eliot/game/duplicate.cpp
Olivier Teulière a800863c1f Arbitration: do not handle solos automatically.
The arbitrator has to specify them manually. Otherwise, we cannot know
when a turn is complete and thus we cannot determine if solos can/should
be applied.
2012-10-05 12:52:42 +02:00

437 lines
13 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2009 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 <sstream>
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "duplicate.h"
#include "game_exception.h"
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "move.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "player_move_cmd.h"
#include "player_rack_cmd.h"
#include "player_event_cmd.h"
#include "game_move_cmd.h"
#include "game_rack_cmd.h"
#include "master_move_cmd.h"
#include "ai_player.h"
#include "navigation.h"
#include "turn_cmd.h"
#include "settings.h"
#include "encoding.h"
#include "debug.h"
INIT_LOGGER(game, Duplicate);
Duplicate::Duplicate(const GameParams &iParams)
: Game(iParams)
{
}
int Duplicate::play(const wstring &iCoord, const wstring &iWord)
{
Player &currPlayer = *m_players[m_currPlayer];
ASSERT(currPlayer.isHuman(), "Human player expected");
ASSERT(!hasPlayed(m_currPlayer), "Human player has already played");
// Perform all the validity checks, and try to fill a round
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0 && Settings::Instance().getBool("duplicate.reject-invalid"))
{
return res;
}
// If we reach this point, either the move is valid and we can use the
// "round" variable, or it is invalid but played nevertheless
if (res == 0)
{
// Everything is OK, we can play the word
recordPlayerMove(currPlayer, Move(round));
}
else
{
// Convert the invalid word for display
const wdstring &dispWord = getDic().convertToDisplay(iWord);
// Record the invalid move of the player
recordPlayerMove(currPlayer, Move(dispWord, iCoord));
}
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
return 0;
}
void Duplicate::playAI(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
ASSERT(!hasPlayed(p), "AI player has already played");
AIPlayer *player = dynamic_cast<AIPlayer*>(m_players[p]);
ASSERT(player != NULL, "AI requested for a human player");
player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
const Move &move = player->getMove();
if (move.isChangeLetters() || move.isPass())
{
// The AI player must be buggy...
ASSERT(false, "AI tried to cheat!");
}
recordPlayerMove(*player, move);
}
void Duplicate::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
// Arbitrary player, since they should all have the same rack
m_currPlayer = 0;
// Complete the racks
try
{
// Reset the master move
setMasterMove(Move());
bool fillRacks = Settings::Instance().getBool("arbitration.fill-rack");
if (isArbitrationGame() && !fillRacks)
setGameAndPlayersRack(getHistory().getCurrentRack());
else
{
const PlayedRack &newRack =
helperSetRackRandom(getHistory().getCurrentRack(), true, RACK_NEW);
setGameAndPlayersRack(newRack);
}
}
catch (EndGameException &e)
{
endGame();
return;
}
if (!isArbitrationGame())
{
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
}
}
bool Duplicate::isFinished() const
{
return !canDrawRack(m_players[0]->getHistory().getCurrentRack(), true);
}
void Duplicate::tryEndTurn()
{
if (!isArbitrationGame())
{
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (m_players[i]->isHuman() && !hasPlayed(i))
{
// A human player has not played...
m_currPlayer = i;
// So we don't finish the turn
return;
}
}
}
// Now that all the human players have played,
// make AI players play their turn
// Some may have already played, in arbitration mode, if the future turns
// were removed (because of the isHumanIndependent() behaviour)
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (!m_players[i]->isHuman() && !hasPlayed(i))
{
playAI(i);
}
}
// Next turn
endTurn();
}
struct MatchingPlayer : public unary_function<PlayerMoveCmd, bool>
{
MatchingPlayer(unsigned iPlayerId) : m_playerId(iPlayerId) {}
bool operator()(const PlayerMoveCmd &cmd)
{
return cmd.getPlayer().getId() == m_playerId;
}
const unsigned m_playerId;
};
void Duplicate::recordPlayerMove(Player &ioPlayer, const Move &iMove)
{
LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
// Search a PlayerMoveCmd for the given player
MatchingPlayer predicate(ioPlayer.getId());
const PlayerMoveCmd *cmd =
getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
if (cmd == 0)
{
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
accessNavigation().addAndExecute(pCmd);
}
else
{
// Replace the player move
LOG_DEBUG("Replacing move for player " << ioPlayer.getId());
if (!isArbitrationGame() && !getNavigation().isLastTurn())
throw GameException("Cannot add a command to an old turn");
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
accessNavigation().replaceCommand(*cmd, pCmd);
}
}
Player * Duplicate::findBestPlayer() const
{
Player *bestPlayer = NULL;
int bestScore = -1;
BOOST_FOREACH(Player *player, m_players)
{
const Move &move = player->getLastMove();
if (move.isValid() && move.getScore() > bestScore)
{
bestScore = move.getScore();
bestPlayer = player;
}
}
return bestPlayer;
}
void Duplicate::endTurn()
{
static const unsigned int REF_PLAYER_ID = 0;
// Define the master move if it is not already defined
if (!m_masterMove.isValid())
{
// The chosen implementation is to find the best move among the players' moves.
