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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assert(card.rank == _stacks[card.suit] - 1);
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--_stacks[card.suit];
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Action ret{ActionType::play, _hands[_turn][index], index};
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if (card.rank == 0) {
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// update clues if we played the last card of a stack
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_num_clues++;
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}
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draw(index);
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incr_turn();
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return ret;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(_num_clues != max_num_clues);
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_num_clues++;
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Action ret{ActionType::discard, _hands[_turn][index], index};
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draw(index);
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incr_turn();
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return ret;
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}
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template<std::size_t num_suits, std::size_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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os << "Draw pile: ";
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for (const auto &[card, mul]: hanabi_state._draw_pile) {
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os << card;
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if (mul > 1) {
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os << " (" << +mul << ")";
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}
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}
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os << std::endl;
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os << "Hands: ";
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for (const auto &hand: hanabi_state._hands) {
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for (const auto &card: hand) {
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os << card << ", ";
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}
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os << " | ";
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}
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return os;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = trash_or_play_stack;
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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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--_draw_pile_size;
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CardMultiplicity draw = _draw_pile.front();
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_draw_pile.pop_front();
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assert(draw.multiplicity > 0);
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if (draw.multiplicity > 1) {
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draw.multiplicity--;
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_draw_pile.push_back(draw);
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}
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_hands[_turn][index] = draw.card;
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_card_positions[draw.card] = _turn;
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}
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = draw_pile;
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// draw a new card if the draw pile is not empty
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if (_draw_pile.back().card == _hands[_turn][index]) {
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_draw_pile.back().multiplicity++;
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} else {
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_draw_pile.push_back({_hands[_turn][index], 1});
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}
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_hands[_turn][index] = card;
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_card_positions[card] = _turn;
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_draw_pile_size++;
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}
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template<std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(
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const Action &action) {
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decr_turn();
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switch (action.type) {
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case ActionType::clue:
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assert(_num_clues < max_num_clues);
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_num_clues++;
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break;
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case ActionType::discard:
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assert(_num_clues > 0);
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_num_clues--;
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revert_draw(action.index, action.discarded);
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break;
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case ActionType::play:
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if (action.discarded.rank == 0) {
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_num_clues--;
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}
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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}
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}
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} // namespace Hanabi
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2
main.cpp
2
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() { download_game(1000000); }
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void download() { get_game("314159.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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