/***************************************************************************** * Eliot * Copyright (C) 2005-2009 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 *****************************************************************************/ #include #include #include "config.h" #if ENABLE_NLS # include # define _(String) gettext(String) #else # define _(String) String #endif #include "duplicate.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_move_cmd.h" #include "player_rack_cmd.h" #include "player_event_cmd.h" #include "game_move_cmd.h" #include "game_rack_cmd.h" #include "master_move_cmd.h" #include "ai_player.h" #include "navigation.h" #include "turn_cmd.h" #include "settings.h" #include "encoding.h" #include "debug.h" INIT_LOGGER(game, Duplicate); Duplicate::Duplicate(const GameParams &iParams) : Game(iParams) { } int Duplicate::play(const wstring &iCoord, const wstring &iWord) { Player &currPlayer = *m_players[m_currPlayer]; ASSERT(currPlayer.isHuman(), "Human player expected"); ASSERT(!hasPlayed(m_currPlayer), "Human player has already played"); // 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("duplicate.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) { // Everything is OK, we can play the word recordPlayerMove(currPlayer, Move(round)); } else { // Convert the invalid word for display const wdstring &dispWord = getDic().convertToDisplay(iWord); // Record the invalid move of the player recordPlayerMove(currPlayer, Move(dispWord, iCoord)); } // Little hack to handle duplicate games with only AI players. // This will have no effect when there is at least one human player tryEndTurn(); return 0; } void Duplicate::playAI(unsigned int p) { ASSERT(p < getNPlayers(), "Wrong player number"); ASSERT(!hasPlayed(p), "AI player has already played"); AIPlayer *player = dynamic_cast(m_players[p]); ASSERT(player != NULL, "AI requested for a human player"); player->compute(getDic(), getBoard(), getHistory().beforeFirstRound()); const Move &move = player->getMove(); if (move.getType() == Move::CHANGE_LETTERS || move.getType() == Move::PASS) { // The AI player must be buggy... ASSERT(false, "AI tried to cheat!"); } recordPlayerMove(*player, move); } void Duplicate::start() { ASSERT(getNPlayers(), "Cannot start a game without any player"); // Arbitrary player, since they should all have the same rack m_currPlayer = 0; // Complete the racks try { // Reset the master move setMasterMove(Move()); const PlayedRack &newRack = helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW); setGameAndPlayersRack(newRack); } catch (EndGameException &e) { endGame(); return; } bool isArbitration = getParams().getMode() == GameParams::kARBITRATION; if (!isArbitration) { // Little hack to handle duplicate games with only AI players. // This will have no effect when there is at least one human player tryEndTurn(); } } bool Duplicate::isFinished() const { return m_finished; } void Duplicate::tryEndTurn() { bool isArbitration = getParams().getMode() == GameParams::kARBITRATION; if (!isArbitration) { for (unsigned int i = 0; i < getNPlayers(); i++) { if (m_players[i]->isHuman() && !hasPlayed(i)) { // A human player has not played... m_currPlayer = i; // So we don't finish the turn return; } } } // Now that all the human players have played, // make AI players play their turn // Some may have already played, in arbitration mode, if the future turns // were removed (because of the isHumanIndependent() behaviour) for (unsigned int i = 0; i < getNPlayers(); i++) { if (!m_players[i]->isHuman() && !hasPlayed(i)) { playAI(i); } } // Next turn endTurn(); } struct MatchingPlayer : public unary_function { MatchingPlayer(unsigned iPlayerId) : m_playerId(iPlayerId) {} bool operator()(const PlayerMoveCmd &cmd) { return cmd.getPlayer().getId() == m_playerId; } const unsigned m_playerId; }; void Duplicate::recordPlayerMove(Player &ioPlayer, const Move &iMove) { LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString())); bool isArbitration = getParams().getMode() == GameParams::kARBITRATION; // Search a PlayerMoveCmd for the given player MatchingPlayer predicate(ioPlayer.getId()); const PlayerMoveCmd *cmd = getNavigation().getCurrentTurn().findMatchingCmd(predicate); if (cmd == 0) { Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitration); pCmd->setHumanIndependent(!ioPlayer.isHuman()); accessNavigation().addAndExecute(pCmd); } else { // Replace the player move LOG_DEBUG("Replacing move for player " << ioPlayer.getId()); if (!isArbitration && !getNavigation().isLastTurn()) throw GameException("Cannot add a command to an old turn"); Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitration); pCmd->setHumanIndependent(!ioPlayer.isHuman()); accessNavigation().replaceCommand(*cmd, pCmd); } } Player * Duplicate::findBestPlayer() const { Player *bestPlayer = NULL; int bestScore = -1; BOOST_FOREACH(Player *player, m_players) { const Move &move = player->getLastMove(); if (move.getType() == Move::VALID_ROUND && move.getScore() > bestScore) { bestScore = move.getScore(); bestPlayer = player; } } return bestPlayer; } void Duplicate::endTurn() { static const unsigned int REF_PLAYER_ID = 0; // Define the master move if it is not already defined if (m_masterMove.getType() != Move::VALID_ROUND) { // The chosen implementation is to find the best move among the players' moves. // It is more user-friendly than forcing the best move when nobody found it. // If you want the best move instead, simply add an AI player to the game! // Find the player with the best score const Player *bestPlayer = findBestPlayer(); if (bestPlayer != NULL) { setMasterMove(bestPlayer->getLastMove()); } else { // If nobody played a valid round, we are forced to play a valid move. // So let's take the best one... BestResults results; // Take the first player's rack const Rack &rack = m_players[REF_PLAYER_ID]->getLastRack().getRack(); results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound()); if (results.size() == 0) { // This would be very bad luck that no move is possible... // It's probably not even possible, but let's be safe. throw EndGameException(_("No possible move")); } setMasterMove(Move(results.get(0))); } } // Handle solo bonus // First check whether there are enough players in the game for the // bonus to apply unsigned int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players"); // Find the player with the best score Player *bestPlayer = findBestPlayer(); if (getNPlayers() >= minNbPlayers && bestPlayer != NULL) { int bestScore = bestPlayer->getLastMove().getScore(); // Find whether other players than imax have the same score bool otherWithSameScore = false; BOOST_FOREACH(const Player *player, m_players) { if (player != bestPlayer && player->getLastMove().getScore() >= bestScore && player->getLastMove().getType() == Move::VALID_ROUND) { otherWithSameScore = true; break; } } if (!otherWithSameScore) { // Give the bonus to the player of the best move int bonus = Settings::Instance().getInt("duplicate.solo-value"); Command *pCmd = new PlayerEventCmd(*bestPlayer, PlayerEventCmd::SOLO, bonus); accessNavigation().addAndExecute(pCmd); } } // Play the master word on the board // We assign it to player 0 arbitrarily (this is only used // to retrieve the rack, which is the same for all players...) Command *pCmd = new GameMoveCmd(*this, m_masterMove, REF_PLAYER_ID); accessNavigation().addAndExecute(pCmd); // Change the turn after doing all the game changes. // The navigation system expects auto-executable commands (like setting // the players racks) at the beginning of the turn, to work properly. accessNavigation().newTurn(); // Leave the same reliquate to all players // This is required by the start() method which will be called to // start the next turn const PlayedRack& pld = getHistory().getCurrentRack(); BOOST_FOREACH(Player *player, m_players) { Command *pCmd = new PlayerRackCmd(*player, pld); accessNavigation().addAndExecute(pCmd); } // Start next turn... start(); } void Duplicate::endGame() { LOG_INFO("End of the game"); // No more master move setMasterMove(Move()); m_finished = true; } void Duplicate::setPlayer(unsigned int p) { ASSERT(p < getNPlayers(), "Wrong player number"); // Forbid switching to an AI player if (!m_players[p]->isHuman()) throw GameException(_("Cannot switch to a non-human player")); // Forbid switching back to a player who has already played if (hasPlayed(p)) throw GameException(_("Cannot switch to a player who has already played")); m_currPlayer = p; } bool Duplicate::hasPlayed(unsigned iPlayerId) const { ASSERT(iPlayerId < getNPlayers(), "Wrong player number"); // Search a PlayerMoveCmd for the given player MatchingPlayer predicate(iPlayerId); const PlayerMoveCmd *cmd = getNavigation().getCurrentTurn().findMatchingCmd(predicate); return cmd != 0 && cmd->isExecuted() && cmd->getMove().getType() != Move::NO_MOVE; } void Duplicate::innerSetMasterMove(const Move &iMove) { m_masterMove = iMove; } void Duplicate::setMasterMove(const Move &iMove) { ASSERT(iMove.getType() == Move::VALID_ROUND || iMove.getType() == Move::NO_MOVE, "Invalid move type"); // If this method is called several times for the same turn, it will // result in many MasterMoveCmd commands in the command stack. // This shouldn't be a problem though. LOG_DEBUG("Setting master move: " + lfw(iMove.toString())); Command *pCmd = new MasterMoveCmd(*this, iMove); accessNavigation().addAndExecute(pCmd); } void Duplicate::setGameAndPlayersRack(const PlayedRack &iRack) { // Set the game rack Command *pCmd = new GameRackCmd(*this, iRack); accessNavigation().addAndExecute(pCmd); LOG_INFO("Setting players rack to '" + lfw(iRack.toString()) + "'"); // All the players have the same rack BOOST_FOREACH(Player *player, m_players) { Command *pCmd = new PlayerRackCmd(*player, iRack); accessNavigation().addAndExecute(pCmd); } // Assign a "no move" pseudo-move to all the players. // This avoids the need to distinguish between "has not played yet" // and "has played with no move". // This is also practical to know at which turn the warnings, penalties // and solos should be assigned. BOOST_FOREACH(Player *player, m_players) { Command *pCmd = new PlayerMoveCmd(*player, Move(), true); pCmd->setHumanIndependent(!player->isHuman()); accessNavigation().addAndExecute(pCmd); } }