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189 lines
6.8 KiB
C++
189 lines
6.8 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2012 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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#ifndef DUPLICATE_H_
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#define DUPLICATE_H_
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#include "game.h"
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#include "move.h"
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#include "logging.h"
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class Player;
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class PlayedRack;
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class Move;
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class PlayerEventCmd;
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using std::string;
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using std::wstring;
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/**
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* This class handles the logic specific to a duplicate game.
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* The trick in this mode is that the players will not necessarily play they
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* word always in the same order, so we need to implement a "synchronization":
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* - when a human player wants to play a word, he plays it, and its score
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* and rack are updated. He cannot change his word afterwards.
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* - if there is still a human player who has not played for the current
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* turn, we wait for him
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* - if all the human players have played, it's the turn of the AI players
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* (currently handled in a loop, but we could imagine that they are running
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* in their own thread).
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* - once all the players have played, we can really end the turn:
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* the best word is played on the board, the history of the game is
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* updated, and the new rack is chosen.
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*
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* AI players play after human ones, because with the current implementation
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* of the interfaces it is too easy for a player to see the rack of other
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* players, and in particular a human player could take advantage of that to
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* have more clues about the best word.
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* TODO: better isolation of the players...
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*/
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class Duplicate: public Game
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{
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DEFINE_LOGGER();
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friend class GameFactory;
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friend class MarkPlayedCmd;
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friend class MasterMoveCmd;
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public:
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/*************************
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* Game handling
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*************************/
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/**
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* In Duplicate mode, the start() method starts a new turn, and is
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* automatically called when the previous turn is finished.
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*
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* Pre-requisite: all the players must have the same rack when this
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* method is called
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*/
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virtual void start();
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virtual bool isFinished() const;
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/**
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* See description of Game::play() for the possible return values.
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* Note that if the "duplicate-reject-invalid" setting is set to false
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* the method always returns 0 (the player will have 0 for this turn)
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*/
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virtual int play(const wstring &iCoord, const wstring &iWord);
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/**
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* Set the current player, given its ID.
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* The given player ID must correspond to a human player, who did not
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* play yet for this turn.
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* @param p: ID of the player
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* @exception GameException: Thrown if the player is not human or if
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* he has already played
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*/
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void setPlayer(unsigned int p);
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/**
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* Set the master move.
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* Two move types are possible: VALID_ROUND and NO_MOVE.
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* Setting a master move to NO_MOVE means reseting it.
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*/
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void setMasterMove(const Move &iMove);
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const Move &getMasterMove() const { return m_masterMove; }
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/// Return true if the player has played for the current turn
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virtual bool hasPlayed(unsigned int iPlayerId) const;
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protected:
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// Protected constructor to force using the GameFactory class
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Duplicate(const GameParams &iParams);
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/// Record a player move
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void recordPlayerMove(Player &ioPlayer, const Move &iMove);
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/// Helper function to set the game rack and the players rack at the same time
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void setGameAndPlayersRack(const PlayedRack &iRack);
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/**
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* This function does not terminate the turn itself, but performs some
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* checks to know whether or not it should be terminated (with a call to
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* endTurn()).
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*
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* For the turn to be terminated, all the players must have played.
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* Since the AI players play after the human players, we check whether
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* one of the human players has not played yet:
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* - if so, we have nothing to do (we are waiting for him/her)
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* - if not (all human players have played), the AI players can play,
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* and we finish the turn.
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*/
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void tryEndTurn();
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/// Finish the game
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void endGame();
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/**
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* Return the first player event of the given type (for the given player)
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* in the commands history for the current turn.
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* If none is found, return 0.
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*/
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const PlayerEventCmd * getPlayerEvent(unsigned iPlayerId,
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int iEventType) const;
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/**
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* Automatically set the solo for the current turn.
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* First, all the existing solos (there could be several, in arbitration
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* mode with a crazy arbitrator...) are removed. Then, a solo is given to
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* the player deserving it, if any.
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* Note that the minimum number of players specified in the preferences
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* must be reached for the solo to be applicable.
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*/
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void setSoloAuto(unsigned int minNbPlayers, int iSoloValue);
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private: // Used by friend classes
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void innerSetMasterMove(const Move &iMove);
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bool isArbitrationGame() const;
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private:
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/// Make the AI player whose ID is p play its turn
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void playAI(unsigned int p);
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/**
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* Find the player who scored the most (with a valid move) at this turn.
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* If several players have the same score, one is returned arbitrarily.
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* If nobody played a valid move, the method returns a null pointer.
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*/
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Player * findBestPlayer() const;
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/**
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* This function really changes the turn, i.e. the best word is played,
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* the game history is updated, a "solo" bonus is given if needed, and
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* all racks are made equal to the one of the player who played the
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* best move.
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* We suppose here that all the players have finished to play for this
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* turn (this should have been checked by tryEndturn())
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*/
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void endTurn();
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/**
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* Master move, i.e. the move that will be played on the board
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* at this turn (even if no player actually played it).
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* This is particularly useful for arbitration mode, but could also
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* be used in normal Duplicate games.
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*/
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Move m_masterMove;
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};
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#endif /* _DUPLICATE_H_ */
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