130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
#ifndef DYNAMIC_PROGRAM_GAME_INTERFACE_H
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#define DYNAMIC_PROGRAM_GAME_INTERFACE_H
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#include <cstddef>
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#include <iosfwd>
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#include <vector>
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#include <unordered_map>
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#include <memory>
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#include "hanabi_types.hpp"
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namespace Hanabi
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{
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/**
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* A card together with an associated multiplicity
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*/
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struct CardMultiplicity
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{
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Card card;
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unsigned multiplicity;
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bool operator==(const CardMultiplicity &) const = default;
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};
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class HanabiStateIF
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{
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public:
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virtual void give_clue() = 0;
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virtual void discard(hand_index_t index) = 0;
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virtual void play(hand_index_t index) = 0;
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virtual void rotate_next_draw(const Card & card) = 0;
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[[nodiscard]] virtual ActionType last_action_type() const = 0;
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virtual void revert() = 0;
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virtual void modify_clues(clue_t change) = 0;
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virtual void set_clues(clue_t clues) = 0;
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[[nodiscard]] virtual player_t turn() const = 0;
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[[nodiscard]] virtual clue_t num_clues() const = 0;
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[[nodiscard]] virtual unsigned score() const = 0;
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[[nodiscard]] virtual std::vector<std::vector<Card>> hands() const = 0;
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[[nodiscard]] virtual std::vector<Card> cur_hand() const = 0;
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[[nodiscard]] virtual size_t draw_pile_size() const = 0;
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[[nodiscard]] virtual bool is_trash(const Card & card) const = 0;
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/** Returns whether the card is critical, assuming it is not trash already */
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[[nodiscard]] virtual bool is_critical(const Card & card) const = 0;
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[[nodiscard]] virtual bool is_playable(const Card & card) const = 0;
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[[nodiscard]] virtual bool is_relative_state_initialized() const = 0;
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[[nodiscard]] virtual hand_index_t find_card_in_hand(const Card & card) const = 0;
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[[nodiscard]] virtual std::uint64_t enumerated_states() const = 0;
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[[nodiscard]] virtual const std::unordered_map<unsigned long, probability_t> & position_tablebase() const = 0;
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virtual void init_backtracking_information() = 0;
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virtual probability_t evaluate_state() = 0;
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[[nodiscard]] virtual std::optional<probability_t> lookup() const = 0;
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[[nodiscard]] virtual std::uint64_t unique_id() const = 0;
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[[nodiscard]] virtual std::pair<std::vector<std::uint64_t>, std::vector<Card>> dump_unique_id_parts() const = 0;
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virtual std::vector<std::pair<Action, std::optional<probability_t>>> get_reasonable_actions(bool evaluate_all = false, bool reasonable = true) = 0;
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virtual std::vector<std::pair<CardMultiplicity, std::optional<probability_t>>>
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possible_next_states(hand_index_t index, bool play) = 0;
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virtual ~HanabiStateIF() = default;
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protected:
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virtual void print(std::ostream & os) const = 0;
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friend std::ostream & operator<<(std::ostream &, HanabiStateIF const &);
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};
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std::ostream & operator<<(std::ostream & os, HanabiStateIF const & hanabi_state);
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struct GameInfo
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{
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std::vector<Hanabi::Card> deck;
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std::vector<Hanabi::Action> actions;
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Hanabi::suit_t num_suits;
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Hanabi::player_t num_players;
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clue_t num_clues_gained_per_discard_or_stack_finished;
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};
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struct Game : private GameInfo
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{
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public:
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Game(std::unique_ptr<HanabiStateIF> state, GameInfo game_info);
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[[nodiscard]] unsigned cur_turn() const;
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[[nodiscard]] unsigned num_turns() const;
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void make_turn();
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void revert_turn();
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bool goto_draw_pile_size(size_t draw_pile_break);
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bool goto_turn(size_t turn);
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[[nodiscard]] bool holds_state() const;
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std::unique_ptr<HanabiStateIF> state;
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unsigned next_action;
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};
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}
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#endif //DYNAMIC_PROGRAM_GAME_INTERFACE_H
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