Endgame-Analyzer/src/parse_game.cpp

130 lines
3.9 KiB
C++

#include "parse_game.h"
#include "myassert.h"
namespace Parsing
{
// This helper function deduces the type and assigns the value with the matching key
template<class T>
void extract(boost::json::object const & obj, T & t, std::string_view key)
{
t = boost::json::value_to<T>(obj.at(key));
}
}
namespace Hanabi
{
Card tag_invoke(
boost::json::value_to_tag<Card>, boost::json::value const & jv
)
{
Hanabi::Card card{};
boost::json::object const & obj = jv.as_object();
Parsing::extract(obj, card.rank, "rank");
Parsing::extract(obj, card.suit, "suitIndex");
card.rank = 5 - card.rank;
return card;
}
void tag_invoke(boost::json::value_from_tag, boost::json::value & jv, Hanabi::Card const & card)
{
jv = {{ "suitIndex", card.suit}
, {"rank" , card.rank}};
}
}
namespace Parsing
{
HanabLiveAction tag_invoke(boost::json::value_to_tag<HanabLiveAction>, boost::json::value const & jv)
{
HanabLiveAction action{};
uint8_t type;
boost::json::object const & obj = jv.as_object();
extract(obj, action.target, "target");
extract(obj, type, "type");
action.type = static_cast<Hanabi::ActionType>(type);
switch (action.type)
{
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
action.type = Hanabi::ActionType::clue;
break;
case Hanabi::ActionType::end_game:
case Hanabi::ActionType::vote_terminate_players:
case Hanabi::ActionType::vote_terminate:
action.type = Hanabi::ActionType::end_game;
break;
case Hanabi::ActionType::play:
case Hanabi::ActionType::discard:
break;
default:
throw std::runtime_error(
"Invalid game format, could not parse action type " + std::to_string(type));
}
return action;
}
std::pair<std::vector<Hanabi::Card>, Hanabi::suit_t> parse_deck(const boost::json::value & deck_json)
{
auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
for (auto & card: deck)
{
ASSERT(card.rank < 5);
ASSERT(card.rank >= 0);
ASSERT(card.suit < 6);
ASSERT(card.suit >= 0);
}
Hanabi::suit_t num_suits = 0;
for (const auto & card: deck)
{
num_suits = std::max(num_suits, card.suit);
}
return {deck, num_suits + 1};
}
std::vector<HanabLiveAction> parse_actions(const boost::json::value & action_json)
{
return boost::json::value_to<std::vector<HanabLiveAction>>(action_json);
}
std::vector<Hanabi::Action>
convert_actions(std::vector<HanabLiveAction> const & hanab_live_actions, std::vector<Hanabi::Card> const & deck)
{
std::vector<Hanabi::Action> actions;
std::transform(
hanab_live_actions.begin()
, hanab_live_actions.end()
, std::back_inserter(actions)
, [&deck](HanabLiveAction const & action) {
return Hanabi::Action{action.type, deck[action.target]};
}
);
return actions;
}
Hanabi::GameInfo parse_game(boost::json::object const & game_json)
{
auto const [deck, num_suits] = parse_deck(game_json.at("deck"));
const std::vector<Parsing::HanabLiveAction> hanab_live_actions = parse_actions(game_json.at("actions"));
Hanabi::player_t num_players = game_json.at("players").as_array().size();
std::vector<Hanabi::Action> actions = convert_actions(hanab_live_actions, deck);
boost::json::value const * options = game_json.if_contains("options");
Hanabi::clue_t num_clues_gained_on_discard = Hanabi::clue_t(1);
if (options != nullptr) {
boost::json::value const * variant = options->as_object().if_contains("variant");
if (variant != nullptr) {
if (variant->as_string().find("Clue Starved") != std::string::npos) {
num_clues_gained_on_discard = Hanabi::clue_t (1) / Hanabi::clue_t (2);
}
}
}
return {deck, actions, num_suits, num_players, num_clues_gained_on_discard };
}
}