from compress import DeckCard from typing import List from enum import Enum from compress import decompress_deck import numpy from database import conn STANDARD_HAND_SIZE = {2: 5, 3: 5, 4: 4, 5: 4, 6: 3} COLORS='rygbp' deck_str = "15xaivliynfkrhpdwtprfaskwvfhnpcmjdksmlabcquqoegxugub" deck = decompress_deck(deck_str) class InfeasibilityType(Enum): OutOfPace = 0 # idx denotes index of last card drawn before being forced to reduce pace, value denotes how bad pace is OutOfHandSize = 1 # idx denotes index of last card drawn before being forced to discard a crit class InfeasibilityReason(): def __init__(self, infeasibility_type, idx, value=None): self.type = infeasibility_type self.index = idx self.value = value def __repr__(self): match self.type: case InfeasibilityType.OutOfPace: return "Deck runs out of pace ({}) after drawing card {}".format(self.value, self.index) case InfeasibilityType.OutOfHandSize: return "Deck runs out of hand size after drawing card {}".format(self.index) def analyze(deck: List[DeckCard], num_players) -> InfeasibilityReason | None: num_suits = max(map(lambda c: c.suitIndex, deck)) + 1 hand_size = STANDARD_HAND_SIZE[num_players] # we will sweep through the deck and pretend that we instantly play all cards # as soon as we have them (and recurse this) # this allows us to detect standard pace issue arguments stacks = [0] * num_suits stored_cards = set() stored_crits = set() min_forced_pace = 100 worst_index = 0 for (i, card) in enumerate(deck[:-2]): if card.rank == stacks[card.suitIndex] + 1: # card is playable stacks[card.suitIndex] += 1 # check for further playables that we stored for check_rank in range(card.rank + 1, 6): check_card = DeckCard(card.suitIndex, check_rank) if check_card in stored_cards: stacks[card.suitIndex] += 1 stored_cards.remove(check_card) if check_card in stored_crits: stored_crits.remove(check_card) else: break elif card.rank <= stacks[card.suitIndex]: pass # card is trash elif card.rank > stacks[card.suitIndex] + 1: # need to store card if card in stored_cards or card.rank == 5: stored_crits.add(card) stored_cards.add(card) ## check for out of handsize: if len(stored_crits) == num_players * hand_size: return InfeasibilityReason(InfeasibilityType.OutOfHandSize, i) # the last - 1 is there because we have to discard 'next', causing a further draw max_remaining_plays = (len(deck) - i - 1) + num_players - 1 needed_plays = 5 * num_suits - sum(stacks) missing = max_remaining_plays - needed_plays if missing < min_forced_pace: # print("update to {}: {}".format(i, missing)) min_forced_pace = missing worst_index = i if min_forced_pace < 0: return InfeasibilityReason(InfeasibilityType.OutOfPace, worst_index, min_forced_pace) else: return None def run_on_database(): cur = conn.cursor() cur2 = conn.cursor() cur.execute("SELECT seed, num_players, deck from seeds where variant_id = 0 order by num_players desc") res = cur.fetchall() for (seed, num_players, deck) in res: deck = decompress_deck(deck) a = analyze(deck, num_players) if type(a) == InfeasibilityReason: if a.type == InfeasibilityType.OutOfHandSize: print("Seed {} infeasible: {}\n{}".format(seed, a, deck)) # if p < 0: # print("seed {} ({} players) runs out of pace ({}) after drawing {}: {}:\n{}".format(seed, num_players, p, i, deck[i], deck)) # cur.execute("UPDATE seeds SET feasible = f WHERE seed = (%s)", seed) if __name__ == "__main__": print(deck) a = analyze(deck, 4) print(a) run_on_database()