rework downloading interface: return game consisting of state and actions
This commit is contained in:
parent
89bab62032
commit
9af6ef3368
5 changed files with 86 additions and 90 deletions
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@ -15,7 +15,8 @@ find_package(Boost 1.81 COMPONENTS program_options REQUIRED)
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include_directories(.)
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include_directories(${Boost_INCLUDE_DIR})
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add_executable(endgame-analyzer src/main.cpp src/cli_interface.cpp src/download.cpp)
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add_executable(endgame-analyzer src/main.cpp src/cli_interface.cpp src/download.cpp
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src/game_state.cpp)
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target_link_libraries(endgame-analyzer cpr)
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target_link_libraries(endgame-analyzer Boost::program_options)
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@ -36,16 +36,14 @@ namespace Download {
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/**
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* @brief Create game object from given source
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* @param game_spec Either an id to download from hanab.live or a filename with a json specification
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* @param turn Turn to skip to
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* @param draw_pile_break Minimum draw pile size of produced game
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* @param score_goal What score counts as a win for this game. If left empty, the maximum score is inserted.
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* @return Game state
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*
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* If both turn and draw_pile_break are specified, the game skips until the specified turn or the first time the
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* draw pile hits the given size, whichever comes first
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*
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* @note Turns start counting at 1, since this is also the way hanab.live does it.
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*/
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std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn = 1, size_t draw_pile_break = 0, std::optional<uint8_t> score_goal = std::nullopt);
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Hanabi::Game get_game(std::variant<int, const char*> game_spec, std::optional<uint8_t> score_goal);
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} // namespace Download
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@ -11,6 +11,7 @@
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#include <stack>
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#include <unordered_map>
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#include <vector>
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#include <memory>
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#include <boost/container/static_vector.hpp>
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#include <boost/rational.hpp>
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@ -251,6 +252,19 @@ protected:
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friend std::ostream& operator<<(std::ostream&, HanabiStateIF const&);
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};
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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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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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std::unique_ptr<HanabiStateIF> state;
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std::vector<Action> actions;
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unsigned next_action;
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};
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inline std::ostream &operator<<(std::ostream &os, HanabiStateIF const &hanabi_state);
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template <suit_t num_suits, player_t num_players, hand_index_t hand_size>
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136
src/download.cpp
136
src/download.cpp
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@ -95,128 +95,75 @@ namespace Download {
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return boost::json::parse(game_json).as_object();
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}
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template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
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std::unique_ptr<Hanabi::HanabiStateIF> produce_state(
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const std::vector<Hanabi::Card>& deck,
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const std::vector<Action>& actions,
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size_t start_turn,
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size_t draw_pile_break = 0,
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std::optional<uint8_t> score_goal = std::nullopt
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) {
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std::unique_ptr<Hanabi::HanabiStateIF> get_base_state(
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std::size_t num_suits,
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Hanabi::player_t num_players,
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std::vector<Hanabi::Card> const & deck,
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std::optional<uint8_t> score_goal) {
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uint8_t actual_score_goal = score_goal.value_or(5 * num_suits);
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auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck, actual_score_goal));
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std::uint8_t index;
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for (size_t i = 0; i < std::min(start_turn - 1, actions.size()); i++) {
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if (game->draw_pile_size() == draw_pile_break) {
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break;
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}
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switch(actions[i].type) {
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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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game->give_clue();
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break;
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case Hanabi::ActionType::discard:
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index = game->find_card_in_hand(deck[actions[i].target]);
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ASSERT(index != std::uint8_t(-1));
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game->discard(index);
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break;
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case Hanabi::ActionType::play:
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index = game->find_card_in_hand(deck[actions[i].target]);
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ASSERT(index != std::uint8_t(-1));
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game->play(index);
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break;
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case Hanabi::ActionType::vote_terminate_players:
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case Hanabi::ActionType::vote_terminate:
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case Hanabi::ActionType::end_game:
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return game;
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}
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}
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game->init_backtracking_information();
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return game;
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}
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std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn, size_t draw_pile_break, std::optional<uint8_t> score_goal) {
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const std::optional<boost::json::object> game_json_opt = [&game_spec]() {
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if (game_spec.index() == 0) {
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return download_game_json(std::get<int>(game_spec));
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} else {
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return open_game_json(std::get<const char *>(game_spec));
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}
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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;
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}
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const boost::json::object& game_json = game_json_opt.value();
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const auto [deck, num_suits] = parse_deck(game_json.at("deck"));
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const std::vector<Action> actions = parse_actions(game_json.at("actions"));
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const size_t num_players = game_json.at("players").as_array().size();
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switch(num_players) {
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case 2:
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switch(num_suits) {
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case 3:
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return produce_state<3,2,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<3,2,5>(deck, actual_score_goal));
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case 4:
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return produce_state<4,2,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<4,2,5>(deck, actual_score_goal));
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case 5:
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return produce_state<5,2,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<5,2,5>(deck, actual_score_goal));
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case 6:
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return produce_state<6,2,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<6,2,5>(deck, actual_score_goal));
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default:
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throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
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}
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case 3:
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switch(num_suits) {
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case 3:
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return produce_state<3,3,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<3,3,5>(deck, actual_score_goal));
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case 4:
