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Topping: do not assign an empty move to the player immediately.
It is now done only after a timeout, to avoid the need to replace this empty move when the player finds a top move.
This commit is contained in:
parent
086b597f3e
commit
89b5f757ca
5 changed files with 18 additions and 19 deletions
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@ -51,7 +51,7 @@ void Arbitration::setRackRandom()
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const PlayedRack &newRack =
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helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
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setGameAndPlayersRack(newRack);
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setGameAndPlayersRack(newRack, true);
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}
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@ -68,7 +68,7 @@ void Arbitration::setRackManual(const wstring &iLetters)
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// As a result, we simply make all the letters uppercase
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const wstring &upperLetters = toUpper(iLetters);
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const PlayedRack &newRack = helperSetRackManual(false, upperLetters);
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setGameAndPlayersRack(newRack);
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setGameAndPlayersRack(newRack, true);
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}
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@ -132,12 +132,12 @@ void Duplicate::start()
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bool fillRacks = Settings::Instance().getBool("arbitration.fill-rack");
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if (isArbitrationGame() && !fillRacks && !hasMasterGame())
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setGameAndPlayersRack(getHistory().getCurrentRack());
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setGameAndPlayersRack(getHistory().getCurrentRack(), true);
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else
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
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setGameAndPlayersRack(newRack);
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setGameAndPlayersRack(newRack, true);
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}
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}
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catch (EndGameException &e)
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@ -682,7 +682,7 @@ int Game::checkPlayedWord(const wstring &iCoord,
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}
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void Game::setGameAndPlayersRack(const PlayedRack &iRack)
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void Game::setGameAndPlayersRack(const PlayedRack &iRack, bool iWithNoMove)
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{
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// Set the game rack
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Command *pCmd = new GameRackCmd(*this, iRack);
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@ -695,9 +695,11 @@ void Game::setGameAndPlayersRack(const PlayedRack &iRack)
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accessNavigation().addAndExecute(pCmd);
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}
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if (iWithNoMove)
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{
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// Assign a "no move" pseudo-move to all the players.
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// This avoids the need to distinguish between "has not played yet"
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// and "has played with no move".
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// and "has played with no move" in duplicate and arbitration modes.
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// This is also practical to know at which turn the warnings, penalties
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// and solos should be assigned.
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BOOST_FOREACH(Player *player, m_players)
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@ -705,6 +707,7 @@ void Game::setGameAndPlayersRack(const PlayedRack &iRack)
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Command *pCmd = new PlayerMoveCmd(*player, Move());
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accessNavigation().addAndExecute(pCmd);
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}
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}
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}
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@ -324,7 +324,7 @@ protected:
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* Helper function to set the game rack and the players rack at the same time.
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* Shouldn't be used in free game mode.
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*/
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void setGameAndPlayersRack(const PlayedRack &iRack);
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void setGameAndPlayersRack(const PlayedRack &iRack, bool iWithNoMove);
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void nextPlayer();
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@ -65,7 +65,7 @@ void Topping::start()
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
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setGameAndPlayersRack(newRack);
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setGameAndPlayersRack(newRack, false);
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}
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catch (EndGameException &e)
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{
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@ -121,13 +121,9 @@ void Topping::turnTimeOut()
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m_board.removeTestRound();
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// Commented out, because the player already has
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// an empty move by default
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#if 0
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// The player didn't find the move
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Command *pCmd = new PlayerMoveCmd(*m_players[m_currPlayer], Move());
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accessNavigation().addAndExecute(pCmd);
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#endif
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// Give a penalty to the player
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// XXX: should we give the penalty directly in the NO_MOVE move?
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