Fix: Correctly handle bombing of cards and reverting thereof
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5308eeaf6e
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a615733350
3 changed files with 23 additions and 22 deletions
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@ -327,7 +327,8 @@ private:
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ActionType action_type,
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Card discarded_or_played = Cards::unknown,
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hand_index_t index = 0,
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bool was_on_8_clues = false
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bool was_on_8_clues = false,
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bool strike = false
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);
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ActionType action_type{};
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@ -339,6 +340,11 @@ private:
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// Indicates whether before the action was taken, we had 8 clues.
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// This is important so that we know if we go back to 7 or 8 clues when we revert playing a 5
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bool was_on_8_clues {false};
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// Indicates whether playing this card triggered a bomb.
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// This cannot be deduced just from the stacks since we cannot differentiate between a card
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// having been played correctly or the top card of the draw pile being bombed.
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bool strike {false};
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};
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// This keeps track of the representation of the gamestate relative to some starting state
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@ -103,12 +103,12 @@ namespace Hanabi {
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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HanabiState<num_suits, num_players, hand_size>::BacktrackAction::BacktrackAction(
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Hanabi::ActionType action_type, Hanabi::Card discarded_or_played, Hanabi::hand_index_t index,
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bool was_on_8_clues
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bool was_on_8_clues, bool strike
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):
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action_type(action_type),
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discarded(discarded_or_played),
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index(index),
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was_on_8_clues(was_on_8_clues) {
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was_on_8_clues(was_on_8_clues), strike(strike) {
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}
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template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
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@ -210,21 +210,17 @@ namespace Hanabi {
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check_draw_pile_integrity();
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ASSERT(index < _hands[_turn].size());
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const Card played_card = _hands[_turn][index];
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if (!is_playable(played_card)) {
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const unsigned long multiplicity = draw(index, cycle);
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incr_turn();
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return multiplicity;
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}
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ASSERT(is_playable(played_card));
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_actions_log.emplace(ActionType::play, played_card, index, _num_clues == 8);
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_actions_log.emplace(ActionType::play, played_card, index, _num_clues == 8, !is_playable(played_card));
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--_stacks[played_card.suit];
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_score++;
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if (played_card.rank == 0 and _num_clues < max_num_clues) {
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// update clues if we played the last played_card of a stack
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_num_clues++;
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if(is_playable(played_card))
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{
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--_stacks[played_card.suit];
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_score++;
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if (played_card.rank == 0 and _num_clues < max_num_clues) {
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// update clues if we played the last played_card of a stack
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_num_clues++;
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}
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}
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const unsigned long multiplicity = draw(index, cycle);
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@ -505,14 +501,14 @@ namespace Hanabi {
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ASSERT(!last_action.was_on_8_clues or _num_clues == 8);
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decr_turn();
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if (last_action.discarded.rank == 0 and not last_action.was_on_8_clues) {
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_num_clues--;
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if (last_action.discarded.rank == 0 and not last_action.was_on_8_clues and not last_action.strike) {
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_num_clues--;
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}
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revert_draw(last_action.index, last_action.discarded, cycle);
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if(_stacks[last_action.discarded.suit] == last_action.discarded.rank) {
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_stacks[last_action.discarded.suit]++;
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if(not last_action.strike) {
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_stacks[last_action.discarded.suit]++;
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_score--;
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}
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_score--;
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check_draw_pile_integrity();
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}
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@ -80,7 +80,6 @@ namespace Hanabi {
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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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