eliot/qt/arbit_assignments.cpp
2013-09-25 22:23:01 +02:00

779 lines
27 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2012 Olivier Teulière
* Authors: 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 <boost/foreach.hpp>
#include <QStandardItemModel>
#include <QSortFilterProxyModel>
#include <QMenu>
#include <QShortcut>
#include "arbit_assignments.h"
#include "qtcommon.h"
#include "custom_popup.h"
#include "prefs_dialog.h"
#include "public_game.h"
#include "player.h"
#include "turn_data.h"
#include "rack.h"
#include "results.h"
#include "settings.h"
#include "debug.h"
using namespace std;
INIT_LOGGER(qt, ArbitAssignments);
ArbitAssignments::ArbitAssignments(QWidget *parent, PublicGame *iGame)
: QWidget(parent), m_game(iGame)
{
setupUi(this);
// Associate a model to the players view.
// We use a proxy, to enable easy sorting of the players.
m_proxyPlayersModel = new QSortFilterProxyModel(this);
m_proxyPlayersModel->setDynamicSortFilter(true);
m_playersModel = new QStandardItemModel(this);
m_proxyPlayersModel->setSourceModel(m_playersModel);
treeViewPlayers->setModel(m_proxyPlayersModel);
m_playersModel->setColumnCount(8);
m_playersModel->setHeaderData(0, Qt::Horizontal, _q("Table"), Qt::DisplayRole);
m_playersModel->setHeaderData(1, Qt::Horizontal, _q("Player"), Qt::DisplayRole);
m_playersModel->setHeaderData(2, Qt::Horizontal, _q("Word"), Qt::DisplayRole);
m_playersModel->setHeaderData(3, Qt::Horizontal, _q("Ref"), Qt::DisplayRole);
m_playersModel->setHeaderData(4, Qt::Horizontal, _q("Points"), Qt::DisplayRole);
m_playersModel->setHeaderData(5, Qt::Horizontal, _q("S"), Qt::DisplayRole);
m_playersModel->setHeaderData(6, Qt::Horizontal, _q("W"), Qt::DisplayRole);
m_playersModel->setHeaderData(7, Qt::Horizontal, _q("P"), Qt::DisplayRole);
treeViewPlayers->sortByColumn(0, Qt::AscendingOrder);
treeViewPlayers->setColumnWidth(0, 70);
treeViewPlayers->setColumnWidth(1, 150);
treeViewPlayers->setColumnWidth(2, 130);
treeViewPlayers->setColumnWidth(3, 40);
treeViewPlayers->setColumnWidth(4, 50);
treeViewPlayers->setColumnWidth(5, 25);
treeViewPlayers->setColumnWidth(6, 25);
treeViewPlayers->setColumnWidth(7, 25);
QShortcut *shortcut;
shortcut = new QShortcut(QKeySequence::Delete, treeViewPlayers);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
QObject::connect(shortcut, SIGNAL(activated()),
this, SLOT(suppressMove()));
// TRANSLATORS: 'T' is the keyboard shortcut used in arbitration mode
// to assign the top move to players. If translated, the translation
// will be used as shortcut instead of 'T'.
shortcut = new QShortcut(_q("T"), treeViewPlayers);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
QObject::connect(shortcut, SIGNAL(activated()),
this, SLOT(assignTopMove()));
// TRANSLATORS: 'S' stands for Solo, it is used as column header in
// the history, and in the players table in arbitration mode. It is also
// used as shortcut to assign a solo, in arbitration mode.
shortcut = new QShortcut(_q("S"), treeViewPlayers);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
QObject::connect(shortcut, SIGNAL(activated()),
this, SLOT(addRemoveSolo()));
// TRANSLATORS: 'W' stands for Warning, it is used as column header in
// the history, and in the players table in arbitration mode. It is also
// used as shortcut to assign a warning, in arbitration mode.
shortcut = new QShortcut(_q("W"), treeViewPlayers);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
QObject::connect(shortcut, SIGNAL(activated()),
this, SLOT(addRemoveWarning()));
// TRANSLATORS: 'P' stands for Penalty, it is used as column header in
// the history, and in the players table in arbitration mode. It is also
// used as shortcut to assign a penalty, in arbitration mode.
