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#pragma once
#include <iostream>
#include <functional>
#include "MinigridGrammar.h"
#include "PrismPrinter.h"
#include "ConfigYaml.h"
namespace prism { class PrismModulesPrinter { public: PrismModulesPrinter(std::ostream& os, const ModelType &modelType, const coordinates &maxBoundaries, const cells &boxes, const cells &balls, const cells &lockedDoors, const cells &unlockedDoors, const cells &keys, const AgentNameAndPositionMap &agentNameAndPositionMap, std::vector<Configuration> config, const float &faultyProbability);
std::ostream& print();
std::ostream& printModelType(const ModelType &modelType);
void printPortableObjectModule(const cell &object); void printPortableObjectActions(const std::string &agentName, const std::string &identifier);
void printDoorModule(const cell &object, const bool &opened); void printLockedDoorActions(const std::string &agentName, const std::string &identifier); void printUnlockedDoorActions(const std::string &agentName, const std::string &identifier);
void printRobotModule(const AgentName &agentName, const coordinates &initialPosition); void printPortableObjectActionsForRobot(const std::string &agentName, const std::string &identifier);
void printUnlockedDoorActionsForRobot(const std::string &agentName, const std::string &identifier); void printLockedDoorActionsForRobot(const std::string &agentName, const std::string &identifier, const std::string &key);
void printMovementActionsForRobot(const std::string &a); void printTurningActionsForRobot(const std::string &a);
std::ostream& printConstants(std::ostream &os, const std::vector<std::string> &constants); /*
* 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& printBooleansForKeys(std::ostream &os, const AgentName &agentName, const cells &keys); std::ostream& printActionsForKeys(std::ostream &os, const AgentName &agentName, const cells &keys); std::ostream& printBooleansForBackground(std::ostream &os, const AgentName &agentName, const std::map<Color, cells> &backgroundTiles); std::ostream& printActionsForBackground(std::ostream &os, const AgentName &agentName, const std::map<Color, cells> &backgroundTiles); std::ostream& printInitStruct(std::ostream &os, const AgentNameAndPositionMap &agents, const KeyNameAndPositionMap &keys, const cells &lockedDoors, const cells &unlockedDoors, prism::ModelType modelType); std::ostream& printModule(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const coordinates &boundaries, const coordinates& initialPosition, const cells &keys, const std::map<Color, cells> &backgroundTiles, const bool agentWithView, const std::vector<float> &probabilities = {}, const double faultyProbability = 0); std::ostream& printMovementActions(std::ostream &os, const AgentName &agentName, const size_t &agentIndex, const bool agentWithView, const float &probability = 1.0, const double &stickyProbability = 0.0); std::ostream& printDoneActions(std::ostream &os, const AgentName &agentName); 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 AgentName &agentName, const std::map<coordinates, float> &stateRewards, const cells &lava, const cells &goals, const std::map<Color, cells> &backgroundTiles);
std::ostream& printConfiguration(std::ostream &os, const std::vector<Configuration>& configurations); std::ostream& printConfiguredActions(std::ostream &os, const AgentName &agentName);
std::string moveGuard(const AgentName &agentName); std::string pickupGuard(const AgentName &agentName, const std::string keyColor); std::string dropGuard(const AgentName &agentName, const std::string keyColor, size_t view); std::string moveUpdate(const AgentName &agentName);
std::string viewVariable(const AgentName &agentName, const size_t &agentDirection, const bool agentWithView = true);
bool isGame() const; private: std::string printMovementGuard(const AgentName &a, const std::string &direction, const size_t &viewDirection); std::string printMovementUpdate(const AgentName &a, const std::string &update);
std::ostream &os; std::stringstream actionStream;
ModelType const &modelType; coordinates const &maxBoundaries; AgentName agentName; cells boxes; cells balls; cells lockedDoors; cells unlockedDoors; cells keys;
AgentNameAndPositionMap agentNameAndPositionMap; std::map<AgentName, size_t> agentIndexMap; size_t numberOfPlayer; float const &faultyProbability; std::vector<Configuration> configuration; std::map<int, std::string> viewDirectionMapping; }; }
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