eliot/game/game.cpp

637 lines
19 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 <boost/foreach.hpp>
#include <sstream>
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "game.h"
#include "turn_data.h"
#include "encoding.h"
#include "game_exception.h"
#include "turn.h"
#include "debug.h"
INIT_LOGGER(game, Game);
Game::Game(const GameParams &iParams):
m_params(iParams), m_board(m_params), m_bag(iParams.getDic())
{
m_points = 0;
m_currPlayer = 0;
}
Game::~Game()
{
BOOST_FOREACH(Player *p, m_players)
{
delete p;
}
}
Player& Game::accessPlayer(unsigned int iNum)
{
ASSERT(iNum < m_players.size(), "Wrong player number");
return *(m_players[iNum]);
}
const Player& Game::getPlayer(unsigned int iNum) const
{
ASSERT(iNum < m_players.size(), "Wrong player number");
return *(m_players[iNum]);
}
void Game::shuffleRack()
{
LOG_DEBUG("Shuffling rack for player " << currPlayer());
PlayedRack pld = getCurrentPlayer().getCurrentRack();
pld.shuffle();
m_players[currPlayer()]->setCurrentRack(pld);
}
void Game::realBag(Bag &ioBag) const
{
// Copy the bag
ioBag = m_bag;
vector<Tile> tiles;
// The real content of the bag depends on the game mode
if (getMode() == GameParams::kFREEGAME)
{
// In freegame mode, take the letters from all the racks
BOOST_FOREACH(const Player *player, m_players)
{
player->getCurrentRack().getAllTiles(tiles);
BOOST_FOREACH(const Tile &tile, tiles)
{
ioBag.takeTile(tile);
}
}
}
else
{
// In training or duplicate mode, take the rack of the current
// player only
getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
BOOST_FOREACH(const Tile &tile, tiles)
{
ioBag.takeTile(tile);
}
}
}
bool Game::canDrawRack(const PlayedRack &iPld, bool iCheck, int *reason) const
{
// When iCheck is true, we must make sure that there are at least 2 vowels
// and 2 consonants in the rack up to the 15th turn, and at least one of
// each starting from the 16th turn.
// So before trying to fill the rack, we'd better make sure there is a way
// to complete the rack with these constraints...
unsigned int min = 0;
if (iCheck)
{
// 2 vowels and 2 consonants are needed up to the 15th turn
if (m_history.getSize() < 15)
min = 2;
else
min = 1;
}
// Create a copy of the bag in which we can do everything we want,
// and take from it the tiles of the players rack so that "bag"
// contains the right number of tiles.
Bag bag(getDic());
realBag(bag);
// Replace all the tiles of the given rack into the bag
vector<Tile> tiles;
iPld.getAllTiles(tiles);
BOOST_FOREACH(const Tile &tile, tiles)
{
bag.replaceTile(tile);
}
// Nothing in the rack, nothing in the bag --> end of the (free)game
if (bag.getNbTiles() == 0)
{
if (reason)
*reason = 1;
return false;
}
// Check whether it is possible to complete the rack properly
if (bag.getNbVowels() < min ||
bag.getNbConsonants() < min)
{
if (reason)
*reason = 2;
return false;
}
// In a duplicate game, we need at least 2 letters, even if we have
// one letter which can be considered both as a consonant and as a vowel
if (iCheck && bag.getNbTiles() < 2)
{
if (reason)
*reason = 2;
return false;
}
return true;
}
PlayedRack Game::helperSetRackRandom(const PlayedRack &iPld,
bool iCheck, set_rack_mode mode) const
{
int reason = 0;
if (!canDrawRack(iPld, iCheck, &reason))
{
if (reason == 1)
throw EndGameException(_("The bag is empty"));
else if (reason == 2)
throw EndGameException(_("Not enough vowels or consonants to complete the rack"));
ASSERT(false, "Error code not handled")
}
// When iCheck is true, we must make sure that there are at least 2 vowels
// and 2 consonants in the rack up to the 15th turn, and at least one of
// each starting from the 16th turn.
