#pragma once #include #include #include #include "MinigridGrammar.h" #include "PrismPrinter.h" #include "ConfigYaml.h" std::string northUpdate(const AgentName &a); std::string southUpdate(const AgentName &a); std::string eastUpdate(const AgentName &a); std::string westUpdate(const AgentName &a); 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 std::map &slipperyTiles, const AgentNameAndPositionMap &agentNameAndPositionMap, std::vector config, const float probIntended, const float faultyProbability, const bool anyLava, const bool anyGoals); std::ostream& print(); void printModelType(const ModelType &modelType); bool isGame() const; private: 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 printTurnActionsForRobot(const std::string &a); void printSlipperyMovementActionsForRobot(const AgentName &a); void printSlipperyMovementActionsForNorth(const AgentName &a); void printSlipperyMovementActionsForEast(const AgentName &a); void printSlipperyMovementActionsForSouth(const AgentName &a); void printSlipperyMovementActionsForWest(const AgentName &a); void printSlipperyTurnActionsForNorth(const AgentName &a); void printSlipperyTurnActionsForEast(const AgentName &a); void printSlipperyTurnActionsForSouth(const AgentName &a); void printSlipperyTurnActionsForWest(const AgentName &a); std::string printMovementGuard(const AgentName &a, const std::string &direction, const size_t &viewDirection); std::string printMovementUpdate(const AgentName &a, const update &update) const; std::string printTurnGuard(const AgentName &a, const std::string &direction, const ActionId &actionId, const std::string &cond = ""); std::string printTurnUpdate(const AgentName &a, const update &u, const ActionId &actionId) const; std::string printSlipperyMovementGuard(const AgentName &a, const std::string &direction, const ViewDirection &viewDirection, const std::vector &guards); std::string printSlipperyMovementUpdate(const AgentName &a, const std::string &direction, const updates &u) const; std::string printSlipperyTurnGuard(const AgentName &a, const std::string &direction, const ActionId &actionId, const std::vector &guards, const std::string &cond); std::string printSlipperyTurnUpdate(const AgentName &a, const updates &u); void printFaultyMovementModule(const AgentName &a); void printMoveModule(); void printConstants(const std::vector &constants); void printDoneActions(const AgentName &agentName); void printPlayerStruct(const AgentName &agentName); void printRewards(const AgentName &agentName, const std::map &stateRewards, const cells &lava, const cells &goals, const std::map &backgroundTiles); void printConfiguration(const std::vector& configurations); void printConfiguredActions(const AgentName &agentName); bool anyPortableObject() const; bool faultyBehaviour() const; bool slipperyBehaviour() const; std::string moveGuard(const AgentName &agentName) const; std::string faultyBehaviourGuard(const AgentName &agentName, const ActionId &actionId) const; std::string faultyBehaviourUpdate(const AgentName &agentName, const ActionId &actionId) const; std::string moveUpdate(const AgentName &agentName) const; std::string updatesToString(const updates &updates) const; std::string updateToString(const update &u) const; std::string viewVariable(const AgentName &agentName, const size_t &agentDirection) const; std::string buildConjunction(const AgentName &a, std::vector formulae) const; std::ostream &os; std::stringstream actionStream; ModelType const &modelType; coordinates const &maxBoundaries; AgentName agentName; cells boxes; cells balls; cells lockedDoors; cells unlockedDoors; cells keys; std::map slipperyTiles; const bool anyLava; const bool anyGoals; AgentNameAndPositionMap agentNameAndPositionMap; std::map agentIndexMap; size_t numberOfPlayer; float const faultyProbability; float const probIntended; std::vector configuration; std::vector viewDirections = {0, 1, 2, 3}; std::map viewDirectionToString = {{0, "East"}, {1, "South"}, {2, "West"}, {3, "North"}}; std::vector> nonMovementActions = { {PICKUP, "pickup"}, {DROP, "drop"}, {TOGGLE, "toggle"}, {DONE, "done"} }; std::map>> agentNameActionMap; }; }