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#pragma once
#include <iostream>
#include <functional>
#include "MinigridGrammar.h"
#include "PrismPrinter.h"
namespace prism { class PrismModulesPrinter { public: PrismModulesPrinter(const ModelType &modelType, const size_t &numberOfPlayer);
std::ostream& printRestrictionFormula(std::ostream& os, const AgentName &agentName, const std::string &direction, const cells &cells); std::ostream& printIsOnSlipperyFormula(std::ostream& os, const AgentName &agentName, const std::vector<std::reference_wrapper<cells>> &slipperyCollection); std::ostream& printGoalLabel(std::ostream& os, const AgentName&agentName, const cells &goals); std::ostream& printCrashLabel(std::ostream &os, const std::vector<AgentName> agentNames); std::ostream& printAvoidanceLabel(std::ostream &os, const std::vector<AgentName> agentNames, const int &distance); std::ostream& printKeysLabels(std::ostream& os, const AgentName&agentName, const cells &keys); std::ostream& printBackgroundLabels(std::ostream &os, const AgentName &agentName, const std::pair<Color, cells> &backgroundTiles); std::ostream& printIsInLavaFormula(std::ostream& os, const AgentName &agentName, const cells &lava); std::ostream& printFormulas(std::ostream& os, const AgentName&agentName, const cells &restrictionNorth, const cells &restrictionEast, const cells &restrictionSouth, const cells &restrictionWest, const std::vector<std::reference_wrapper<cells>> &slipperyCollection, const cells &lava);
/*
* Representation for Slippery Tile. * -) North: Slips from North to South * -) East: Slips from East to West * -) South: Slips from South to North * -) West: Slips from West to East */ enum class SlipperyType { North, East, South, West };
/*
* Prints Slippery on move action. * * @param neighborhood: Information of wall-blocks in 8-neighborhood { n, nw, e, se, s, sw, w, nw }. If entry is false, then corresponding neighboorhood position is a wall. * @param orientation: Information of slippery type (either north, south, east, west). */ std::ostream& printSlipperyMove(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const coordinates &c, std::set<std::string> &slipperyActions, const std::array<bool, 8>& neighborhood, SlipperyType orientation); /*
* Prints Slippery on turn action. * * @param neighborhood: Information of wall-blocks in 8-neighborhood { n, nw, e, se, s, sw, w, nw }. If entry is false, then corresponding neighboorhood position is a wall. * @param orientation: Information of slippery type (either north, south, east, west). */ std::ostream& printSlipperyTurn(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const coordinates &c, std::set<std::string> &slipperyActions, const std::array<bool, 8>& neighborhood, SlipperyType orientation); std::ostream& printModel(std::ostream &os, const ModelType &modelType); std::ostream& printBooleansForKeys(std::ostream &os, const cells &keys); std::ostream& printActionsForKeys(std::ostream &os, cells keys); std::ostream& printModule(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const coordinates &boundaries, const coordinates& initialPosition, const cells &keys, const bool agentWithView, const std::vector<float> &probabilities = {}); std::ostream& printMovementActions(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const bool agentWithView, const float &probability = 1.0); std::ostream& printDoneActions(std::ostream &os, const AgentName &agentName, const size_t &agentIndex); std::ostream& printEndmodule(std::ostream &os); std::ostream& printPlayerStruct(std::ostream &os, const AgentName &agentName, const bool agentWithView, const std::vector<float> &probabilities = {}, const std::set<std::string> &slipperyActions = {}); std::ostream& printGlobalMoveVariable(std::ostream &os, const size_t &numberOfPlayer);
std::ostream& printRewards(std::ostream &os, const std::map<coordinates, float> &stateRewards, const cells &lava, const cells &goals);
std::string moveGuard(const size_t &agentIndex); std::string moveUpdate(const size_t &agentIndex);
std::string viewVariable(const AgentName &agentName, const size_t &agentDirection, const bool agentWithView);
bool isGame() const; private: ModelType const& modelType; const size_t numberOfPlayer; }; }
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