/***************************************************************************** * Eliot * Copyright (C) 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 TOPPING_H_ #define TOPPING_H_ #include #include "game.h" #include "move.h" #include "logging.h" class Player; using std::string; using std::wstring; /** * This class handles the logic specific to a topping game. * In this mode, the player plays against time, to find the top move * (or one of them if there are several moves with the same score) * This mode is mostly interesting for (good) duplicate players. */ class Topping: public Game { DEFINE_LOGGER(); friend class GameFactory; public: /************************* * Game handling *************************/ virtual void start(); virtual bool isFinished() const; /// See description of Game::play() virtual int play(const wstring &iCoord, const wstring &iWord); /** * Override the default behaviour of addPlayer(), because in topping * mode we only want a human player */ virtual void addPlayer(Player *iPlayer); /** * Word played by the player, with the corresponding elapsed time, in seconds */ void tryWord(const wstring &iWord, const wstring &iCoord, int iElapsed); /** * Return all the moves tried by the player (including the invalid ones). * The moves are returned in chronological order. */ vector getTriedMoves() const; /** * Return the best possible move (or one of them, if there are several ones). */ Move getTopMove() const; private: /// Private constructor and destructor to force using the GameFactory class Topping(const GameParams &iParams, const Game *iMasterGame); /// Record a player move void recordPlayerMove(const Move &iMove, Player &ioPlayer); void endTurn(); /// Finish the game void endGame(); /** * Return the score of the top move. */ int getTopScore() const; }; #endif