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game_base.h
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game_base.h
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/**
* Copyright (c) 2017-present, Facebook, Inc.
* All rights reserved.
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <vector>
#include <atomic>
#include <memory>
#include <typeinfo>
namespace elf {
using namespace std;
enum GameResult { GAME_NORMAL = 0, GAME_END = 1, GAME_ERROR = 2 };
using Tick = int;
struct GameBaseOptions {
};
// Any games played by multiple AIs.
template <typename S, typename _AI, typename _Spectator = _AI>
class GameBaseT {
public:
using GameBase = GameBaseT<S, _AI, _Spectator>;
using AI = _AI;
using Spectator = _Spectator;
struct Bot {
unique_ptr<AI> ai;
Tick frame_skip = 1;
Bot(AI *ai, Tick fs)
: ai(ai), frame_skip(fs) {
}
};
/*
GameBaseT(const GameBaseOptions &options) : _options(options) {
}
*/
GameBaseT(S *s = nullptr) : _state(s) { }
void AddBot(AI *bot, Tick frame_skip) {
if (bot == nullptr) {
std::cout << "Bot at " << _bots.size() << " cannot be nullptr" << std::endl;
return;
}
bot->SetId(_bots.size());
_bots.emplace_back(bot, frame_skip);
}
void RemoveBot() {
_bots.pop_back();
}
void AddSpectator(Spectator *spectator) {
if (_spectator.get() == nullptr) {
_spectator.reset(spectator);
}
}
const S& GetState() const { return *_state; }
S &GetState() { return *_state; }
void SetState(S *s) { _state = s; }
GameResult Step(const std::atomic_bool *done = nullptr) {
_state->PreAct();
_act(true, done);
GameResult res = _state->PostAct();
_state->IncTick();
return res;
}
void MainLoop(const std::atomic_bool *done = nullptr) {
_state->Init();
while (true) {
if (Step(done) != GAME_NORMAL) break;
if (done != nullptr && done->load()) break;
}
// Send message to AIs.
_act(false, done);
_game_end();
_state->Finalize();
}
void Reset() {
_state->Reset();
}
private:
S *_state;
std::vector<Bot> _bots;
unique_ptr<Spectator> _spectator;
GameBaseOptions _options;
void _act(bool check_frameskip, const std::atomic_bool *done) {
auto t = _state->GetTick();
for (const Bot &bot : _bots) {
if (! check_frameskip || t % bot.frame_skip == 0) {
typename AI::Action actions;
bot.ai->Act(*_state, &actions, done);
_state->forward(actions);
}
}
if (_spectator != nullptr) {
typename Spectator::Action actions;
_spectator->Act(*_state, &actions, done);
_state->forward(actions);
}
}
void _game_end() {
for (const Bot &bot : _bots) {
bot.ai->GameEnd();
}
if (_spectator != nullptr) {
_spectator->GameEnd();
}
}
};
} // namespace elf