initial commit of game state

This commit is contained in:
Maximilian Keßler 2023-08-04 16:28:41 +02:00
commit 7bcb018244
Signed by: max
GPG Key ID: BCC5A619923C0BA5
3 changed files with 396 additions and 0 deletions

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//
// Created by maximilian on 7/13/23.
//
#ifndef DYNAMIC_PROGRAM_GAME_STATE_H
#define DYNAMIC_PROGRAM_GAME_STATE_H
#include <array>
#include <cstdint>
#include <algorithm>
#include <cstddef>
#include <bitset>
#include <limits>
#include <optional>
#include <boost/container/static_vector.hpp>
#include <list>
#include <ostream>
using rank_t = std::uint8_t;
using suit_t = std::uint8_t;
using clue_t = std::uint8_t;
using player_t = std::int8_t;
using state_t = std::uint32_t;
/**
* We will generally assume that stacks are played from n to 0
* Playing a 0 will yield a clue
* Therefore, for the default hanabi, we will play 4,3,2,1,0 in that order
* on each stack. A stack with no cards played implicitly has value 5 on it
* This is just easier to implement, since then the remaining number of cards
* to be played is always the current number of the stack
*/
constexpr rank_t starting_card_rank = 5;
constexpr suit_t max_suit_index = 5;
constexpr size_t max_card_duplicity = 3;
constexpr player_t draw_pile = -1;
constexpr player_t trash_or_play_stack = -2;
constexpr clue_t max_num_clues = 8;
constexpr std::array<std::string, 5> suit_initials {"r", "y", "g", "b", "p"};
struct Card {
suit_t suit;
rank_t rank;
uint8_t copy;
Card& operator++() {
rank++;
return *this;
}
Card successor() {
return {suit, static_cast<rank_t>(rank + 1)};
}
const Card operator++(int) {
Card ret = *this;
rank++;
return ret;
}
auto operator<=>(const Card&) const = default;
};
std::ostream& operator<<(std::ostream& os, const Card& card) {
os << suit_initials[card.suit] << +card.rank;
return os;
}
constexpr Card r0 = {0, 0, 0};
constexpr Card r1 = {0, 1, 0};
constexpr Card r2 = {0, 2, 0};
constexpr Card r3 = {0, 3, 0};
constexpr Card r4 = {0, 4, 0};
constexpr Card y0 = {1, 0, 0};
constexpr Card y1 = {1, 1, 0};
constexpr Card y2 = {1, 2, 0};
constexpr Card y3 = {1, 3, 0};
constexpr Card y4 = {1, 4, 0};
/**
* To store:
* - Draw pile size
* - Distribution of cards
* - Which cards exist?
* - Number of clues
*/
template<std::size_t num_suits>
using Stacks = std::array<rank_t, num_suits>;
template<std::size_t num_suits>
std::ostream& operator<<(std::ostream& os, const Stacks<num_suits>& stacks) {
for (size_t i = 0; i < stacks.size() - 1; i++) {
os << +stacks[i] << ", ";
}
os << +stacks.back();
return os;
}
template <std::size_t num_suits>
struct CardSetSpecification {
using AdditionalCardsFlags = std::bitset<num_suits * (starting_card_rank - 1)>;
Stacks<num_suits> stacks {};
AdditionalCardsFlags additional_cards_flags {};
};
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size>
struct PartialHanabiInstance {
std::array<boost::container::static_vector<Card, hand_size>, num_players> initial_cards;
CardSetSpecification<num_suits> initial_state;
};
struct CardMultiplicity {
Card card;
std::uint8_t multiplicity;
auto operator<=>(const CardMultiplicity&) const = default;
};
template<std::size_t num_suits>
struct CardPositions {
const player_t & operator[](const Card& card) const {
return _card_positions[card.suit][card.rank][card.copy];
};
player_t & operator[](const Card& card) {
return _card_positions[card.suit][card.rank][card.copy];
};
auto operator<=>(const CardPositions&) const = default;
private:
std::array<std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>, num_suits> _card_positions;
};
enum class ActionType {
discard,
clue,
play
};
struct Action {
ActionType type {};
Card discarded {};
std::uint8_t index {};
};
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
class HanabiState {
public:
Action clue();
/**
* Plays a card from current hand, drawing top card of draw pile and rotating draw pile
* @param index of card in hand to be played
*/
Action play(std::uint8_t index);
Action discard(std::uint8_t index);
void revert(const Action& action);
void draw(std::uint8_t index);
void revert_draw(std::uint8_t index, Card card);
void incr_turn();
void decr_turn();
player_t _turn{};
clue_t _num_clues{};
std::uint8_t _draw_pile_size{};
Stacks<num_suits> _stacks {};
std::array<boost::container::static_vector<Card, hand_size>, num_players> _hands {};
CardPositions<num_suits> _card_positions {};
std::list<CardMultiplicity> _draw_pile {};
// further statistics that we might want to keep track of
uint8_t _pace{};
auto operator<=>(const HanabiState&) const = default;
};
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
std::ostream& operator<<(std::ostream& os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state);
#include "game_state.hpp"
template class HanabiState<5, 3, 4, 20>;
#endif // DYNAMIC_PROGRAM_GAME_STATE_H

