mirror of
git://git.savannah.nongnu.org/eliot.git
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347 lines
9.7 KiB
C++
347 lines
9.7 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 "game_move_cmd.h"
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#include "ai_player.h"
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#include "settings.h"
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#include "debug.h"
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Duplicate::Duplicate(const Dictionary &iDic)
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: Game(iDic)
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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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// 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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Player &currPlayer = *m_players[m_currPlayer];
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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(Move(round), currPlayer, true);
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}
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else
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{
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// Record the invalid move of the player
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recordPlayerMove(Move(iWord, iCoord), currPlayer, true);
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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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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.getType() == Move::CHANGE_LETTERS ||
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move.getType() == Move::PASS)
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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(move, *player, false);
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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 rack for the player that just played
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try
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getCurrentPlayer().getCurrentRack(), true, RACK_NEW);
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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, newRack);
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accessNavigation().addAndExecute(pCmd);
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// Nobody has played yet in this round
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Command *pCmd2 = new MarkPlayedCmd(*this, player->getId(), false);
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accessNavigation().addAndExecute(pCmd2);
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}
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// Change the turn _after_ setting the new rack, so that when going
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// back in the history the rack is already there. The turn boundaries
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// must be just before player actions, otherwise restoring the game
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// doesn't work properly.
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accessNavigation().newTurn();
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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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// 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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void Duplicate::tryEndTurn()
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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() && !m_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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// Now that all the human players have played,
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// make AI players play their turn
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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())
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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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void Duplicate::recordPlayerMove(const Move &iMove, Player &ioPlayer, bool isForHuman)
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{
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
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pCmd->setAutoExecution(!isForHuman);
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accessNavigation().addAndExecute(pCmd);
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Command *pCmd2 = new MarkPlayedCmd(*this, ioPlayer.getId(), true);
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pCmd2->setAutoExecution(!isForHuman);
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accessNavigation().addAndExecute(pCmd2);
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}
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void Duplicate::endTurn()
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{
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// Find the player with the best score
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Player *bestPlayer = NULL;
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int bestScore = 0;
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BOOST_FOREACH(Player *player, m_players)
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{
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if (player->getLastMove().getScore() > bestScore)
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{
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bestScore = player->getLastMove().getScore();
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bestPlayer = player;
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}
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}
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// If nobody played a valid round, go to the next turn
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if (bestPlayer == NULL)
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{
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// In fact, maybe someone played a valid round with a score of 0
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// (just playing a joker, for example)
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BOOST_FOREACH(Player *player, m_players)
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{
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if (player->getLastMove().getType() == Move::VALID_ROUND)
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{
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bestPlayer = player;
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break;
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}
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}
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if (bestPlayer == NULL)
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{
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// Nobody played a valid round. Go to the next turn...
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start();
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return;
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}
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}
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// Get the best valid move
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const Move &bestMove = bestPlayer->getLastMove();
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// Handle solo bonus
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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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int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players");
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if (getNPlayers() >= (unsigned int)minNbPlayers &&
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bestMove.getType() == Move::VALID_ROUND)
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{
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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().getType() == Move::VALID_ROUND)
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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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bestPlayer->addPoints(bonus);
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// TODO: keep a trace of the solo, so the interface
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// can be aware of it...
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}
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}
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// Play the best word on the board
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Command *pCmd = new GameMoveCmd(*this, bestMove,
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bestPlayer->getLastRack(),
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bestPlayer->getId());
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accessNavigation().addAndExecute(pCmd);
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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 = bestPlayer->getCurrentRack();
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BOOST_FOREACH(Player *player, m_players)
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{
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if (player != bestPlayer)
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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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}
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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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m_finished = true;
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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 int p) const
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{
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ASSERT(p < getNPlayers(), "Wrong player number");
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map<unsigned int, bool>::const_iterator it = m_hasPlayed.find(p);
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return it != m_hasPlayed.end() && it->second;
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}
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void Duplicate::setPlayedFlag(unsigned int iPlayerId, bool iNewFlag)
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{
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ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
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m_hasPlayed[iPlayerId] = iNewFlag;
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}
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Duplicate::MarkPlayedCmd::MarkPlayedCmd(Duplicate &ioDuplicate,
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unsigned int iPlayerId,
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bool iPlayedFlag)
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: m_duplicateGame(ioDuplicate), m_playerId(iPlayerId),
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m_newPlayedFlag(iPlayedFlag)
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{
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}
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void Duplicate::MarkPlayedCmd::doExecute()
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{
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m_oldPlayedFlag = m_duplicateGame.hasPlayed(m_playerId);
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m_duplicateGame.setPlayedFlag(m_playerId, m_newPlayedFlag);
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}
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void Duplicate::MarkPlayedCmd::doUndo()
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{
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m_duplicateGame.setPlayedFlag(m_playerId, m_oldPlayedFlag);
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}
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wstring Duplicate::MarkPlayedCmd::toString() const
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{
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wostringstream oss;
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oss << L"MarkPlayedCmd (player " << m_playerId
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<< L" marked " << m_newPlayedFlag << L")";
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return oss.str();
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}
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