set up initial card positions

This commit is contained in:
Maximilian Keßler 2023-08-07 01:51:24 +02:00
parent 228eac7af1
commit ed6f3949b0
Signed by: max
GPG key ID: BCC5A619923C0BA5
3 changed files with 68 additions and 8 deletions

View file

@ -43,6 +43,7 @@ constexpr std::array<std::string, 6> suit_initials{"r", "y", "g", "b", "p", "t"}
struct Card {
suit_t suit;
rank_t rank;
bool was_in_initial_hand;
Card &operator++();
const Card operator++(int);
@ -84,12 +85,26 @@ struct CardMultiplicity {
auto operator<=>(const CardMultiplicity &) const = default;
};
template<typename T>
struct InnerCardArray {
template<size_t N>
using array_t = std::array<T, N>;
};
template<>
struct InnerCardArray<bool> {
template<size_t N>
using array_t = std::bitset<N>;
};
template <suit_t num_suits, typename T> struct CardArray {
using value_type = T;
CardArray() = default;
explicit CardArray(value_type default_val);
void fill(value_type val);
const value_type &operator[](const Card &card) const;
value_type &operator[](const Card &card);
@ -97,7 +112,8 @@ template <suit_t num_suits, typename T> struct CardArray {
auto operator<=>(const CardArray &) const = default;
private:
std::array<std::array<T, starting_card_rank>, num_suits> _array {};
using inner_array_t = typename InnerCardArray<T>::template array_t<starting_card_rank>;
std::array<inner_array_t , num_suits> _array {};
};
enum class ActionType {
@ -195,6 +211,14 @@ private:
static constexpr uint8_t no_endgame = std::numeric_limits<uint8_t>::max();
// This will save the card positions of all cards that are in the draw pile when we start backtracking
CardArray<num_suits, boost::container::static_vector<player_t, max_card_duplicity>> _card_positions_draw;
// This will indicate whether cards that were in hands initially still are in hands
CardArray<num_suits, bool> _card_positions_hands;
// A list of cards (set up once upon initialization) of all good cards that were in starting hands
std::array<boost::container::static_vector<Card, hand_size>, num_players> _good_cards_in_initial_draw_pile;
// further statistics that we might want to keep track of
uint8_t _pace{};
uint8_t _score{};

View file

@ -37,14 +37,19 @@ namespace Hanabi {
}
template<suit_t num_suits, typename T>
CardArray<num_suits, T>::CardArray(T default_val) {
for(size_t suit = 0; suit < num_suits; suit++) {
void CardArray<num_suits, T>::fill(T val) {
for (size_t suit = 0; suit < num_suits; suit++) {
for (rank_t rank = 0; rank < starting_card_rank; rank++) {
_array[suit][rank] = default_val;
_array[suit][rank] = val;
}
}
}
template<suit_t num_suits, typename T>
CardArray<num_suits, T>::CardArray(T default_val) {
fill(default_val);
}
template<suit_t num_suits, typename T>
const T& CardArray<num_suits, T>::operator[](const Card &card) const {
return _array[card.suit][card.rank];
@ -247,6 +252,7 @@ namespace Hanabi {
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>
void HanabiState<num_suits, num_players, hand_size>::normalize_draw_and_positions() {
// Note that this function does not have to be particularly performant, we only call it once to initialize.
const Card trash = [this]() -> Card {
for(suit_t suit = 0; suit < num_suits; suit++) {
if(_stacks[suit] < starting_card_rank) {
@ -257,25 +263,44 @@ namespace Hanabi {
}();
CardArray<num_suits, std::uint8_t> nums_in_draw_pile;
std::uint8_t num_trash_in_draw_pile = 0;
for(const auto [card, multiplicity] : _draw_pile) {
if (_stacks[card.suit] > card.rank) {
nums_in_draw_pile[card] += multiplicity;
} else {
num_trash_in_draw_pile++;
nums_in_draw_pile[trash] += multiplicity;
}
}
// Prepare draw pile
_draw_pile.clear();
for(suit_t suit = 0; suit < num_suits; suit++) {
for(rank_t rank = 0; rank < starting_card_rank; rank++) {
Card card {suit, rank};
Card card {suit, rank, false};
if (nums_in_draw_pile[card] > 0) {
_draw_pile.push_back({card, nums_in_draw_pile[card]});
if(!is_trash(card)) {
_card_positions_draw[card].clear();
_card_positions_draw[card].resize(nums_in_draw_pile[card], draw_pile);
}
}
}
}
_draw_pile.push_back({trash, num_trash_in_draw_pile});
// Prepare cards in hands
for(player_t player = 0; player < num_players; player++) {
for(Card& card : _hands[player]) {
if(!is_trash(card)) {
if(std::count(_good_cards_in_initial_draw_pile[player].begin(), _good_cards_in_initial_draw_pile[player].end(), card) > 0) {
// This card is already in hand, so just replace the second copy by some trash
card = trash;
} else {
_good_cards_in_initial_draw_pile[player].push_back(card);
card.was_in_initial_hand = true;
}
}
}
}
_card_positions_draw.fill(draw_pile);
}
template<suit_t num_suits, player_t num_players, hand_index_t hand_size>

View file

@ -40,7 +40,18 @@ namespace Hanabi {
}
#define CHECK(test, condition) if (!(condition)) { std::cerr << "Test " << (test) << " failed." << std::endl; }
void test() {
{
auto game = Download::get_game("1005195", 43);
auto res = game->backtrack(1);
CHECK("1005195", res == static_cast<double>(7) / 8);
}
}
int main(int argc, char *argv[]) {
test();
if(argc == 3) {
std::string game (argv[1]);
std::string turn (argv[2]);