shortcut = new QShortcut(_q("P"), treeViewPlayers);
shortcut->setContext(Qt::WidgetWithChildrenShortcut);
QObject::connect(shortcut, SIGNAL(activated()),
this, SLOT(addRemovePenalty()));
// Display a preview of the master word when clicked
QObject::connect(labelMasterMove, SIGNAL(clicked()),
this, SLOT(showMasterPreview()));
// Enable the assignment buttons according to the selections in trees
QObject::connect(treeViewPlayers->selectionModel(),
SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
this, SLOT(enableAssignmentButtons()));
// Emit the "playerSelected" signal when appropriate
QObject::connect(treeViewPlayers->selectionModel(),
SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
this, SLOT(emitPlayerSelected()));
// Move assignment
QObject::connect(buttonSelectMaster, SIGNAL(clicked()),
this, SLOT(setMasterMove()));
QObject::connect(buttonSuppressMove, SIGNAL(clicked()),
this, SLOT(suppressMove()));
QObject::connect(buttonAssign, SIGNAL(clicked()),
this, SLOT(assignSelectedMove()));
QObject::connect(treeViewPlayers, SIGNAL(activated(const QModelIndex&)),
this, SLOT(assignSelectedMove()));
// End turn
QObject::connect(buttonEndTurn, SIGNAL(clicked()),
this, SLOT(endTurn()));
// Show/hide players with an assigned move
QObject::connect(checkBoxHideAssigned, SIGNAL(toggled(bool)),
this, SLOT(updatePlayersModel()));
// Add a context menu for the players
CustomPopup *playersPopup = new CustomPopup(treeViewPlayers);
QObject::connect(playersPopup, SIGNAL(popupCreated(QMenu&, const QPoint&)),
this, SLOT(populatePlayersMenu(QMenu&, const QPoint&)));
refresh();
}
void ArbitAssignments::refresh()
{
updatePlayersModel();
// Update the master move
const Move &masterMove = m_game->duplicateGetMasterMove();
if (masterMove.isNull())
{
labelMasterMove->setText(QString("<i>%1</i>").arg(_q("Not selected yet")));
}
else
{
QString label = QString("<b>%1</b>").arg(formatMove(masterMove));
labelMasterMove->setText(label);
}
setEnabled(!m_game->isFinished());
enableAssignmentButtons();
buttonSelectMaster->setEnabled(isSetMasterAllowed());
buttonEndTurn->setEnabled(isEndTurnAllowed());
}
void ArbitAssignments::updatePlayersModel()
{
// Save the ID of the selected players
QSet<unsigned int> playersIdSet = getSelectedPlayers();
// Save the currently focused player (to be able to restore the focus properly)
int currProxyRow = treeViewPlayers->selectionModel()->currentIndex().row();
QModelIndex currProxyIdx = m_proxyPlayersModel->index(currProxyRow, 0);
unsigned currPlayerId = m_proxyPlayersModel->data(currProxyIdx, Qt::UserRole).toUInt();
m_playersModel->removeRows(0, m_playersModel->rowCount());
if (m_game == NULL)
return;
const bool hideAssignedPlayers = checkBoxHideAssigned->isChecked();
for (unsigned int i = 0; i < m_game->getNbPlayers(); ++i)
{
const Player &player = m_game->getPlayer(i);
// Only display human players
if (!player.isHuman())
continue;
// Hide players with an assigned move other than "No move"
if (hideAssignedPlayers && m_game->hasPlayed(player.getId()) &&
!player.getLastMove().isNull())
{
continue;
}
const int rowNum = m_playersModel->rowCount();
m_playersModel->insertRow(rowNum);
m_playersModel->setData(m_playersModel->index(rowNum, 0), player.getTableNb());
m_playersModel->setData(m_playersModel->index(rowNum, 1), qfw(player.getName()));
// Store the player ID
m_playersModel->setData(m_playersModel->index(rowNum, 0),
player.getId(), Qt::UserRole);
// Display the played word, if any
if (m_game->hasPlayed(player.getId()))
{
const Move &move = player.getLastMove();
m_playersModel->setData(m_playersModel->index(rowNum, 4), move.getScore());
QPalette palette = treeViewPlayers->palette();
QColor color = palette.color(QPalette::Normal, QPalette::WindowText);
