160 lines
5.7 KiB
C++
160 lines
5.7 KiB
C++
#ifndef DYNAMIC_PROGRAM_DOWNLOAD_H
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#define DYNAMIC_PROGRAM_DOWNLOAD_H
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#include <boost/json.hpp>
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#include <boost/json/src.hpp>
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#include <cpr/cpr.h>
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#include <iostream>
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#include <fstream>
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#include <variant>
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#include "game_state.h"
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#include "myassert.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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struct Action {
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Hanabi::ActionType type{};
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uint8_t target;
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};
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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:
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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::vector<Hanabi::Card> 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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return deck;
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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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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 {};
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}
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return boost::json::parse(r.text).as_object();
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}
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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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std::cout << "Failed to open " << filename << "." << std::endl;
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return {};
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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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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> 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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case Hanabi::ActionType::color_clue:
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case Hanabi::ActionType::rank_clue:
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game.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 != -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 != -1);
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game.play(index);
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break;
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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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return game;
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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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Hanabi::HanabiState<num_suits, num_players, hand_size> 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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} 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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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 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<num_suits, num_players, hand_size>(deck, actions, turn);
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game.normalize_draw_and_positions();
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return game;
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}
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} // namespacen Download
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#endif // DYNAMIC_PROGRAM_DOWNLOAD_H
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