eliot/game/freegame.cpp

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/*****************************************************************************
* Eliot
* Copyright (C) 2005-2008 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 <iomanip>
#include <wctype.h>
#include "freegame.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 "player_points_cmd.h"
#include "player_move_cmd.h"
#include "player_rack_cmd.h"
#include "game_move_cmd.h"
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#include "game_rack_cmd.h"
#include "ai_player.h"
#include "settings.h"
#include "turn.h"
#include "encoding.h"
#include "debug.h"
INIT_LOGGER(game, FreeGame);
FreeGame::FreeGame(const GameParams &iParams)
: Game(iParams), m_finished(false)
{
}
int FreeGame::play(const wstring &iCoord, const wstring &iWord)
{
// Perform all the validity checks, and try to fill a round
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0 && Settings::Instance().getBool("freegame.reject-invalid"))
{
return res;
}
// If we reach this point, either the move is valid and we can use the
// "round" variable, or it is invalid but played nevertheless
if (res == 0)
{
Move move(round);
// Update the rack and the score of the current player
recordPlayerMove(move, *m_players[m_currPlayer]);
}
else
{
// Convert the invalid word for display
const wdstring &dispWord = getDic().convertToDisplay(iWord);
Move move(dispWord, iCoord);
// Record the invalid move of the player
recordPlayerMove(move, *m_players[m_currPlayer]);
}
// Next turn
endTurn();
return 0;
}
void FreeGame::playAI(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
ASSERT(!m_players[p]->isHuman(), "AI requested for a human player");
AIPlayer *player = static_cast<AIPlayer*>(m_players[p]);
player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
const Move &move = player->getMove();
if (move.isChangeLetters() || move.isPass())
{
ASSERT(checkPass(*player, move.getChangedLetters()) == 0,
"AI tried to cheat!");
}
// Update the rack and the score of the current player
recordPlayerMove(move, *player);
endTurn();
}
void FreeGame::recordPlayerMove(const Move &iMove, Player &ioPlayer)
{
LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
accessNavigation().addAndExecute(pCmd);
}
void FreeGame::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
// Set the initial racks of the players
for (unsigned int i = 0; i < getNPlayers(); i++)
{
const PlayedRack &newRack =
helperSetRackRandom(getPlayer(i).getCurrentRack(), false, RACK_NEW);
Command *pCmd = new PlayerRackCmd(*m_players[i], newRack);
accessNavigation().addAndExecute(pCmd);
}
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// Set the game rack to the rack of the current player
Command *pCmd = new GameRackCmd(*this, getPlayer(0).getCurrentRack());
accessNavigation().addAndExecute(pCmd);
firstPlayer();
// If the first player is an AI, make it play now
if (!m_players[m_currPlayer]->isHuman())
{
playAI(m_currPlayer);
}
}
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bool FreeGame::isFinished() const
{
// FIXME: the flag is never reset to false!
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return m_finished;
}
int FreeGame::endTurn()
{
// Give a "no move" pseudo-move to all the players
// who didn't play at this turn
for (unsigned int i = 0; i < getNPlayers(); ++i)
{
if (i == m_currPlayer)
continue;
Command *pCmd = new PlayerMoveCmd(*m_players[i], Move());
// The pseudo-moves should be completely transparent
pCmd->setHumanIndependent(true);
accessNavigation().addAndExecute(pCmd);
}
const Move &move = getCurrentPlayer().getLastMove();
// Update the game
Command *pCmd = new GameMoveCmd(*this, move, m_currPlayer);
accessNavigation().addAndExecute(pCmd);
// Complete the rack for the player that just played
if (move.isValid() || move.isChangeLetters())
{
try
{
const PlayedRack &newRack =
helperSetRackRandom(getCurrentPlayer().getCurrentRack(), false, RACK_NEW);
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Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
accessNavigation().addAndExecute(pCmd2);
}
catch (EndGameException &e)
{
// End of the game
endGame();
return 1;
}
}
// Next player
nextPlayer();
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// Set the game rack to the rack of the current player
Command *pCmd3 = new GameRackCmd(*this, getCurrentPlayer().getCurrentRack());
accessNavigation().addAndExecute(pCmd3);
accessNavigation().newTurn();
// If this player is an AI, make it play now
if (!getCurrentPlayer().isHuman())
{
playAI(m_currPlayer);
}
return 0;
}
// Adjust the scores of the players with the points of the remaining tiles
void FreeGame::endGame()
{
LOG_INFO("End of the game");
vector<Tile> tiles;
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// TODO: According to the rules of the game in the ODS, a game can end in 3
// cases:
// 1) no more letter in the bag, and one player has no letter in his rack
// 2) the game is "blocked", no one can play
// 3) the players have used all the time they had (for example: 30 min
// in total, for each player)
// We currently handle case 1, and cannot handle case 3 until timers are
// implemented.
// For case 2, we need both to detect a blocked situation (not easy...) and
// to handle it in the endGame() method (very easy).
/* Add the points of the remaining tiles to the score of the current
* player (i.e. the first player with an empty rack), and remove them
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* from the score of the players who still have tiles */
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (i != m_currPlayer)
{
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const PlayedRack &pld = m_players[i]->getCurrentRack();
pld.getAllTiles(tiles);
int points = 0;
BOOST_FOREACH(const Tile &tile, tiles)
{
points += tile.getPoints();
}
// Add the points to the current player...
Command *pCmd = new PlayerPointsCmd(*m_players[m_currPlayer], points);
accessNavigation().addAndExecute(pCmd);
// ... and remove them from the other player
Command *pCmd2 = new PlayerPointsCmd(*m_players[i], -points);
accessNavigation().addAndExecute(pCmd2);
}
}
// Lock game
m_finished = true;
}
int FreeGame::checkPass(const Player &iPlayer,
const wstring &iToChange) const
{
// Check that the game is not finished
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if (m_finished)
return 3;
// Check that the letters are valid for the current dictionary
if (!getDic().validateLetters(iToChange))
return 4;
// It is forbidden to change letters when the bag does not contain at
// least 7 letters (this is explicitly stated in the ODS). But it is
// still allowed to pass
Bag bag(getDic());
realBag(bag);
if (bag.getNbTiles() < 7 && !iToChange.empty())
{
return 1;
}
// Check that the letters are all present in the player's rack
const PlayedRack &pld = iPlayer.getCurrentRack();
Rack rack = pld.getRack();
BOOST_FOREACH(wchar_t wch, iToChange)
{
// Remove the letter from the rack
if (!rack.in(Tile(wch)))
{
return 2;
}
rack.remove(Tile(wch));
}
// According to the rules in the ODS, it is allowed to pass its turn (no
// need to change letters for that).
// TODO: However, if all the players pass their turn, the first one has to
// play, or change at least one letter. To implement this behaviour, we
// must also take care of blocked positions, where no one _can_ play (see
// also comment in the endGame() method).
return 0;
}
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int FreeGame::pass(const wstring &iToChange)
{
Player &player = *m_players[m_currPlayer];
int res = checkPass(player, iToChange);
if (res != 0)
return res;
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ASSERT(player.isHuman(), "AI tried to pass using the wrong method");
Move move(iToChange);
// End the player's turn
recordPlayerMove(move, player);
// Next game turn
endTurn();
return 0;
}