eliot/game/player_move_cmd.h
Olivier Teulière 05a51101db New arbitration mode, dedicate to arbitration of duplicate games.
It is mostly working, but many things are still missing.
In particular:
 - ability to enter (or change) moves for a past turn
 - ability to change the rack (manually, or randomly)
 - ability to add/remove players during the game
 - support for solos, warnings, penalties
 - support for table number
 - more ergonomic interface
 - non regression tests
 - ... and probably bugs to fix
2012-03-10 18:06:41 +01:00

68 lines
1.9 KiB
C++

/*******************************************************************
* Eliot
* Copyright (C) 2008 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
*****************************************************************************/
#ifndef PLAYER_MOVE_CMD_H_
#define PLAYER_MOVE_CMD_H_
#include "command.h"
#include "move.h"
#include "pldrack.h"
#include "logging.h"
class Player;
class Rack;
/**
* This class implements the Command design pattern.
* It encapsulates the logic to update the player state when a player
* plays a move:
* - score update
* - rack update
* - player history update
*
* The Move validation must have been done before calling execute().
*/
class PlayerMoveCmd: public Command
{
DEFINE_LOGGER();
public:
PlayerMoveCmd(Player &ioPlayer, const Move &iMove,
bool iAutoExec = false);
virtual wstring toString() const;
// Getters
const Player & getPlayer() const { return m_player; }
const Move & getMove() const { return m_move; }
protected:
virtual void doExecute();
virtual void doUndo();
private:
Player &m_player;
Move m_move;
PlayedRack m_originalRack;
};
#endif