<gh_stars>1-10
from config import Config as cfg
import util.vector_builder as vb
import util.util as util
import pandas as pd
import copy


# TODO: We may want to consider making this part of game.py
def log_state(df, p1, p2, meld, run_id, history):
    """
    PLAYER ORDER: TRICK ORDER

    Player dicts contain the following key/values:
    1. player: player object specifying player
    2. state: initial state before player took action
    3. card: card played by player in trick

    Meld dict contains the following key/values: (NOT CURRENTLY IMPLEMENTED/LIVE)
    1. player: player object specifying player who melded
    2. state: initial state before melding
    3. mt_list: list of cards melded

    This function adds the current state and current action to a specified dataframe.
    The next state (St+1) is inserted in update_state()
    Returns a tuple for each player consisting of their initial state and the row_id of the initial entry into the database for future updates.
    """

    player_1_state_vector = ",".join([str(x) for x in p1['state'].get_player_state(p1['player'])])
    player_1_action_vector = ",".join([str(x) for x in vb.build_card_vector(p1['card'])])

    player_2_state_vector = ",".join([str(x) for x in p2['state'].get_player_state(p2['player'])])
    player_2_action_vector = ",".join([str(x) for x in vb.build_card_vector(p2['card'])])

    meld_vector = ",".join([str(x) for x in vb.build_meld_cards_vector(meld["meld"])])
    meld_mask = ",".join([str(x) for x in vb.build_meld_mask_vector()])

    if p1['player'] not in history:
        p1_meld_action = copy.copy(meld_mask)
        p2_meld_action = copy.copy(meld_mask)
    else:
        p1_meld_action = history[p1['player']][2]
        p2_meld_action = history[p2['player']][2]

    df2 = pd.DataFrame([
        [p1['player'].name, p2['player'].name, run_id, player_1_state_vector, player_1_action_vector,
         p1_meld_action],

        [p2['player'].name, p1['player'].name, run_id, player_2_state_vector, player_2_action_vector,
         p2_meld_action]
    ],
        columns=['agent_id', 'opponent_id', 'run_id', 'vector', 'action', 'meld_action'])

    df = df.append(df2, sort=False, ignore_index=True)
    df_len = len(df)

    # TODO: revisit to make it sleek possibly, optional
    history[p1['player']] = (p1['state'], df_len - 2,
                             meld_vector if p1["player"] == meld["player"] else meld_mask)
    history[p2['player']] = (p2['state'], df_len - 1,
                             meld_vector if p2["player"] == meld["player"] else meld_mask)

    return df, history


def update_state(df, p1, p2, win_reward, winner=None, final_trick_winner=None):
    """
    PLAYER ORDER: TRICK ORDER

    Player dicts contain the following key/values:
    1. player: player object specifying player
    2. state_1: initial state before player took action
    3. state_2: next state observed by player
    4. row_id: row_id of initial entry into database with prior action

    Adds information about the next state (St+1) and reward, see log_state() for additional info

    The first player will have the trick start state only since he is playing the first card
    The second player will have knowledge of what card was played first by first player, hence we need to update
    the state with that information

    Winner is only used if the game is over and it specifies the player object that won the entire game
    final_trick_winner is defaulted to None. It only contains a value on the final trick to determine whether to apply the end game reward bonus
    """

    # By default, assume no winner and assign next state vector and reward
    p1_next_state_vector = ",".join([str(x) for x in p1['state_2'].get_player_state(p1['player'])])
    p2_next_state_vector = ",".join([str(x) for x in p2['state_2'].get_player_state(p2['player'])])

    p1_reward = util.get_reward(player=p1['player'], state_1=p1['state_1'], state_2=p1['state_2'], winner=None, win_reward=win_reward)
    p2_reward = util.get_reward(player=p2['player'], state_1=p2['state_1'], state_2=p2['state_2'], winner=None, win_reward=win_reward)

    """    
    If this is the end of the game, do two things:
        1. Assign the player who is not the final trick winner the terminal state. The final trick winner has one additional state, their final meld. See log_final_meld().
        2. Assign the player who is not the final trick winner the end game reward / punishment. The end game reward / punishment will be applied to the final trick winner
        in their final meld state.
    """
    if winner is not None:
        p1_next_state_vector = p1_next_state_vector if p1['player'] == final_trick_winner else cfg.terminal_state
        p2_next_state_vector = p2_next_state_vector if p2['player'] == final_trick_winner else cfg.terminal_state

        p1_reward = util.get_reward(player=p1['player'], state_1=p1['state_1'], state_2=p1['state_2'],
                                    winner=winner if p1['player'] != final_trick_winner else None, win_reward=win_reward)
        p2_reward = util.get_reward(player=p2['player'], state_1=p2['state_1'], state_2=p2['state_2'],
                                    winner=winner if p2['player'] != final_trick_winner else None, win_reward=win_reward)

