parse actions from hanab.live
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parent
452c028f72
commit
52f114b020
3 changed files with 62 additions and 12 deletions
32
download.h
32
download.h
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@ -29,6 +29,33 @@ namespace Hanabi {
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return card;
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return card;
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}
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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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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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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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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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break;
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case ActionType::play:
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case 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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}
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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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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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jv = {{"suitIndex", card.suit}, {"rank", card.rank}};
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}
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}
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@ -51,6 +78,10 @@ std::vector<Hanabi::Card> parse_deck(const boost::json::value& deck_json) {
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return deck;
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return deck;
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}
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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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}
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boost::json::object download_game_json(int game_id) {
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boost::json::object download_game_json(int game_id) {
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std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
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std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
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cpr::Response r = cpr::Get(cpr::Url(request_str));
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cpr::Response r = cpr::Get(cpr::Url(request_str));
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@ -79,6 +110,7 @@ void get_game(std::variant<int, const char*> game_spec) {
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}
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}
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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::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 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 << deck.size() << std::endl;
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std::cout << num_players;
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std::cout << num_players;
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26
game_state.h
26
game_state.h
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@ -102,9 +102,25 @@ private:
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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<std::array<player_t, max_card_duplicity>, starting_card_rank>, num_suits> _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 {
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play = 0,
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discard = 1,
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clue = 2,
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color_clue = 2,
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rank_clue = 3,
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end_game = 4,
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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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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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ActionType type{};
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Card discarded{};
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Card discarded{};
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std::uint8_t index{};
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std::uint8_t index{};
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@ -116,17 +132,17 @@ public:
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HanabiState() = default;
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HanabiState() = default;
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explicit HanabiState(const std::vector<Card>& deck);
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explicit HanabiState(const std::vector<Card>& deck);
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Action clue();
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BacktrackAction clue();
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/**
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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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* 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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* @param index of card in hand to be played
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*/
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*/
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Action play(std::uint8_t index);
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BacktrackAction play(std::uint8_t index);
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Action discard(std::uint8_t index);
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BacktrackAction discard(std::uint8_t index);
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void revert(const Action &action);
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void revert(const BacktrackAction &action);
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void draw(std::uint8_t index);
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void draw(std::uint8_t index);
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@ -68,13 +68,13 @@ namespace Hanabi {
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}
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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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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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BacktrackAction 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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incr_turn();
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incr_turn();
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return Action{ActionType::clue, {}, {}};
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return BacktrackAction{ActionType::clue, {}, {}};
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}
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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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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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@ -90,7 +90,7 @@ namespace Hanabi {
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}
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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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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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BacktrackAction 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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const Card card = _hands[_turn][index];
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const Card card = _hands[_turn][index];
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@ -98,7 +98,7 @@ namespace Hanabi {
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--_stacks[card.suit];
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--_stacks[card.suit];
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Action ret{ActionType::play, _hands[_turn][index], index};
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BacktrackAction ret{ActionType::play, _hands[_turn][index], index};
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if (card.rank == 0) {
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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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// update clues if we played the last card of a stack
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@ -112,14 +112,14 @@ namespace Hanabi {
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}
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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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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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BacktrackAction 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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assert(_num_clues != max_num_clues);
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assert(_num_clues != max_num_clues);
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_num_clues++;
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_num_clues++;
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Action ret{ActionType::discard, _hands[_turn][index], index};
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BacktrackAction ret{ActionType::discard, _hands[_turn][index], index};
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draw(index);
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draw(index);
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incr_turn();
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incr_turn();
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@ -189,7 +189,7 @@ namespace Hanabi {
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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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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 BacktrackAction &action) {
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decr_turn();
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decr_turn();
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switch (action.type) {
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switch (action.type) {
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case ActionType::clue:
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case ActionType::clue:
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@ -207,6 +207,8 @@ namespace Hanabi {
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}
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}
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revert_draw(action.index, action.discarded);
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revert_draw(action.index, action.discarded);
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_stacks[action.discarded.suit]++;
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_stacks[action.discarded.suit]++;
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default:
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break;
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}
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}
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}
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}
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