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30385abe30
This avoids calling MoveSelector everywhere in the code.
779 lines
27 KiB
C++
779 lines
27 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 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 <boost/foreach.hpp>
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#include <QtGui/QStandardItemModel>
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#include <QtGui/QSortFilterProxyModel>
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#include <QtGui/QMenu>
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#include <QtGui/QShortcut>
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#include "arbit_assignments.h"
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#include "qtcommon.h"
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#include "custom_popup.h"
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#include "prefs_dialog.h"
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#include "public_game.h"
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#include "player.h"
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#include "turn_data.h"
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#include "rack.h"
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#include "results.h"
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#include "settings.h"
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#include "debug.h"
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using namespace std;
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INIT_LOGGER(qt, ArbitAssignments);
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ArbitAssignments::ArbitAssignments(QWidget *parent, PublicGame *iGame)
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: QWidget(parent), m_game(iGame)
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{
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setupUi(this);
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// Associate a model to the players view.
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// We use a proxy, to enable easy sorting of the players.
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m_proxyPlayersModel = new QSortFilterProxyModel(this);
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m_proxyPlayersModel->setDynamicSortFilter(true);
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m_playersModel = new QStandardItemModel(this);
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m_proxyPlayersModel->setSourceModel(m_playersModel);
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treeViewPlayers->setModel(m_proxyPlayersModel);
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m_playersModel->setColumnCount(8);
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m_playersModel->setHeaderData(0, Qt::Horizontal, _q("Table"), Qt::DisplayRole);
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m_playersModel->setHeaderData(1, Qt::Horizontal, _q("Player"), Qt::DisplayRole);
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m_playersModel->setHeaderData(2, Qt::Horizontal, _q("Word"), Qt::DisplayRole);
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m_playersModel->setHeaderData(3, Qt::Horizontal, _q("Ref"), