📄 node.h
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//// $Source: /home/gambit/CVS/gambit/sources/game/node.h,v $// $Date: 2002/08/26 05:50:10 $// $Revision: 1.4 $//// DESCRIPTION:// Interface to class representing nodes in extensive form games//// This file is part of Gambit// Copyright (c) 2002, The Gambit Project//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.//#ifndef NODE_H#define NODE_H#include "math/rational.h"#include "efg.h"#ifdef __GNUG__#pragma interface#endif // __GNUG__class Lexicon;template <class T> class BehavAssessment;class Node { friend class efgGame; friend class BehavProfile<double>; friend class BehavProfile<gRational>; friend class BehavProfile<gNumber>; friend class BehavAssessment<double>; friend class BehavAssessment<gRational>; friend class BehavAssessment<gNumber>; friend class Lexicon; protected: bool mark; int number; // This is a unique identifier, not related to infoset memship efgGame *E; gText name; Infoset *infoset; Node *parent; efgOutcome *outcome; gBlock<Node *> children; Node *whichbranch, *ptr, *gameroot; Node(efgGame *e, Node *p); ~Node(); void DeleteOutcome(efgOutcome *outc); public: efgGame *Game(void) const { return E; } int NumChildren(void) const { return children.Length(); } int GetNumber(void) const { return number; } int NumberInInfoset(void) const; const gArray<Node *> &Children(void) const { return children; } Infoset *GetInfoset(void) const { return infoset; } bool IsTerminal(void) const { return (children.Length() == 0); } bool IsNonterminal(void) const { return !IsTerminal(); } EFPlayer *GetPlayer(void) const { if (!infoset) return 0; else return infoset->GetPlayer(); } Action *GetAction(void) const; // returns null if root node Node *GetChild(int i) const { return children[i]; } Node *GetChild(const Action& a) const { return children[a.GetNumber()]; } Node *GetChild(const Action* a) const { return children[a->GetNumber()]; } Node *GetParent(void) const { return parent; } Node *GetSubgameRoot(void) const { return gameroot; } Node *NextSibling(void) const; Node *PriorSibling(void) const; const gText &GetName(void) const { return name; } void SetName(const gText &s) { name = s; }};#endif // NODE_H
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