if (move.isValid())
{
const Round &round = move.getRound();
m_playersModel->setData(m_playersModel->index(rowNum, 2), qfw(round.getWord()));
m_playersModel->setData(m_playersModel->index(rowNum, 3), qfw(round.getCoord().toString()));
}
else if (move.isInvalid())
{
m_playersModel->setData(m_playersModel->index(rowNum, 2), "<" + qfw(move.getBadWord()) + ">");
m_playersModel->setData(m_playersModel->index(rowNum, 3), qfw(move.getBadCoord()));
color = Qt::red;
}
// Apply the color
const QBrush brush(color);
m_playersModel->setData(m_playersModel->index(rowNum, 2),
brush, Qt::ForegroundRole);
m_playersModel->setData(m_playersModel->index(rowNum, 3),
brush, Qt::ForegroundRole);
}
// Print the solos, warnings and penalties
const TurnData &turnData = player.getHistory().getTurn(m_game->getCurrTurn() - 1);
if (turnData.getSoloPoints() != 0)
m_playersModel->setData(m_playersModel->index(rowNum, 5), turnData.getSoloPoints());
if (turnData.getWarningsNb() != 0)
m_playersModel->setData(m_playersModel->index(rowNum, 6), turnData.getWarningsNb());
if (turnData.getPenaltyPoints() != 0)
m_playersModel->setData(m_playersModel->index(rowNum, 7), turnData.getPenaltyPoints());
// Restore the selection
if (playersIdSet.contains(player.getId()))
{
LOG_DEBUG("selecting player " << player.getId());
QModelIndex proxyIndex = m_proxyPlayersModel->mapFromSource(m_playersModel->index(rowNum, 0));
treeViewPlayers->selectionModel()->select(proxyIndex, QItemSelectionModel::Select | QItemSelectionModel::Rows);
}
// Restore the focus
if (player.getId() == currPlayerId)
{
QModelIndex proxyIndex = m_proxyPlayersModel->mapFromSource(m_playersModel->index(rowNum, 0));
treeViewPlayers->selectionModel()->setCurrentIndex(proxyIndex, QItemSelectionModel::Current | QItemSelectionModel::Rows);
}
}
}
void ArbitAssignments::enableAssignmentButtons()
{
bool hasSelResult = !m_selectedMove.isNull();
bool hasSelPlayer = treeViewPlayers->selectionModel()->hasSelection();
// Enable the "Assign move" button iff a move is selected
// and at least one player in the tree view is selected
buttonAssign->setEnabled(hasSelResult && hasSelPlayer);
if (hasSelResult && hasSelPlayer)
{
const Move &move = m_selectedMove;
buttonAssign->setToolTip(_q("Assign move (%1) to the selected player(s)")
.arg(formatMove(move)));
}
buttonSuppressMove->setEnabled(isSuppressMoveAllowed());
buttonSelectMaster->setEnabled(isSetMasterAllowed());
}
void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
{
const QModelIndex &index = treeViewPlayers->indexAt(iPoint);
if (!index.isValid())
return;
// Action to assign the selected move
QString selMoveString = _q("none");
if (isAssignMoveAllowed())
{
const Move &move = m_selectedMove;
selMoveString = formatMove(move);
}
QAction *assignSelMoveAction =
new QAction(_q("Assign selected move (%1)").arg(selMoveString), this);
assignSelMoveAction->setStatusTip(_q("Assign move (%1) to the selected player(s)")
.arg(selMoveString));
assignSelMoveAction->setShortcut(Qt::Key_Enter);
QObject::connect(assignSelMoveAction, SIGNAL(triggered()),
this, SLOT(assignSelectedMove()));
iMenu.addAction(assignSelMoveAction);
if (!isAssignMoveAllowed())
assignSelMoveAction->setEnabled(false);
// Action to assign the top move
QAction *assignTopMoveAction = new QAction(_q("Assign top move (if unique)"), this);
assignTopMoveAction->setStatusTip(_q("Assign the top move (if unique) to the selected player(s)"));
assignTopMoveAction->setShortcut(_q("T"));
QObject::connect(assignTopMoveAction, SIGNAL(triggered()),
this, SLOT(assignTopMove()));
iMenu.addAction(assignTopMoveAction);
// Action to suppress an assigned move
QAction *suppressMoveAction = new QAction(_q("Suppress assigned move"), this);
