/***************************************************************************** * Eliot * Copyright (C) 2005-2012 Olivier Teulière * Authors: Olivier Teulière * * 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 *****************************************************************************/ #ifndef DUPLICATE_H_ #define DUPLICATE_H_ #include "game.h" #include "move.h" #include "logging.h" class Player; class Move; class PlayerEventCmd; using std::string; using std::wstring; /** * This class handles the logic specific to a duplicate game. * The trick in this mode is that the players will not necessarily play they * word always in the same order, so we need to implement a "synchronization": * - when a human player wants to play a word, he plays it, and its score * and rack are updated. He cannot change his word afterwards. * - if there is still a human player who has not played for the current * turn, we wait for him * - if all the human players have played, it's the turn of the AI players * (currently handled in a loop, but we could imagine that they are running * in their own thread). * - once all the players have played, we can really end the turn: * the best word is played on the board, the history of the game is * updated, and the new rack is chosen. * * AI players play after human ones, because with the current implementation * of the interfaces it is too easy for a player to see the rack of other * players, and in particular a human player could take advantage of that to * have more clues about the best word. * TODO: better isolation of the players... */ class Duplicate: public Game { DEFINE_LOGGER(); friend class GameFactory; friend class MarkPlayedCmd; friend class MasterMoveCmd; public: /************************* * Game handling *************************/ /** * In Duplicate mode, the start() method starts a new turn, and is * automatically called when the previous turn is finished. * * Pre-requisite: all the players must have the same rack when this * method is called */ virtual void start(); virtual bool isFinished() const; /** * See description of Game::play() for the possible return values. * Note that if the "duplicate-reject-invalid" setting is set to false * the method always returns 0 (the player will have 0 for this turn) */ virtual int play(const wstring &iCoord, const wstring &iWord); /** * Set the current player, given its ID. * The given player ID must correspond to a human player, who did not * play yet for this turn. * @param p: ID of the player * @exception GameException: Thrown if the player is not human or if * he has already played */ void setPlayer(unsigned int p); /** * Set the master move. * Two move types are possible: VALID_ROUND and NO_MOVE. * Setting a master move to NO_MOVE means reseting it. */ void setMasterMove(const Move &iMove); const Move &getMasterMove() const { return m_masterMove; } /// Return true if the player has played for the current turn virtual bool hasPlayed(unsigned int iPlayerId) const; protected: // Protected constructor to force using the GameFactory class Duplicate(const GameParams &iParams, const Game *iMasterGame); /// Record a player move void recordPlayerMove(Player &ioPlayer, const Move &iMove); /** * This function does not terminate the turn itself, but performs some * checks to know whether or not it should be terminated (with a call to * endTurn()). * * For the turn to be terminated, all the players must have played. * Since the AI players play after the human players, we check whether * one of the human players has not played yet: * - if so, we have nothing to do (we are waiting for him/her) * - if not (all human players have played), the AI players can play, * and we finish the turn. */ void tryEndTurn(); /// Finish the game void endGame(); /** * Return the first player event of the given type (for the given player) * in the commands history for the current turn. * If none is found, return 0. */ const PlayerEventCmd * getPlayerEvent(unsigned iPlayerId, int iEventType) const; /** * Automatically set the solo for the current turn. * First, all the existing solos (there could be several, in arbitration * mode with a crazy arbitrator...) are removed. Then, a solo is given to * the player deserving it, if any. * Note that the minimum number of players specified in the preferences * must be reached for the solo to be applicable. */ void setSoloAuto(unsigned int minNbPlayers, int iSoloValue); private: // Used by friend classes void innerSetMasterMove(const Move &iMove); bool isArbitrationGame() const; private: /// Make the AI player whose ID is p play its turn void playAI(unsigned int p); /** * Find the player who scored the most (with a valid move) at this turn. * If several players have the same score, one is returned arbitrarily. * If nobody played a valid move, the method returns a null pointer. */ Player * findBestPlayer() const; /** * This function really changes the turn, i.e. the best word is played, * the game history is updated, a "solo" bonus is given if needed, and * all racks are made equal to the one of the player who played the * best move. * We suppose here that all the players have finished to play for this * turn (this should have been checked by tryEndturn()) */ void endTurn(); /** * Master move, i.e. the move that will be played on the board * at this turn (even if no player actually played it). * This is particularly useful for arbitration mode, but could also * be used in normal Duplicate games. */ Move m_masterMove; }; #endif /* _DUPLICATE_H_ */