// So before trying to fill the rack, we'd better make sure there is a way
// to complete the rack with these constraints...
unsigned int min = 0;
if (iCheck)
{
// 2 vowels and 2 consonants are needed up to the 15th turn
if (m_history.getSize() < 15)
min = 2;
else
min = 1;
}
// Make a copy of the given rack
PlayedRack pld = iPld;
int nold = pld.getNbOld();
// Create a copy of the bag in which we can do everything we want,
// and take from it the tiles of the players rack so that "bag"
// contains the right number of tiles.
Bag bag(getDic());
realBag(bag);
if (mode == RACK_NEW && nold != 0)
{
// We may have removed too many letters from the bag (i.e. the 'new'
// letters of the player)
vector<Tile> tiles;
pld.getNewTiles(tiles);
BOOST_FOREACH(const Tile &tile, tiles)
{
bag.replaceTile(tile);
}
pld.resetNew();
}
else if ((mode == RACK_NEW && nold == 0) || mode == RACK_ALL)
{
// Replace all the tiles in the bag before choosing random ones
vector<Tile> tiles;
pld.getAllTiles(tiles);
BOOST_FOREACH(const Tile &tile, tiles)
{
bag.replaceTile(tile);
}
// RACK_NEW with an empty rack is equivalent to RACK_ALL
pld.reset();
// Do not forget to update nold, for the RACK_ALL case
nold = 0;
}
else
{
throw GameException(_("Not a random mode"));
}
const unsigned int RACK_SIZE = m_params.getRackSize();
// Get the tiles remaining on the rack
vector<Tile> tiles;
pld.getOldTiles(tiles);
// The rack is already complete, there is nothing to do
// TODO: add a log here
if (tiles.size() >= RACK_SIZE)
return iPld;
bool jokerAdded = false;
// Are we dealing with a normal game or a joker game?
if (m_params.hasVariant(GameParams::kJOKER) ||
m_params.hasVariant(GameParams::kEXPLOSIVE))
{
// 1) Is there already a joker in the remaining letters of the rack?
bool jokerFound = false;
BOOST_FOREACH(const Tile &tile, tiles)
{
if (tile.isJoker())
{
jokerFound = true;
break;
}
}
// 2) If there was no joker, we add one if possible
if (!jokerFound && bag.in(Tile::Joker()))
{
jokerAdded = true;
pld.addNew(Tile::Joker());
tiles.push_back(Tile::Joker());
}
// 3) Remove all the jokers from the bag, to avoid taking another one
while (bag.in(Tile::Joker()))
{
bag.takeTile(Tile::Joker());
}
}
// Handle reject:
// Now that the joker has been dealt with, we try to complete the rack
// with truly random tiles. If it meets the requirements (i.e. if there
// are at least "min" vowels and "min" consonants in the rack), fine.
// Otherwise, we reject the rack completely, and we try again
// to complete it, but this time we ensure by construction that the
// requirements will be met.
while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
{
const Tile &l = bag.selectRandom();
bag.takeTile(l);
pld.addNew(l);
}
if (!pld.checkRack(min, min))
{
// Bad luck... we have to reject the rack
vector<Tile> rejectedTiles;
pld.getAllTiles(rejectedTiles);
BOOST_FOREACH(const Tile &rejTile, rejectedTiles)
{
bag.replaceTile(rejTile);
}
pld.reset();
// Do not mark the rack as rejected if it was empty
if (nold > 0)
pld.setReject();
// Keep track of the needed consonants and vowels in the rack
unsigned int neededVowels = min;
unsigned int neededConsonants = min;
// Restore the joker if we are in a joker game
if (jokerAdded)
{
pld.addNew(Tile::Joker());
if (neededVowels > 0)
--neededVowels;
if (neededConsonants > 0)
--neededConsonants;
}
// RACK_SIZE - tiles.size() is the number of letters to add to the rack
if (neededVowels > RACK_SIZE - tiles.size() ||
neededConsonants > RACK_SIZE - tiles.size())
{
// We cannot fill the rack with enough vowels or consonants!
// Actually this should never happen, but it doesn't hurt to check...
