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10f5e98747
This is the same in most cases, except for arbitration games where current player may already have an assigned move. This change notably fixes a bug when using the "Check word" button in arbitration mode: if the current player already had an assigned move, the checked move would often be considered invalid (wrongly).
754 lines
23 KiB
C++
754 lines
23 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* 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 "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 "pldrack.h"
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#include "results.h"
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#include "player.h"
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#include "game.h"
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#include "turn_data.h"
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#include "encoding.h"
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#include "game_exception.h"
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#include "turn.h"
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#include "cmd/player_rack_cmd.h"
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#include "cmd/player_move_cmd.h"
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#include "cmd/game_rack_cmd.h"
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#include "debug.h"
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INIT_LOGGER(game, Game);
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Game::Game(const GameParams &iParams, const Game *iMasterGame):
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m_params(iParams), m_masterGame(iMasterGame),
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m_board(m_params), m_bag(iParams.getDic())
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{
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m_points = 0;
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m_currPlayer = 0;
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}
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Game::~Game()
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{
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BOOST_FOREACH(Player *p, m_players)
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{
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delete p;
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}
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delete m_masterGame;
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}
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Player& Game::accessPlayer(unsigned int iNum)
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{
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ASSERT(iNum < m_players.size(), "Wrong player number");
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return *(m_players[iNum]);
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}
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const Player& Game::getPlayer(unsigned int iNum) const
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{
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ASSERT(iNum < m_players.size(), "Wrong player number");
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return *(m_players[iNum]);
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}
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void Game::shuffleRack()
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{
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LOG_DEBUG("Shuffling rack for player " << currPlayer());
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PlayedRack pld = getCurrentPlayer().getCurrentRack();
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pld.shuffle();
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m_players[currPlayer()]->setCurrentRack(pld);
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}
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void Game::reorderRack(const PlayedRack &iNewRack)
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{
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LOG_DEBUG("Reordering rack for player " << currPlayer() <<
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" (newRack=" << lfw(iNewRack.toString()) << ")");
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const PlayedRack &pld = getCurrentPlayer().getCurrentRack();
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// Make sure the new rack uses the same letters
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ASSERT(pld.getRack() == iNewRack.getRack(),
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"The old and new racks have different letters" <<
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"(old=" << lfw(pld.toString()) <<
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" new=" << lfw(iNewRack.toString()) << ")");
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m_players[currPlayer()]->setCurrentRack(iNewRack);
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}
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void Game::realBag(Bag &ioBag) const
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{
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// Copy the bag
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ioBag = m_bag;
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vector<Tile> tiles;
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// The real content of the bag depends on the game mode
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if (getMode() == GameParams::kFREEGAME)
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{
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// In freegame mode, take the letters from all the racks
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BOOST_FOREACH(const Player *player, m_players)
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{
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player->getCurrentRack().getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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ioBag.takeTile(tile);
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}
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}
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}
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else
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{
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// In training or duplicate mode, take the rack of the current
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// player only
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getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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ioBag.takeTile(tile);
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}
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}
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}
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bool Game::canDrawRack(const PlayedRack &iPld, bool iCheck, int *reason) const
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{
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// When iCheck is true, we must make sure that there are at least 2 vowels
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// and 2 consonants in the rack up to the 15th turn, and at least one of
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// each starting from the 16th turn.
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// So before trying to fill the rack, we'd better make sure there is a way
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// to complete the rack with these constraints...
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unsigned int min = 0;
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if (iCheck)
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{
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// 2 vowels and 2 consonants are needed up to the 15th turn
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if (m_history.getSize() < 15)
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min = 2;
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else
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min = 1;
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}
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// Create a copy of the bag in which we can do everything we want,
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// and take from it the tiles of the players rack so that "bag"
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// contains the right number of tiles.
