mirror of
git://git.savannah.nongnu.org/eliot.git
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b1ed3215d9
Internally, commands are now stored a bit differently: some commands which were at the end of a turn (like the players rack in duplicate mode) are now at the beginning. But from a user point of view, there is no visible difference, except some details in training mode (and the new behaviour is arguably better :)). Only (known) problem: after loading a game saved before this commit, navigating in the game history may be less nice (in particular, racks may not be fully restored).
222 lines
5 KiB
C++
222 lines
5 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 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 "navigation.h"
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#include "turn_cmd.h"
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#include "command.h"
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#include "game_exception.h"
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#include "debug.h"
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#include "encoding.h"
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INIT_LOGGER(game, Navigation);
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Navigation::Navigation()
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: m_currTurn(0)
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{
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// Start with an empty turn
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m_turnCommands.push_back(new TurnCmd);
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}
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Navigation::~Navigation()
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{
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BOOST_FOREACH(TurnCmd *c, m_turnCommands)
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{
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delete c;
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}
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}
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void Navigation::newTurn()
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{
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LOG_INFO("New turn");
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lastTurn();
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m_turnCommands.push_back(new TurnCmd);
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++m_currTurn;
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}
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void Navigation::addAndExecute(Command *iCmd)
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{
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if (!isLastTurn())
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throw GameException("Cannot add a command to an old turn");
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m_turnCommands[m_currTurn]->addAndExecute(iCmd);
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}
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unsigned int Navigation::getCurrTurn() const
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{
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return m_currTurn;
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}
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unsigned int Navigation::getNbTurns() const
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{
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return m_turnCommands.size();
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}
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bool Navigation::isFirstTurn() const
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{
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return m_currTurn == 0 &&
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m_turnCommands[m_currTurn]->isPartiallyExecuted() &&
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!m_turnCommands[m_currTurn]->isFullyExecuted();
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}
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bool Navigation::isLastTurn() const
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{
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return m_currTurn == m_turnCommands.size() - 1 &&
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m_turnCommands[m_currTurn]->isFullyExecuted();
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}
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void Navigation::prevTurn()
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{
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if (isFirstTurn())
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return;
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LOG_DEBUG("Navigating to the previous turn");
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TurnCmd *turn = m_turnCommands[m_currTurn];
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if (turn->isFullyExecuted() && turn->hasNonAutoExecCmd())
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{
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ASSERT(isLastTurn(), "Unexpected turn state");
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turn->partialUndo();
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return;
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}
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ASSERT(m_currTurn > 0, "Trying to go before the first turn");
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ASSERT(turn->isPartiallyExecuted(), "Unexpected turn state");
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turn->undo();
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--m_currTurn;
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m_turnCommands[m_currTurn]->partialUndo();
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}
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void Navigation::nextTurn()
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{
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if (isLastTurn())
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return;
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LOG_DEBUG("Navigating to the next turn");
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TurnCmd *turn = m_turnCommands[m_currTurn];
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ASSERT(turn->isPartiallyExecuted(), "Unexpected turn state");
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if (m_currTurn + 1 < m_turnCommands.size())
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{
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// Finish executing the current turn (if needed)
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turn->execute();
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++m_currTurn;
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m_turnCommands[m_currTurn]->partialExecute();
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}
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else
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{
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ASSERT(!turn->isFullyExecuted(), "Unexpected turn state");
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turn->execute();
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}
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}
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void Navigation::firstTurn()
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{
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LOG_DEBUG("Navigating to the first turn");
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while (!isFirstTurn())
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{
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prevTurn();
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}
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}
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void Navigation::lastTurn()
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{
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LOG_DEBUG("Navigating to the last turn");
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while (!isLastTurn())
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{
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nextTurn();
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}
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}
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void Navigation::clearFuture()
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{
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LOG_INFO("Erasing all the future turns");
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// Replay the auto-execution turns (i.e. turns where only the AI was involved).
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// This is needed for a correct handling of free games
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while (!isLastTurn() && m_turnCommands[m_currTurn]->isHumanIndependent())
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{
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LOG_DEBUG("Replaying a human independent turn");
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nextTurn();
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}
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// When there is no future, don't do anything
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if (isLastTurn())
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return;
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// Destroy future turns
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while (m_turnCommands.size() > m_currTurn + 1)
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{
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delete m_turnCommands.back();
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m_turnCommands.pop_back();
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}
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TurnCmd *turn = m_turnCommands[m_currTurn];
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// Destroy non executed commands for the current turn
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ASSERT(turn->isPartiallyExecuted(), "Invalid state");
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turn->dropNonExecutedCommands();
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// Sanity checks
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ASSERT(isLastTurn(),
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"After removing the next turns, we should be at the last turn");
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ASSERT(turn->isFullyExecuted(), "Invalid final state");
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}
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const vector<TurnCmd *> & Navigation::getTurns() const
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{
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return m_turnCommands;
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}
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const TurnCmd & Navigation::getCurrentTurn() const
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{
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return *m_turnCommands[m_currTurn];
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}
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void Navigation::print() const
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{
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LOG_DEBUG("=== Commands history ===");
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LOG_DEBUG("Current position at turn " << m_currTurn);
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int index = 0;
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BOOST_FOREACH(const TurnCmd *c, m_turnCommands)
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{
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LOG_DEBUG(index << " " << lfw(c->toString()));
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++index;
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}
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}
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