eliot/game/game.cpp

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/*****************************************************************************
* Eliot
* Copyright (C) 1999-2007 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* 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 "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "ai_percent.h"
#include "game.h"
#include "game_factory.h"
#include "turn.h"
#include "encoding.h"
#include "debug.h"
const unsigned int Game::RACK_SIZE = 7;
const int Game::BONUS_POINTS = 50;
Game::Game(const Dictionary &iDic):
m_dic(iDic), m_bag(iDic)
{
m_variant = kNONE;
m_points = 0;
m_currPlayer = 0;
m_finished = false;
}
Game::~Game()
{
for (unsigned int i = 0; i < getNPlayers(); i++)
{
delete m_players[i];
}
}
const Player& Game::getPlayer(unsigned int iNum) const
{
ASSERT(iNum < m_players.size(), "Wrong player number");
return *(m_players[iNum]);
}
void Game::helperPlayMove(unsigned int iPlayerId, const Move &iMove)
{
// History of the game
m_history.setCurrentRack(getPlayer(iPlayerId).getLastRack());
m_history.playMove(iPlayerId, m_history.getSize(), iMove);
// Points
debug(" helper: %d points\n", iMove.getScore());
m_points += iMove.getScore();
// For moves corresponding to a valid round, we have much more
// work to do...
if (iMove.getType() == Move::VALID_ROUND)
{
helperPlayRound(iPlayerId, iMove.getRound());
}
}
void Game::helperPlayRound(unsigned int iPlayerId, const Round &iRound)
{
// Before updating the bag and the board, if we are playing a "joker game",
// we replace in the round the joker by the letter it represents
// This is currently done by a succession of ugly hacks :-/
if (m_variant == kJOKER)
{
for (unsigned int i = 0; i < iRound.getWordLen(); i++)
{
if (iRound.isPlayedFromRack(i) && iRound.isJoker(i))
{
// Is the represented letter still available in the bag?
// XXX: this way to get the represented letter sucks...
Tile t(towupper(iRound.getTile(i).toChar()));
Bag bag(m_dic);
realBag(bag);
// FIXME: realBag() does not give us a real bag in this
// particular case! This is because Player::endTurn() is called
// before Game::helperPlayRound(), which means that the rack
// of the player is updated, while the word is not actually
// played on the board yet. Since realBag() relies on
// Player::getCurrentRack(), it doesn't remove the letters of
// the current player, which are in fact available through
// Player::getLastRack().
// That's why we have to replace the letters of the current
// rack and remove the ones from the previous rack...
// There is a big design problem here, but i am unsure what is
// the best way to fix it.
vector<Tile> tiles;
getPlayer(iPlayerId).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
bag.replaceTile(tiles[j]);
}
getPlayer(iPlayerId).getLastRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
bag.takeTile(tiles[j]);
}
if (bag.in(t))
{
// FIXME: A const_cast sucks too...
const_cast<Round&>(iRound).setTile(i, t);
// FIXME: This shouldn't be necessary either, this is only
// needed because of the stupid way of handling jokers in
// rounds
const_cast<Round&>(iRound).setJoker(i, false);
}
// In a joker game we should have only 1 joker in the rack
break;
}
}
}
// Update the bag
// We remove tiles from the bag only when they are played
// on the board. When going back in the game, we must only
// replace played tiles.
// We test a rack when it is set but tiles are left in the bag.
