/***************************************************************************** * Eliot * Copyright (C) 2005-2009 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 #include "config.h" #if ENABLE_NLS # include # define _(String) gettext(String) #else # define _(String) String #endif #include "duplicate.h" #include "game_exception.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 "player_move_cmd.h" #include "player_rack_cmd.h" #include "game_move_cmd.h" #include "game_rack_cmd.h" #include "mark_played_cmd.h" #include "master_move_cmd.h" #include "ai_player.h" #include "navigation.h" #include "turn_cmd.h" #include "settings.h" #include "encoding.h" #include "debug.h" INIT_LOGGER(game, Duplicate); Duplicate::Duplicate(const GameParams &iParams) : Game(iParams) { } int Duplicate::play(const wstring &iCoord, const wstring &iWord) { ASSERT(!hasPlayed(m_currPlayer), "Human player has already played"); // 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("duplicate.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 Player &currPlayer = *m_players[m_currPlayer]; if (res == 0) { // Everything is OK, we can play the word recordPlayerMove(Move(round), currPlayer, true); } else { // Convert the invalid word for display const wdstring &dispWord = getDic().convertToDisplay(iWord); // Record the invalid move of the player recordPlayerMove(Move(dispWord, iCoord), currPlayer, true); } // Little hack to handle duplicate games with only AI players. // This will have no effect when there is at least one human player tryEndTurn(); return 0; } void Duplicate::playAI(unsigned int p) { ASSERT(p < getNPlayers(), "Wrong player number"); ASSERT(!hasPlayed(p), "AI player has already played"); AIPlayer *player = dynamic_cast(m_players[p]); ASSERT(player != NULL, "AI requested for a human player"); player->compute(getDic(), getBoard(), getHistory().beforeFirstRound()); const Move &move = player->getMove(); if (move.getType() == Move::CHANGE_LETTERS || move.getType() == Move::PASS) { // The AI player must be buggy... ASSERT(false, "AI tried to cheat!"); } recordPlayerMove(move, *player, false); } void Duplicate::start() { ASSERT(getNPlayers(), "Cannot start a game without any player"); // Arbitrary player, since they should all have the same rack m_currPlayer = 0; // Complete the racks try { const PlayedRack &newRack = helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW); // Set the game rack Command *pCmd = new GameRackCmd(*this, newRack); accessNavigation().addAndExecute(pCmd); LOG_INFO("Setting players rack to '" + lfw(newRack.toString()) + "'"); // All the players have the same rack BOOST_FOREACH(Player *player, m_players) { Command *pCmd = new PlayerRackCmd(*player, newRack); accessNavigation().addAndExecute(pCmd); // Nobody has played yet in this round Command *pCmd2 = new MarkPlayedCmd(*this, player->getId(), false); accessNavigation().addAndExecute(pCmd2); } // Reset the master move setMasterMove(Move()); } catch (EndGameException &e) { endGame(); return; } // Little hack to handle duplicate games with only AI players. // This will have no effect when there is at least one human player tryEndTurn(); } bool Duplicate::isFinished() const { return m_finished; } void Duplicate::tryEndTurn() { for (unsigned int i = 0; i < getNPlayers(); i++) { if (m_players[i]->isHuman() && !m_hasPlayed[i]) { // A human player has not played... m_currPlayer = i; // So we don't finish the turn return; } } // Now that all the human players have played, // make AI players play their turn // Some may have already played, in arbitration mode, if the future turns // were removed (because of the isHumanIndependent() behaviour) for (unsigned int i = 0; i < getNPlayers(); i++) { if (!m_players[i]->isHuman() && !m_hasPlayed[i]) { playAI(i); } } // Next turn endTurn(); } void Duplicate::recordPlayerMove(const Move &iMove, Player &ioPlayer, bool isForHuman) { LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString())); bool isArbitration = getParams().getMode() == GameParams::kARBITRATION; Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitration); pCmd->setHumanIndependent(!isForHuman); accessNavigation().addAndExecute(pCmd); Command *pCmd2 = new MarkPlayedCmd(*this, ioPlayer.getId(), true); pCmd2->setHumanIndependent(!isForHuman); accessNavigation().addAndExecute(pCmd2); } struct MatchingPlayer : public unary_function { MatchingPlayer(unsigned iPlayerId) : m_playerId(iPlayerId) {} bool operator()(const PlayerMoveCmd *cmd) { return cmd->getPlayer().getId() == m_playerId; } const unsigned m_playerId; }; void Duplicate::undoPlayerMove(Player &ioPlayer) { ASSERT(hasPlayed(ioPlayer.getId()), "The player has no assigned move yet!"); // There must be no NAEC in the current (i.e. last) turn. // If there was, it might not be such a big deal, though. ASSERT(!getNavigation().getTurns().back()->hasNonAutoExecCmd(), "Cannot undo a player move when there are some NAEC commands"); // Find the PlayerMoveCmd we want to undo MatchingPlayer predicate(ioPlayer.getId()); const PlayerMoveCmd *cmd = getNavigation().getCurrentTurn().findMatchingCmd(predicate); ASSERT(cmd != 0, "No matching PlayerMoveCmd found"); // Undo the player move Command *copyCmd = new PlayerMoveCmd(*cmd); accessNavigation().addAndExecute(new UndoCmd(copyCmd)); // OK, now flag the player as "not played". We can do it more directly... Command *pCmd = new MarkPlayedCmd(*this, ioPlayer.getId(), false); accessNavigation().addAndExecute(pCmd); } Player * Duplicate::findBestPlayer() const { Player *bestPlayer = NULL; int bestScore = -1; BOOST_FOREACH(Player *player, m_players) { const Move &move = player->getLastMove(); if (move.getType() == Move::VALID_ROUND && move.getScore() > bestScore) { bestScore = move.getScore(); bestPlayer = player; } } return bestPlayer; } void Duplicate::endTurn() { static const unsigned int REF_PLAYER_ID = 0; // Define the master move if it is not already defined if (m_masterMove.getType() != Move::VALID_ROUND) { // The chosen implementation is to find the best move among the players' moves. // It is more user-friendly than forcing the best move when nobody found it. // If you want the best move instead, simply add an AI player to the game! // Find the player with the best score const Player *bestPlayer = findBestPlayer(); if (bestPlayer != NULL) { setMasterMove(bestPlayer->getLastMove()); } else { // If nobody played a valid round, we are forced to play a valid move. // So let's take the best one... BestResults results; // Take the first player's rack const Rack &rack = m_players[REF_PLAYER_ID]->getLastRack().getRack(); results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound()); if (results.size() == 0) { // This would be very bad luck that no move is possible... // It's probably not even possible, but let's be safe. throw EndGameException(_("No possible move")); } setMasterMove(Move(results.get(0))); } } // Handle solo bonus // First check whether there are enough players in the game for the // bonus to apply unsigned int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players"); // Find the player with the best score Player *bestPlayer = findBestPlayer(); if (getNPlayers() >= minNbPlayers && bestPlayer != NULL) { int bestScore = bestPlayer->getLastMove().getScore(); // Find whether other players than imax have the same score bool otherWithSameScore = false; BOOST_FOREACH(const Player *player, m_players) { if (player != bestPlayer && player->getLastMove().getScore() >= bestScore && player->getLastMove().getType() == Move::VALID_ROUND) { otherWithSameScore = true; break; } } if (!otherWithSameScore) { // Give the bonus to the player of the best move int bonus = Settings::Instance().getInt("duplicate.solo-value"); bestPlayer->addPoints(bonus); // TODO: keep a trace of the solo, so the interface // can be aware of it... } } // Play the master word on the board // We assign it to player 0 arbitrarily (this is only used // to retrieve the rack, which is the same for all players...) Command *pCmd = new GameMoveCmd(*this, m_masterMove, REF_PLAYER_ID); accessNavigation().addAndExecute(pCmd); // Change the turn after doing all the game changes. // The navigation system expects auto-executable commands (like setting // the players racks) at the beginning of the turn, to work properly. accessNavigation().newTurn(); // Leave the same reliquate to all players // This is required by the start() method which will be called to // start the next turn const PlayedRack& pld = getHistory().getCurrentRack(); BOOST_FOREACH(Player *player, m_players) { Command *pCmd = new PlayerRackCmd(*player, pld); accessNavigation().addAndExecute(pCmd); } // Start next turn... start(); } void Duplicate::endGame() { LOG_INFO("End of the game"); m_finished = true; } void Duplicate::setPlayer(unsigned int p) { ASSERT(p < getNPlayers(), "Wrong player number"); // Forbid switching to an AI player if (!m_players[p]->isHuman()) throw GameException(_("Cannot switch to a non-human player")); // Forbid switching back to a player who has already played if (hasPlayed(p)) throw GameException(_("Cannot switch to a player who has already played")); m_currPlayer = p; } bool Duplicate::hasPlayed(unsigned int p) const { ASSERT(p < getNPlayers(), "Wrong player number"); map::const_iterator it = m_hasPlayed.find(p); return it != m_hasPlayed.end() && it->second; } void Duplicate::setPlayedFlag(unsigned int iPlayerId, bool iNewFlag) { ASSERT(iPlayerId < getNPlayers(), "Wrong player number"); m_hasPlayed[iPlayerId] = iNewFlag; } void Duplicate::innerSetMasterMove(const Move &iMove) { m_masterMove = iMove; } void Duplicate::setMasterMove(const Move &iMove) { ASSERT(iMove.getType() == Move::VALID_ROUND || iMove.getType() == Move::NO_MOVE, "Invalid move type"); // If this method is called several times for the same turn, it will // result in many MasterMoveCmd commands in the command stack. // This shouldn't be a problem though. LOG_DEBUG("Setting master move: " + lfw(iMove.toString())); Command *pCmd = new MasterMoveCmd(*this, iMove); accessNavigation().addAndExecute(pCmd); }