/******************************************************************* * Eliot * Copyright (C) 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 "navigation.h" #include "turn_cmd.h" #include "command.h" #include "game_exception.h" #include "debug.h" #include "encoding.h" INIT_LOGGER(game, Navigation); Navigation::Navigation() : m_currTurn(0) { // Start with an empty turn m_turnCommands.push_back(new TurnCmd); } Navigation::~Navigation() { BOOST_FOREACH(TurnCmd *c, m_turnCommands) { delete c; } } void Navigation::newTurn() { LOG_INFO("New turn"); lastTurn(); m_turnCommands.push_back(new TurnCmd); ++m_currTurn; } void Navigation::addAndExecute(Command *iCmd) { if (!isLastTurn()) throw GameException("Cannot add a command to an old turn"); m_turnCommands[m_currTurn]->addAndExecute(iCmd); } unsigned int Navigation::getCurrTurn() const { return m_currTurn; } unsigned int Navigation::getNbTurns() const { return m_turnCommands.size(); } bool Navigation::isFirstTurn() const { return m_currTurn == 0 && m_turnCommands[m_currTurn]->isPartiallyExecuted() && (m_turnCommands.size() == 1 || !m_turnCommands[m_currTurn]->isFullyExecuted()); } bool Navigation::isLastTurn() const { return m_currTurn == m_turnCommands.size() - 1 && m_turnCommands[m_currTurn]->isFullyExecuted(); } void Navigation::prevTurn() { if (isFirstTurn()) return; LOG_DEBUG("Navigating to the previous turn"); TurnCmd *turn = m_turnCommands[m_currTurn]; if (turn->isFullyExecuted() && turn->hasNonAutoExecCmd()) { ASSERT(isLastTurn(), "Unexpected turn state"); turn->partialUndo(); return; } ASSERT(m_currTurn > 0, "Trying to go before the first turn"); ASSERT(turn->isPartiallyExecuted(), "Unexpected turn state"); turn->undo(); --m_currTurn; m_turnCommands[m_currTurn]->partialUndo(); } void Navigation::nextTurn() { if (isLastTurn()) return; LOG_DEBUG("Navigating to the next turn"); TurnCmd *turn = m_turnCommands[m_currTurn]; ASSERT(turn->isPartiallyExecuted(), "Unexpected turn state"); if (m_currTurn + 1 < m_turnCommands.size()) { // Finish executing the current turn (if needed) turn->execute(); ++m_currTurn; m_turnCommands[m_currTurn]->partialExecute(); } else { ASSERT(!turn->isFullyExecuted(), "Unexpected turn state"); turn->execute(); } } void Navigation::firstTurn() { LOG_DEBUG("Navigating to the first turn"); while (!isFirstTurn()) { prevTurn(); } } void Navigation::lastTurn() { LOG_DEBUG("Navigating to the last turn"); while (!isLastTurn()) { nextTurn(); } } void Navigation::clearFuture() { LOG_INFO("Erasing all the future turns"); // Replay the auto-execution turns (i.e. turns where only the AI was involved). // This is needed for a correct handling of free games while (!isLastTurn() && m_turnCommands[m_currTurn]->isHumanIndependent()) { LOG_DEBUG("Replaying a human independent turn"); nextTurn(); } // When there is no future, don't do anything if (isLastTurn()) return; // Destroy future turns while (m_turnCommands.size() > m_currTurn + 1) { delete m_turnCommands.back(); m_turnCommands.pop_back(); } TurnCmd *turn = m_turnCommands[m_currTurn]; // Destroy non executed commands for the current turn ASSERT(turn->isPartiallyExecuted(), "Invalid state"); turn->dropNonExecutedCommands(); // Sanity checks ASSERT(isLastTurn(), "After removing the next turns, we should be at the last turn"); ASSERT(turn->isFullyExecuted(), "Invalid final state"); } const vector & Navigation::getTurns() const { return m_turnCommands; } const TurnCmd & Navigation::getCurrentTurn() const { return *m_turnCommands[m_currTurn]; } void Navigation::print() const { LOG_DEBUG("=== Commands history ==="); LOG_DEBUG("Current position at turn " << m_currTurn); int index = 0; BOOST_FOREACH(const TurnCmd *c, m_turnCommands) { LOG_DEBUG(index << " " << lfw(c->toString())); ++index; } }