/***************************************************************************** * Eliot * Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière * Authors: Antoine Fraboulet * 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 "config.h" #if ENABLE_NLS # include # define _(String) gettext(String) #else # define _(String) String #endif #include "training.h" #include "dic.h" #include "tile.h" #include "settings.h" #include "rack.h" #include "round.h" #include "move.h" #include "pldrack.h" #include "player.h" #include "cmd/player_move_cmd.h" #include "cmd/player_rack_cmd.h" #include "cmd/game_move_cmd.h" #include "cmd/game_rack_cmd.h" #include "encoding.h" #include "debug.h" INIT_LOGGER(game, Training); Training::Training(const GameParams &iParams, const Game *iMasterGame) : Game(iParams, iMasterGame), m_results(1000) { } void Training::setRackRandom(bool iCheck, set_rack_mode mode) { m_results.clear(); const PlayedRack &newRack = helperSetRackRandom(getHistory().getCurrentRack(), iCheck, mode); Command *pCmd1 = new GameRackCmd(*this, newRack); pCmd1->setHumanIndependent(false); accessNavigation().addAndExecute(pCmd1); Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack); pCmd2->setHumanIndependent(false); accessNavigation().addAndExecute(pCmd2); } void Training::setRackManual(bool iCheck, const wstring &iLetters) { ASSERT(!hasMasterGame(), "Changing the rack is not allowed when there is a master game"); // Letters can be lowercase or uppercase as they are // coming from user input. We do not consider a lowercase // letter to be a joker which has been assigned to a letter. // As a result, we simply make all the letters uppercase wstring upperLetters = toUpper(iLetters); const PlayedRack &newRack = helperSetRackManual(iCheck, upperLetters); Command *pCmd1 = new GameRackCmd(*this, newRack); pCmd1->setHumanIndependent(false); accessNavigation().addAndExecute(pCmd1); Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack); pCmd2->setHumanIndependent(false); accessNavigation().addAndExecute(pCmd2); // Clear the results if everything went well m_results.clear(); } int Training::play(const wstring &iCoord, const wstring &iWord) { m_board.removeTestRound(); // Perform all the validity checks, and fill a move Move move; int res = checkPlayedWord(iCoord, iWord, move); if (res != 0) return res; recordPlayerMove(move, *m_players[m_currPlayer]); // Next turn endTurn(); return 0; } void Training::recordPlayerMove(const Move &iMove, Player &ioPlayer) { LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString())); // Update the rack and the score of the current player // PlayerMoveCmd::execute() must be called before Game::helperPlayMove() // (called in this class in endTurn()). // See the big comment in game.cpp, line 96 Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove); accessNavigation().addAndExecute(pCmd); } void Training::start() { // Nothing to do } bool Training::isFinished() const { // The game is finished when there is no more tile // (in the bag or in the racks) return getBag().getNbTiles() == 0; } void Training::endTurn() { m_results.clear(); // Play the word on the board Move move; if (hasMasterGame()) move = getMoveFromMasterGame(); else move = m_players[m_currPlayer]->getLastMove(); Command *pCmd = new GameMoveCmd(*this, move); accessNavigation().addAndExecute(pCmd); accessNavigation().newTurn(); } void Training::search() { // Search for the current player const Rack &rack = getHistory().getCurrentRack().getRack(); int limit = Settings::Instance().getInt("training.search-limit"); m_results.setLimit(limit); m_results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound()); } int Training::playResult(unsigned int n) { if (n >= m_results.size()) return 2; Move move(m_results.get(n)); // Update the rack and the score of the current player recordPlayerMove(move, *m_players[m_currPlayer]); // Next turn endTurn(); return 0; } void Training::addPlayer(Player *iPlayer) { ASSERT(getNPlayers() == 0, "Only one player can be added in Training mode"); // Force the name of the player iPlayer->setName(wfl(_("Training"))); Game::addPlayer(iPlayer); }