proper constructor for hanabi state
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babc3f5085
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452c028f72
3 changed files with 79 additions and 49 deletions
77
game_state.h
77
game_state.h
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@ -90,17 +90,16 @@ struct CardMultiplicity {
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template <std::size_t num_suits> struct CardPositions {
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template <std::size_t num_suits> struct CardPositions {
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const player_t &operator[](const Card &card) const;
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CardPositions();
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player_t &operator[](const Card &card);
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const player_t &operator[](const Card &card) const;
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auto operator<=>(const CardPositions &) const = default;
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player_t &operator[](const Card &card);
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auto operator<=>(const CardPositions &) const = default;
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private:
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private:
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std::array<
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std::array<std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>, num_suits> _card_positions;
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std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>,
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num_suits>
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_card_positions;
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};
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};
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enum class ActionType { discard, clue, play };
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enum class ActionType { discard, clue, play };
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@ -111,48 +110,48 @@ struct Action {
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std::uint8_t index{};
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std::uint8_t index{};
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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,
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
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std::uint8_t max_draw_pile_size>
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class HanabiState {
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class HanabiState {
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public:
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public:
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Action clue();
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HanabiState() = default;
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/**
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explicit HanabiState(const std::vector<Card>& deck);
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* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
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* @param index of card in hand to be played
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*/
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Action play(std::uint8_t index);
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Action discard(std::uint8_t index);
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Action clue();
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void revert(const Action &action);
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/**
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* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
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* @param index of card in hand to be played
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*/
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Action play(std::uint8_t index);
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void draw(std::uint8_t index);
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Action discard(std::uint8_t index);
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void revert_draw(std::uint8_t index, Card card);
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void incr_turn();
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void decr_turn();
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player_t _turn{};
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void revert(const Action &action);
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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>
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_hands{};
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CardPositions<num_suits> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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// further statistics that we might want to keep track of
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void draw(std::uint8_t index);
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uint8_t _pace{};
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auto operator<=>(const HanabiState &) const = default;
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void revert_draw(std::uint8_t index, Card card);
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void incr_turn();
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void decr_turn();
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player_t _turn{};
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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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CardPositions<num_suits> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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// further statistics that we might want to keep track of
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uint8_t _pace{};
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auto operator<=>(const HanabiState &) const = default;
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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,
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
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std::uint8_t max_draw_pile_size>
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std::ostream & operator<<(std::ostream &os, HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state);
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std::ostream &
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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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template class HanabiState<5, 3, 4, 20>;
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template class HanabiState<5, 3, 4, 20>;
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@ -26,6 +26,15 @@ namespace Hanabi {
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return os;
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return os;
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}
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}
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template<std::size_t num_suits>
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CardPositions<num_suits>::CardPositions() {
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for(size_t suit = 0; suit < num_suits; suit++) {
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for(rank_t rank = 0; rank < starting_card_rank; rank++) {
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std::ranges::fill(_card_positions[suit][rank], draw_pile);
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}
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}
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}
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template<std::size_t num_suits>
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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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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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return _card_positions[card.suit][card.rank][card.copy];
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@ -36,7 +45,29 @@ namespace Hanabi {
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return _card_positions[card.suit][card.rank][card.copy];
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return _card_positions[card.suit][card.rank][card.copy];
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};
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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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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::HanabiState(const std::vector<Card> &deck):
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_turn(0),
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_num_clues(max_num_clues),
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_draw_pile_size(deck.size() - num_players * hand_size),
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_stacks(),
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_hands(),
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_card_positions(),
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_draw_pile() {
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std::ranges::fill(_stacks, starting_card_rank);
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for(const Card& card: deck) {
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_draw_pile.push_back({card, 1});
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}
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for(player_t player = 0; player < num_players; player++) {
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for(std::uint8_t index = 0; index < hand_size; index++) {
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draw(index);
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}
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incr_turn();
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}
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assert(_turn == 0);
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}
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template<size_t num_suits, player_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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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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assert(_num_clues > 0);
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--_num_clues;
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--_num_clues;
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@ -46,19 +77,19 @@ namespace Hanabi {
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return Action{ActionType::clue, {}, {}};
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return Action{ActionType::clue, {}, {}};
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}
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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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template<size_t num_suits, player_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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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::incr_turn() {
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max_draw_pile_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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_turn = (_turn + 1) % num_players;
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}
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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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template<size_t num_suits, player_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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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::decr_turn() {
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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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_turn = (_turn + num_players - 1) % num_players;
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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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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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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(
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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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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(index < _hands[_turn].size());
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@ -80,7 +111,7 @@ namespace Hanabi {
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return ret;
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return ret;
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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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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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Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(
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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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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(index < _hands[_turn].size());
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@ -96,7 +127,7 @@ namespace Hanabi {
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return ret;
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return ret;
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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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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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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 << "Stacks: " << hanabi_state._stacks << std::endl;
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os << "Draw pile: ";
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os << "Draw pile: ";
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@ -117,7 +148,7 @@ namespace Hanabi {
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return os;
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return os;
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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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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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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
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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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assert(index < _hands[_turn].size());
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@ -138,7 +169,7 @@ namespace Hanabi {
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}
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}
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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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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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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
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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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assert(index < _hands[_turn].size());
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@ -156,7 +187,7 @@ namespace Hanabi {
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_draw_pile_size++;
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_draw_pile_size++;
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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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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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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(
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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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const Action &action) {
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decr_turn();
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decr_turn();
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2
main.cpp
2
main.cpp
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@ -21,8 +21,8 @@ void test_game() {
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state._draw_pile.push_back({r41, 1});
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state._draw_pile.push_back({r41, 1});
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state._hands[0] = {y0, y1, y2, r0, r1};
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state._hands[0] = {y0, y1, y2, r0, r1};
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state._hands[1] = {r1, r1, y1, r3, r2};
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state._hands[1] = {r1, r1, y1, r3, r2};
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state._card_positions[r1] = 0;
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state._draw_pile_size = 1;
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state._draw_pile_size = 1;
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state._card_positions[r41] = draw_pile;
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auto state2 = state;
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auto state2 = state;
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