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Bag bag(getDic());
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realBag(bag);
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// Replace all the tiles of the given rack into the bag
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vector<Tile> tiles;
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iPld.getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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bag.replaceTile(tile);
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}
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// Nothing in the rack, nothing in the bag --> end of the (free)game
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if (bag.getNbTiles() == 0)
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{
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if (reason)
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*reason = 1;
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return false;
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}
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// Check whether it is possible to complete the rack properly
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if (bag.getNbVowels() < min ||
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bag.getNbConsonants() < min)
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{
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if (reason)
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*reason = 2;
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return false;
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}
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// In a duplicate game, we need at least 2 letters, even if we have
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// one letter which can be considered both as a consonant and as a vowel
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if (iCheck && bag.getNbTiles() < 2)
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{
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if (reason)
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*reason = 2;
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return false;
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}
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return true;
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}
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PlayedRack Game::getRackFromMasterGame() const
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{
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ASSERT(hasMasterGame(), "No master game defined");
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// End the game when we reach the end of the master game,
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// even if it is still possible to draw a rack
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const unsigned currTurn = getNavigation().getCurrTurn();
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if (currTurn >= m_masterGame->getHistory().getSize())
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throw EndGameException(_("No more turn in the master game"));
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const TurnData &turnData = m_masterGame->getHistory().getTurn(currTurn);
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const PlayedRack &pldRack = turnData.getPlayedRack();
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LOG_INFO("Using rack from master game: " << lfw(pldRack.toString()));
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// Sanity check
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ASSERT(rackInBag(pldRack.getRack(), m_bag),
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"Cannot draw same rack as in the master game");
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return pldRack;
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}
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Move Game::getMoveFromMasterGame() const
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{
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ASSERT(hasMasterGame(), "No master game defined");
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const unsigned currTurn = getNavigation().getCurrTurn();
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// Should never happen (already checked in getRackFromMasterGame())
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ASSERT(currTurn < m_masterGame->getHistory().getSize(),
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"Not enough turns in the master game");
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const TurnData &turnData = m_masterGame->getHistory().getTurn(currTurn);
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const Move &move = turnData.getMove();
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// If the move is not valid, it means we reached the end
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// of the master game. In this case, also end the current game.
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if (!move.isValid())
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throw EndGameException(_("No move defined for this turn in the master game"));
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return move;
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}
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PlayedRack Game::helperSetRackRandom(const PlayedRack &iPld,
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bool iCheck, set_rack_mode mode) const
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{
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// If a master game is defined, use it to retrieve the rack
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if (hasMasterGame())
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return getRackFromMasterGame();
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int reason = 0;
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if (!canDrawRack(iPld, iCheck, &reason))
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{
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if (reason == 1)
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throw EndGameException(_("The bag is empty"));
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else if (reason == 2)
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throw EndGameException(_("Not enough vowels or consonants to complete the rack"));
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ASSERT(false, "Error code not handled")
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}
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// When iCheck is true, we must make sure that there are at least 2 vowels
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// and 2 consonants in the rack up to the 15th turn, and at least one of
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// each starting from the 16th turn.
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// So before trying to fill the rack, we'd better make sure there is a way
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// to complete the rack with these constraints...
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unsigned int min = 0;
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if (iCheck)
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{
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// 2 vowels and 2 consonants are needed up to the 15th turn
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if (m_history.getSize() < 15)
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min = 2;
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else
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min = 1;
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}
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// Make a copy of the given rack
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PlayedRack pld = iPld;
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int nold = pld.getNbOld();
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// Create a copy of the bag in which we can do everything we want,
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// and take from it the tiles of the players rack so that "bag"
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// contains the right number of tiles.
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Bag bag(getDic());
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realBag(bag);
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if (mode == RACK_NEW && nold != 0)
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{
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// We may have removed too many letters from the bag (i.e. the 'new'
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// letters of the player)
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vector<Tile> tiles;
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pld.getNewTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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bag.replaceTile(tile);
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}
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pld.resetNew();
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}
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else if ((mode == RACK_NEW && nold == 0) || mode == RACK_ALL)
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{
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// Replace all the tiles in the bag before choosing random ones
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vector<Tile> tiles;
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pld.getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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bag.replaceTile(tile);
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}
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// RACK_NEW with an empty rack is equivalent to RACK_ALL
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pld.reset();
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// Do not forget to update nold, for the RACK_ALL case
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nold = 0;
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}
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else
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{
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throw GameException(_("Not a random mode"));
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}
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const unsigned int RACK_SIZE = m_params.getRackSize();
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// Get the tiles remaining on the rack
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vector<Tile> tiles;
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pld.getOldTiles(tiles);
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// The rack is already complete, there is nothing to do
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if (tiles.size() >= RACK_SIZE)
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{
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LOG_DEBUG("Rack already complete, nothing to do");
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return iPld;
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}
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bool jokerAdded = false;
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// Are we dealing with a normal game or a joker game?
