87 lines
2.5 KiB
C++
87 lines
2.5 KiB
C++
#include <iostream>
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#include <utility>
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#include "game_state.h"
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namespace Hanabi {
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Game::Game(std::unique_ptr<HanabiStateIF> state, std::vector<Action> actions, std::vector<Card> deck):
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state(std::move(state)), actions(std::move(actions)), deck(std::move(deck)), next_action(0)
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{
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// If there is a 'Null' action that only signals the game's end, we want to get rid of it now,
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// as this will mess with our moves.
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if(not this->actions.empty()) {
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switch(this->actions.back().type) {
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case ActionType::vote_terminate:
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case ActionType::vote_terminate_players:
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case ActionType::end_game:
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this->actions.pop_back();
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default:
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;
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}
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}
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}
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void Game::make_turn()
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{
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ASSERT(next_action < actions.size());
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Card const next_draw = deck[deck.size() - state->draw_pile_size()];
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state->rotate_next_draw(next_draw);
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Action const & action = actions[next_action];
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std::uint8_t index;
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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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state->give_clue();
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break;
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case Hanabi::ActionType::discard:
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index = state->find_card_in_hand(action.card);
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ASSERT(index != std::uint8_t(-1));
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state->discard(index);
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break;
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case Hanabi::ActionType::play:
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index = state->find_card_in_hand(action.card);
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ASSERT(index != std::uint8_t(-1));
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state->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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;
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}
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++next_action;
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}
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void Game::revert_turn()
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{
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state->revert();
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--next_action;
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}
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bool Game::goto_turn(size_t turn)
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{
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size_t const cur_turn = next_action + 1;
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if (cur_turn >= turn) {
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for(size_t i = 0; i < cur_turn - turn; i++) {
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revert_turn();
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}
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} else {
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while(next_action < actions.size() and next_action + 1 < turn) {
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make_turn();
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}
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}
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return next_action + 1 == turn;
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}
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bool Game::goto_draw_pile_size(size_t draw_pile_break)
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{
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while (state->draw_pile_size() > draw_pile_break and next_action < actions.size()) {
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make_turn();
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}
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while(state->draw_pile_size() < draw_pile_break or (state->draw_pile_size() == draw_pile_break and state->last_action_type() == ActionType::clue)) {
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revert_turn();
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}
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return state->draw_pile_size() == draw_pile_break;
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}
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}
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