// It is more user-friendly than forcing the best move when nobody found it.
// If you want the best move instead, simply add an AI player to the game!
// Find the player with the best score
const Player *bestPlayer = findBestPlayer();
if (bestPlayer != NULL)
{
setMasterMove(bestPlayer->getLastMove());
}
else
{
// If nobody played a valid round, we are forced to play a valid move.
// So let's take the best one...
BestResults results;
// Take the first player's rack
const Rack &rack =
m_players[REF_PLAYER_ID]->getLastRack().getRack();
results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
if (results.size() == 0)
{
// This would be very bad luck that no move is possible...
// It's probably not even possible, but let's be safe.
throw EndGameException(_("No possible move"));
}
setMasterMove(Move(results.get(0)));
}
}
// Handle solo bonus (not in arbitration mode, because we may not have all
// the moves to decide whether a solo can be attributed).
if (!isArbitrationGame())
{
// First check whether there are enough players in the game for the
// bonus to apply
unsigned int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players");
// Find the player with the best score
Player *bestPlayer = findBestPlayer();
if (getNPlayers() >= minNbPlayers && bestPlayer != NULL)
{
int bestScore = bestPlayer->getLastMove().getScore();
// Find whether other players than imax have the same score
bool otherWithSameScore = false;
BOOST_FOREACH(const Player *player, m_players)
{
if (player != bestPlayer &&
player->getLastMove().getScore() >= bestScore &&
player->getLastMove().isValid())
{
otherWithSameScore = true;
break;
}
}
if (!otherWithSameScore)
{
// Give the bonus to the player of the best move
int bonus = Settings::Instance().getInt("duplicate.solo-value");
Command *pCmd = new PlayerEventCmd(*bestPlayer, PlayerEventCmd::SOLO, bonus);
accessNavigation().addAndExecute(pCmd);
}
}
}
// Play the master word on the board
// We assign it to player 0 arbitrarily (this is only used
// to retrieve the rack, which is the same for all players...)
Command *pCmd = new GameMoveCmd(*this, m_masterMove, REF_PLAYER_ID);
accessNavigation().addAndExecute(pCmd);
// Change the turn after doing all the game changes.
// The navigation system expects auto-executable commands (like setting
// the players racks) at the beginning of the turn, to work properly.
accessNavigation().newTurn();
// Leave the same reliquate to all players
// This is required by the start() method which will be called to
// start the next turn
const PlayedRack& pld = getHistory().getCurrentRack();
BOOST_FOREACH(Player *player, m_players)
{
Command *pCmd = new PlayerRackCmd(*player, pld);
accessNavigation().addAndExecute(pCmd);
}
// Start next turn...
start();
}
void Duplicate::endGame()
{
LOG_INFO("End of the game");
// No more master move
setMasterMove(Move());
}
void Duplicate::setPlayer(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
// Forbid switching to an AI player
if (!m_players[p]->isHuman())
throw GameException(_("Cannot switch to a non-human player"));
// Forbid switching back to a player who has already played
if (hasPlayed(p))
throw GameException(_("Cannot switch to a player who has already played"));
m_currPlayer = p;
}
bool Duplicate::hasPlayed(unsigned iPlayerId) const
{
ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
// Search a PlayerMoveCmd for the given player
MatchingPlayer predicate(iPlayerId);
const PlayerMoveCmd *cmd =
getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
return cmd != 0 && cmd->isExecuted() && !cmd->getMove().isNull();
}
void Duplicate::innerSetMasterMove(const Move &iMove)
{
m_masterMove = iMove;
}
void Duplicate::setMasterMove(const Move &iMove)
{
ASSERT(iMove.isValid() || iMove.isNull(), "Invalid move type");
// If this method is called several times for the same turn, it will
// result in many MasterMoveCmd commands in the command stack.
// This shouldn't be a problem though.
LOG_DEBUG("Setting master move: " + lfw(iMove.toString()));
Command *pCmd = new MasterMoveCmd(*this, iMove);
accessNavigation().addAndExecute(pCmd);
}
bool Duplicate::isArbitrationGame() const
{
return getParams().getMode() == GameParams::kARBITRATION;
}
void Duplicate::setGameAndPlayersRack(const PlayedRack &iRack)
{
// Set the game rack
Command *pCmd = new GameRackCmd(*this, iRack);
accessNavigation().addAndExecute(pCmd);
LOG_INFO("Setting players rack to '" + lfw(iRack.toString()) + "'");
// All the players have the same rack
BOOST_FOREACH(Player *player, m_players)
{
Command *pCmd = new PlayerRackCmd(*player, iRack);
accessNavigation().addAndExecute(pCmd);
}
// Assign a "no move" pseudo-move to all the players.
// This avoids the need to distinguish between "has not played yet"
// and "has played with no move".
// This is also practical to know at which turn the warnings, penalties
// and solos should be assigned.
BOOST_FOREACH(Player *player, m_players)
{
Command *pCmd = new PlayerMoveCmd(*player, Move(), true);
accessNavigation().addAndExecute(pCmd);
}
}