mirror of
git://git.savannah.nongnu.org/eliot.git
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188 lines
5.3 KiB
C++
188 lines
5.3 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* Olivier Teulière <ipkiss @@ gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "config.h"
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#if ENABLE_NLS
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# include <libintl.h>
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# define _(String) gettext(String)
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#else
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# define _(String) String
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#endif
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#include "training.h"
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#include "dic.h"
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#include "tile.h"
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#include "settings.h"
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#include "rack.h"
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#include "round.h"
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#include "move.h"
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#include "pldrack.h"
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#include "player.h"
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#include "cmd/player_move_cmd.h"
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#include "cmd/player_rack_cmd.h"
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#include "cmd/game_move_cmd.h"
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#include "cmd/game_rack_cmd.h"
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#include "encoding.h"
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#include "debug.h"
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INIT_LOGGER(game, Training);
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Training::Training(const GameParams &iParams, const Game *iMasterGame)
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: Game(iParams, iMasterGame), m_results(1000)
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{
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}
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void Training::setRackRandom(bool iCheck, set_rack_mode mode)
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{
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m_results.clear();
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const PlayedRack &newRack =
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helperSetRackRandom(getHistory().getCurrentRack(), iCheck, mode);
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Command *pCmd1 = new GameRackCmd(*this, newRack);
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pCmd1->setHumanIndependent(false);
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accessNavigation().addAndExecute(pCmd1);
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Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
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pCmd2->setHumanIndependent(false);
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accessNavigation().addAndExecute(pCmd2);
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}
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void Training::setRackManual(bool iCheck, const wstring &iLetters)
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{
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ASSERT(!hasMasterGame(),
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"Changing the rack is not allowed when there is a master game");
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// Letters can be lowercase or uppercase as they are
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// coming from user input. We do not consider a lowercase
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// letter to be a joker which has been assigned to a letter.
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// As a result, we simply make all the letters uppercase
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wstring upperLetters = toUpper(iLetters);
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const PlayedRack &newRack = helperSetRackManual(iCheck, upperLetters);
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Command *pCmd1 = new GameRackCmd(*this, newRack);
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pCmd1->setHumanIndependent(false);
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accessNavigation().addAndExecute(pCmd1);
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Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
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pCmd2->setHumanIndependent(false);
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accessNavigation().addAndExecute(pCmd2);
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// Clear the results if everything went well
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m_results.clear();
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}
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int Training::play(const wstring &iCoord, const wstring &iWord)
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{
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m_board.removeTestRound();
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// Perform all the validity checks, and fill a move
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Move move;
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int res = checkPlayedWord(iCoord, iWord, move);
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if (res != 0)
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return res;
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recordPlayerMove(move, *m_players[m_currPlayer]);
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// Next turn
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endTurn();
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return 0;
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}
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void Training::recordPlayerMove(const Move &iMove, Player &ioPlayer)
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{
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LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
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// Update the rack and the score of the current player
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// PlayerMoveCmd::execute() must be called before Game::helperPlayMove()
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// (called in this class in endTurn()).
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// See the big comment in game.cpp, line 96
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
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accessNavigation().addAndExecute(pCmd);
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}
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void Training::start()
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{
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// Nothing to do
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}
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bool Training::isFinished() const
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{
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// The game is finished when there is no more tile
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// (in the bag or in the racks)
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return getBag().getNbTiles() == 0;
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}
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void Training::endTurn()
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{
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m_results.clear();
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// Play the word on the board
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Move move;
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if (hasMasterGame())
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move = getMoveFromMasterGame();
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else
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move = m_players[m_currPlayer]->getLastMove();
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Command *pCmd = new GameMoveCmd(*this, move);
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accessNavigation().addAndExecute(pCmd);
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accessNavigation().newTurn();
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}
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void Training::search()
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{
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// Search for the current player
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const Rack &rack = getHistory().getCurrentRack().getRack();
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int limit = Settings::Instance().getInt("training.search-limit");
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m_results.setLimit(limit);
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m_results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
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}
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int Training::playResult(unsigned int n)
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{
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if (n >= m_results.size())
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return 2;
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Move move(m_results.get(n));
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// Update the rack and the score of the current player
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recordPlayerMove(move, *m_players[m_currPlayer]);
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// Next turn
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endTurn();
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return 0;
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}
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void Training::addPlayer(Player *iPlayer)
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{
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ASSERT(getNPlayers() == 0,
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"Only one player can be added in Training mode");
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// Force the name of the player
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iPlayer->setName(wfl(_("Training")));
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Game::addPlayer(iPlayer);
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}
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