mirror of
git://git.savannah.nongnu.org/eliot.git
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256 lines
9.2 KiB
C++
256 lines
9.2 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008-2012 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include <QtCore/QSettings>
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#include "new_game.h"
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#include "players_table_helper.h"
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#include "qtcommon.h"
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#include "prefs_dialog.h"
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#include "game_factory.h"
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#include "game.h"
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#include "public_game.h"
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#include "player.h"
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#include "ai_percent.h"
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INIT_LOGGER(qt, NewGame);
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const char * NewGame::kHUMAN = _("Human");
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const char * NewGame::kAI = _("Computer");
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NewGame::NewGame(QWidget *iParent)
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: QDialog(iParent)
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{
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setupUi(this);
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checkBoxJoker->setToolTip(_q(
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"In a joker game, each rack contains a joker.\n"
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"When a word containing the joker is played on the grid, the joker is then replaced\n"
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"with the corresponding letter from the bag, and the joker stays in the rack.\n"
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"When the corresponding letter is not present in the bag, the joker is placed on the board.\n"
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"This variant, particularly interesting in Duplicate mode, is good to train using the joker."));
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checkBoxExplosive->setToolTip(_q(
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"An explosive game is a bit like a joker game, except that when the computer chooses the rack\n"
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"(containing a joker), it performs a search and finds the best word possible with the rack.\n"
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"Then, if possible, it replaces the joker in the rack with the letter allowing to play this best word.\n"
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"This variant, unlike the joker game, allows playing with a normal-looking rack, but it usually gives\n"
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"much higher scores than in a normal game."));
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checkBox7Among8->setToolTip(_q(
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"With this variant, the rack contains 8 letters instead of 7,\n"
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"but at most 7 can be played at the same time.\n"
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"This allows for more combinations during the game, and thus higher scores."));
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m_helper = new PlayersTableHelper(this, tablePlayers, pushButtonAdd);
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m_helper->addPopupRemoveAction();
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QAction *addToFavAction = new QAction(_q("Mark the selected player(s) as favorites"), this);
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addToFavAction->setStatusTip(_q("Add the selected player(s) to the list of favorite players"));
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QObject::connect(addToFavAction, SIGNAL(triggered()),
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this, SLOT(addSelectedToFav()));
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m_helper->addPopupAction(addToFavAction);
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// Initialize the model of the default players
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QList<PlayerDef> fav = PlayersTableHelper::getFavPlayers();
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Q_FOREACH(const PlayerDef &def, fav)
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{
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if (def.isDefault)
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m_helper->addPlayer(def);
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}
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// Default of the default :)
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if (m_helper->getRowCount() == 0)
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{
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m_helper->addPlayer(PlayerDef(_q("Player %1").arg(1), _q(kHUMAN), "", false));
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m_helper->addPlayer(PlayerDef(_q("Eliot"), _q(kAI), "100", false));
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}
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// Enable the Ok button only if there are enough players for the
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// current mode
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QObject::connect(m_helper, SIGNAL(rowCountChanged()),
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this, SLOT(enableOkButton()));
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QObject::connect(radioButtonDuplicate, SIGNAL(toggled(bool)),
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this, SLOT(enableOkButton()));
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QObject::connect(radioButtonFreeGame, SIGNAL(toggled(bool)),
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this, SLOT(enableOkButton()));
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QObject::connect(radioButtonTraining, SIGNAL(toggled(bool)),
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this, SLOT(enableOkButton()));
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QObject::connect(radioButtonDuplicate, SIGNAL(toggled(bool)),
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this, SLOT(enablePlayers(bool)));
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QObject::connect(radioButtonFreeGame, SIGNAL(toggled(bool)),
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this, SLOT(enablePlayers(bool)));
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QObject::connect(radioButtonTraining, SIGNAL(toggled(bool)),
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this, SLOT(enablePlayers(bool)));
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QObject::connect(radioButtonArbitration, SIGNAL(toggled(bool)),
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this, SLOT(enablePlayers(bool)));
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QObject::connect(checkBoxJoker, SIGNAL(stateChanged(int)),
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this, SLOT(onJokerChecked(int)));
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QObject::connect(checkBoxExplosive, SIGNAL(stateChanged(int)),
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this, SLOT(onExplosiveChecked(int)));
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QObject::connect(buttonAddFav, SIGNAL(clicked()),
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this, SLOT(addFavoritePlayers()));
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}
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PublicGame * NewGame::createGame(const Dictionary &iDic) const
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{
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// Game parameters
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GameParams params(iDic);
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if (radioButtonTraining->isChecked())
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params.setMode(GameParams::kTRAINING);
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else if (radioButtonFreeGame->isChecked())
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params.setMode(GameParams::kFREEGAME);
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else if (radioButtonDuplicate->isChecked())
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params.setMode(GameParams::kDUPLICATE);
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else
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params.setMode(GameParams::kARBITRATION);
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if (checkBoxJoker->isChecked())
