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a800863c1f
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.
437 lines
13 KiB
C++
437 lines
13 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2009 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 <sstream>
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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 "duplicate.h"
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#include "game_exception.h"
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#include "dic.h"
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#include "tile.h"
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#include "rack.h"
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#include "round.h"
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#include "move.h"
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#include "pldrack.h"
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#include "results.h"
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#include "player.h"
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#include "player_move_cmd.h"
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#include "player_rack_cmd.h"
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#include "player_event_cmd.h"
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#include "game_move_cmd.h"
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#include "game_rack_cmd.h"
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#include "master_move_cmd.h"
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#include "ai_player.h"
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#include "navigation.h"
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#include "turn_cmd.h"
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#include "settings.h"
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#include "encoding.h"
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#include "debug.h"
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INIT_LOGGER(game, Duplicate);
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Duplicate::Duplicate(const GameParams &iParams)
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: Game(iParams)
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{
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}
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int Duplicate::play(const wstring &iCoord, const wstring &iWord)
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{
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Player &currPlayer = *m_players[m_currPlayer];
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ASSERT(currPlayer.isHuman(), "Human player expected");
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ASSERT(!hasPlayed(m_currPlayer), "Human player has already played");
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// Perform all the validity checks, and try to fill a round
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Round round;
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int res = checkPlayedWord(iCoord, iWord, round);
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if (res != 0 && Settings::Instance().getBool("duplicate.reject-invalid"))
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{
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return res;
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}
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// If we reach this point, either the move is valid and we can use the
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// "round" variable, or it is invalid but played nevertheless
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if (res == 0)
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{
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// Everything is OK, we can play the word
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recordPlayerMove(currPlayer, Move(round));
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}
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else
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{
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// Convert the invalid word for display
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const wdstring &dispWord = getDic().convertToDisplay(iWord);
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// Record the invalid move of the player
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recordPlayerMove(currPlayer, Move(dispWord, iCoord));
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}
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// Little hack to handle duplicate games with only AI players.
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// This will have no effect when there is at least one human player
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tryEndTurn();
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return 0;
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}
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void Duplicate::playAI(unsigned int p)
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{
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ASSERT(p < getNPlayers(), "Wrong player number");
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ASSERT(!hasPlayed(p), "AI player has already played");
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AIPlayer *player = dynamic_cast<AIPlayer*>(m_players[p]);
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ASSERT(player != NULL, "AI requested for a human player");
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player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
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const Move &move = player->getMove();
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if (move.isChangeLetters() || move.isPass())
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{
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// The AI player must be buggy...
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ASSERT(false, "AI tried to cheat!");
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}
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recordPlayerMove(*player, move);
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}
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void Duplicate::start()
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{
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ASSERT(getNPlayers(), "Cannot start a game without any player");
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// Arbitrary player, since they should all have the same rack
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m_currPlayer = 0;
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// Complete the racks
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try
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{
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// Reset the master move
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setMasterMove(Move());
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bool fillRacks = Settings::Instance().getBool("arbitration.fill-rack");
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if (isArbitrationGame() && !fillRacks)
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setGameAndPlayersRack(getHistory().getCurrentRack());
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else
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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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}
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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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if (!isArbitrationGame())
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{
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// Little hack to handle duplicate games with only AI players.
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// This will have no effect when there is at least one human player
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tryEndTurn();
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}
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}
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bool Duplicate::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 Duplicate::tryEndTurn()
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{
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if (!isArbitrationGame())
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{
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for (unsigned int i = 0; i < getNPlayers(); i++)
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{
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if (m_players[i]->isHuman() && !hasPlayed(i))
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{
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// A human player has not played...
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m_currPlayer = i;
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// So we don't finish the turn
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return;
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}
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}
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}
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// Now that all the human players have played,
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// make AI players play their turn
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// Some may have already played, in arbitration mode, if the future turns
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// were removed (because of the isHumanIndependent() behaviour)
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for (unsigned int i = 0; i < getNPlayers(); i++)
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{
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if (!m_players[i]->isHuman() && !hasPlayed(i))
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{
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playAI(i);
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}
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}
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// Next turn
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endTurn();
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}
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struct MatchingPlayer : public unary_function<PlayerMoveCmd, bool>
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{
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MatchingPlayer(unsigned iPlayerId) : m_playerId(iPlayerId) {}
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bool operator()(const PlayerMoveCmd &cmd)
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{
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return cmd.getPlayer().getId() == m_playerId;
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}
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const unsigned m_playerId;
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};
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void Duplicate::recordPlayerMove(Player &ioPlayer, const Move &iMove)
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{
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LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
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// Search a PlayerMoveCmd for the given player
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MatchingPlayer predicate(ioPlayer.getId());
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const PlayerMoveCmd *cmd =
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getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
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if (cmd == 0)
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{
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
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accessNavigation().addAndExecute(pCmd);
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}
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else
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{
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// Replace the player move
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LOG_DEBUG("Replacing move for player " << ioPlayer.getId());
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if (!isArbitrationGame() && !getNavigation().isLastTurn())
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throw GameException("Cannot add a command to an old turn");
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove, isArbitrationGame());
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accessNavigation().replaceCommand(*cmd, pCmd);
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}
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}
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Player * Duplicate::findBestPlayer() const
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{
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Player *bestPlayer = NULL;
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int bestScore = -1;
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BOOST_FOREACH(Player *player, m_players)
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{
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const Move &move = player->getLastMove();
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if (move.isValid() && move.getScore() > bestScore)
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{
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bestScore = move.getScore();
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bestPlayer = player;
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}
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}
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return bestPlayer;
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}
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void Duplicate::endTurn()
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{
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static const unsigned int REF_PLAYER_ID = 0;
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// Define the master move if it is not already defined
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if (!m_masterMove.isValid())
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{
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// The chosen implementation is to find the best move among the players' moves.
