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#pragma once
#include <iostream>
#include <set>
#include <functional>
#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<std::string, cells> &slipperyTiles, const AgentNameAndPositionMap &agentNameAndPositionMap, std::vector<Configuration> 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<std::string> &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<std::string> &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<std::string> &constants);
void printDoneActions(const AgentName &agentName);
void printPlayerStruct(const AgentName &agentName);
void printRewards(const AgentName &agentName, const std::map<coordinates, float> &stateRewards, const cells &lava, const cells &goals, const std::map<Color, cells> &backgroundTiles);
void printConfiguration(const std::vector<Configuration>& 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<std::string> 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<std::string, cells> slipperyTiles;
const bool anyLava;
const bool anyGoals;
AgentNameAndPositionMap agentNameAndPositionMap;
std::map<AgentName, size_t> agentIndexMap;
size_t numberOfPlayer;
float const faultyProbability;
float const probIntended;
std::vector<Configuration> configuration;
std::vector<ViewDirection> viewDirections = {0, 1, 2, 3};
std::map<ViewDirection, std::string> viewDirectionToString = {{0, "East"}, {1, "South"}, {2, "West"}, {3, "North"}};
std::vector<std::pair<size_t, std::string>> nonMovementActions = { {PICKUP, "pickup"}, {DROP, "drop"}, {TOGGLE, "toggle"}, {DONE, "done"} };
std::map<AgentName, std::set<std::pair<ActionId, std::string>>> agentNameActionMap;
};
}