remove unneeded template parameter. implement game getter and normalization
This commit is contained in:
parent
38e4101402
commit
b690f43a73
4 changed files with 153 additions and 64 deletions
17
download.h
17
download.h
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@ -102,13 +102,13 @@ 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, uint8_t max_draw_pile_size>
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Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> produce_state(
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template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
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Hanabi::HanabiState<num_suits, num_players, hand_size> 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 num_turns_to_replicate
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) {
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Hanabi::HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> game(deck);
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Hanabi::HanabiState<num_suits, num_players, hand_size> game(deck);
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std::uint8_t index;
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for (size_t i = 0; i < num_turns_to_replicate; i++) {
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switch(actions[i].type) {
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@ -134,7 +134,8 @@ namespace Download {
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return game;
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}
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void get_game(std::variant<int, const char *> game_spec) {
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template <std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
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void get_game(std::variant<int, const char *> game_spec, unsigned turn) {
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const boost::json::object game_json = [&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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@ -144,11 +145,11 @@ namespace Download {
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}();
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const std::vector<Hanabi::Card> deck = 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 unsigned num_players = game_json.at("players").as_array().size();
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std::cout << deck.size() << std::endl;
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std::cout << num_players;
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const size_t num_players_js = game_json.at("players").as_array().size();
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assert (num_players_js == num_players);
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auto game = produce_state<6, 3, 5, 0>(deck, actions, 40);
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auto game = produce_state<num_suits, num_players, hand_size>(deck, actions, turn);
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game.normalize_draw_and_positions();
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std::cout << game << std::endl;
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}
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43
game_state.h
43
game_state.h
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@ -87,18 +87,37 @@ struct CardMultiplicity {
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auto operator<=>(const CardMultiplicity &) const = default;
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};
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template <std::size_t num_suits> struct CardPositions {
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template <std::size_t num_suits, typename T, bool respect_card_duplicity>
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struct CardArrayMember {
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};
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CardPositions();
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template <std::size_t num_suits, typename T>
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struct CardArrayMember<num_suits, T, true> {
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auto operator<=>(const CardArrayMember &) const = default;
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std::array<std::array<std::array<T , max_card_duplicity>, starting_card_rank>, num_suits> array {};
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};
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const player_t &operator[](const Card &card) const;
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template <std::size_t num_suits, typename T>
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struct CardArrayMember<num_suits, T, false> {
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auto operator<=>(const CardArrayMember &) const = default;
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std::array<std::array<T, starting_card_rank>, num_suits> array {};
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};
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player_t &operator[](const Card &card);
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template <std::size_t num_suits, typename T, bool respect_card_duplicity = true> struct CardArray {
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auto operator<=>(const CardPositions &) const = default;
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using value_type = T;
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CardArray() = default;
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explicit CardArray(value_type default_val);
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const value_type &operator[](const Card &card) const;
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value_type &operator[](const Card &card);
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auto operator<=>(const CardArray &) const = default;
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private:
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std::array<std::array<std::array<player_t, max_card_duplicity>, starting_card_rank>, num_suits> _card_positions;
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CardArrayMember<num_suits, T, respect_card_duplicity> _vals;
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};
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enum class ActionType {
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@ -117,7 +136,7 @@ struct BacktrackAction {
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std::uint8_t index{};
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};
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size>
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class HanabiState {
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public:
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HanabiState() = default;
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@ -135,6 +154,8 @@ public:
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std::uint8_t find_card_in_hand(const Card& card) const;
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void normalize_draw_and_positions();
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void revert(const BacktrackAction &action);
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void draw(std::uint8_t index);
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@ -150,7 +171,7 @@ public:
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std::uint8_t _draw_pile_size{};
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Stacks<num_suits> _stacks{};
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std::array<std::array<Card, hand_size>, num_players> _hands{};
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CardPositions<num_suits> _card_positions{};
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CardArray<num_suits, player_t> _card_positions{};
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std::list<CardMultiplicity> _draw_pile{};
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// further statistics that we might want to keep track of
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@ -159,10 +180,10 @@ public:
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auto operator<=>(const HanabiState &) const = default;
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};
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size, std::uint8_t max_draw_pile_size>
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std::ostream & operator<<(std::ostream &os, HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state);
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template <std::size_t num_suits, player_t num_players, std::size_t hand_size>
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std::ostream & operator<<(std::ostream &os, HanabiState<num_suits, num_players, hand_size> hanabi_state);
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template class HanabiState<5, 3, 4, 20>;
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template class HanabiState<5, 3, 4>;
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}
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151
game_state.hpp
151
game_state.hpp
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@ -20,39 +20,51 @@ namespace Hanabi {
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template<std::size_t num_suits>
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std::ostream &operator<<(std::ostream &os, const Stacks<num_suits> &stacks) {
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for (size_t i = 0; i < stacks.size() - 1; i++) {
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os << +stacks[i] << ", ";
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os << starting_card_rank - stacks[i] << ", ";
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}
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os << +stacks.back();
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os << starting_card_rank - stacks.back();
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return os;
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}
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template<std::size_t num_suits>
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CardPositions<num_suits>::CardPositions() {
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template<std::size_t num_suits, typename T, bool respect_card_duplicity>
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CardArray<num_suits, T, respect_card_duplicity>::CardArray(T default_val) {
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for(size_t suit = 0; suit < num_suits; suit++) {
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for(rank_t rank = 0; rank < starting_card_rank; rank++) {
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std::ranges::fill(_card_positions[suit][rank], draw_pile);
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for (rank_t rank = 0; rank < starting_card_rank; rank++) {
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if constexpr (respect_card_duplicity) {
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std::ranges::fill(_vals.array[suit][rank], default_val);
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} else {
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_vals.array[suit][rank] = default_val;
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}
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}
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}
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}
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template<std::size_t num_suits>
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const player_t &CardPositions<num_suits>::operator[](const Card &card) const {
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return _card_positions[card.suit][card.rank][card.copy];
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template<std::size_t num_suits, typename T, bool respect_card_duplicity>
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const T& CardArray<num_suits, T, respect_card_duplicity>::operator[](const Card &card) const {
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if constexpr (respect_card_duplicity) {
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return _vals.array[card.suit][card.rank][card.copy];
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} else {
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return _vals.array[card.suit][card.rank];
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}
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};
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template<std::size_t num_suits>
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player_t &CardPositions<num_suits>::operator[](const Card &card) {
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return _card_positions[card.suit][card.rank][card.copy];
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template<std::size_t num_suits, typename T, bool respect_card_duplicity>
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T& CardArray<num_suits, T, respect_card_duplicity>::operator[](const Card &card) {
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if constexpr (respect_card_duplicity) {
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return _vals.array[card.suit][card.rank][card.copy];
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} else {
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return _vals.array[card.suit][card.rank];
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}
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};
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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::HanabiState(const std::vector<Card> &deck):
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template<size_t num_suits, player_t num_players, size_t hand_size>
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HanabiState<num_suits, num_players, hand_size>::HanabiState(const std::vector<Card> &deck):
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_turn(0),
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_num_clues(max_num_clues),
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_draw_pile_size(deck.size() - num_players * hand_size),
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_stacks(),
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_hands(),
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_card_positions(),
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_card_positions(draw_pile),
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_draw_pile() {
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std::ranges::fill(_stacks, starting_card_rank);
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for(const Card& card: deck) {
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@ -67,8 +79,8 @@ namespace Hanabi {
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assert(_turn == 0);
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}
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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::clue() {
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template<size_t num_suits, player_t num_players, size_t hand_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::clue() {
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assert(_num_clues > 0);
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--_num_clues;
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@ -77,20 +89,18 @@ namespace Hanabi {
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return BacktrackAction{ActionType::clue, {}, {}};
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}
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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::incr_turn() {
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template<size_t num_suits, player_t num_players, size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::incr_turn() {
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_turn = (_turn + 1) % num_players;
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}
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template<size_t num_suits, player_t num_players, size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size,
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max_draw_pile_size>::decr_turn() {
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template<size_t num_suits, player_t num_players, size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::decr_turn() {
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_turn = (_turn + num_players - 1) % num_players;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::play(
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::play(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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const Card card = _hands[_turn][index];
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@ -111,8 +121,8 @@ namespace Hanabi {
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return ret;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::discard(
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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BacktrackAction HanabiState<num_suits, num_players, hand_size>::discard(
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std::uint8_t index) {
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assert(index < _hands[_turn].size());
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assert(_num_clues != max_num_clues);
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@ -127,8 +137,8 @@ namespace Hanabi {
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return ret;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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std::uint8_t HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::find_card_in_hand(
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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std::uint8_t HanabiState<num_suits, num_players, hand_size>::find_card_in_hand(
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const Hanabi::Card &card) const {
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for(std::uint8_t i = 0; i < hand_size; i++) {
