ale-sys 0.1.2

Rust bindings to the Arcade Learning Environment
Documentation
/* *****************************************************************************
 * The method lives() is based on Xitari's code, from Google Inc.
 *
 * A.L.E (Arcade Learning Environment)
 * Copyright (c) 2009-2013 by Yavar Naddaf, Joel Veness, Marc G. Bellemare and
 *   the Reinforcement Learning and Artificial Intelligence Laboratory
 * Released under the GNU General Public License; see License.txt for details.
 *
 * Based on: Stella  --  "An Atari 2600 VCS Emulator"
 * Copyright (c) 1995-2007 by Bradford W. Mott and the Stella team
 *
 * *****************************************************************************
 */

#include "JourneyEscape.hpp"

#include "../RomUtils.hpp"

namespace ale {

JourneyEscapeSettings::JourneyEscapeSettings() { reset(); }

/* create a new instance of the rom */
RomSettings* JourneyEscapeSettings::clone() const {
  RomSettings* rval = new JourneyEscapeSettings();
  *rval = *this;
  return rval;
}

/* process the latest information from ALE */
void JourneyEscapeSettings::step(const System& system) {
  // update the reward
  int score = getDecimalScore(0x92, 0x91, 0x90, &system);
  int reward = score - m_score;
  if (reward == 50000)
    reward = 0; // HACK: ignoring starting cash
  m_reward = reward;
  m_score = score;

  // update terminal status
  int minutes = readRam(&system, 0x95);
  int seconds = readRam(&system, 0x96);
  m_terminal = minutes == 0 && seconds == 0;
}

/* is end of game */
bool JourneyEscapeSettings::isTerminal() const { return m_terminal; };

/* get the most recently observed reward */
reward_t JourneyEscapeSettings::getReward() const { return m_reward; }

/* is an action part of the minimal set? */
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;
  }
}

/* reset the state of the game */
void JourneyEscapeSettings::reset() {
  m_reward = 0;
  m_score = 0;
  m_terminal = false;
}

/* saves the state of the rom settings */
void JourneyEscapeSettings::saveState(Serializer& ser) {
  ser.putInt(m_reward);
  ser.putInt(m_score);
  ser.putBool(m_terminal);
}

// loads the state of the rom settings
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;
}

}  // namespace ale