for (unsigned int i = 0; i < iRound.getWordLen(); i++)
{
if (iRound.isPlayedFromRack(i))
{
if (iRound.isJoker(i))
{
m_bag.takeTile(Tile::Joker());
}
else
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{
m_bag.takeTile(iRound.getTile(i));
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}
}
}
// Update the board
m_board.addRound(m_dic, iRound);
}
int Game::back(unsigned int n)
{
debug("Game::back %d\n",n);
// TODO: throw an exception
if (m_history.getSize() < n)
return 1;
for (unsigned int i = 0; i < n; i++)
{
prevPlayer();
const Move &lastMove = m_history.getPreviousTurn().getMove();
// Nothing to cancel if the move was not a valid round
if (lastMove.getType() != Move::VALID_ROUND)
continue;
const Round &lastround = lastMove.getRound();
debug("Game::back last round %s\n",
convertToMb(lastround.toString()).c_str());
/* Remove the word from the board, and put its letters back
* into the bag */
m_board.removeRound(m_dic, lastround);
for (unsigned int j = 0; j < lastround.getWordLen(); j++)
{
if (lastround.isPlayedFromRack(j))
{
if (lastround.isJoker(j))
m_bag.replaceTile(Tile::Joker());
else
m_bag.replaceTile(lastround.getTile(j));
}
}
/* Remove the points of this round */
m_points -= lastround.getPoints();
/* Remove the turns */
m_players[m_currPlayer]->removeLastTurn();
m_history.removeLastTurn();
}
return 0;
}
void Game::realBag(Bag &ioBag) const
{
vector<Tile> tiles;
/* Copy the bag */
ioBag = m_bag;
/* The real content of the bag depends on the game mode */
if (getMode() == kFREEGAME)
{
/* In freegame mode, take the letters from all the racks */
for (unsigned int i = 0; i < getNPlayers(); i++)
{
getPlayer(i).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
ioBag.takeTile(tiles[j]);
}
}
}
else
{
/* In training or duplicate mode, take the rack of the current
* player only */
getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
ioBag.takeTile(tiles[j]);
}
}
}
int Game::helperSetRackRandom(unsigned int p, bool iCheck, set_rack_mode mode)
{
ASSERT(p < getNPlayers(), "Wrong player number");
// FIXME: RACK_MANUAL shouldn't be in the enum
ASSERT(mode != RACK_MANUAL, "Invalid rack mode");
// When iCheck is true, we must make sure that there are at least 2 vowels
// and 2 consonants in the rack up to the 15th turn, and at least one of
// each starting from the 16th turn.
// So before trying to fill the rack, we'd better make sure there is a way
// to complete the rack with these constraints...
unsigned int min = 0;
if (iCheck)
{
// 2 vowels and 2 consonants are needed up to the 15th turn
if (m_history.getSize() < 15)
min = 2;
else
min = 1;
}
// Make a copy of the current player's rack
PlayedRack pld = getPlayer(p).getCurrentRack();
int nold = pld.getNbOld();
// Create a copy of the bag in which we can do everything we want,
// and take from it the tiles of the players rack so that "bag"
// contains the right number of tiles.
Bag bag(m_dic);
realBag(bag);
if (mode == RACK_NEW && nold != 0)
{
// We may have removed too many letters from the bag (i.e. the 'new'
// letters of the player)
vector<Tile> tiles;
pld.getNewTiles(tiles);
for (unsigned int i = 0; i < tiles.size(); i++)
{
bag.replaceTile(tiles[i]);
}
pld.resetNew();
}
else if (mode == RACK_NEW && nold == 0 || mode == RACK_ALL)
{
// Replace all the tiles in the bag before choosing random ones
vector<Tile> tiles;
pld.getAllTiles(tiles);
for (unsigned int i = 0; i < tiles.size(); i++)
{
bag.replaceTile(tiles[i]);
}
// RACK_NEW with an empty rack is equivalent to RACK_ALL
pld.reset();
// Do not forget to update nold, for the RACK_ALL case
nold = 0;
}
else
{
debug("Game::helperSetRackRandom not a random mode\n");
}
// Get the tiles remaining on the rack
vector<Tile> tiles;
pld.getOldTiles(tiles);
ASSERT(tiles.size() < RACK_SIZE,
"Cannot complete the rack, it is already complete");
bool jokerAdded = false;
// Are we dealing with a normal game or a joker game?
if (m_variant == kJOKER)
{
// 1) Is there already a joker in the remaining letters of the rack?
