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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(const ModelType &modelType, const size_t &numberOfPlayer, std::vector<Configuration> config ,const bool enforceOneWays = false);
std::ostream& printRestrictionFormula(std::ostream& os, const AgentName &agentName, const std::string &direction, const cells &grid_cells, const cells& keys, const cells& doors); std::ostream& printKeyRestrictionFormula(std::ostream& os, const AgentName &agentName, const std::string &direction, const cells &keys); std::ostream& printDoorRestrictionFormula(std::ostream& os, const AgentName &agentName, const std::string &direction, const cells &doors); std::ostream& printIsOnSlipperyFormula(std::ostream& os, const AgentName &agentName, const std::vector<std::reference_wrapper<cells>> &slipperyCollection, const cells &slipperyNorth, const cells &slipperyEast, const cells &slipperySouth, const cells &slipperyWest); 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& printIsFixedFormulas(std::ostream& os, const AgentName &agentName); std::ostream& printTurningNotAllowedFormulas(std::ostream& os, const AgentName &agentName, const cells &floor); std::ostream& printWallFormula(std::ostream& os, const AgentName &agentName, const cells &walls); 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, const cells &walls, const cells &noTurnFloor, const cells &slipperyNorth, const cells &slipperyEast, const cells &slipperySouth, const cells &slipperyWest, const cells &keys, const cells &doors);
std::ostream& printKeyModule(std::ostream &os, const cell &key, const coordinates &boundaries, AgentName agentName); std::ostream& printKeyActions(std::ostream &os, const cell& key ,const std::string &keyIdentifier, AgentName agentName);
std::ostream& printDoorModule(std::ostream &os, const cell &door, const coordinates &boundaries, AgentName agentName); std::ostream& printDoorActions(std::ostream &os, const cell &door ,const std::string &doorIdentifier, AgentName agentName); 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& printModel(std::ostream &os, const ModelType &modelType); 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, 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 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 size_t &agentIndex); 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 size_t &agentIndex); std::string unlockGuard(const AgentName &agentName, const cell& door); std::string toggleGuard(const AgentName &agentName, const cell& door);
std::string viewVariable(const AgentName &agentName, const size_t &agentDirection, const bool agentWithView);
bool isGame() const; private:
ModelType const& modelType; const size_t numberOfPlayer; bool enforceOneWays; std::vector<Configuration> configuration; std::map<int, std::string> viewDirectionMapping; }; }
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