eliot/game/topping.cpp

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/*****************************************************************************
* Eliot
* Copyright (C) 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>
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#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "topping.h"
#include "dic.h"
#include "tile.h"
#include "settings.h"
#include "rack.h"
#include "results.h"
#include "pldrack.h"
#include "player.h"
#include "turn.h"
#include "cmd/topping_move_cmd.h"
#include "cmd/player_rack_cmd.h"
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#include "cmd/player_move_cmd.h"
#include "cmd/player_event_cmd.h"
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#include "cmd/game_move_cmd.h"
#include "encoding.h"
#include "debug.h"
INIT_LOGGER(game, Topping);
Topping::Topping(const GameParams &iParams, const Game *iMasterGame)
: Game(iParams, iMasterGame)
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{
}
void Topping::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
// Complete the rack
try
{
const PlayedRack &newRack =
helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
// FIXME: we assign an empty move to the player. It is not very clean,
// but at the moment it is needed to avoid a crash in History::addPenalty()
// when the player uses hints in the first turn.
// The actual bug lies probably in the design of the History class.
//
// The unfortunate consequence is that there will be 2 PlayerMoveCmd
// commands for the player, at every turn. Deleting the empty move is
// not possible (it would crash in the same way), and replacing it
// breaks the history of the game when going back to the previous turn.
// At the moment, having 2 PlayerMoveCmd doesn't seem to cause any
// particular problem, but it would be better to fix that
// nevertheless...
setGameAndPlayersRack(newRack, true);
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}
catch (EndGameException &e)
{
endGame();
return;
}
}
void Topping::tryWord(const wstring &iWord, const wstring &iCoord, int iElapsed)
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{
m_board.removeTestRound();
// Perform all the validity checks, and fill a move.
// We don't really care if the move is valid or not.
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Move move;
checkPlayedWord(iCoord, iWord, move);
// Record the try
LOG_INFO("Player " << m_currPlayer << " plays topping move after " <<
iElapsed << "s: " << lfw(move.toString()));
Command *pCmd = new ToppingMoveCmd(m_currPlayer, move, iElapsed);
accessNavigation().addAndExecute(pCmd);
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// Find the best score
int bestScore = getTopScore();
LOG_DEBUG("Top score to be found: " << bestScore);
if (bestScore < 0)
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{
endGame();
return;
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}
ASSERT(move.getScore() <= bestScore, "The player found better than the top");
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if (move.getScore() < bestScore)
{
LOG_INFO("End of the game");
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}
else
{
// End the turn
recordPlayerMove(move, *m_players[m_currPlayer], iElapsed);
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// Next turn
endTurn();
}
}
void Topping::turnTimeOut(int iElapsed)
{
LOG_INFO("Timeout reached, finishing turn automatically");
m_board.removeTestRound();
// Retrieve some settings
bool giveElapsedPenalty = Settings::Instance().getBool("topping.elapsed-penalty");
int timeoutPenalty = Settings::Instance().getInt("topping.timeout-penalty");
// Compute the points to give to the player
int points = timeoutPenalty;
if (giveElapsedPenalty)
points += iElapsed;
// The player didn't find the move
Command *pCmd = new PlayerMoveCmd(*m_players[m_currPlayer], Move(points));
accessNavigation().addAndExecute(pCmd);
// Next turn
endTurn();
}
void Topping::addPenalty(int iPenalty)
{
Command *pCmd = new PlayerEventCmd(*m_players[m_currPlayer],
PlayerEventCmd::PENALTY, iPenalty);
accessNavigation().addAndExecute(pCmd);
}
int Topping::play(const wstring &, const wstring &)
{
ASSERT(false, "The play() method should not be called in topping mode");
throw GameException("The play() method should not be called in topping mode. Please use tryWord() instead.");
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return 0;
}
void Topping::recordPlayerMove(const Move &iMove, Player &ioPlayer, int iElapsed)
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{
// Compute the penalty points to give to the player
bool giveElapsedPenalty = Settings::Instance().getBool("topping.elapsed-penalty");
int points = giveElapsedPenalty ? iElapsed : 0;
ASSERT(iMove.isValid(), "Only valid rounds should be played");
// Modify the score of the given move, to be the computed score
Round copyRound = iMove.getRound();
copyRound.setPoints(points);
Move newMove(copyRound);
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// Update the rack and the score of the current player
// PlayerMoveCmd::execute() must be called before Game::helperPlayMove()
// (called in this class in endTurn()).
// See the big comment in game.cpp, line 96
Command *pCmd = new PlayerMoveCmd(ioPlayer, newMove);
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accessNavigation().addAndExecute(pCmd);
}
bool Topping::isFinished() const
{
return !canDrawRack(m_players[0]->getHistory().getCurrentRack(), true);
}
void Topping::endTurn()
{
// Play the top move on the board
const Move &move = getTopMove();
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Command *pCmd = new GameMoveCmd(*this, move);
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accessNavigation().addAndExecute(pCmd);
accessNavigation().newTurn();
// Make sure that the player has the correct rack
// (in case he didn't find the top, or not the same one)
Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer],
getHistory().getCurrentRack());
accessNavigation().addAndExecute(pCmd2);
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// Start next turn...
start();
}
void Topping::endGame()
{
LOG_INFO("End of the game");
}
void Topping::addPlayer(Player *iPlayer)
{
ASSERT(getNPlayers() == 0,
"Only one player can be added in Topping mode");
// Force the name of the player
iPlayer->setName(wfl(_("Topping")));
Game::addPlayer(iPlayer);
}
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Move Topping::getTopMove() const
{
// Find the most interesting top
MasterResults results(getBag());
results.search(getDic(), getBoard(), getHistory().getCurrentRack().getRack(),
getHistory().beforeFirstRound());
ASSERT(!results.isEmpty(), "No top move found");
return Move(results.get(0));
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}
int Topping::getTopScore() const
{
return getTopMove().getScore();
}
vector<Move> Topping::getTriedMoves() const
{
vector<Move> results;
const vector<const ToppingMoveCmd*> &cmdVect =
getNavigation().getCurrentTurn().findAllMatchingCmd<ToppingMoveCmd>();
BOOST_FOREACH(const ToppingMoveCmd * cmd, cmdVect)
{
results.push_back(cmd->getMove());
}
return results;
}