suppressMoveAction->setStatusTip(_q("Suppress the currently assigned move for the selected player(s)"));
suppressMoveAction->setShortcut(Qt::Key_Delete);
QObject::connect(suppressMoveAction, SIGNAL(triggered()),
this, SLOT(suppressMove()));
iMenu.addAction(suppressMoveAction);
if (!isSuppressMoveAllowed())
suppressMoveAction->setEnabled(false);
// Action to select all the players
QAction *selectAllAction = new QAction(_q("Select all players"), this);
selectAllAction->setStatusTip(_q("Select all the players"));
selectAllAction->setShortcut(QKeySequence::SelectAll);
QObject::connect(selectAllAction, SIGNAL(triggered()),
this, SLOT(selectAllPlayers()));
iMenu.addAction(selectAllAction);
// Action to give or remove a solo to players
QAction *soloAction = new QAction(_q("Give (or remove) a solo"), this);
soloAction->setStatusTip(_q("Give a solo to the selected player, or remove it if (s)he already has one"));
soloAction->setShortcut(_q("S"));
QObject::connect(soloAction, SIGNAL(triggered()),
this, SLOT(addRemoveSolo()));
iMenu.addAction(soloAction);
if (useSoloAuto())
soloAction->setEnabled(false);
// Action to give or remove a warning to players
QAction *warningAction = new QAction(_q("Give (or remove) a warning"), this);
warningAction->setStatusTip(_q("Give a warning to the selected player(s), or remove it if they already have one"));
warningAction->setShortcut(_q("W"));
QObject::connect(warningAction, SIGNAL(triggered()),
this, SLOT(addRemoveWarning()));
iMenu.addAction(warningAction);
// Action to give or remove a penalty to players
QAction *penaltyAction = new QAction(_q("Give (or remove) a penalty"), this);
penaltyAction->setStatusTip(_q("Give a penalty to the selected player(s), or remove it if they already have one"));
penaltyAction->setShortcut(_q("P"));
QObject::connect(penaltyAction, SIGNAL(triggered()),
this, SLOT(addRemovePenalty()));
iMenu.addAction(penaltyAction);
}
void ArbitAssignments::selectedMoveChanged(const Move &iMove)
{
m_selectedMove = iMove;
enableAssignmentButtons();
}
void ArbitAssignments::emitPlayerSelected()
{
QSet<unsigned int> playersIdSet = getSelectedPlayers();
if (playersIdSet.size() == 1)
emit playerSelected(*playersIdSet.begin());
}
QSet<unsigned int> ArbitAssignments::getSelectedPlayers() const
{
QSet<unsigned int> playersIdSet;
// Get the tree selection
const QItemSelection &proxySelected = treeViewPlayers->selectionModel()->selection();
// Map the selection to a source model index
const QItemSelection &srcSelected = m_proxyPlayersModel->mapSelectionToSource(proxySelected);
// Get the player ID for each line
Q_FOREACH(const QModelIndex &index, srcSelected.indexes())
{
// Only take the first column into account
if (index.column() != 0)
continue;
playersIdSet.insert(m_playersModel->data(index, Qt::UserRole).toUInt());
}
return playersIdSet;
}
bool ArbitAssignments::selectPlayerByTable(unsigned tabNb, QString *oName)
{
// Unselect all the players
treeViewPlayers->selectionModel()->clearSelection();
for (int rowNum = 0; rowNum < m_playersModel->rowCount(); ++rowNum)
{
const QModelIndex &modelIndex = m_playersModel->index(rowNum, 0);
if (m_playersModel->data(modelIndex).toUInt() == tabNb)
{
// Found!
const QModelIndex &index = m_proxyPlayersModel->mapFromSource(modelIndex);
treeViewPlayers->scrollTo(index);
treeViewPlayers->selectionModel()->select(index,
QItemSelectionModel::Select | QItemSelectionModel::Rows);
*oName = m_playersModel->data(m_playersModel->index(rowNum, 1)).toString();
return true;
}
}
return false;
}
void ArbitAssignments::showMasterPreview()
{
const Move &move = m_game->duplicateGetMasterMove();
if (move.isValid())
{
// TODO: deselect move in the Results? or reselect the master move?
