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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;
};
}