eliot/game/training.cpp
Olivier Teulière 0a4b342f78 - Players can now have a name
- Use player names in the ncurses interface
 - In training mode, create the hidden player in the constructor, not in start()
 - When the AI has nothing to play, change the letters instead of simply passing
 - New Makefile to build the win32 dependencies automatically (INSTALL file updated)
2008-01-19 19:33:08 +00:00

220 lines
5.5 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2007 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 "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "move.h"
#include "pldrack.h"
#include "player.h"
#include "training.h"
#include "encoding.h"
#include "debug.h"
Training::Training(const Dictionary &iDic)
: Game(iDic)
{
// Training mode implicitly uses 1 human player
Game::addHumanPlayer();
m_players[0]->setName(convertToWc(_("Training")));
}
int Training::setRackRandom(bool iCheck, set_rack_mode mode)
{
m_results.clear();
return helperSetRackRandom(m_currPlayer, iCheck, mode);
}
int 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);
int res = helperSetRackManual(m_currPlayer, iCheck, upperLetters);
// 0: ok
// 1: not enough tiles
// 2: check failed (number of vowels before round 15)
// 3: letters not in the dictionary
if (res == 0)
m_results.clear();
return res;
}
int Training::setRack(set_rack_mode iMode, bool iCheck, const wstring &iLetters)
{
int res = 0;
switch(iMode)
{
case RACK_MANUAL:
res = setRackManual(iCheck, iLetters);
break;
case RACK_ALL:
res = setRackRandom(iCheck, iMode);
break;
case RACK_NEW:
res = setRackRandom(iCheck, iMode);
break;
}
return res;
}
int Training::play(const wstring &iCoord, const wstring &iWord)
{
// Perform all the validity checks, and fill a round
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0)
{
debug("check returned with an error %d\n",res);
return res;
}
debug("play: %s %s %d\n",
convertToMb(round.getWord()).c_str(),
convertToMb(round.getCoord().toString()).c_str(),
round.getPoints());
Move move(round);
// Update the rack and the score of the current player
// Player::endTurn() must be called before Game::helperPlayMove().
// See the big comment in game.cpp, line 96
m_players[m_currPlayer]->endTurn(move, m_history.getSize());
// Everything is OK, we can play the word
helperPlayMove(m_currPlayer, move);
// Next turn
endTurn();
return 0;
}
int Training::start()
{
if (getNPlayers() != 0)
return 1;
m_currPlayer = 0;
return 0;
}
void Training::endTurn()
{
// Nothing to do, but this method is kept for consistency with other modes
}
void Training::search()
{
// Search for the current player
Rack r;
m_players[m_currPlayer]->getCurrentRack().getRack(r);
debug("Training::search for %s\n", convertToMb(r.toString()).c_str());
m_results.search(m_dic, m_board, r, m_history.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
m_players[m_currPlayer]->endTurn(move, m_history.getSize());
// Update the game
helperPlayMove(m_currPlayer, move);
m_results.clear();
// Next turn
endTurn();
return 0;
}
void Training::addHumanPlayer()
{
// We are not supposed to be here...
ASSERT(false, "Trying to add a human player in Training mode");
}
void Training::addAIPlayer()
{
// We are not supposed to be here...
ASSERT(false, "Trying to add a AI player in Training mode");
}
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();
}
/****************************************************************/
/****************************************************************/
/// Local Variables:
/// mode: c++
/// mode: hs-minor
/// c-basic-offset: 4
/// indent-tabs-mode: nil
/// End: