better interface for cli

This commit is contained in:
Maximilian Keßler 2023-11-16 15:14:31 +01:00
parent 7dc9d41aa7
commit 9887d104b8
Signed by: max
GPG Key ID: BCC5A619923C0BA5
3 changed files with 36 additions and 37 deletions

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@ -5,7 +5,7 @@
#include "game_interface.h" #include "game_interface.h"
namespace Hanabi { namespace Hanabi {
void cli(const std::shared_ptr<HanabiStateIF>& game); void cli(Game const & game);
} }

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@ -173,8 +173,7 @@ namespace Hanabi {
if (parms.interactive.value_or(!parms.quiet)) if (parms.interactive.value_or(!parms.quiet))
{ {
quiet_os << "\nDropping into interactive command line to explore result (type 'help'):" << std::endl; quiet_os << "\nDropping into interactive command line to explore result (type 'help'):" << std::endl;
auto game_shared = std::shared_ptr<HanabiStateIF>(game.state.release()); cli(game);
cli(game_shared);
} }
} }
return 0; return 0;

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@ -89,8 +89,8 @@ namespace Hanabi {
return static_cast<int>(std::ceil(std::log10(probability))); return static_cast<int>(std::ceil(std::log10(probability)));
} }
bool ask_for_card_and_rotate_draw(const std::shared_ptr<HanabiStateIF>& game, hand_index_t index, bool play) { bool ask_for_card_and_rotate_draw(HanabiStateIF & state, hand_index_t index, bool play) {
const auto next_states = game->possible_next_states(index, play); const auto next_states = state.possible_next_states(index, play);
if (next_states.size() <= 1) { if (next_states.size() <= 1) {
// No need to ask for anything if draw contains only one possible type of card // No need to ask for anything if draw contains only one possible type of card
@ -104,7 +104,7 @@ namespace Hanabi {
int max_rational_digit_len = 0; int max_rational_digit_len = 0;
for(const auto &[card_multiplicity, probability]: next_states) { for(const auto &[card_multiplicity, probability]: next_states) {
// If the card is played, we can treat it as a trash draw as well // If the card is played, we can treat it as a trash draw as well
if (game->is_trash(card_multiplicity.card) or (play and game->cur_hand()[index] == card_multiplicity.card)) { if (state.is_trash(card_multiplicity.card) or (play and state.cur_hand()[index] == card_multiplicity.card)) {
states_to_show.front().first.multiplicity += card_multiplicity.multiplicity; states_to_show.front().first.multiplicity += card_multiplicity.multiplicity;
states_to_show.front().second = probability; states_to_show.front().second = probability;
} else { } else {
@ -147,14 +147,14 @@ namespace Hanabi {
return false; return false;
} }
auto selected_draw_it = std::find_if(next_states.begin(), next_states.end(), [&drawn_card, &game](const std::pair<CardMultiplicity, std::optional<probability_t>>& pair) { auto selected_draw_it = std::find_if(next_states.begin(), next_states.end(), [&drawn_card, &state](const std::pair<CardMultiplicity, std::optional<probability_t>>& pair) {
return (game->is_trash(pair.first.card) and drawn_card == Cards::trash) or pair.first.card == drawn_card; return (state.is_trash(pair.first.card) and drawn_card == Cards::trash) or pair.first.card == drawn_card;
}); });
if (selected_draw_it == next_states.end()){ if (selected_draw_it == next_states.end()){
std::cout << "That card is not in the draw pile, aborting." << std::endl; std::cout << "That card is not in the draw pile, aborting." << std::endl;
return false; return false;
}; };
game->rotate_next_draw(selected_draw_it->first.card); state.rotate_next_draw(selected_draw_it->first.card);
return true; return true;
} }
@ -162,7 +162,7 @@ namespace Hanabi {
std::cout << "Use 'quit' to exit the interactive shell." << std::endl << "> "; std::cout << "Use 'quit' to exit the interactive shell." << std::endl << "> ";
} }
void cli(const std::shared_ptr<HanabiStateIF>& game) { void cli(Game const & game) {
std::signal(SIGINT, signal_handler); std::signal(SIGINT, signal_handler);
// Set up GNU readline // Set up GNU readline
rl_attempted_completion_function = cli_command_completion; rl_attempted_completion_function = cli_command_completion;
@ -193,11 +193,11 @@ namespace Hanabi {
} }
if (prompt.starts_with("dump-id-parts")) { if (prompt.starts_with("dump-id-parts")) {
for (const auto val: game->dump_unique_id_parts().first) { for (const auto val: game.state->dump_unique_id_parts().first) {
std::cout << val << ", "; std::cout << val << ", ";
} }
std::cout << std::endl; std::cout << std::endl;
for (const auto card: game->dump_unique_id_parts().second) { for (const auto card: game.state->dump_unique_id_parts().second) {
std::cout << card << " "; std::cout << card << " ";
} }
std::cout << std::endl; std::cout << std::endl;
@ -229,8 +229,8 @@ namespace Hanabi {
} }
if (prompt.starts_with("state")) { if (prompt.starts_with("state")) {
std::cout << *game << std::endl; std::cout << *game.state << std::endl;
const std::optional<probability_t> prob = game->lookup(); const std::optional<probability_t> prob = game.state->lookup();
std::cout << "Winning chance: "; std::cout << "Winning chance: ";
print_probability(std::cout, prob) << std::endl; print_probability(std::cout, prob) << std::endl;
continue; continue;
@ -238,7 +238,7 @@ namespace Hanabi {
if (prompt.starts_with("evaluate")) { if (prompt.starts_with("evaluate")) {
std::cout << "Evaluating current game state, this might take a while." << std::endl; std::cout << "Evaluating current game state, this might take a while." << std::endl;
game->evaluate_state(); game.state->evaluate_state();
std::cout << "Evaluated state." << std::endl; std::cout << "Evaluated state." << std::endl;
continue; continue;
} }
@ -263,14 +263,14 @@ namespace Hanabi {
} }
std::cout << "Reverting " << turns_to_revert << " turn(s)." << std::endl; std::cout << "Reverting " << turns_to_revert << " turn(s)." << std::endl;
while(turns_to_revert--) { while(turns_to_revert--) {
game->revert(); game.state->revert();
depth--; depth--;
} }
continue; continue;
} }
if (prompt.starts_with("id")) { if (prompt.starts_with("id")) {
std::cout << game->unique_id() << std::endl; std::cout << game.state->unique_id() << std::endl;
continue; continue;
} }
@ -284,24 +284,24 @@ namespace Hanabi {
std::cout << "Could not parse card " << prompt.substr(5,2) << std::endl; std::cout << "Could not parse card " << prompt.substr(5,2) << std::endl;
continue; continue;
} }
const hand_index_t index = game->find_card_in_hand(card); const hand_index_t index = game.state->find_card_in_hand(card);
if (index == hand_index_t(-1)) { if (index == hand_index_t(-1)) {
std::cout << "This card is not in the current players hand, aborting." << std::endl; std::cout << "This card is not in the current players hand, aborting." << std::endl;
continue; continue;
} }
if (!ask_for_card_and_rotate_draw(game, index, true)) { if (!ask_for_card_and_rotate_draw(*game.state, index, true)) {
continue; continue;
} }
game->play(index); game.state->play(index);
depth++; depth++;
continue; continue;
} }
if (prompt.starts_with("discard")) { if (prompt.starts_with("discard")) {
const auto hand = game->cur_hand(); const auto hand = game.state->cur_hand();
hand_index_t trash_index = invalid_hand_idx; hand_index_t trash_index = invalid_hand_idx;
for(hand_index_t index = 0; index < hand.size(); index++) { for(hand_index_t index = 0; index < hand.size(); index++) {
if (game->is_trash(hand[index])) { if (game.state->is_trash(hand[index])) {
trash_index = index; trash_index = index;
break; break;
} }
@ -310,30 +310,30 @@ namespace Hanabi {
std::cout << "No trash in hand found, discarding not supported." << std::endl; std::cout << "No trash in hand found, discarding not supported." << std::endl;
