Maximilian Keßler
4e67ffa9ee
A third CLI argument is now accepted, describing a score goal. The program will then treat reaching this score as a win and calculate lines optimized for this score, ignoring any (possible) higher scores.
228 lines
9.8 KiB
C++
228 lines
9.8 KiB
C++
#include <boost/json/src.hpp>
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#include <cpr/cpr.h>
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#include "download.h"
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// This helper function deduces the type and assigns the value with the matching key
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template<class T>
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void extract(boost::json::object const &obj, T &t, std::string_view key) {
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t = value_to<T>(obj.at(key));
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}
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namespace Hanabi {
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Card tag_invoke(boost::json::value_to_tag<Card>,
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boost::json::value const &jv) {
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Hanabi::Card card{};
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boost::json::object const &obj = jv.as_object();
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extract(obj, card.rank, "rank");
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extract(obj, card.suit, "suitIndex");
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card.rank = 5 - card.rank;
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return card;
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}
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void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
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jv = {{"suitIndex", card.suit},
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{"rank", card.rank}};
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}
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}
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namespace Download {
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Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) {
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Action action{};
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uint8_t type;
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boost::json::object const &obj = jv.as_object();
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extract(obj, action.target, "target");
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extract(obj, type, "type");
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action.type = static_cast<Hanabi::ActionType>(type);
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switch (action.type) {
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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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action.type = Hanabi::ActionType::clue;
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break;
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case Hanabi::ActionType::end_game:
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case Hanabi::ActionType::vote_terminate_players:
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case Hanabi::ActionType::vote_terminate:
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action.type = Hanabi::ActionType::end_game;
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break;
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case Hanabi::ActionType::play:
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case Hanabi::ActionType::discard:
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break;
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default:
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throw std::runtime_error(
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"Invalid game format, could not parse action type " + std::to_string(type));
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}
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return action;
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}
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std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json) {
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auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
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for (auto &card: deck) {
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ASSERT(card.rank < 5);
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ASSERT(card.rank >= 0);
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ASSERT(card.suit < 6);
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ASSERT(card.suit >= 0);
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}
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Hanabi::rank_t num_suits = 0;
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for(const auto& card: deck) {
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num_suits = std::max(num_suits, card.suit);
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}
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return {deck, num_suits + 1};
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}
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std::vector<Action> parse_actions(const boost::json::value &action_json) {
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return boost::json::value_to<std::vector<Action>>(action_json);
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}
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std::optional<boost::json::object> download_game_json(int game_id) {
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std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
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cpr::Response r = cpr::Get(cpr::Url(request_str));
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if (r.header["content-type"] != "application/json; charset=utf-8") {
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return std::nullopt;
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}
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return boost::json::parse(r.text).as_object();
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}
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std::optional<boost::json::object> open_game_json(const char *filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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return std::nullopt;
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}
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std::string game_json((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
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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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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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case 4:
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return produce_state<4,2,5>(deck, actions, turn, draw_pile_break, 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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case 6:
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return produce_state<6,2,5>(deck, actions, turn, draw_pile_break, 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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case 4:
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return produce_state<4,3,5>(deck, actions, turn, draw_pile_break, 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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case 6:
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return produce_state<6,3,5>(deck, actions, turn, draw_pile_break, 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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case 4:
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return produce_state<4,4,4>(deck, actions, turn, draw_pile_break, 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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case 6:
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return produce_state<6,4,4>(deck, actions, turn, draw_pile_break, 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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case 4:
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return produce_state<4,5,4>(deck, actions, turn, draw_pile_break, 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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case 6:
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return produce_state<6,5,4>(deck, actions, turn, draw_pile_break, 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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case 4:
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return produce_state<4,6,3>(deck, actions, turn, draw_pile_break, 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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case 6:
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return produce_state<6,6,3>(deck, actions, turn, draw_pile_break, 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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default:
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throw std::runtime_error("Invalid number of players: " + std::to_string(num_players));
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}
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}
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} // namespace Download
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