bool jokerFound = false;
for (unsigned int i = 0; i < tiles.size(); i++)
{
if (tiles[i].isJoker())
{
jokerFound = true;
break;
}
}
// 2) If there was no joker, we add one if possible
if (!jokerFound && bag.in(Tile::Joker()))
{
jokerAdded = true;
pld.addNew(Tile::Joker());
tiles.push_back(Tile::Joker());
}
// 3) Remove all the jokers from the bag, to avoid taking another one
for (unsigned int i = 0; i < bag.in(Tile::Joker()); ++i)
{
bag.takeTile(Tile::Joker());
}
}
// Count the needed consonants and vowels in the rack
// (i.e. minimum required, minus what we already have in the rack)
unsigned int neededVowels = min;
unsigned int neededConsonants = min;
for (unsigned int i = 0; i < tiles.size(); ++i)
{
if (neededVowels > 0 && tiles[i].isVowel())
neededVowels--;
if (neededConsonants > 0 && tiles[i].isConsonant())
neededConsonants--;
}
// Nothing in the rack, nothing in the bag --> end of the (free)game
if (bag.getNbTiles() == 0 && pld.getNbTiles() == 0)
{
return 1;
}
// Check whether it is possible to complete the rack properly
if (bag.getNbVowels() < neededVowels ||
bag.getNbConsonants() < neededConsonants)
{
return 1;
}
// End of game condition
if (iCheck)
{
if (bag.getNbVowels() < neededVowels ||
bag.getNbConsonants() < neededConsonants ||
(bag.getNbTiles() + tiles.size()) == 1)
{
return 1;
}
}
// Handle reject:
// Now that the joker has been dealt with, we try to complete the rack
// with truly random tiles. If it meets the requirements (i.e. if there
// are at least "min" vowels and "min" consonants in the rack), fine.
// Otherwise, we reject the rack completely, and we try again
// to complete it, but this time we ensure by construction that the
// requirements will be met.
while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
{
Tile l = bag.selectRandom();
bag.takeTile(l);
pld.addNew(l);
}
if (!pld.checkRack(min, min))
{
// Bad luck... we have to reject the rack
vector<Tile> rejectedTiles;
pld.getAllTiles(rejectedTiles);
for (unsigned int i = 0; i < rejectedTiles.size(); i++)
{
bag.replaceTile(rejectedTiles[i]);
}
pld.reset();
// Do not mark the rack as rejected if it was empty
if (nold > 0)
pld.setReject();
// Restore the joker if we are in a joker game
if (jokerAdded)
pld.addNew(Tile::Joker());
// RACK_SIZE - tiles.size() is the number of letters to add to the rack
if (neededVowels > RACK_SIZE - tiles.size() ||
neededConsonants > RACK_SIZE - tiles.size())
{
// We cannot fill the rack with enough vowels or consonants!
// Actually this should never happen, but it doesn't hurt to check...
// FIXME: this test is not completely right, because it supposes no
// letter can be at the same time a vowel and a consonant
return 3;
}
// Get the required vowels and consonants first
for (unsigned int i = 0; i < neededVowels; ++i)
{
Tile l = bag.selectRandomVowel();
bag.takeTile(l);
pld.addNew(l);
// Handle the case where the vowel can also be considered
// as a consonant
if (l.isConsonant() && neededConsonants > 0)
neededConsonants--;
}
for (unsigned int i = 0; i < neededConsonants; ++i)
{
Tile l = bag.selectRandomConsonant();
bag.takeTile(l);
pld.addNew(l);
}
// The difficult part is done:
// - we have handled joker games
// - we have handled the checks
// Now complete the rack with truly random letters
while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
{
Tile l = bag.selectRandom();
bag.takeTile(l);
pld.addNew(l);
}
}
// Shuffle the new tiles, to hide the order we imposed (joker first in a
// joker game, then needed vowels, then needed consonants, and rest of the
// rack)
pld.shuffleNew();
// Post-condition check. This should never fail, of course :)
ASSERT(pld.checkRack(min, min), "helperSetRackRandom() is buggy!")
// Until now we didn't modify anything except local variables.
