/***************************************************************************** * Copyright (C) 1999-2005 Eliot * Authors: Antoine Fraboulet * Olivier Teuliere * * $Id: training.cpp,v 1.1 2005/02/05 11:14:56 ipkiss Exp $ * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #include "dic.h" #include "tile.h" #include "rack.h" #include "round.h" #include "pldrack.h" #include "results.h" #include "player.h" #include "training.h" #include "debug.h" /********************************************************* *********************************************************/ Training::Training(const Dictionary &iDic): Game(iDic) { } Training::~Training() { } int Training::search() { // Search for the current player return m_players[m_currPlayer]->aiSearch(*m_dic, m_board, getNRounds()); } int Training::play(const string &iCoord, const string &iWord) { /* Perform all the validity checks, and fill a round */ Round round; int res = checkPlayedWord(iCoord, iWord, round); if (res != 0) { return res; } /* Update the rack and the score of the current player */ m_players[m_currPlayer]->addPoints(round.getPoints()); m_players[m_currPlayer]->endTurn(round, getNRounds()); /* Everything is OK, we can play the word */ helperPlayRound(round); /* Next turn */ // XXX: Should it be done by the interface instead? endTurn(); return 0; } int Training::playResult(int n) { Player *player = m_players[m_currPlayer]; const Results &results = player->aiGetResults(); if (n >= results.in()) return 2; const Round &round = results.get(n); /* Update the rack and the score of the current player */ player->addPoints(round.getPoints()); player->endTurn(round, getNRounds()); int res = helperPlayRound(round); if (res == 0) player->clearResults(); /* Next turn */ // XXX: Should it be done by the interface instead? endTurn(); return res; } int Training::setRackRandom(int p, bool iCheck, set_rack_mode mode) { int res; m_players[p]->clearResults(); do { res = helperSetRackRandom(p, iCheck, mode); } while (res == 2); return res; } int Training::setRackManual(bool iCheck, const string &iLetters) { int res; int p = m_currPlayer; m_players[p]->clearResults(); do { res = helperSetRackManual(p, iCheck, iLetters); } while (res == 2); return res; } int Training::start() { if (getNPlayers() != 0) return 1; /* Training mode implicitly uses 1 human player */ addHumanPlayer(); m_currPlayer = 0; return 0; } int Training::endTurn() { // Nothing to do? return 0; }