eliot/game/duplicate.cpp

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/*****************************************************************************
* Eliot
* Copyright (C) 2005-2012 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include <boost/foreach.hpp>
#include <sstream>
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "duplicate.h"
#include "game_exception.h"
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "move.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "cmd/player_move_cmd.h"
#include "cmd/player_rack_cmd.h"
#include "cmd/player_event_cmd.h"
#include "cmd/game_move_cmd.h"
#include "cmd/master_move_cmd.h"
#include "ai_player.h"
#include "navigation.h"
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#include "turn.h"
#include "turn_data.h"
#include "settings.h"
#include "encoding.h"
#include "debug.h"
INIT_LOGGER(game, Duplicate);
Duplicate::Duplicate(const GameParams &iParams, const Game *iMasterGame)
: Game(iParams, iMasterGame)
{
}
int Duplicate::play(const wstring &iCoord, const wstring &iWord)
{
ASSERT(!isFinished(), "The game is already finished");
Player &currPlayer = *m_players[m_currPlayer];
ASSERT(currPlayer.isHuman(), "Human player expected");
ASSERT(!hasPlayed(m_currPlayer), "Human player has already played");
// Perform all the validity checks, and try to fill a round
Move move;
int res = checkPlayedWord(iCoord, iWord, move);
if (res != 0 && Settings::Instance().getBool("duplicate.reject-invalid"))
{
return res;
}
// If we reach this point, either the move is valid and we can use the
// "move" variable, or it is invalid but played nevertheless
recordPlayerMove(currPlayer, move);
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
return 0;
}
void Duplicate::playAI(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
ASSERT(!hasPlayed(p), "AI player has already played");
AIPlayer *player = dynamic_cast<AIPlayer*>(m_players[p]);
ASSERT(player != NULL, "AI requested for a human player");
player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
const Move &move = player->getMove();
if (move.isChangeLetters() || move.isPass())
{
// The AI player must be buggy...
ASSERT(false, "AI tried to cheat!");
}
recordPlayerMove(*player, move);
}
void Duplicate::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
// Arbitrary player, since they should all have the same rack
m_currPlayer = 0;
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// Complete the racks
try
{
if (hasMasterGame())
{
// When a master game is defined, it forces the master move
setMasterMove(getMoveFromMasterGame());
}
else
{
// Reset the master move
setMasterMove(Move());
}
bool fillRacks = Settings::Instance().getBool("arbitration.fill-rack");
if (isArbitrationGame() && !fillRacks && !hasMasterGame())
setGameAndPlayersRack(getHistory().getCurrentRack(), true);
else
{
const PlayedRack &newRack =
helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
setGameAndPlayersRack(newRack, true);
}
}
catch (EndGameException &e)
{
endGame();
return;
}
if (!isArbitrationGame())
{
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
}
}
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bool Duplicate::isFinished() const
{
return !canDrawRack(m_players[0]->getHistory().getCurrentRack(), true);
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}
void Duplicate::tryEndTurn()
{
if (!isArbitrationGame())
{
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (m_players[i]->isHuman() && !hasPlayed(i))
{
// A human player has not played...
m_currPlayer = i;
// So we don't finish the turn
return;
}
}
}
// Now that all the human players have played,
// make AI players play their turn
// Some may have already played, in arbitration mode, if the future turns
// were removed (because of the isHumanIndependent() behaviour)
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (!m_players[i]->isHuman() && !hasPlayed(i))
{
playAI(i);
}
}
// Next turn
endTurn();
}
struct MatchingPlayer : public unary_function<PlayerMoveCmd, bool>
{
MatchingPlayer(unsigned iPlayerId) : m_playerId(iPlayerId) {}
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bool operator()(const PlayerMoveCmd &cmd)
{
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return cmd.getPlayer().getId() == m_playerId;
}
const unsigned m_playerId;
};
void Duplicate::recordPlayerMove(Player &ioPlayer, const Move &iMove)
{
LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
// Search a PlayerMoveCmd for the given player
MatchingPlayer predicate(ioPlayer.getId());
const PlayerMoveCmd *cmd =
getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
if (cmd == 0)
{
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
accessNavigation().addAndExecute(pCmd);
}
else
{
// Replace the player move
LOG_DEBUG("Replacing move for player " << ioPlayer.getId());
if (!isArbitrationGame() && !getNavigation().isLastTurn())
throw GameException("Cannot add a command to an old turn");
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
accessNavigation().replaceCommand(*cmd, pCmd);
}
}
Player * Duplicate::findBestPlayer() const
{
Player *bestPlayer = NULL;
int bestScore = -1;
BOOST_FOREACH(Player *player, m_players)
{
const Move &move = player->getLastMove();
if (move.isValid() && move.getScore() > bestScore)
{
bestScore = move.getScore();
bestPlayer = player;
}
}
return bestPlayer;
}
void Duplicate::endTurn()
{
static const unsigned int REF_PLAYER_ID = 0;
// If there is a master game, the master move should still have its
// original value (set in the start() method)
ASSERT(!hasMasterGame() || m_masterMove == getMoveFromMasterGame(),
"The master move has been modified");
// Define the master move if it is not already defined
if (!m_masterMove.isValid())
{
// The chosen implementation is to find the best move among the players' moves.
// It is more user-friendly than forcing the best move when nobody found it.
// If you want the best move instead, simply add an AI player to the game!
// Find the player with the best score
const Player *bestPlayer = findBestPlayer();
if (bestPlayer != NULL)
{
setMasterMove(bestPlayer->getLastMove());
}
else
{
// If nobody played a valid round, we are forced to play a valid move.
// So let's take the best one...
MasterResults results(getBag());
// Take the first player's rack
const Rack &rack =
m_players[REF_PLAYER_ID]->getLastRack().getRack();
results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
if (results.isEmpty())
{
// This would be very bad luck that no move is possible...