// Let's "commit" the changes
m_players[p]->setCurrentRack(pld);
return 0;
}
bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
{
const vector<Tile>& allTiles = m_dic.getAllTiles();
vector<Tile>::const_iterator it;
for (it = allTiles.begin(); it != allTiles.end(); it++)
{
if (iRack.in(*it) > iBag.in(*it))
return false;
}
return true;
}
int Game::helperSetRackManual(unsigned int p, bool iCheck, const wstring &iLetters)
{
ASSERT(p < getNPlayers(), "Wrong player number");
if (!m_dic.validateLetters(iLetters, L"+-"))
return 3;
PlayedRack pld;
pld.setManual(iLetters);
Rack rack;
pld.getRack(rack);
if (!rackInBag(rack, m_bag))
{
pld.reset();
return 1;
}
if (iCheck)
{
int min;
if (m_bag.getNbVowels() > 1 && m_bag.getNbConsonants() > 1
&& m_history.getSize() < 15)
min = 2;
else
min = 1;
if (!pld.checkRack(min, min))
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return 2;
}
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m_players[p]->setCurrentRack(pld);
return 0;
}
/*********************************************************
*********************************************************/
unsigned int Game::getNHumanPlayers() const
{
unsigned int count = 0;
for (unsigned int i = 0; i < getNPlayers(); i++)
count += (getPlayer(i).isHuman() ? 1 : 0);
return count;
}
void Game::addHumanPlayer()
{
// The ID of the player is its position in the m_players vector
m_players.push_back(new HumanPlayer(getNPlayers()));
}
void Game::addAIPlayer()
{
// TODO: allow other percentages, and even other types of AI
m_players.push_back(new AIPercent(getNPlayers(), 1));
}
void Game::prevPlayer()
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (m_currPlayer == 0)
m_currPlayer = getNPlayers() - 1;
else
m_currPlayer--;
}
void Game::nextPlayer()
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (m_currPlayer == getNPlayers() - 1)
m_currPlayer = 0;
else
m_currPlayer++;
}
int Game::checkPlayedWord(const wstring &iCoord,
const wstring &iWord, Round &oRound)
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (!m_dic.validateLetters(iWord))
return 1;
// Init the round with the given coordinates
oRound.init();
oRound.accessCoord().setFromString(iCoord);
if (!oRound.getCoord().isValid())
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{
debug("game: incorrect coordinates\n");
return 2;
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}
// Check the existence of the word
if (!m_dic.searchWord(iWord))
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{
return 3;
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}
// Set the word
// TODO: make this a Round_ function (Round_setwordfromchar for example)
// or a Tiles_ function (to transform a char* into a vector<Tile>)
// Adding a getter on the word could help too...
vector<Tile> tiles;
for (unsigned int i = 0; i < iWord.size(); i++)
{
tiles.push_back(Tile(iWord[i]));
}
oRound.setWord(tiles);
for (unsigned int i = 0; i < iWord.size(); i++)
{
if (islower(iWord[i]))
oRound.setJoker(i);
}
// Check the word position, compute its points,
// and specify the origin of each letter (board or rack)
int res = m_board.checkRound(oRound, m_history.getSize() == 0);
if (res != 0)
return res + 4;
// Check that the word can be formed with the tiles in the rack:
// we first create a copy of the rack, then we remove the tiles
// one by one
Rack rack;
Player *player = m_players[m_currPlayer];
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player->getCurrentRack().getRack(rack);
Tile t;
for (unsigned int i = 0; i < oRound.getWordLen(); i++)
{
if (oRound.isPlayedFromRack(i))
{
if (oRound.isJoker(i))
t = Tile::Joker();
else
t = oRound.getTile(i);
if (!rack.in(t))
{
return 4;
}
rack.remove(t);
}
}
return 0;
}
/****************************************************************/
/****************************************************************/
/// Local Variables:
/// mode: c++
/// mode: hs-minor
/// c-basic-offset: 4
/// indent-tabs-mode: nil
/// End: