/***************************************************************************** * Eliot * Copyright (C) 2005-2007 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 "freegame.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 "ai_player.h" #include "settings.h" #include "turn.h" #include "debug.h" FreeGame::FreeGame(const Dictionary &iDic) : Game(iDic) { } int FreeGame::play(const wstring &iCoord, const wstring &iWord) { // 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("freegame-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) { Move move(round); // Update the rack and the score of the current player m_players[m_currPlayer]->endTurn(move, m_history.getSize()); // Everything is OK, we can play the word helperPlayMove(m_currPlayer, move); } else { Move move(iWord, iCoord); // Record the invalid move of the player m_players[m_currPlayer]->endTurn(move, m_history.getSize()); // Update the game helperPlayMove(m_currPlayer, move); } // Next turn endTurn(); return 0; } void FreeGame::playAI(unsigned int p) { ASSERT(p < getNPlayers(), "Wrong player number"); ASSERT(!m_players[p]->isHuman(), "AI requested for a human player"); AIPlayer *player = static_cast(m_players[p]); player->compute(m_dic, m_board, m_history.beforeFirstRound()); const Move move = player->getMove(); if (move.getType() == Move::CHANGE_LETTERS || move.getType() == Move::PASS) { ASSERT(checkPass(move.getChangedLetters(), p) == 0, "AI tried to cheat!"); } // Update the rack and the score of the current player player->endTurn(move, m_history.getSize()); helperPlayMove(p, move); endTurn(); } int FreeGame::start() { ASSERT(getNPlayers(), "Cannot start a game without any player"); // Set the initial racks of the players for (unsigned int i = 0; i < getNPlayers(); i++) { helperSetRackRandom(i, false, RACK_NEW); } m_currPlayer = 0; // If the first player is an AI, make it play now if (!m_players[m_currPlayer]->isHuman()) { playAI(m_currPlayer); } return 0; } int FreeGame::endTurn() { // Complete the rack for the player that just played const Move &move = m_history.getPreviousTurn().getMove(); if (move.getType() == Move::VALID_ROUND || move.getType() == Move::CHANGE_LETTERS) { if (helperSetRackRandom(m_currPlayer, false, RACK_NEW) == 1) { // End of the game endGame(); return 1; } } // Next player nextPlayer(); // If this player is an AI, make it play now if (!m_players[m_currPlayer]->isHuman()) { playAI(m_currPlayer); } return 0; } // Adjust the scores of the players with the points of the remaining tiles void FreeGame::endGame() { vector tiles; // TODO: According to the rules of the game in the ODS, a game can end in 3 // cases: // 1) no more letter in the bag, and one player has no letter in his rack // 2) the game is "blocked", no one can play // 3) the players have used all the time they had (for example: 30 min // in total, for each player) // We currently handle case 1, and cannot handle case 3 until timers are // implemented. // For case 2, we need both to detect a blocked situation (not easy...) and // to handle it in the endGame() method (very easy). /* Add the points of the remaining tiles to the score of the current * player (i.e. the first player with an empty rack), and remove them * from the score of the players who still have tiles */ for (unsigned int i = 0; i < getNPlayers(); i++) { if (i != m_currPlayer) { const PlayedRack &pld = m_players[i]->getCurrentRack(); pld.getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { m_players[i]->addPoints(- tiles[j].getPoints()); m_players[m_currPlayer]->addPoints(tiles[j].getPoints()); } } } // Lock game m_finished = true; } int FreeGame::checkPass(const wstring &iToChange, unsigned int p) const { ASSERT(p < getNPlayers(), "Wrong player number"); // Check that the game is not finished if (m_finished) return 3; // Check that the letters are valid for the current dictionary if (!m_dic.validateLetters(iToChange)) return 4; // It is forbidden to change letters when the bag does not contain at // least 7 letters (this is explicitly stated in the ODS). But it is // still allowed to pass Bag bag(m_dic); realBag(bag); if (bag.getNbTiles() < 7 && !iToChange.empty()) { return 1; } // Check that the letters are all present in the player's rack Player *player = m_players[p]; PlayedRack pld = player->getCurrentRack(); Rack rack; pld.getRack(rack); for (unsigned int i = 0; i < iToChange.size(); i++) { // Remove the letter from the rack if (!rack.in(Tile(iToChange[i]))) { return 2; } rack.remove(Tile(iToChange[i])); } // According to the rules in the ODS, it is allowed to pass its turn (no // need to change letters for that). // TODO: However, if all the players pass their turn, the first one has to // play, or change at least one letter. To implement this behaviour, we // must also take care of blocked positions, where no one _can_ play (see // also comment in the endGame() method). return 0; } int FreeGame::pass(const wstring &iToChange) { int res = checkPass(iToChange, m_currPlayer); if (res != 0) return res; Move move(iToChange); // End the player's turn m_players[m_currPlayer]->endTurn(move, m_history.getSize()); // Update the game helperPlayMove(m_currPlayer, move); // Next game turn endTurn(); return 0; } /// Local Variables: /// mode: c++ /// mode: hs-minor /// c-basic-offset: 4 /// indent-tabs-mode: nil /// End: