rework moving forward/backward in game

This commit is contained in:
Maximilian Keßler 2023-11-11 22:32:30 +01:00
parent f3fe367988
commit 5308eeaf6e
Signed by: max
GPG key ID: BCC5A619923C0BA5
4 changed files with 52 additions and 21 deletions

View file

@ -259,11 +259,12 @@ protected:
// A game mimics a game state together with a list of actions and allows to traverse the game // A game mimics a game state together with a list of actions and allows to traverse the game
// history by making and reverting the stored actions. // history by making and reverting the stored actions.
struct Game { struct Game {
Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck);
void make_turn(); void make_turn();
void revert_turn(); void revert_turn();
void forward_until(size_t turn = 100, size_t draw_pile_break = 0);
void revert_until(size_t draw_pile_break);
bool goto_draw_pile_size(size_t draw_pile_break);
bool goto_turn(size_t turn);
std::unique_ptr<HanabiStateIF> state; std::unique_ptr<HanabiStateIF> state;
std::vector<Action> actions; std::vector<Action> actions;

View file

@ -182,7 +182,7 @@ namespace Download {
}(); }();
if (!game_json_opt.has_value() or game_json_opt.value().empty()) { if (!game_json_opt.has_value() or game_json_opt.value().empty()) {
return {nullptr, {}, {}, 0}; return Hanabi::Game(nullptr, {}, {});
} }
const boost::json::object& game_json = game_json_opt.value(); const boost::json::object& game_json = game_json_opt.value();
@ -202,7 +202,7 @@ namespace Download {
} }
); );
return {get_base_state(num_suits, num_players, deck, score_goal), actions, deck, 0}; return {get_base_state(num_suits, num_players, deck, score_goal), actions, deck};
} }
} // namespace Download } // namespace Download

View file

@ -1,7 +1,26 @@
#include <iostream>
#include <utility>
#include "game_state.h" #include "game_state.h"
namespace Hanabi { namespace Hanabi {
Game::Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck):
state(std::move(state)), actions(std::move(actions)), deck(std::move(deck)), next_action(0)
{
// If there is a 'Null' action that only signals the game's end, we want to get rid of it now,
// as this will mess with our moves.
if(not this->actions.empty()) {
switch(this->actions.back().type) {
case ActionType::vote_terminate:
case ActionType::vote_terminate_players:
case ActionType::end_game:
this->actions.pop_back();
default:
;
}
}
}
void Game::make_turn() void Game::make_turn()
{ {
ASSERT(next_action < actions.size()); ASSERT(next_action < actions.size());
@ -35,26 +54,35 @@ namespace Hanabi {
void Game::revert_turn() void Game::revert_turn()
{ {
state->revert(); state->revert();
--next_action;
} }
void Game::forward_until(size_t turn, size_t draw_pile_break) bool Game::goto_turn(size_t turn)
{ {
for (size_t i = 0; i < std::min(turn - 1, actions.size()); i++) { size_t const cur_turn = next_action + 1;
if (state->draw_pile_size() == draw_pile_break) { if (cur_turn >= turn) {
break; for(size_t i = 0; i < cur_turn - turn; i++) {
revert_turn();
} }
} else {
while(next_action < actions.size() and next_action + 1 < turn) {
make_turn();
}
}
return next_action + 1 == turn;
}
bool Game::goto_draw_pile_size(size_t draw_pile_break)
{
while (state->draw_pile_size() > draw_pile_break and next_action < actions.size()) {
make_turn(); make_turn();
} }
while(state->draw_pile_size() < draw_pile_break or (state->draw_pile_size() == draw_pile_break and state->last_action_type() == ActionType::clue)) {
revert_turn();
}
std::cout << "Moved to turn " << next_action + 1 << " with draw pile size " << state->draw_pile_size() << ".\n";
return state->draw_pile_size() == draw_pile_break;
} }
void Game::revert_until(size_t draw_pile_break)
{
while(state->draw_pile_size() < draw_pile_break) {
revert_turn();
}
while(state->last_action_type() == ActionType::clue)
{
revert_turn();
}
}
} }

View file

@ -23,7 +23,7 @@ namespace Hanabi {
return; return;
} }
game.forward_until(turn, draw_pile_size); game.goto_draw_pile_size(draw_pile_size);
if (draw_pile_size != 0 and game.state->draw_pile_size() != static_cast<size_t>(draw_pile_size)) { if (draw_pile_size != 0 and game.state->draw_pile_size() != static_cast<size_t>(draw_pile_size)) {
std::cout << "This given draw pile size (" << draw_pile_size << ") cannot be obtained with the specified replay." << std::endl; std::cout << "This given draw pile size (" << draw_pile_size << ") cannot be obtained with the specified replay." << std::endl;
return; return;
@ -57,9 +57,11 @@ namespace Hanabi {
if (print_remaining_states) if (print_remaining_states)
{ {
size_t const max_draw_pile_size = game.state->draw_pile_size(); size_t const max_draw_pile_size = game.state->draw_pile_size();
game.forward_until(100, 1);
for(size_t remaining_cards = 1; remaining_cards <= max_draw_pile_size; remaining_cards++) { for(size_t remaining_cards = 1; remaining_cards <= max_draw_pile_size; remaining_cards++) {
game.revert_until(remaining_cards); if (!game.goto_draw_pile_size(remaining_cards))
{
continue;
};
if (all_clues) { if (all_clues) {
clue_t original_num_clues = game.state->num_clues(); clue_t original_num_clues = game.state->num_clues();
for(clue_t num_clues = 0; num_clues <= 8; num_clues++) { for(clue_t num_clues = 0; num_clues <= 8; num_clues++) {