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// It is more user-friendly than forcing the best move when nobody found it.
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// If you want the best move instead, simply add an AI player to the game!
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// Find the player with the best score
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const Player *bestPlayer = findBestPlayer();
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if (bestPlayer != NULL)
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{
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setMasterMove(bestPlayer->getLastMove());
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}
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else
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{
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// If nobody played a valid round, we are forced to play a valid move.
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// So let's take the best one...
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BestResults results;
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// Take the first player's rack
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const Rack &rack =
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m_players[REF_PLAYER_ID]->getLastRack().getRack();
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results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
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if (results.size() == 0)
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{
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// This would be very bad luck that no move is possible...
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// It's probably not even possible, but let's be safe.
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throw EndGameException(_("No possible move"));
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}
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setMasterMove(Move(results.get(0)));
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}
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}
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// Handle solo bonus (not in arbitration mode, because we may not have all
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// the moves to decide whether a solo can be attributed).
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if (!isArbitrationGame())
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{
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// First check whether there are enough players in the game for the
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// bonus to apply
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unsigned int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players");
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// Find the player with the best score
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Player *bestPlayer = findBestPlayer();
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if (getNPlayers() >= minNbPlayers && bestPlayer != NULL)
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{
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int bestScore = bestPlayer->getLastMove().getScore();
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// Find whether other players than imax have the same score
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bool otherWithSameScore = false;
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BOOST_FOREACH(const Player *player, m_players)
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{
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if (player != bestPlayer &&
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player->getLastMove().getScore() >= bestScore &&
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player->getLastMove().isValid())
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{
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otherWithSameScore = true;
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break;
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}
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}
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if (!otherWithSameScore)
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{
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// Give the bonus to the player of the best move
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int bonus = Settings::Instance().getInt("duplicate.solo-value");
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Command *pCmd = new PlayerEventCmd(*bestPlayer, PlayerEventCmd::SOLO, bonus);
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accessNavigation().addAndExecute(pCmd);
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}
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}
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}
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// Play the master word on the board
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// We assign it to player 0 arbitrarily (this is only used
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// to retrieve the rack, which is the same for all players...)
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Command *pCmd = new GameMoveCmd(*this, m_masterMove, REF_PLAYER_ID);
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accessNavigation().addAndExecute(pCmd);
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// Change the turn after doing all the game changes.
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// The navigation system expects auto-executable commands (like setting
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// the players racks) at the beginning of the turn, to work properly.
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accessNavigation().newTurn();
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// Leave the same reliquate to all players
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// This is required by the start() method which will be called to
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// start the next turn
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const PlayedRack& pld = getHistory().getCurrentRack();
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BOOST_FOREACH(Player *player, m_players)
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{
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Command *pCmd = new PlayerRackCmd(*player, pld);
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accessNavigation().addAndExecute(pCmd);
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}
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// Start next turn...
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start();
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}
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void Duplicate::endGame()
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{
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LOG_INFO("End of the game");
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// No more master move
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setMasterMove(Move());
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}
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void Duplicate::setPlayer(unsigned int p)
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{
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ASSERT(p < getNPlayers(), "Wrong player number");
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// Forbid switching to an AI player
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if (!m_players[p]->isHuman())
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throw GameException(_("Cannot switch to a non-human player"));
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// Forbid switching back to a player who has already played
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if (hasPlayed(p))
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throw GameException(_("Cannot switch to a player who has already played"));
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m_currPlayer = p;
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}
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bool Duplicate::hasPlayed(unsigned iPlayerId) const
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{
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ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
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// Search a PlayerMoveCmd for the given player
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MatchingPlayer predicate(iPlayerId);
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const PlayerMoveCmd *cmd =
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getNavigation().getCurrentTurn().findMatchingCmd<PlayerMoveCmd>(predicate);
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return cmd != 0 && cmd->isExecuted() && !cmd->getMove().isNull();
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}
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void Duplicate::innerSetMasterMove(const Move &iMove)
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{
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m_masterMove = iMove;
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}
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void Duplicate::setMasterMove(const Move &iMove)
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{
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ASSERT(iMove.isValid() || iMove.isNull(), "Invalid move type");
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// If this method is called several times for the same turn, it will
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// result in many MasterMoveCmd commands in the command stack.
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// This shouldn't be a problem though.
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LOG_DEBUG("Setting master move: " + lfw(iMove.toString()));
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Command *pCmd = new MasterMoveCmd(*this, iMove);
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accessNavigation().addAndExecute(pCmd);
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}
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bool Duplicate::isArbitrationGame() const
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{
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return getParams().getMode() == GameParams::kARBITRATION;
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}
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void Duplicate::setGameAndPlayersRack(const PlayedRack &iRack)
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{
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// Set the game rack
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Command *pCmd = new GameRackCmd(*this, iRack);
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accessNavigation().addAndExecute(pCmd);
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LOG_INFO("Setting players rack to '" + lfw(iRack.toString()) + "'");
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// All the players have the same rack
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BOOST_FOREACH(Player *player, m_players)
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{
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Command *pCmd = new PlayerRackCmd(*player, iRack);
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accessNavigation().addAndExecute(pCmd);
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}
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// Assign a "no move" pseudo-move to all the players.
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// This avoids the need to distinguish between "has not played yet"
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// and "has played with no move".
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// This is also practical to know at which turn the warnings, penalties
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// and solos should be assigned.
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BOOST_FOREACH(Player *player, m_players)
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{
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Command *pCmd = new PlayerMoveCmd(*player, Move(), true);
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accessNavigation().addAndExecute(pCmd);
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}
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}
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