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if (m_params.hasVariant(GameParams::kJOKER) ||
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m_params.hasVariant(GameParams::kEXPLOSIVE))
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{
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// 1) Is there already a joker in the remaining letters of the rack?
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bool jokerFound = false;
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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if (tile.isJoker())
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{
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jokerFound = true;
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break;
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}
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}
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// 2) If there was no joker, we add one if possible
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if (!jokerFound && bag.contains(Tile::Joker()))
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{
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jokerAdded = true;
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pld.addNew(Tile::Joker());
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tiles.push_back(Tile::Joker());
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}
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// 3) Remove all the jokers from the bag, to avoid taking another one
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while (bag.contains(Tile::Joker()))
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{
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bag.takeTile(Tile::Joker());
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}
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}
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// Handle reject:
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// Now that the joker has been dealt with, we try to complete the rack
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// with truly random tiles. If it meets the requirements (i.e. if there
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// are at least "min" vowels and "min" consonants in the rack), fine.
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// Otherwise, we reject the rack completely, and we try again
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// to complete it, but this time we ensure by construction that the
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// requirements will be met.
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while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
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{
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const Tile &l = bag.selectRandom();
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bag.takeTile(l);
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pld.addNew(l);
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}
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if (!pld.checkRack(min, min))
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{
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// Bad luck... we have to reject the rack
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vector<Tile> rejectedTiles;
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pld.getAllTiles(rejectedTiles);
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BOOST_FOREACH(const Tile &rejTile, rejectedTiles)
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{
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bag.replaceTile(rejTile);
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}
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pld.reset();
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// Do not mark the rack as rejected if it was empty
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if (nold > 0)
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pld.setReject();
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// Keep track of the needed consonants and vowels in the rack
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unsigned int neededVowels = min;
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unsigned int neededConsonants = min;
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// Restore the joker if we are in a joker game
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if (jokerAdded)
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{
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pld.addNew(Tile::Joker());
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if (neededVowels > 0)
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--neededVowels;
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if (neededConsonants > 0)
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--neededConsonants;
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}
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// RACK_SIZE - tiles.size() is the number of letters to add to the rack
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if (neededVowels > RACK_SIZE - tiles.size() ||
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neededConsonants > RACK_SIZE - tiles.size())
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{
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// We cannot fill the rack with enough vowels or consonants!
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// Actually this should never happen, but it doesn't hurt to check...
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// FIXME: this test is not completely right, because it supposes no
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// letter can be at the same time a vowel and a consonant
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throw EndGameException("Not enough vowels or consonants to complete the rack");
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}
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// Get the required vowels and consonants first
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for (unsigned int i = 0; i < neededVowels; ++i)
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{
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const Tile &l = bag.selectRandomVowel();
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bag.takeTile(l);
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pld.addNew(l);
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// Handle the case where the vowel can also be considered
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// as a consonant
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if (l.isConsonant() && neededConsonants > 0)
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--neededConsonants;
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}
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for (unsigned int i = 0; i < neededConsonants; ++i)
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{
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const Tile &l = bag.selectRandomConsonant();
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bag.takeTile(l);
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pld.addNew(l);
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}
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// The difficult part is done:
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// - we have handled joker games
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// - we have handled the checks
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// Now complete the rack with truly random letters
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while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
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{
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const Tile &l = bag.selectRandom();
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bag.takeTile(l);
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pld.addNew(l);
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}
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}
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// In explosive games, we have to perform a search, then replace the
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// joker with the letter providing the best score
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// A joker coming from a previous rack is not replaced
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if (m_params.hasVariant(GameParams::kEXPLOSIVE) && jokerAdded)
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{
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const Rack &rack = pld.getRack();
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MasterResults res(getBag());
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res.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
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if (!res.isEmpty())
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{
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PlayedRack pldCopy = pld;
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// Get the best word
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const Round & bestRound = res.get(0);
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LOG_DEBUG("helperSetRackRandom(): initial rack: "
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<< lfw(pld.toString()) << " (best word: "
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<< lfw(bestRound.getWord()) << ")");
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// Identify the tile we should use to replace the joker
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Tile replacingTile;
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bool jokerUsed = false;
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for (unsigned int i = 0; i < bestRound.getWordLen(); ++i)
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{
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if (bestRound.isJoker(i) && bestRound.isPlayedFromRack(i))
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{
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const Tile &jokerTile = bestRound.getTile(i);
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replacingTile = jokerTile.toUpper();
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jokerUsed = true;
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break;
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}
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}
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if (!jokerUsed)
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{
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// The joker was not needed for the top. Replace it with a
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// randomly selected tile
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LOG_DEBUG("helperSetRackRandom(): joker not needed for the top");
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replacingTile = bag.selectRandom();
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}
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LOG_DEBUG("helperSetRackRandom(): replacing Joker with "
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<< lfw(replacingTile.toChar()));
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// If the bag does not contain the letter anymore,
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// simply keep the joker in the rack.