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return produce_state<4,3,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<4,3,5>(deck, actual_score_goal));
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case 5:
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return produce_state<5,3,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<5,3,5>(deck, actual_score_goal));
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case 6:
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return produce_state<6,3,5>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<6,3,5>(deck, actual_score_goal));
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default:
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throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
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}
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case 4:
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switch(num_suits) {
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case 3:
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return produce_state<3,4,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<3,4,4>(deck, actual_score_goal));
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case 4:
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return produce_state<4,4,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<4,4,4>(deck, actual_score_goal));
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case 5:
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return produce_state<5,4,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<5,4,4>(deck, actual_score_goal));
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case 6:
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return produce_state<6,4,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<6,4,4>(deck, actual_score_goal));
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default:
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throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
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}
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case 5:
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switch(num_suits) {
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case 3:
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return produce_state<3,5,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<3,5,4>(deck, actual_score_goal));
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case 4:
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return produce_state<4,5,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<4,5,4>(deck, actual_score_goal));
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case 5:
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return produce_state<5,5,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<5,5,4>(deck, actual_score_goal));
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case 6:
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return produce_state<6,5,4>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<6,5,4>(deck, actual_score_goal));
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default:
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throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
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}
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case 6:
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switch(num_suits) {
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case 3:
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return produce_state<3,6,3>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<3,6,3>(deck, actual_score_goal));
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case 4:
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return produce_state<4,6,3>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<4,6,3>(deck, actual_score_goal));
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case 5:
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return produce_state<5,6,3>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<5,6,3>(deck, actual_score_goal));
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case 6:
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return produce_state<6,6,3>(deck, actions, turn, draw_pile_break, score_goal);
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return std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<6,6,3>(deck, actual_score_goal));
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default:
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throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
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}
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@ -225,4 +172,37 @@ namespace Download {
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}
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}
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Hanabi::Game get_game(std::variant<int, const char*> game_spec, std::optional<uint8_t> score_goal){
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const std::optional<boost::json::object> game_json_opt = [&game_spec]() {
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if (game_spec.index() == 0) {
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return download_game_json(std::get<int>(game_spec));
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} else {
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return open_game_json(std::get<const char *>(game_spec));
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}
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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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}
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const boost::json::object& game_json = game_json_opt.value();
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const auto [deck, num_suits] = parse_deck(game_json.at("deck"));
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const size_t num_players = game_json.at("players").as_array().size();
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// Convert the actions from hanab.live format into local format used
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const std::vector<Action> hanab_live_actions = parse_actions(game_json.at("actions"));
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std::vector<Hanabi::Action> actions;
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std::transform(
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hanab_live_actions.begin(),
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hanab_live_actions.end(),
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std::back_inserter(actions),
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[&deck](Action const & action){
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return Hanabi::Action {action.type, deck[action.target]};
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}
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);
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return {get_base_state(num_suits, num_players, deck, score_goal), actions, 0};
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}
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} // namespace Download
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17
src/main.cpp
17
src/main.cpp
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@ -13,8 +13,8 @@
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namespace Hanabi {
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void analyze_game_and_start_cli(std::variant<int, const char*> game_id, int turn, int draw_pile_size, std::optional<uint8_t> score_goal,
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bool start_cli) {
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auto game = Download::get_game(game_id, turn, draw_pile_size, score_goal);
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if (game == nullptr) {
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auto game = Download::get_game(game_id, score_goal);
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if (game.state == nullptr) {
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if(game_id.index() == 0) {
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std::cout << "Failed to download game " << std::get<int>(game_id) << " from hanab.live." << std::endl;
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} else {
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@ -23,9 +23,12 @@ namespace Hanabi {
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return;
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}
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std::cout << "Analysing state: " << std::endl << std::endl << *game << std::endl;
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game.forward_until(turn, draw_pile_size);
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std::cout << "Analysing state: " << std::endl << std::endl << *game.state << std::endl;
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game.state->init_backtracking_information();
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auto start = std::chrono::high_resolution_clock::now();
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auto res = game->evaluate_state();
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auto res = game.state->evaluate_state();
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auto end = std::chrono::high_resolution_clock::now();
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std::cout.precision(10);
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std::cout << "Probability with optimal play: ";
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print_probability(std::cout, res) << std::endl;
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std::cout << "Took " << std::chrono::duration_cast<std::chrono::milliseconds>(end - start) << "." << std::endl;
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std::cout << "Visited " << game->enumerated_states() << " states." << std::endl;
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std::cout << "Enumerated " << game->position_tablebase().size() << " unique game states. " << std::endl;
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std::cout << "Visited " << game.state->enumerated_states() << " states." << std::endl;
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std::cout << "Enumerated " << game.state->position_tablebase().size() << " unique game states. " << std::endl;
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if (start_cli) {
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std::cout << std::endl;
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std::cout << "Dropping into interactive command line to explore result (type 'help'):" << std::endl;
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auto game_shared = std::shared_ptr<HanabiStateIF>(game.release());
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auto game_shared = std::shared_ptr<HanabiStateIF>(game.state.release());
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auto states = game_shared->possible_next_states(0, false);
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cli(game_shared);
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}
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