m_game->setTestRound(move.getRound());
emit gameUpdated();
}
}
void ArbitAssignments::selectAllPlayers()
{
treeViewPlayers->selectAll();
emit notifyInfo(_q("All players selected"));
}
bool ArbitAssignments::isSetMasterAllowed() const
{
return m_game->isLastTurn() && m_selectedMove.isValid() &&
!m_game->hasMasterGame();
}
void ArbitAssignments::setMasterMove()
{
if (!isSetMasterAllowed())
return;
const Move &masterMove = m_game->duplicateGetMasterMove();
// Make sure the user knows what she's doing
if (!masterMove.isNull())
{
QString msg = _q("There is already a master move for this turn.");
QString question = _q("Do you want to replace it?");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_REPLACE_MASTER,
msg, question))
{
return;
}
}
const Move &move = m_selectedMove;
// Warn if the selected move is not a top move
BestResults results;
results.search(m_game->getDic(), m_game->getBoard(),
m_game->getCurrentRack().getRack(),
m_game->getHistory().beforeFirstRound());
ASSERT(!results.isEmpty(), "No possible valid move");
int bestScore = results.get(0).getPoints();
if (bestScore > move.getScore())
{
QString msg = _q("The selected move scores less than the maximum.");
QString question = _q("Do you really want to select it as master move?");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_LOW_MASTER,
msg, question))
{
return;
}
}
else
{
// A top move saving a joker should be prefered over one not
// saving it, according to the French official rules.
// Warn if the user tries to ignore the rule.
unsigned jokerCount = move.getRound().countJokersFromRack();
if (jokerCount > 0)
{
for (unsigned i = 0; i < results.size(); ++i)
{
if (results.get(i).countJokersFromRack() < jokerCount)
{
QString msg = _q("The selected move uses more jokers than "
"another move with the same score (%1).")
.arg(formatMove(Move(results.get(i))));
QString question = _q("Do you really want to select it as master move?");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_MASTER_JOKERS,
msg, question))
{
return;
}
break;
}
}
}
}
// Assign the master move
m_game->duplicateSetMasterMove(move);
emit gameUpdated();
}
void ArbitAssignments::setDefaultMasterMove()
{
const Move &currMove = m_game->duplicateGetMasterMove();
// Do not overwrite an existing move
if (!currMove.isNull())
return;
// Search the best moves
MasterResults results(m_game->getBag());
results.search(m_game->getDic(), m_game->getBoard(),
m_game->getCurrentRack().getRack(),
m_game->getHistory().beforeFirstRound());
// XXX: End of game
if (results.isEmpty())
return;
// Find a good default
Move move = Move(results.get(0));
// Assign the master move
m_game->duplicateSetMasterMove(move);
emit gameUpdated();
}
bool ArbitAssignments::isAssignMoveAllowed() const
{
return !m_selectedMove.isNull() &&
treeViewPlayers->selectionModel()->hasSelection();
}
void ArbitAssignments::assignSelectedMove()
{
if (!isAssignMoveAllowed())
return;
helperAssignMove(m_selectedMove);
}
void ArbitAssignments::assignTopMove()
{
BestResults results;
results.search(m_game->getDic(), m_game->getBoard(),
m_game->getCurrentRack().getRack(),
m_game->getHistory().beforeFirstRound());
if (results.size() == 1)
helperAssignMove(Move(results.get(0)));
else
{
LOG_DEBUG("The top move is not unique");
}
}
bool ArbitAssignments::isSuppressMoveAllowed() const
{
// Return true if at least one of the selected players has
// a move to suppress
QSet<unsigned int> playersIdSet = getSelectedPlayers();
BOOST_FOREACH(unsigned int id, playersIdSet)
{
if (m_game->hasPlayed(id) &&
!m_game->getPlayer(id).getLastMove().isNull())
{
return true;
}
}
return false;
}
void ArbitAssignments::suppressMove()
{
if (!isSuppressMoveAllowed())
return;
helperAssignMove(Move());