continue; continue;
} }
if (game->num_clues() == max_num_clues) { if (game.state->num_clues() == max_num_clues) {
std::cout << "You cannot discard at " << max_num_clues << " clues." << std::endl; std::cout << "You cannot discard at " << max_num_clues << " clues." << std::endl;
continue; continue;
} }
if (!ask_for_card_and_rotate_draw(game, trash_index, false)) { if (!ask_for_card_and_rotate_draw(*game.state, trash_index, false)) {
continue; continue;
} }
game->discard(trash_index); game.state->discard(trash_index);
depth++; depth++;
continue; continue;
} }
if (prompt.starts_with("clue")) { if (prompt.starts_with("clue")) {
if (game->num_clues() == 0) { if (game.state->num_clues() == 0) {
std::cout << "You cannot give a clue at 0 clues." << std::endl; std::cout << "You cannot give a clue at 0 clues." << std::endl;
continue; continue;
} }
game->give_clue(); game.state->give_clue();
depth++; depth++;
continue; continue;
} }
if (prompt.starts_with("actions")) { if (prompt.starts_with("actions")) {
auto reasonable_actions = game->get_reasonable_actions(); auto reasonable_actions = game.state->get_reasonable_actions();
int max_rational_digit_len = std::accumulate( int max_rational_digit_len = std::accumulate(
reasonable_actions.begin(), reasonable_actions.begin(),
reasonable_actions.end(), reasonable_actions.end(),
@ -356,14 +356,14 @@ namespace Hanabi {
} }
if (prompt.starts_with("opt")) { if (prompt.starts_with("opt")) {
const auto reasonable_actions = game->get_reasonable_actions(); const auto reasonable_actions = game.state->get_reasonable_actions();
if(reasonable_actions.empty()) { if(reasonable_actions.empty()) {
std::cout << "Game is over, no actions to take." << std::endl; std::cout << "Game is over, no actions to take." << std::endl;
continue; continue;
} }
Action best_action; Action best_action;
std::optional<probability_t> best_probability; std::optional<probability_t> best_probability;
for (const auto &[action, probability] : game->get_reasonable_actions()) { for (const auto &[action, probability] : game.state->get_reasonable_actions()) {
if (!best_probability.has_value() or (probability.has_value() and probability.value() > best_probability.value())) { if (!best_probability.has_value() or (probability.has_value() and probability.value() > best_probability.value())) {
best_action = action; best_action = action;
best_probability = probability; best_probability = probability;
@ -374,23 +374,23 @@ namespace Hanabi {
switch(best_action.type) { switch(best_action.type) {
case ActionType::play: case ActionType::play:
std::cout << "Playing " << best_action.card << std::endl; std::cout << "Playing " << best_action.card << std::endl;
index = game->find_card_in_hand(best_action.card); index = game.state->find_card_in_hand(best_action.card);
if(!ask_for_card_and_rotate_draw(game,index,true)) { if(!ask_for_card_and_rotate_draw(*game.state,index,true)) {
continue; continue;
}; };
game->play(game->find_card_in_hand(best_action.card)); game.state->play(game.state->find_card_in_hand(best_action.card));
break; break;
case ActionType::discard: case ActionType::discard:
std::cout << "Discarding" << std::endl; std::cout << "Discarding" << std::endl;
index = game->find_card_in_hand(best_action.card); index = game.state->find_card_in_hand(best_action.card);
if(!ask_for_card_and_rotate_draw(game, index, false)) { if(!ask_for_card_and_rotate_draw(*game.state, index, false)) {
continue; continue;
}; };
game->discard(game->find_card_in_hand(best_action.card)); game.state->discard(game.state->find_card_in_hand(best_action.card));
break; break;
case ActionType::clue: case ActionType::clue:
std::cout << "Giving a clue" << std::endl; std::cout << "Giving a clue" << std::endl;
game->give_clue(); game.state->give_clue();
break; break;
default: default:
break; break;