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if (bag.contains(replacingTile))
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{
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// The bag contains the replacing letter
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// We need to swap the joker (it is necessarily in the
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// new tiles, because jokerAdded is true)
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Rack tmpRack = pld.getNew();
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ASSERT(tmpRack.contains(Tile::Joker()), "No joker found in the new tiles");
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tmpRack.remove(Tile::Joker());
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tmpRack.add(replacingTile);
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pld.setNew(tmpRack);
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// Make sure the invariant is still correct, otherwise we keep the joker
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if (!pld.checkRack(min, min))
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pld = pldCopy;
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}
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}
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}
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// Shuffle the new tiles, to hide the order we imposed (joker first in a
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// joker game, then needed vowels, then needed consonants, and rest of the
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// rack)
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pld.shuffleNew();
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// Post-condition check. This should never fail, of course :)
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ASSERT(pld.checkRack(min, min), "helperSetRackRandom() is buggy!");
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return pld;
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}
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|
bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
|
|
{
|
|
BOOST_FOREACH(const Tile &t, getDic().getAllTiles())
|
|
{
|
|
if (iRack.count(t) > iBag.count(t))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
PlayedRack Game::helperSetRackManual(bool iCheck, const wstring &iLetters) const
|
|
{
|
|
if (!getDic().validateLetters(iLetters, L"+-"))
|
|
throw GameException(_("Some letters are invalid for the current dictionary"));
|
|
|
|
PlayedRack pld;
|
|
pld.setManual(iLetters);
|
|
|
|
const Rack &rack = pld.getRack();
|
|
if (!rackInBag(rack, m_bag))
|
|
{
|
|
throw GameException(_("The bag does not contain all these letters"));
|
|
}
|
|
|
|
if (iCheck)
|
|
{
|
|
int min;
|
|
if (m_bag.getNbVowels() > 1 && m_bag.getNbConsonants() > 1
|
|
&& m_history.getSize() < 15)
|
|
min = 2;
|
|
else
|
|
min = 1;
|
|
if (!pld.checkRack(min, min))
|
|
{
|
|
throw GameException(_("Not enough vowels or consonants in this rack"));
|
|
}
|
|
}
|
|
return pld;
|
|
}
|
|
|
|
|
|
/*********************************************************
|
|
*********************************************************/
|
|
|
|
|
|
unsigned int Game::getNHumanPlayers() const
|
|
{
|
|
unsigned int count = 0;
|
|
BOOST_FOREACH(const Player *player, m_players)
|
|
{
|
|
count += (player->isHuman() ? 1 : 0);
|
|
}
|
|
return count;
|
|
}
|
|
|
|
|
|
void Game::addPlayer(Player *iPlayer)
|
|
{
|
|
ASSERT(iPlayer != NULL, "Invalid player pointer in addPlayer()");
|
|
|
|
// The ID of the player is its position in the m_players vector
|
|
iPlayer->setId(getNPlayers());
|
|
m_players.push_back(iPlayer);
|
|
|
|
LOG_INFO("Adding player '" << lfw(iPlayer->getName())
|
|
<< "' (" << (iPlayer->isHuman() ? "human" : "AI") << ")"
|
|
<< " with ID " << iPlayer->getId());
|
|
}
|
|
|
|
|
|
void Game::nextPlayer()
|
|
{
|
|
ASSERT(getNPlayers() != 0, "Expected at least one player");
|
|
|
|
unsigned int newPlayerId;
|
|
if (m_currPlayer == getNPlayers() - 1)
|
|
newPlayerId = 0;
|
|
else
|
|
newPlayerId = m_currPlayer + 1;
|
|
Command *pCmd = new CurrentPlayerCmd(*this, newPlayerId);
|
|
accessNavigation().addAndExecute(pCmd);
|
|
}
|
|
|
|
|
|
int Game::checkPlayedWord(const wstring &iCoord,
|
|
const wstring &iWord,
|
|
Move &oMove, bool checkRack,
|
|
bool checkWordAndJunction) const
|
|
{
|
|
ASSERT(getNPlayers() != 0, "Expected at least one player");
|
|
|
|
// Assume that the move is invalid by default
|
|
const wdstring &dispWord = getDic().convertToDisplay(iWord);
|
|
oMove = Move(dispWord, iCoord);
|
|
|
|
if (!getDic().validateLetters(iWord))
|
|
return 1;
|
|
|
|
// Init the round with the given coordinates
|
|
Round round;
|
|
round.accessCoord().setFromString(iCoord);
|
|
if (!round.getCoord().isValid())
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
// Check the existence of the word
|
|
if (checkWordAndJunction && !getDic().searchWord(iWord))
|
|
{
|
|
return 3;
|
|
}
|
|
|
|
// Set the word
|
|
// TODO: make this a Round_ function (Round_setwordfromchar for example)
|
|
// or a Tiles_ function (to transform a char* into a vector<Tile>)
|
|
// Adding a getter on the word could help too...
