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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; }; }
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