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params.addVariant(GameParams::kJOKER);
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if (checkBoxExplosive->isChecked())
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params.addVariant(GameParams::kEXPLOSIVE);
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if (checkBox7Among8->isChecked())
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params.addVariant(GameParams::k7AMONG8);
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// Create the game
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Game *tmpGame = GameFactory::Instance()->createGame(params);
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PublicGame *game = new PublicGame(*tmpGame);
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// Add the players
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if (!radioButtonTraining->isChecked())
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{
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const QList<PlayerDef> &players = m_helper->getPlayers(false);
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set<QString> allNames;
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for (int num = 0; num < players.size(); ++num)
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{
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QString name = players.at(num).name;
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if (name == "")
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name = _q("Player %1").arg(num + 1);
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// Ensure uniqueness of the players names
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if (allNames.find(name) != allNames.end())
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{
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int n = 2;
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while (allNames.find(name + QString(" (%1)").arg(n)) != allNames.end())
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{
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++n;
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}
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name += QString(" (%1)").arg(n);
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}
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allNames.insert(name);
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QString type = players.at(num).type;
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Player *player;
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if (type == _q(kHUMAN))
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player = new HumanPlayer;
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else
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{
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double level = players.at(num).level.toInt();
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player = new AIPercent(level / 100.);
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}
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player->setName(wfq(name));
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game->addPlayer(player);
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}
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}
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else
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{
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game->addPlayer(new HumanPlayer);
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}
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return game;
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}
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void NewGame::enableOkButton()
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{
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// Enable the "Ok" button:
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// - always in training mode
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// - if there is at least one player in duplicate mode
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// - if there are at least 2 players in free game mode
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bool disable =
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(radioButtonDuplicate->isChecked() && m_helper->getRowCount() < 1) ||
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(radioButtonFreeGame->isChecked() && m_helper->getRowCount() < 2);
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buttonBox->button(QDialogButtonBox::Ok)->setEnabled(!disable);
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}
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void NewGame::enablePlayers(bool checked)
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{
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// Testing the "checked" variable prevents from doing the work twice
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if (checked)
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{
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groupBoxPlayers->setEnabled(!radioButtonTraining->isChecked());
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}
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}
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void NewGame::addSelectedToFav()
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{
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QList<PlayerDef> fav = PlayersTableHelper::getFavPlayers();
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const QList<PlayerDef> &selected = m_helper->getPlayers(true);
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Q_FOREACH(const PlayerDef &def, selected)
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{
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fav.push_back(def);
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}
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m_helper->saveFavPlayers(fav);
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}
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void NewGame::addFavoritePlayers()
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{
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QDialog *dialog = new QDialog(this);
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dialog->setWindowTitle(_q("Select the players to add"));
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dialog->resize(400, 500);
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dialog->setLayout(new QVBoxLayout);
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QTableWidget *tableFav = new QTableWidget;
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dialog->layout()->addWidget(tableFav);
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QDialogButtonBox *buttonBox =
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new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
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dialog->layout()->addWidget(buttonBox);
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connect(buttonBox, SIGNAL(accepted()), dialog, SLOT(accept()));
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connect(buttonBox, SIGNAL(rejected()), dialog, SLOT(reject()));
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PlayersTableHelper *helper = new PlayersTableHelper(dialog, tableFav);
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helper->addPlayers(PlayersTableHelper::getFavPlayers());
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if (dialog->exec() == QDialog::Accepted)
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{
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m_helper->addPlayers(helper->getPlayers(true));
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}
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}
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void NewGame::onJokerChecked(int newState)
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{
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// The joker and explosive variants are incompatible
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if (newState == Qt::Checked)
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checkBoxExplosive->setChecked(false);
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}
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void NewGame::onExplosiveChecked(int newState)
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{
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// The joker and explosive variants are incompatible
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if (newState == Qt::Checked)
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checkBoxJoker->setChecked(false);
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}
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