eliot/game/training.cpp
Olivier Teulière ed2a20a3e3 - Allow setting the coordinates of the played word by clicking on the board
- New PlayWordMediator class, to encapsulate the behaviour of the controls
   used to play a word
 - The Training mode now has input fields to play words directly, without
   choosing them in the search results
2009-02-19 18:25:17 +00:00

200 lines
5.4 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2009 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* Olivier Teulière <ipkiss @@ gmail.com>
*
* 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 <algorithm>
#if ENABLE_NLS
# include <libintl.h>
# 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 "player_move_cmd.h"
#include "player_rack_cmd.h"
#include "game_move_cmd.h"
#include "encoding.h"
#include "debug.h"
Training::Training(const Dictionary &iDic)
: Game(iDic), m_results(1000)
{
// Training mode implicitly uses 1 human player
Game::addPlayer(new HumanPlayer);
m_players[0]->setName(convertToWc(_("Training")));
}
void Training::setRackRandom(bool iCheck, set_rack_mode mode)
{
m_results.clear();
const PlayedRack &newRack =
helperSetRackRandom(getCurrentPlayer().getCurrentRack(), iCheck, mode);
Command *pCmd = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
pCmd->setAutoExecution(false);
accessNavigation().addAndExecute(pCmd);
}
void Training::setRackManual(bool iCheck, const wstring &iLetters)
{
// 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 = iLetters;
std::transform(upperLetters.begin(), upperLetters.end(),
upperLetters.begin(), towupper);
const PlayedRack &newRack = helperSetRackManual(iCheck, upperLetters);
Command *pCmd = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
pCmd->setAutoExecution(false);
accessNavigation().addAndExecute(pCmd);
// Clear the results if everything went well
m_results.clear();
}
int Training::play(const wstring &iCoord, const wstring &iWord)
{
// Perform all the validity checks, and fill a round
Round round;
removeTestPlay();
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0)
{
return res;
}
Move move(round);
recordPlayerMove(move, *m_players[m_currPlayer]);
// Next turn
endTurn();
return 0;
}
void Training::recordPlayerMove(const Move &iMove, Player &ioPlayer)
{
// 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);
pCmd->setAutoExecution(false);
accessNavigation().addAndExecute(pCmd);
}
void Training::start()
{
firstPlayer();
// Dummy new turn, because the navigation prevents undoing the first turn.
// Since in this mode the player can set the rack, we cannot do like in the
// duplicate and free game modes, where we change turn just before a move
// is played...
accessNavigation().newTurn();
}
void Training::endTurn()
{
m_results.clear();
// Play the word on the board
const Move &move = m_players[m_currPlayer]->getLastMove();
Command *pCmd = new GameMoveCmd(*this, move,
getCurrentPlayer().getLastRack(),
m_currPlayer);
accessNavigation().addAndExecute(pCmd);
accessNavigation().newTurn();
}
void Training::search()
{
// Search for the current player
Rack r;
m_players[m_currPlayer]->getCurrentRack().getRack(r);
int limit = Settings::Instance().getInt("training.search-limit");
m_results.setLimit(limit);
m_results.search(getDic(), getBoard(), r, 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)
{
// Override the default behaviour to do nothing
// except releasing memory
delete iPlayer;
}
void Training::testPlay(unsigned int num)
{
ASSERT(num < m_results.size(), "Wrong result number");
m_testRound = m_results.get(num);
m_board.testRound(m_results.get(num));
}
void Training::removeTestPlay()
{
m_board.removeTestRound();
m_testRound = Round();
}
wstring Training::getTestPlayWord() const
{
return m_testRound.getWord();
}