eliot/game/training.cpp

181 lines
5.1 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "training.h"
#include "dic.h"
#include "tile.h"
#include "settings.h"
#include "rack.h"
#include "round.h"
#include "move.h"
#include "pldrack.h"
#include "player.h"
#include "cmd/player_move_cmd.h"
#include "cmd/player_rack_cmd.h"
#include "cmd/game_move_cmd.h"
#include "cmd/game_rack_cmd.h"
#include "encoding.h"
#include "debug.h"
INIT_LOGGER(game, Training);
Training::Training(const GameParams &iParams)
: Game(iParams), m_results(1000)
{
}
void Training::setRackRandom(bool iCheck, set_rack_mode mode)
{
m_results.clear();
const PlayedRack &newRack =
helperSetRackRandom(getHistory().getCurrentRack(), iCheck, mode);
Command *pCmd1 = new GameRackCmd(*this, newRack);
pCmd1->setHumanIndependent(false);
accessNavigation().addAndExecute(pCmd1);
Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
pCmd2->setHumanIndependent(false);
accessNavigation().addAndExecute(pCmd2);
}
void Training::setRackManual(bool iCheck, const wstring &iLetters)
{
// Letters can be lowercase or uppercase as they are
// coming from user input. We do not consider a lowercase
// letter to be a joker which has been assigned to a letter.
// As a result, we simply make all the letters uppercase
wstring upperLetters = toUpper(iLetters);
const PlayedRack &newRack = helperSetRackManual(iCheck, upperLetters);
Command *pCmd1 = new GameRackCmd(*this, newRack);
pCmd1->setHumanIndependent(false);
accessNavigation().addAndExecute(pCmd1);
Command *pCmd2 = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
pCmd2->setHumanIndependent(false);
accessNavigation().addAndExecute(pCmd2);
// Clear the results if everything went well
m_results.clear();
}
int Training::play(const wstring &iCoord, const wstring &iWord)
{
m_board.removeTestRound();
// Perform all the validity checks, and fill a move
Move move;
int res = checkPlayedWord(iCoord, iWord, move);
if (res != 0)
return res;
recordPlayerMove(move, *m_players[m_currPlayer]);
// Next turn
endTurn();
return 0;
}
void Training::recordPlayerMove(const Move &iMove, Player &ioPlayer)
{
LOG_INFO("Player " << ioPlayer.getId() << " plays: " << lfw(iMove.toString()));
// Update the rack and the score of the current player
// PlayerMoveCmd::execute() must be called before Game::helperPlayMove()
// (called in this class in endTurn()).
// See the big comment in game.cpp, line 96
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
accessNavigation().addAndExecute(pCmd);
}
void Training::start()
{
// Nothing to do
}
bool Training::isFinished() const
{
// The game is finished when there is no more tile
// (in the bag or in the racks)
return getBag().getNbTiles() == 0;
}
void Training::endTurn()
{
m_results.clear();
// Play the word on the board
const Move &move = m_players[m_currPlayer]->getLastMove();
Command *pCmd = new GameMoveCmd(*this, move, m_currPlayer);
accessNavigation().addAndExecute(pCmd);
accessNavigation().newTurn();
}
void Training::search()
{
// Search for the current player
const Rack &rack = getHistory().getCurrentRack().getRack();
int limit = Settings::Instance().getInt("training.search-limit");
m_results.setLimit(limit);
m_results.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
}
int Training::playResult(unsigned int n)
{
if (n >= m_results.size())
return 2;
Move move(m_results.get(n));
// Update the rack and the score of the current player
recordPlayerMove(move, *m_players[m_currPlayer]);
// Next turn
endTurn();
return 0;
}
void Training::addPlayer(Player *iPlayer)
{
ASSERT(getNPlayers() == 0,
"Only one player can be added in Training mode");
// Force the name of the player
iPlayer->setName(wfl(_("Training")));
Game::addPlayer(iPlayer);
}