#include "JourneyEscape.hpp"
#include "../RomUtils.hpp"
namespace ale {
JourneyEscapeSettings::JourneyEscapeSettings() { reset(); }
RomSettings* JourneyEscapeSettings::clone() const {
RomSettings* rval = new JourneyEscapeSettings();
*rval = *this;
return rval;
}
void JourneyEscapeSettings::step(const System& system) {
int score = getDecimalScore(0x92, 0x91, 0x90, &system);
int reward = score - m_score;
if (reward == 50000)
reward = 0; m_reward = reward;
m_score = score;
int minutes = readRam(&system, 0x95);
int seconds = readRam(&system, 0x96);
m_terminal = minutes == 0 && seconds == 0;
}
bool JourneyEscapeSettings::isTerminal() const { return m_terminal; };
reward_t JourneyEscapeSettings::getReward() const { return m_reward; }
bool JourneyEscapeSettings::isMinimal(const Action& a) const {
switch (a) {
case PLAYER_A_NOOP:
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_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 JourneyEscapeSettings::reset() {
m_reward = 0;
m_score = 0;
m_terminal = false;
}
void JourneyEscapeSettings::saveState(Serializer& ser) {
ser.putInt(m_reward);
ser.putInt(m_score);
ser.putBool(m_terminal);
}
void JourneyEscapeSettings::loadState(Deserializer& ser) {
m_reward = ser.getInt();
m_score = ser.getInt();
m_terminal = ser.getBool();
}
ActionVect JourneyEscapeSettings::getStartingActions() {
ActionVect startingActions;
startingActions.push_back(PLAYER_A_FIRE);
return startingActions;
}
DifficultyVect JourneyEscapeSettings::getAvailableDifficulties() {
DifficultyVect diff = {0, 1};
return diff;
}
}