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#include <cassert>
#include <algorithm>
#include <iterator>
template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::clue() {
assert(_num_clues > 0);
--_num_clues;
incr_turn();
return Action {ActionType::clue, {}, {}};
}
template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::incr_turn() {
_turn = (_turn + 1) % num_players;
}
template <size_t num_suits, size_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::decr_turn() {
_turn = (_turn + num_players - 1) % num_players;
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(std::uint8_t index) {
assert(index < _hands[_turn].size());
const Card card = _hands[_turn][index];
assert(card.rank == _stacks[card.suit] - 1);
--_stacks[card.suit];
Action ret {ActionType::play, _hands[_turn][index], index};
if (card.rank == 0) {
// update clues if we played the last card of a stack
_num_clues++;
}
draw(index);
incr_turn();
return ret;
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
Action HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(std::uint8_t index) {
assert(index < _hands[_turn].size());
assert(_num_clues != max_num_clues);
_num_clues++;
Action ret {ActionType::discard, _hands[_turn][index], index};
draw(index);
incr_turn();
return ret;
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
std::ostream& operator<<(std::ostream& os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state) {
os << "Stacks: " << hanabi_state._stacks << std::endl;
os << "Draw pile: ";
for (const auto &[card, mul] : hanabi_state._draw_pile) {
os << card;
if (mul > 1) {
os << " (" << +mul << ")";
}
}
os << std::endl;
os << "Hands: ";
for (const auto& hand: hanabi_state._hands) {
for (const auto &card: hand) {
os << card << ", ";
}
os << " | ";
}
return os;
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
assert(index < _hands[_turn].size());
_card_positions[_hands[_turn][index]] = trash_or_play_stack;
// draw a new card if the draw pile is not empty
if (!_draw_pile.empty()) {
--_draw_pile_size;
CardMultiplicity draw = _draw_pile.front();
_draw_pile.pop_front();
assert(draw.multiplicity > 0);
if (draw.multiplicity > 1) {
draw.multiplicity--;
_draw_pile.push_back(draw);
}
_hands[_turn][index] = draw.card;
_card_positions[draw.card] = _turn;
}
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
assert(index < _hands[_turn].size());
_card_positions[_hands[_turn][index]] = draw_pile;
// draw a new card if the draw pile is not empty
if (_draw_pile.back().card == _hands[_turn][index]) {
_draw_pile.back().multiplicity++;
} else {
_draw_pile.push_back({_hands[_turn][index], 1});
}
_hands[_turn][index] = card;
_card_positions[card] = _turn;
_draw_pile_size++;
}
template <std::size_t num_suits, std::size_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(const Action &action) {
decr_turn();
switch (action.type) {
case ActionType::clue:
assert(_num_clues < max_num_clues);
_num_clues++;
break;
case ActionType::discard:
assert(_num_clues > 0);
_num_clues--;
revert_draw(action.index, action.discarded);
break;
case ActionType::play:
if (action.discarded.rank == 0) {
_num_clues--;
}
revert_draw(action.index, action.discarded);
_stacks[action.discarded.suit]++;
}
}

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//
// Created by maximilian on 7/13/23.
//
#include <boost/rational.hpp>
#include <cstdint>
#include <iostream>
#include <optional>
#include <vector>
#include "game_state.h"
void test_game() {
HanabiState<2, 2, 5, 10> state;
state._stacks[0] = 2;
state._stacks[1] = 3;
Card r41 = {0,4,1};
state._draw_pile.push_back({r41, 1});
state._hands[0] = {y0, y1, y2, r0, r1};
state._hands[1] = {r1, r1, y1, r3, r2};
state._draw_pile_size = 1;
state._card_positions[r41] = draw_pile;
auto state2 = state;
auto a = state.play(4);
std::cout << state;
state.revert(a);
std::cout << state << std::endl;
std::cout << state2 << std::endl;
assert(state._hands == state2._hands);
assert(state._draw_pile == state2._draw_pile);
assert(state._card_positions == state2._card_positions);
assert(state == state2);
}
void print_sizes() {
std::cout << "size of card -> hand map: " << sizeof(HanabiState<5,3,4, 5>) << std::endl;
CardSetSpecification<5> test;
std::cout << sizeof(CardSetSpecification<8>::AdditionalCardsFlags) << std::endl;
unsigned exp = 32;
std::cout << "Pair size: " << sizeof(std::pair<std::uint32_t, float>) << std::endl;
std::cout << sizeof(boost::rational<int>) << std::endl;
std::cout << (1ul << exp) << std::endl;
}
int main() {
test_game();
return 0;
}