// FIXME: this test is not completely right, because it supposes no
// letter can be at the same time a vowel and a consonant
throw EndGameException("Not enough vowels or consonants to complete the rack");
}
// Get the required vowels and consonants first
for (unsigned int i = 0; i < neededVowels; ++i)
{
const Tile &l = bag.selectRandomVowel();
bag.takeTile(l);
pld.addNew(l);
// Handle the case where the vowel can also be considered
// as a consonant
if (l.isConsonant() && neededConsonants > 0)
--neededConsonants;
}
for (unsigned int i = 0; i < neededConsonants; ++i)
{
const Tile &l = bag.selectRandomConsonant();
bag.takeTile(l);
pld.addNew(l);
}
// The difficult part is done:
// - we have handled joker games
// - we have handled the checks
// Now complete the rack with truly random letters
while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
{
const Tile &l = bag.selectRandom();
bag.takeTile(l);
pld.addNew(l);
}
}
// In explosive games, we have to perform a search, then replace the
// joker with the letter providing the best score
// A joker coming from a previous rack is not replaced
if (m_params.hasVariant(GameParams::kEXPLOSIVE) && jokerAdded)
{
const Rack &rack = pld.getRack();
BestResults res;
res.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
if (res.size())
{
PlayedRack pldCopy = pld;
// Get the best word
const Round & bestRound = res.get(0);
LOG_DEBUG("helperSetRackRandom(): initial rack: "
<< lfw(pld.toString()) << " (best word: "
<< lfw(bestRound.getWord()) << ")");
// Identify the joker
for (unsigned int i = 0; i < bestRound.getWordLen(); ++i)
{
if (bestRound.isJoker(i) && bestRound.isPlayedFromRack(i))
{
const Tile &jokerTile = bestRound.getTile(i);
const Tile &replacingTile = jokerTile.toUpper();
LOG_DEBUG("helperSetRackRandom(): replacing Joker with "
<< lfw(replacingTile.toChar()));
// If the bag does not contain this letter anymore,
// simply keep the joker in the rack.
if (bag.in(replacingTile))
{
// The bag contains the replacing letter
// We need to swap the joker (it is necessarily in the
// new tiles, because jokerAdded is true)
Rack tmpRack = pld.getNew();
ASSERT(tmpRack.in(Tile::Joker()),
"No joker found in the new tiles!");
tmpRack.remove(Tile::Joker());
tmpRack.add(replacingTile);
pld.setNew(tmpRack);
// Make sure the invariant is still correct, otherwise we keep the joker
if (!pld.checkRack(min, min))
pld = pldCopy;
}
break;
}
}
}
}
// Shuffle the new tiles, to hide the order we imposed (joker first in a
// joker game, then needed vowels, then needed consonants, and rest of the
// rack)
pld.shuffleNew();
// Post-condition check. This should never fail, of course :)
ASSERT(pld.checkRack(min, min), "helperSetRackRandom() is buggy!");
return pld;
}
bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
{
BOOST_FOREACH(const Tile &t, getDic().getAllTiles())
{
if (iRack.in(t) > iBag.in(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,
Round &oRound, bool checkRack) const
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (!getDic().validateLetters(iWord))
return 1;
// Init the round with the given coordinates
oRound = Round();
oRound.accessCoord().setFromString(iCoord);
if (!oRound.getCoord().isValid())
{
return 2;
}
// Check the existence of the word
if (!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]));
}
oRound.setWord(tiles);
// Check the word position, compute its points,
// and specify the origin of each letter (board or rack)
int res = m_board.checkRound(oRound);
if (res != 0)
return res + 4;
// In duplicate mode, the first word must be horizontal
if (m_board.isVacant(8, 8) &&
(getMode() == GameParams::kDUPLICATE ||
getMode() == GameParams::kARBITRATION))
{
if (oRound.getCoord().getDir() == Coord::VERTICAL)
return 10;
}
if (checkRack)
{
// Check that the word can be formed with the tiles in the rack:
// we first create a copy of the rack, then we remove the tiles
// one by one
Player *player = m_players[m_currPlayer];
Rack rack = player->getCurrentRack().getRack();
Tile t;
for (unsigned int i = 0; i < oRound.getWordLen(); i++)
{
if (oRound.isPlayedFromRack(i))
{
if (oRound.isJoker(i))
t = Tile::Joker();
else
t = oRound.getTile(i);
if (!rack.in(t))
{
return 4;
}
rack.remove(t);
}
}
}
return 0;
}
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();
}