#include "FishingDerby.hpp"
#include <algorithm>
#include "../RomUtils.hpp"
namespace ale {
FishingDerbySettings::FishingDerbySettings() { reset(); }
RomSettings* FishingDerbySettings::clone() const {
RomSettings* rval = new FishingDerbySettings();
*rval = *this;
return rval;
}
void FishingDerbySettings::step(const System& system) {
int my_score = std::max(getDecimalScore(0xBD, &system), 0);
int oppt_score = std::max(getDecimalScore(0xBE, &system), 0);
int score = my_score - oppt_score;
m_reward = score - m_score;
m_score = score;
int my_score_byte = readRam(&system, 0xBD);
int my_oppt_score_byte = readRam(&system, 0xBE);
m_terminal = my_score_byte == 0x99 || my_oppt_score_byte == 0x99;
}
bool FishingDerbySettings::isTerminal() const { return m_terminal; };
reward_t FishingDerbySettings::getReward() const { return m_reward; }
bool FishingDerbySettings::isMinimal(const Action& a) const {
switch (a) {
case PLAYER_A_NOOP:
case PLAYER_A_FIRE:
case PLAYER_A_UP:
case PLAYER_A_RIGHT:
case PLAYER_A_LEFT:
case PLAYER_A_DOWN:
case PLAYER_A_UPRIGHT:
case PLAYER_A_UPLEFT:
case PLAYER_A_DOWNRIGHT:
case PLAYER_A_DOWNLEFT:
case PLAYER_A_UPFIRE:
case PLAYER_A_RIGHTFIRE:
case PLAYER_A_LEFTFIRE:
case PLAYER_A_DOWNFIRE:
case PLAYER_A_UPRIGHTFIRE:
case PLAYER_A_UPLEFTFIRE:
case PLAYER_A_DOWNRIGHTFIRE:
case PLAYER_A_DOWNLEFTFIRE:
return true;
default:
return false;
}
}
void FishingDerbySettings::reset() {
m_reward = 0;
m_score = 0;
m_terminal = false;
}
void FishingDerbySettings::saveState(Serializer& ser) {
ser.putInt(m_reward);
ser.putInt(m_score);
ser.putBool(m_terminal);
}
void FishingDerbySettings::loadState(Deserializer& ser) {
m_reward = ser.getInt();
m_score = ser.getInt();
m_terminal = ser.getBool();
}
DifficultyVect FishingDerbySettings::getAvailableDifficulties() {
DifficultyVect diff = {0, 1, 2, 3};
return diff;
}
}