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FreeGame: fix an infinite game when all the players keep passing forever.
Now the game ends when all the players passed in the last 3 turns.
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parent
8077525893
commit
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5 changed files with 129 additions and 10 deletions
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@ -169,11 +169,18 @@ int FreeGame::endTurn()
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catch (EndGameException &e)
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{
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// End of the game
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endGame();
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endGame(m_currPlayer);
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return 1;
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}
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}
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if (allPlayersPassedThreeTimesInARow())
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{
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LOG_INFO("All the players passed 3 times consecutively");
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endGame(getNPlayers());
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return 2;
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}
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// Next player
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nextPlayer();
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@ -194,7 +201,7 @@ int FreeGame::endTurn()
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// Adjust the scores of the players with the points of the remaining tiles
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void FreeGame::endGame()
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void FreeGame::endGame(unsigned iWinningPlayer)
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{
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LOG_INFO("End of the game");
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@ -209,7 +216,9 @@ void FreeGame::endGame()
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// We currently handle case 1, and cannot handle case 3 until timers are
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// implemented.
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// For case 2, we need both to detect a blocked situation (not easy...) and
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// to handle it in the endGame() method (very easy).
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// to handle it in the endGame() method (very easy). As a workaround for
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// case 2, we consider that if all players pass 3 times the game ends
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// without any winner.
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// Add the points of the remaining tiles to the score of the current
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// player (i.e. the first player with an empty rack), and remove them
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@ -217,7 +226,7 @@ void FreeGame::endGame()
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int addedPoints = 0;
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for (unsigned int i = 0; i < getNPlayers(); i++)
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{
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if (i != m_currPlayer)
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if (i != iWinningPlayer)
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{
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const PlayedRack &pld = m_players[i]->getCurrentRack();
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pld.getAllTiles(tiles);
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@ -233,10 +242,13 @@ void FreeGame::endGame()
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accessNavigation().addAndExecute(pCmd);
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}
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}
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// Add all the points to the current player
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Command *pCmd = new PlayerEventCmd(*m_players[m_currPlayer],
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PlayerEventCmd::END_GAME, addedPoints);
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accessNavigation().addAndExecute(pCmd);
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// Give all the points to the winning player
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if (iWinningPlayer < getNPlayers())
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{
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Command *pCmd = new PlayerEventCmd(*m_players[m_currPlayer],
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PlayerEventCmd::END_GAME, addedPoints);
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accessNavigation().addAndExecute(pCmd);
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}
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// Lock game
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m_finished = true;
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@ -307,3 +319,27 @@ int FreeGame::pass(const wstring &iToChange)
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return 0;
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}
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bool FreeGame::allPlayersPassedThreeTimesInARow() const
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{
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const unsigned NB_OF_PASSES = 3;
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// Only one player really plays at each turn
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const unsigned NB_TURNS_TO_CHECK = NB_OF_PASSES * getNPlayers();
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bool result = true;
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BOOST_FOREACH(const Player *player, m_players)
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{
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const History &history = player->getHistory();
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result = result && (history.getSize() >= NB_TURNS_TO_CHECK);
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for (unsigned turnNb = history.getSize() - NB_TURNS_TO_CHECK;
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turnNb < history.getSize();
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++turnNb)
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{
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const Move &move = history.getTurn(turnNb).getMove();
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// Players who did not play got a null move for the turn
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result = result && (move.isPass() || move.isNull());
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}
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}
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return result;
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}
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@ -96,14 +96,20 @@ private:
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/// Finish the current turn
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int endTurn();
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/// Finish the game
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void endGame();
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/**
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* Finish the game.
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* @param The winning player is given, use an invalid player number to
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* indicate that there was no winner (e.g.: all players pass several times)
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*/
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void endGame(unsigned iWinningPlayer);
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/**
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* Check whether it is legal to change the letters of iToChange.
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* The return codes are the same as the ones on the pass() method
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*/
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int checkPass(const Player &iPlayer, const wstring &iToChange) const;
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bool allPlayersPassedThreeTimesInARow() const;
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};
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#endif /* _FREEGAME_H_ */
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@ -90,6 +90,8 @@ arbitration/load_save 0 # randseed unused
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freegame/play 7
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# The human player always passes, letting the AI player do what it wants
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freegame/passing 1
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# Two humans play, and reach the end of the game by passing 3 times consecutively
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freegame/passing_3_times 24
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# 2 human players, changing letters a lot
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freegame/change 3
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# Three AI players
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21
test/freegame/passing_3_times.input
Normal file
21
test/freegame/passing_3_times.input
Normal file
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@ -0,0 +1,21 @@
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l 2 0
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p
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p
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p
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p
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p
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a t
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p BEFH
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p
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p
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p
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p
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p
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p
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a S
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a T
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a p
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p
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q
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q
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54
test/freegame/passing_3_times.ref
Normal file
54
test/freegame/passing_3_times.ref
Normal file
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@ -0,0 +1,54 @@
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Using seed: 24
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[?] pour l'aide
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commande> l 2 0
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mode partie libre
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[?] pour l'aide
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commande> p
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commande> p
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commande> p
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commande> p
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commande> p
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commande> a t
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BEFHLRT
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commande> p BEFH
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commande> p
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commande> p
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commande> p
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commande> p
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commande> p
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commande> p
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commande> a S
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Score 0: -9
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Score 1: -18
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commande> a T
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Rack 0: AEEOPUU
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Rack 1: CILORTZ
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commande> a p
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Game: player 2 out of 2
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Game: mode=Free game
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Game: history:
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N | RACK | SOLUTION | REF | PTS | BONUS
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===|==========|================|=====|=====|======
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1 | AUEUOEP | (PASS) | - | 0 |
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2 | ELBFHTR | (PASS) | - | 0 |
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3 | AEEOPUU | (PASS) | - | 0 |
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4 | BEFHLRT | (PASS) | - | 0 |
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5 | AEEOPUU | (PASS) | - | 0 |
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6 | BEFHLRT | [BEFH] | - | 0 |
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7 | AEEOPUU | (PASS) | - | 0 |
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8 | LRT+COIZ | (PASS) | - | 0 |
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9 | AEEOPUU | (PASS) | - | 0 |
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10 | CILORTZ | (PASS) | - | 0 |
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11 | AEEOPUU | (PASS) | - | 0 |
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12 | CILORTZ | (PASS) | - | 0 |
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Rack 0: AEEOPUU
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Rack 1: CILORTZ
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Score 0: -9
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Score 1: -18
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commande> p
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Cannot pass (3)
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commande> q
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fin du mode partie libre
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commande> q
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