    df.loc[[p1['row_id'], p2['row_id']], ['next_vector', 'reward']] = [[p1_next_state_vector, p1_reward],
                                                                       [p2_next_state_vector, p2_reward]]
    return df


def log_final_meld(df, meld_state, history, final_trick_winner, end_game_state, run_id, win_reward, winner):
    """
    Only add one row to df for the final meld. This will have a masked value for the trick portion of the dataframe.
    :return: Final exp_df
    """
    state_vector = ",".join([str(x) for x in meld_state.get_player_state(final_trick_winner)])
    trick_action_vector = ",".join([str(x) for x in vb.build_trick_mask_vector()])
    meld_action_vector = history[final_trick_winner][2]

    players = list(history.keys())
    players.remove(final_trick_winner)
    opponent = players[0]

    reward = util.get_reward(final_trick_winner, meld_state, end_game_state, win_reward=win_reward, winner=winner)

    df2 = pd.DataFrame(
        [
            [
                final_trick_winner.name, opponent.name, run_id, state_vector, trick_action_vector,
                meld_action_vector, cfg.terminal_state, reward
            ]
        ],
        columns=['agent_id', 'opponent_id', 'run_id', 'vector', 'action', 'meld_action', 'next_vector', 'reward']
    )

    df = df.append(df2, sort=False, ignore_index=True)

    return df

from config import Config as cfg
import util.vector_builder as vb
import util.util as util
import pandas as pd
import copy


# TODO: We may want to consider making this part of game.py
def log_state(df, p1, p2, meld, run_id, history):
    """
    PLAYER ORDER: TRICK ORDER

    Player dicts contain the following key/values:
    1. player: player object specifying player
    2. state: initial state before player took action
    3. card: card played by player in trick

    Meld dict contains the following key/values: (NOT CURRENTLY IMPLEMENTED/LIVE)
    1. player: player object specifying player who melded
    2. state: initial state before melding
    3. mt_list: list of cards melded

    This function adds the current state and current action to a specified dataframe.
    The next state (St+1) is inserted in update_state()
    Returns a tuple for each player consisting of their initial state and the row_id of the initial entry into the database for future updates.
    """

    player_1_state_vector = ",".join([str(x) for x in p1['state'].get_player_state(p1['player'])])
    player_1_action_vector = ",".join([str(x) for x in vb.build_card_vector(p1['card'])])

    player_2_state_vector = ",".join([str(x) for x in p2['state'].get_player_state(p2['player'])])
    player_2_action_vector = ",".join([str(x) for x in vb.build_card_vector(p2['card'])])

    meld_vector = ",".join([str(x) for x in vb.build_meld_cards_vector(meld["meld"])])
    meld_mask = ",".join([str(x) for x in vb.build_meld_mask_vector()])

    if p1['player'] not in history:
        p1_meld_action = copy.copy(meld_mask)
        p2_meld_action = copy.copy(meld_mask)
    else:
        p1_meld_action = history[p1['player']][2]
        p2_meld_action = history[p2['player']][2]

    df2 = pd.DataFrame([
        [p1['player'].name, p2['player'].name, run_id, player_1_state_vector, player_1_action_vector,
         p1_meld_action],

        [p2['player'].name, p1['player'].name, run_id, player_2_state_vector, player_2_action_vector,
         p2_meld_action]
    ],
        columns=['agent_id', 'opponent_id', 'run_id', 'vector', 'action', 'meld_action'])

    df = df.append(df2, sort=False, ignore_index=True)
    df_len = len(df)

    # TODO: revisit to make it sleek possibly, optional
    history[p1['player']] = (p1['state'], df_len - 2,
                             meld_vector if p1["player"] == meld["player"] else meld_mask)
    history[p2['player']] = (p2['state'], df_len - 1,
                             meld_vector if p2["player"] == meld["player"] else meld_mask)

    return df, history


def update_state(df, p1, p2, win_reward, winner=None, final_trick_winner=None):
    """
    PLAYER ORDER: TRICK ORDER

    Player dicts contain the following key/values:
    1. player: player object specifying player
    2. state_1: initial state before player took action
    3. state_2: next state observed by player
    4. row_id: row_id of initial entry into database with prior action

    Adds information about the next state (St+1) and reward, see log_state() for additional info

    The first player will have the trick start state only since he is playing the first card
    The second player will have knowledge of what card was played first by first player, hence we need to update
    the state with that information

    Winner is only used if the game is over and it specifies the player object that won the entire game
    final_trick_winner is defaulted to None. It only contains a value on the final trick to determine whether to apply the end game reward bonus
    """