// It's probably not even possible, but let's be safe.
throw EndGameException(_("No possible move"));
}
setMasterMove(Move(results.get(0)));
}
}
// Handle solo bonus
if (!isArbitrationGame())
{
unsigned minNbPlayers = Settings::Instance().getInt("duplicate.solo-players");
int soloValue = Settings::Instance().getInt("duplicate.solo-value");
setSoloAuto(minNbPlayers, soloValue);
}
else
{
bool useSoloAuto = Settings::Instance().getBool("arbitration.solo-auto");
if (useSoloAuto)
{
unsigned minNbPlayers = Settings::Instance().getInt("arbitration.solo-players");
int soloValue = Settings::Instance().getInt("arbitration.solo-value");
setSoloAuto(minNbPlayers, soloValue);
}
}
// Play the master word on the board
// We assign it to player 0 arbitrarily (this is only used
// to retrieve the rack, which is the same for all players...)
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Command *pCmd = new GameMoveCmd(*this, m_masterMove);
accessNavigation().addAndExecute(pCmd);
// Change the turn after doing all the game changes.
// The navigation system expects auto-executable commands (like setting
// the players racks) at the beginning of the turn, to work properly.
accessNavigation().newTurn();
// Leave the same reliquate to all players
// This is required by the start() method which will be called to
// start the next turn
const PlayedRack& pld = getHistory().getCurrentRack();
BOOST_FOREACH(Player *player, m_players)
{
Command *pCmd = new PlayerRackCmd(*player, pld);
accessNavigation().addAndExecute(pCmd);
}
// Start next turn...
start();
}
void Duplicate::endGame()
{
LOG_INFO("End of the game");
// No more master move
setMasterMove(Move());
}
void Duplicate::setPlayer(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
// Forbid switching to an AI player
if (!m_players[p]->isHuman())
throw GameException(_("Cannot switch to a non-human player"));
// Forbid switching back to a player who has already played
if (hasPlayed(p))
throw GameException(_("Cannot switch to a player who has already played"));
m_currPlayer = p;
}
bool Duplicate::hasPlayed(unsigned iPlayerId) const
{
ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
// Search a PlayerMoveCmd for the given player
MatchingPlayer predicate(iPlayerId);
const PlayerMoveCmd *cmd =
getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
return cmd != 0 && cmd->isExecuted() && !cmd->getMove().isNull();
}
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void Duplicate::innerSetMasterMove(const Move &iMove)
{
m_masterMove = iMove;
}
void Duplicate::setMasterMove(const Move &iMove)
{
ASSERT(iMove.isValid() || iMove.isNull(), "Invalid move type");
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// If this method is called several times for the same turn, it will
// result in many MasterMoveCmd commands in the command stack.
// This shouldn't be a problem though.
LOG_DEBUG("Setting master move: " + lfw(iMove.toString()));
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Command *pCmd = new MasterMoveCmd(*this, iMove);
accessNavigation().addAndExecute(pCmd);
}
bool Duplicate::isArbitrationGame() const
{
return getParams().getMode() == GameParams::kARBITRATION;
}
void Duplicate::setSoloAuto(unsigned int minNbPlayers, int iSoloValue)
{
// Remove all existing solos
BOOST_FOREACH(const Player *player, m_players)
{
const PlayerEventCmd *cmd = getPlayerEvent(player->getId(), PlayerEventCmd::SOLO);
if (cmd != 0)
{
accessNavigation().dropCommand(*cmd);
}
}
// Check whether there are enough players in the game for the
// solo to apply. We count only the "active" players, i.e. the ones
// which have played at least one word during the game, even if they
// have left the game since then, or have arrived after the beginning.
unsigned countActive = 0;
BOOST_FOREACH(const Player *player, m_players)
{
for (unsigned i = 0; i < player->getHistory().getSize(); ++i)
{
if (!player->getHistory().getTurn(i).getMove().isNull())
{
++countActive;
break;
}
}
}
if (countActive < minNbPlayers)
return;
// Find the player with the best score
Player *bestPlayer = findBestPlayer();
if (bestPlayer != NULL)
{
int bestScore = bestPlayer->getLastMove().getScore();
// Find whether other players than imax have the same score
bool otherWithSameScore = false;
BOOST_FOREACH(const Player *player, m_players)
{
if (player != bestPlayer &&
player->getLastMove().getScore() >= bestScore &&
player->getLastMove().isValid())
{
otherWithSameScore = true;
break;
}
}
if (!otherWithSameScore)
{
// Give the bonus to the player of the best move
LOG_INFO("Giving a solo of " << iSoloValue << " to player " << bestPlayer->getId());
Command *pCmd = new PlayerEventCmd(*bestPlayer, PlayerEventCmd::SOLO, iSoloValue);
accessNavigation().insertCommand(pCmd);
}
}
}
/// Predicate to help retrieving commands
struct MatchingPlayerAndEventType : public unary_function<PlayerEventCmd, bool>
{
MatchingPlayerAndEventType(unsigned iPlayerId, int iEventType)
: m_playerId(iPlayerId), m_eventType(iEventType) {}
bool operator()(const PlayerEventCmd &cmd)
{
return cmd.getPlayer().getId() == m_playerId
&& cmd.getEventType() == m_eventType;
}
const unsigned m_playerId;
const int m_eventType;
};
const PlayerEventCmd * Duplicate::getPlayerEvent(unsigned iPlayerId,
int iEventType) const
{
ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
MatchingPlayerAndEventType predicate(iPlayerId, iEventType);
const Turn &currTurn = getNavigation().getCurrentTurn();
return currTurn.findMatchingCmd<PlayerEventCmd>(predicate);
}