rework moving forward/backward in game
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f3fe367988
commit
5308eeaf6e
4 changed files with 52 additions and 21 deletions
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@ -259,11 +259,12 @@ protected:
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// A game mimics a game state together with a list of actions and allows to traverse the game
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// history by making and reverting the stored actions.
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struct Game {
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Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck);
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void make_turn();
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void revert_turn();
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void forward_until(size_t turn = 100, size_t draw_pile_break = 0);
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void revert_until(size_t draw_pile_break);
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bool goto_draw_pile_size(size_t draw_pile_break);
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bool goto_turn(size_t turn);
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std::unique_ptr<HanabiStateIF> state;
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std::vector<Action> actions;
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@ -182,7 +182,7 @@ namespace Download {
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}();
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if (!game_json_opt.has_value() or game_json_opt.value().empty()) {
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return {nullptr, {}, {}, 0};
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return Hanabi::Game(nullptr, {}, {});
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}
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const boost::json::object& game_json = game_json_opt.value();
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@ -202,7 +202,7 @@ namespace Download {
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}
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);
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return {get_base_state(num_suits, num_players, deck, score_goal), actions, deck, 0};
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return {get_base_state(num_suits, num_players, deck, score_goal), actions, deck};
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}
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} // namespace Download
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@ -1,7 +1,26 @@
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#include <iostream>
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#include <utility>
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#include "game_state.h"
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namespace Hanabi {
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Game::Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck):
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state(std::move(state)), actions(std::move(actions)), deck(std::move(deck)), next_action(0)
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{
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// If there is a 'Null' action that only signals the game's end, we want to get rid of it now,
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// as this will mess with our moves.
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if(not this->actions.empty()) {
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switch(this->actions.back().type) {
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case ActionType::vote_terminate:
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case ActionType::vote_terminate_players:
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case ActionType::end_game:
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this->actions.pop_back();
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default:
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;
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}
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}
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}
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void Game::make_turn()
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{
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ASSERT(next_action < actions.size());
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@ -35,26 +54,35 @@ namespace Hanabi {
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void Game::revert_turn()
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{
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state->revert();
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--next_action;
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}
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void Game::forward_until(size_t turn, size_t draw_pile_break)
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bool Game::goto_turn(size_t turn)
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{
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for (size_t i = 0; i < std::min(turn - 1, actions.size()); i++) {
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if (state->draw_pile_size() == draw_pile_break) {
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break;
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size_t const cur_turn = next_action + 1;
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if (cur_turn >= turn) {
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for(size_t i = 0; i < cur_turn - turn; i++) {
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revert_turn();
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}
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} else {
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while(next_action < actions.size() and next_action + 1 < turn) {
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make_turn();
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}
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}
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return next_action + 1 == turn;
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}
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bool Game::goto_draw_pile_size(size_t draw_pile_break)
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{
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while (state->draw_pile_size() > draw_pile_break and next_action < actions.size()) {
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make_turn();
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}
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while(state->draw_pile_size() < draw_pile_break or (state->draw_pile_size() == draw_pile_break and state->last_action_type() == ActionType::clue)) {
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revert_turn();
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}
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std::cout << "Moved to turn " << next_action + 1 << " with draw pile size " << state->draw_pile_size() << ".\n";
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return state->draw_pile_size() == draw_pile_break;
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}
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void Game::revert_until(size_t draw_pile_break)
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{
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while(state->draw_pile_size() < draw_pile_break) {
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revert_turn();
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}
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while(state->last_action_type() == ActionType::clue)
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{
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revert_turn();
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}
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}
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}
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@ -23,7 +23,7 @@ namespace Hanabi {
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return;
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}
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game.forward_until(turn, draw_pile_size);
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game.goto_draw_pile_size(draw_pile_size);
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if (draw_pile_size != 0 and game.state->draw_pile_size() != static_cast<size_t>(draw_pile_size)) {
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std::cout << "This given draw pile size (" << draw_pile_size << ") cannot be obtained with the specified replay." << std::endl;
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return;
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@ -57,9 +57,11 @@ namespace Hanabi {
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if (print_remaining_states)
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{
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size_t const max_draw_pile_size = game.state->draw_pile_size();
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game.forward_until(100, 1);
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for(size_t remaining_cards = 1; remaining_cards <= max_draw_pile_size; remaining_cards++) {
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game.revert_until(remaining_cards);
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if (!game.goto_draw_pile_size(remaining_cards))
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{
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continue;
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};
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if (all_clues) {
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clue_t original_num_clues = game.state->num_clues();
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for(clue_t num_clues = 0; num_clues <= 8; num_clues++) {
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