    # By default, assume no winner and assign next state vector and reward
    p1_next_state_vector = ",".join([str(x) for x in p1['state_2'].get_player_state(p1['player'])])
    p2_next_state_vector = ",".join([str(x) for x in p2['state_2'].get_player_state(p2['player'])])

    p1_reward = util.get_reward(player=p1['player'], state_1=p1['state_1'], state_2=p1['state_2'], winner=None, win_reward=win_reward)
    p2_reward = util.get_reward(player=p2['player'], state_1=p2['state_1'], state_2=p2['state_2'], winner=None, win_reward=win_reward)

    """    
    If this is the end of the game, do two things:
        1. Assign the player who is not the final trick winner the terminal state. The final trick winner has one additional state, their final meld. See log_final_meld().
        2. Assign the player who is not the final trick winner the end game reward / punishment. The end game reward / punishment will be applied to the final trick winner
        in their final meld state.
    """
    if winner is not None:
        p1_next_state_vector = p1_next_state_vector if p1['player'] == final_trick_winner else cfg.terminal_state
        p2_next_state_vector = p2_next_state_vector if p2['player'] == final_trick_winner else cfg.terminal_state

        p1_reward = util.get_reward(player=p1['player'], state_1=p1['state_1'], state_2=p1['state_2'],
                                    winner=winner if p1['player'] != final_trick_winner else None, win_reward=win_reward)
        p2_reward = util.get_reward(player=p2['player'], state_1=p2['state_1'], state_2=p2['state_2'],
                                    winner=winner if p2['player'] != final_trick_winner else None, win_reward=win_reward)

    df.loc[[p1['row_id'], p2['row_id']], ['next_vector', 'reward']] = [[p1_next_state_vector, p1_reward],
                                                                       [p2_next_state_vector, p2_reward]]
    return df


def log_final_meld(df, meld_state, history, final_trick_winner, end_game_state, run_id, win_reward, winner):
    """
    Only add one row to df for the final meld. This will have a masked value for the trick portion of the dataframe.
    :return: Final exp_df
    """
    state_vector = ",".join([str(x) for x in meld_state.get_player_state(final_trick_winner)])
    trick_action_vector = ",".join([str(x) for x in vb.build_trick_mask_vector()])
    meld_action_vector = history[final_trick_winner][2]

    players = list(history.keys())
    players.remove(final_trick_winner)
    opponent = players[0]

    reward = util.get_reward(final_trick_winner, meld_state, end_game_state, win_reward=win_reward, winner=winner)

    df2 = pd.DataFrame(
        [
            [
                final_trick_winner.name, opponent.name, run_id, state_vector, trick_action_vector,
                meld_action_vector, cfg.terminal_state, reward
            ]
        ],
        columns=['agent_id', 'opponent_id', 'run_id', 'vector', 'action', 'meld_action', 'next_vector', 'reward']
    )

    df = df.append(df2, sort=False, ignore_index=True)

    return df
# TODO: We may want to consider making this part of game.py PLAYER ORDER: TRICK ORDER      Player dicts contain the following key/values:     1. player: player object specifying player     2. state: initial state before player took action     3. card: card played by player in trick      Meld dict contains the following key/values: (NOT CURRENTLY IMPLEMENTED/LIVE)     1. player: player object specifying player who melded     2. state: initial state before melding     3. mt_list: list of cards melded      This function adds the current state and current action to a specified dataframe.     The next state (St+1) is inserted in update_state()     Returns a tuple for each player consisting of their initial state and the row_id of the initial entry into the database for future updates. # TODO: revisit to make it sleek possibly, optional PLAYER ORDER: TRICK ORDER      Player dicts contain the following key/values:     1. player: player object specifying player     2. state_1: initial state before player took action     3. state_2: next state observed by player     4. row_id: row_id of initial entry into database with prior action      Adds information about the next state (St+1) and reward, see log_state() for additional info      The first player will have the trick start state only since he is playing the first card     The second player will have knowledge of what card was played first by first player, hence we need to update     the state with that information      Winner is only used if the game is over and it specifies the player object that won the entire game     final_trick_winner is defaulted to None. It only contains a value on the final trick to determine whether to apply the end game reward bonus # By default, assume no winner and assign next state vector and reward If this is the end of the game, do two things:         1. Assign the player who is not the final trick winner the terminal state. The final trick winner has one additional state, their final meld. See log_final_meld().         2. Assign the player who is not the final trick winner the end game reward / punishment. The end game reward / punishment will be applied to the final trick winner         in their final meld state. Only add one row to df for the final meld. This will have a masked value for the trick portion of the dataframe.     :return: Final exp_df