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https://github.com/jorenchik/testing-spring-2024.git
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commit
b4ad74aa87
32
src/lib.cpp
32
src/lib.cpp
@ -2,6 +2,7 @@
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#include "prep/prep.hh"
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#include <algorithm>
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#include <vector>
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enum VALIDATION_STATUS {
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@ -16,9 +17,15 @@ enum VALIDATION_STATUS {
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void run() {
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Room room1(1, "Room 1", 1710087364, RoomStatus::IN_PROGRESS);
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Room room2(2, "Room 2", 1710087384, RoomStatus::ENDED);
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Role role1({Action::KILL, Action::HEAL});
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std::vector<Action> actions = {Action::HEAL};
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Role role2(actions);
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const Action kill = Action("kill", true);
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const Action heal = Action("heal", true);
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const Action vote = Action("vote", true);
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Role role1({vote, kill, heal});
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Role role2({heal});
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Event event1 = Event("Event 1", 1710087364, 1, true, {vote}, {}, {});
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Event event2 = Event("Event 2", 1710087364, 1, true, {}, {}, {kill});
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Event event3 = Event("Event 3", 1710087364, 1, true, {}, {kill}, {});
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std::vector<Event> relatedEvents({event1, event3});
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}
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int validateAction(
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@ -26,7 +33,9 @@ int validateAction(
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if (!actor) {
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return NO_PLAYER;
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}
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// TODO: Check if action has a target
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if (action->hasTarget && !target) {
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return NO_PLAYER;
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}
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if (room->status != RoomStatus::IN_PROGRESS) {
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return ROOM_NOT_IN_PROGRESS;
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}
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@ -37,7 +46,7 @@ int validateAction(
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if (!actionBelongsToRole(role, action)) {
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return ACTION_NOT_ALLOWED;
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}
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if (!isActionAllowed(relatedEvents)) {
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if (!isActionAllowed(action, relatedEvents)) {
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return ACTION_PROHIBITED;
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}
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return ACTION_VALID;
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@ -49,9 +58,18 @@ bool actionBelongsToRole(Role *role, Action *action) {
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return belongs;
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}
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bool isActionAllowed(std::vector<Event> *relevantEvents) {
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// TODO: implement
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bool isActionAllowed(Action *action, std::vector<Event> *relevantEvents) {
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// actions are disabled by default
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bool allowed = false;
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std::sort(relevantEvents->begin(), relevantEvents->end());
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for (auto &event : *relevantEvents) {
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if (std::find(event.prohibits.begin(), event.prohibits.end(), *action) != event.prohibits.end()) {
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allowed = false;
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}
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if (std::find(event.allows.begin(), event.allows.end(), *action) != event.allows.end()) {
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allowed = true;
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}
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}
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return allowed;
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}
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@ -3,6 +3,6 @@
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void run();
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bool actionBelongsToRole(Role *role, Action *action);
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bool isActionAllowed(std::vector<Event> *relevantEvents);
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bool isActionAllowed(Action *action, std::vector<Event> *relevantEvents);
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int validateAction(Player *actor, Action *action, Room *room, std::vector<Event> *relatedEvents, Player *target);
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int functionToTest(int);
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@ -8,6 +8,15 @@ int add(int a, int b) {
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return a + b;
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}
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Action::Action(std::string name, bool hasTarget) {
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this->name = name;
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this->hasTarget = hasTarget;
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}
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bool Action::operator==(const Action &other) const {
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return this->name == other.name;
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}
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Role::Role(std::initializer_list<Action> actions) {
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for (auto &a : actions) {
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this->actions.push_back(a);
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@ -72,3 +81,15 @@ Event::Event(std::string title,
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std::vector<Action>(allows)) {
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this->utcTimestampCreatedAt = createUTCTimestamp(utcTimestampCreatedAt);
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}
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bool Event::operator<(const Event &right) const {
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return this->utcTimestampCreatedAt < right.utcTimestampCreatedAt;
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}
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bool Event::operator==(const Event &right) const {
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return this->utcTimestampCreatedAt == right.utcTimestampCreatedAt;
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}
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bool Event::operator>(const Event &right) const {
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return this->utcTimestampCreatedAt > right.utcTimestampCreatedAt;
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}
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@ -18,14 +18,6 @@ enum EventType {
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PLAYER_STATE_CHANGE,
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};
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enum Action {
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KILL,
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VOTE,
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INVESTIGATE,
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HEAL,
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PROTECT,
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};
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enum RoomStatus {
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AWAITING_START,
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IN_PROGRESS,
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@ -45,6 +37,14 @@ struct Player;
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struct Room;
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struct Event;
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struct Action {
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std::string name;
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bool hasTarget;
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Action(std::string name, bool hasTarget);
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bool operator==(const Action &other) const;
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};
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struct Role {
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std::vector<Action> actions;
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@ -78,6 +78,10 @@ struct Event {
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std::vector<Action> prohibits;
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std::vector<Action> allows;
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bool operator<(const Event &other) const;
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bool operator==(const Event &other) const;
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bool operator>(const Event &other) const;
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Event(std::string title,
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uint32_t utcTimestampCreatedAt,
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uint32_t numberNight,
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