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When a master game is defined, the racks and moves played from the current game will be the same as in the master game. This can be practical to replay a game in a different mode, or to replay at home a duplicate game played in a club, for example.
205 lines
5.2 KiB
C++
205 lines
5.2 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2012 Olivier Teulière
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* Authors: 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 <boost/foreach.hpp>
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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 "topping.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 "results.h"
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#include "pldrack.h"
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#include "player.h"
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#include "turn.h"
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#include "cmd/topping_move_cmd.h"
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#include "cmd/player_move_cmd.h"
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#include "cmd/game_move_cmd.h"
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#include "encoding.h"
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#include "debug.h"
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INIT_LOGGER(game, Topping);
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Topping::Topping(const GameParams &iParams, const Game *iMasterGame)
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: Game(iParams, iMasterGame)
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{
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}
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void Topping::start()
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{
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ASSERT(getNPlayers(), "Cannot start a game without any player");
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// Complete the rack
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try
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
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setGameAndPlayersRack(newRack);
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}
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catch (EndGameException &e)
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{
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endGame();
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return;
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}
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}
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void Topping::tryWord(const wstring &iWord, const wstring &iCoord, int iElapsed)
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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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// We don't really care if the move is valid or not.
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Move move;
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checkPlayedWord(iCoord, iWord, move);
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// Record the try
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LOG_INFO("Player " << m_currPlayer << " plays topping move after " <<
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iElapsed << "s: " << lfw(move.toString()));
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Command *pCmd = new ToppingMoveCmd(m_currPlayer, move, iElapsed);
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accessNavigation().addAndExecute(pCmd);
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// Find the best score
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int bestScore = getTopScore();
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LOG_DEBUG("Top score to be found: " << bestScore);
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if (bestScore < 0)
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{
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endGame();
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return;
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}
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ASSERT(move.getScore() <= bestScore, "The player found better than the top");
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if (move.getScore() < bestScore)
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{
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LOG_INFO("End of the game");
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}
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else
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{
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// End the turn
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// FIXME
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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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}
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}
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int Topping::play(const wstring &iCoord, const wstring &iWord)
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{
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#if 0
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ASSERT(false, "The play() method should not be called in topping mode");
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throw GameException("The play() method should not be called in topping mode. Please use tryWord() instead.");
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#else
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// FIXME
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tryWord(iWord, iCoord, 0);
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#endif
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return 0;
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}
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void Topping::recordPlayerMove(const Move &iMove, Player &ioPlayer)
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{
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// FIXME: the score of the player should not be the score of the move in topping mode
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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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bool Topping::isFinished() const
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{
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return !canDrawRack(m_players[0]->getHistory().getCurrentRack(), true);
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}
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void Topping::endTurn()
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{
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// Play the word on the board
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const Move &move = m_players[m_currPlayer]->getLastMove();
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Command *pCmd = new GameMoveCmd(*this, move, m_currPlayer);
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accessNavigation().addAndExecute(pCmd);
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accessNavigation().newTurn();
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// Start next turn...
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start();
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}
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void Topping::endGame()
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{
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LOG_INFO("End of the game");
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}
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void Topping::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 Topping mode");
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// Force the name of the player
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iPlayer->setName(wfl(_("Topping")));
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Game::addPlayer(iPlayer);
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}
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int Topping::getTopScore() const
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{
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BestResults results;
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results.search(getDic(), getBoard(), m_players[0]->getCurrentRack().getRack(),
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getHistory().beforeFirstRound());
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if (results.size() == 0)
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{
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// Just to be safe
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return -1;
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}
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return results.get(0).getPoints();
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}
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vector<Move> Topping::getTriedMoves() const
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{
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vector<Move> results;
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const vector<const ToppingMoveCmd*> &cmdVect =
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getNavigation().getCurrentTurn().findAllMatchingCmd<ToppingMoveCmd>();
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BOOST_FOREACH(const ToppingMoveCmd * cmd, cmdVect)
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{
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results.push_back(cmd->getMove());
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}
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return results;
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}
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