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if(_hands[_turn][i].rank == card.rank && _hands[_turn][i].suit == card.suit) {
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@ -138,8 +148,8 @@ namespace Hanabi {
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return -1;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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std::ostream &operator<<(std::ostream &os, const HanabiState<num_suits, num_players, hand_size, max_draw_pile_size> hanabi_state) {
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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std::ostream &operator<<(std::ostream &os, const HanabiState<num_suits, num_players, hand_size> hanabi_state) {
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os << "Stacks: " << hanabi_state._stacks << std::endl;
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os << "Draw pile: ";
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for (const auto &[card, mul]: hanabi_state._draw_pile) {
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@ -147,6 +157,7 @@ namespace Hanabi {
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if (mul > 1) {
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os << " (" << +mul << ")";
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}
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os << ", ";
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}
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os << std::endl;
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os << "Hands: ";
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@ -159,11 +170,14 @@ namespace Hanabi {
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return os;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::draw(std::uint8_t index) {
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::draw(std::uint8_t index) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = trash_or_play_stack;
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const Card& discarded = _hands[_turn][index];
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if (_stacks[discarded.suit] > discarded.rank) {
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_card_positions[_hands[_turn][index]] = trash_or_play_stack;
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}
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// draw a new card if the draw pile is not empty
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if (!_draw_pile.empty()) {
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draw.multiplicity--;
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_draw_pile.push_back(draw);
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}
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draw.card.copy = draw.multiplicity - 1;
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_hands[_turn][index] = draw.card;
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_card_positions[draw.card] = _turn;
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if (_stacks[draw.card.suit] > draw.card.rank) {
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_card_positions[draw.card] = _turn;
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}
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}
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert_draw(std::uint8_t index, Card card) {
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::revert_draw(std::uint8_t index, Card card) {
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assert(index < _hands[_turn].size());
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_card_positions[_hands[_turn][index]] = draw_pile;
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const Card& discarded = _hands[_turn][index];
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if (_stacks[discarded.suit] > discarded.rank) {
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_card_positions[discarded] = draw_pile;
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}
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// put card back into draw pile (at the back)
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if (!_draw_pile.empty() and _draw_pile.back().card == _hands[_turn][index]) {
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@ -194,12 +213,60 @@ namespace Hanabi {
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}
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_hands[_turn][index] = card;
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_card_positions[card] = _turn;
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if (_stacks[card.suit] > card.rank) {
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_card_positions[card] = _turn;
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}
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_draw_pile_size++;
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}
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size, uint8_t max_draw_pile_size>
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void HanabiState<num_suits, num_players, hand_size, max_draw_pile_size>::revert(
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template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
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void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() {
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const Card trash = [this]() -> Card {
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for(suit_t suit = 0; suit < num_suits; suit++) {
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if(_stacks[suit] < starting_card_rank) {
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return {suit, starting_card_rank - 1, 0};
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}
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}
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return {0,0,0};
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}();
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CardArray<num_suits, std::uint8_t, false> nums_in_draw_pile;
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std::uint8_t num_trash_in_draw_pile = 0;
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for(const auto [card, multiplicity] : _draw_pile) {
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if (_stacks[card.suit] > card.rank) {
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nums_in_draw_pile[card] += multiplicity;
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} else {
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num_trash_in_draw_pile++;
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}
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}
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_draw_pile.clear();
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for(suit_t suit = 0; suit < num_suits; suit++) {
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for(rank_t rank = 0; rank < starting_card_rank; rank++) {
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Card card {suit, rank, 0};
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if (nums_in_draw_pile[card] > 0) {
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_draw_pile.push_back({card, nums_in_draw_pile[card]});
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for (std::uint8_t copy = 0; copy < nums_in_draw_pile[card]; copy++) {
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card.copy = copy;
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_card_positions[card] = draw_pile;
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}
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}
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}
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}
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_draw_pile.push_back({trash, num_trash_in_draw_pile});
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for(player_t player = 0; player < num_players; player++) {
|
||||
for(Card& card : _hands[player]) {
|
||||
if (_stacks[card.suit] > card.rank) {
|
||||
card.copy = nums_in_draw_pile[card];
|
||||
nums_in_draw_pile[card]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<std::size_t num_suits, player_t num_players, std::size_t hand_size>
|
||||
void HanabiState<num_suits, num_players, hand_size>::revert(
|
||||
const BacktrackAction &action) {
|
||||
decr_turn();
|
||||
switch (action.type) {
|
||||
|
|
6
main.cpp
6
main.cpp
|
@ -14,7 +14,7 @@
|
|||
namespace Hanabi {
|
||||
|
||||
void test_game() {
|
||||
HanabiState<2, 2, 5, 10> state;
|
||||
HanabiState<2, 2, 5> state;
|
||||
state._stacks[0] = 2;
|
||||
state._stacks[1] = 3;
|
||||
Card r41 = {0, 4, 1};
|
||||
|
@ -38,10 +38,10 @@ void test_game() {
|
|||
assert(state == state2);
|
||||
}
|
||||
|
||||
void download() { Download::get_game("1004116.json"); }
|
||||
void download() { Download::get_game<6,3,5>("1004116.json", 40); }
|
||||
|
||||
void print_sizes() {
|
||||
std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4, 5>)
|
||||
std::cout << "size of card -> hand map: " << sizeof(HanabiState<5, 3, 4>)
|
||||
<< std::endl;
|
||||
|
||||
unsigned exp = 32;
|
||||
|
|
Loading…
Reference in a new issue