|
|
vector<Tile> tiles;
|
|
for (unsigned int i = 0; i < iWord.size(); i++)
|
|
{
|
|
tiles.push_back(Tile(iWord[i]));
|
|
}
|
|
round.setWord(tiles);
|
|
|
|
// Check the word position, compute its points,
|
|
// and specify the origin of each letter (board or rack)
|
|
int res = m_board.checkRound(round, checkWordAndJunction);
|
|
if (res != 0)
|
|
return res + 4;
|
|
// In duplicate mode, the first word must be horizontal
|
|
if (checkWordAndJunction && m_board.isVacant(8, 8) &&
|
|
(getMode() == GameParams::kDUPLICATE ||
|
|
getMode() == GameParams::kARBITRATION ||
|
|
getMode() == GameParams::kTOPPING))
|
|
{
|
|
if (round.getCoord().getDir() == Coord::VERTICAL)
|
|
return 10;
|
|
}
|
|
|
|
if (checkWordAndJunction && checkRack)
|
|
{
|
|
// Check that the word can be formed with the tiles in the rack:
|
|
// we first create a copy of the game rack, then we remove the tiles
|
|
// one by one
|
|
Rack rack = getHistory().getCurrentRack().getRack();
|
|
|
|
Tile t;
|
|
for (unsigned int i = 0; i < round.getWordLen(); i++)
|
|
{
|
|
if (round.isPlayedFromRack(i))
|
|
{
|
|
if (round.isJoker(i))
|
|
t = Tile::Joker();
|
|
else
|
|
t = round.getTile(i);
|
|
|
|
if (!rack.contains(t))
|
|
{
|
|
return 4;
|
|
}
|
|
rack.remove(t);
|
|
}
|
|
}
|
|
}
|
|
|
|
// The move is valid
|
|
oMove = Move(round);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
void Game::setGameAndPlayersRack(const PlayedRack &iRack, bool iWithNoMove)
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
if (iWithNoMove)
|
|
{
|
|
// 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" in duplicate and arbitration modes.
|
|
// 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());
|
|
accessNavigation().addAndExecute(pCmd);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
Game::CurrentPlayerCmd::CurrentPlayerCmd(Game &ioGame,
|
|
unsigned int iPlayerId)
|
|
: m_game(ioGame), m_newPlayerId(iPlayerId), m_oldPlayerId(0)
|
|
{
|
|
}
|
|
|
|
|
|
void Game::CurrentPlayerCmd::doExecute()
|
|
{
|
|
m_oldPlayerId = m_game.currPlayer();
|
|
m_game.setCurrentPlayer(m_newPlayerId);
|
|
}
|
|
|
|
|
|
void Game::CurrentPlayerCmd::doUndo()
|
|
{
|
|
m_game.setCurrentPlayer(m_oldPlayerId);
|
|
}
|
|
|
|
|
|
wstring Game::CurrentPlayerCmd::toString() const
|
|
{
|
|
wostringstream oss;
|
|
oss << L"CurrentPlayerCmd (new player: " << m_newPlayerId;
|
|
if (isExecuted())
|
|
{
|
|
oss << L" old player: " << m_oldPlayerId;
|
|
}
|
|
oss << L")";
|
|
return oss.str();
|
|
}
|
|
|