}
void ArbitAssignments::helperAssignMove(const Move &iMove)
{
QSet<unsigned int> playersIdSet = getSelectedPlayers();
// Warn if some of the selected players already have an assigned move
QSet<unsigned int> assignedIdSet;
BOOST_FOREACH(unsigned int id, playersIdSet)
{
if (m_game->hasPlayed(id) &&
!m_game->getPlayer(id).getLastMove().isNull())
{
assignedIdSet.insert(id);
}
}
if (!assignedIdSet.empty())
{
QString players;
BOOST_FOREACH(unsigned int id, assignedIdSet)
{
players = QString("\t%1\n").arg(qfw(m_game->getPlayer(id).getName()));
}
// The warning is different depending on the type of move
if (iMove.isNull())
{
QString msg = _q("You are going to suppress the assigned move for the following players:\n");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_SUPPR_MOVE,
msg + players))
{
return;
}
}
else
{
QString msg = _q("The following players already have an assigned move:\n");
QString question = _q("Do you want to replace it?");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_REPLACE_MOVE,
msg + players, question))
{
return;
}
}
}
// Assign the move to each selected player
BOOST_FOREACH(unsigned int id, playersIdSet)
{
LOG_DEBUG(lfq(QString("Assigning move %1 to player %2")
.arg(qfw(iMove.toString())).arg(id)));
// Assign the move
m_game->arbitrationAssign(id, iMove);
}
if (iMove.isNull())
emit notifyInfo(_q("Move assignment suppressed"));
else
emit notifyInfo(_q("Move assigned to player(s)"));
emit gameUpdated();
}
bool ArbitAssignments::useSoloAuto() const
{
return Settings::Instance().getBool("arbitration.solo-auto");
}
void ArbitAssignments::addRemoveSolo()
{
if (useSoloAuto())
return;
QSet<unsigned int> playersIdSet = getSelectedPlayers();
// Only one player can have a solo
if (playersIdSet.size() != 1)
return;
BOOST_FOREACH(unsigned int id, playersIdSet)
{
m_game->arbitrationToggleSolo(id);
}
emit gameUpdated();
}
void ArbitAssignments::addRemoveWarning()
{
QSet<unsigned int> playersIdSet = getSelectedPlayers();
if (playersIdSet.isEmpty())
return;
BOOST_FOREACH(unsigned int id, playersIdSet)
{
m_game->arbitrationToggleWarning(id);
}
emit gameUpdated();
}
void ArbitAssignments::addRemovePenalty()
{
QSet<unsigned int> playersIdSet = getSelectedPlayers();
if (playersIdSet.isEmpty())
return;
BOOST_FOREACH(unsigned int id, playersIdSet)
{
m_game->arbitrationTogglePenalty(id);
}
emit gameUpdated();
}
QString ArbitAssignments::formatMove(const Move &iMove) const
{
if (iMove.isValid())
{
return QString("%1 - %2 - %3")
.arg(qfw(iMove.getRound().getWord()))
.arg(qfw(iMove.getRound().getCoord().toString()))
.arg(iMove.getScore());
}
else
{
ASSERT(iMove.isInvalid(), "Unexpected move type");
return QString("%1 - %2 - %3")
.arg(qfw(iMove.getBadWord()))
.arg(qfw(iMove.getBadCoord()))
.arg(iMove.getScore());
}
}
bool ArbitAssignments::isEndTurnAllowed() const
{
return m_game->isLastTurn();
}
void ArbitAssignments::endTurn()
{
if (!isEndTurnAllowed())
return;
if (!m_game->duplicateGetMasterMove().isValid())
{
notifyProblem(_q("You must select a master move before ending the turn."));
return;
}
bool allPlayed = true;
for (unsigned int i = 0; i < m_game->getNbPlayers(); ++i)
{
if (m_game->getPlayer(i).isHuman() &&
(!m_game->hasPlayed(i) || m_game->getPlayer(i).getLastMove().isNull()))
{
allPlayed = false;
break;
}
}
if (!allPlayed)
{
QString msg = _q("Some player(s) have no assigned move for this turn. "
"If you continue, they will be assigned a \"(NO MOVE)\" "
"pseudo-move, but you will be able to change that later.");
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_INCOMPLETE_TURN,
msg))
{
return;
}
}
emit notifyInfo(_q("New turn started"));
m_game->removeTestRound();
m_game->arbitrationFinalizeTurn();
emit endOfTurn();
}