/***************************************************************************** * Eliot * Copyright (C) 2005-2012 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 *****************************************************************************/ #include #include #include #include "freegame.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 "cmd/player_event_cmd.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 "ai_player.h" #include "settings.h" #include "turn_data.h" #include "encoding.h" #include "debug.h" INIT_LOGGER(game, FreeGame); FreeGame::FreeGame(const GameParams &iParams, const Game *iMasterGame) : Game(iParams, iMasterGame), m_finished(false) { } int FreeGame::play(const wstring &iCoord, const wstring &iWord) { // Perform all the validity checks, and try to fill a round Move move; int res = checkPlayedWord(iCoord, iWord, move); 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 // "move" variable, or it is invalid but played nevertheless recordPlayerMove(move, *m_players[m_currPlayer]); // 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(getDic(), getBoard(), getHistory().beforeFirstRound()); const Move &move = player->getMove(); if (move.isChangeLetters() || move.isPass()) { ASSERT(checkPass(*player, move.getChangedLetters()) == 0, "AI tried to cheat!"); } // Update the rack and the score of the current player recordPlayerMove(move, *player); endTurn(); } void FreeGame::recordPlayerMove(const Move &iMove, Player &ioPlayer) { LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString())); Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove); accessNavigation().addAndExecute(pCmd); } void FreeGame::start() { ASSERT(getNPlayers(), "Cannot start a game without any player"); // Set the initial racks of the players BOOST_FOREACH(Player *player, m_players) { const PlayedRack &newRack = helperSetRackRandom(player->getCurrentRack(), false, RACK_NEW); Command *pCmd = new PlayerRackCmd(*player, newRack); accessNavigation().addAndExecute(pCmd); } // Set the game rack to the rack of the current player Command *pCmd = new GameRackCmd(*this, getPlayer(0).getCurrentRack()); accessNavigation().addAndExecute(pCmd); // If the first player is an AI, make it play now if (!m_players[m_currPlayer]->isHuman()) { playAI(m_currPlayer); } } bool FreeGame::isFinished() const { // FIXME: the flag is never reset to false! return m_finished; } int FreeGame::endTurn() { // Give a "no move" pseudo-move to all the players // who didn't play at this turn for (unsigned int i = 0; i < getNPlayers(); ++i) { if (i == m_currPlayer) continue; Command *pCmd = new PlayerMoveCmd(*m_players[i], Move()); // The pseudo-moves should be completely transparent pCmd->setHumanIndependent(true); accessNavigation().addAndExecute(pCmd); } const Move &move = getCurrentPlayer().getLastMove(); // Update the game Command *pCmd = new GameMoveCmd(*this, move); accessNavigation().addAndExecute(pCmd); // Complete the rack for the player that just played if (move.isValid() || move.isChangeLetters()) { try { const PlayedRack &newRack = helperSetRackRandom(getCurrentPlayer().getCurrentRack(), false, RACK_NEW); Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack); accessNavigation().addAndExecute(pCmd2); } catch (EndGameException &e) { // End of the game endGame(); return 1; } } // Next player nextPlayer(); // Set the game rack to the rack of the current player Command *pCmd3 = new GameRackCmd(*this, getCurrentPlayer().getCurrentRack()); accessNavigation().addAndExecute(pCmd3); accessNavigation().newTurn(); // If this player is an AI, make it play now if (!getCurrentPlayer().isHuman()) { playAI(m_currPlayer); } return 0; } // Adjust the scores of the players with the points of the remaining tiles void FreeGame::endGame() { LOG_INFO("End of the game"); 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 int addedPoints = 0; for (unsigned int i = 0; i < getNPlayers(); i++) { if (i != m_currPlayer) { const PlayedRack &pld = m_players[i]->getCurrentRack(); pld.getAllTiles(tiles); int points = 0; BOOST_FOREACH(const Tile &tile, tiles) { points += tile.getPoints(); } addedPoints += points; // Remove the points from the "losing" player Command *pCmd = new PlayerEventCmd(*m_players[i], PlayerEventCmd::END_GAME, -points); accessNavigation().addAndExecute(pCmd); } } // Add all the points to the current player Command *pCmd = new PlayerEventCmd(*m_players[m_currPlayer], PlayerEventCmd::END_GAME, addedPoints); accessNavigation().addAndExecute(pCmd); // Lock game m_finished = true; } int FreeGame::checkPass(const Player &iPlayer, const wstring &iToChange) const { // Check that the game is not finished if (isFinished()) return 3; // Check that the letters are valid for the current dictionary if (!getDic().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(getDic()); realBag(bag); if (bag.getNbTiles() < 7 && !iToChange.empty()) { return 1; } // Check that the letters are all present in the player's rack const PlayedRack &pld = iPlayer.getCurrentRack(); Rack rack = pld.getRack(); BOOST_FOREACH(wchar_t wch, iToChange) { // Remove the letter from the rack if (!rack.contains(Tile(wch))) { return 2; } rack.remove(Tile(wch)); } // 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) { Player &player = *m_players[m_currPlayer]; int res = checkPass(player, iToChange); if (res != 0) return res; ASSERT(player.isHuman(), "AI tried to pass using the wrong method"); Move move(iToChange); // End the player's turn recordPlayerMove(move, player); // Next game turn endTurn(); return 0; }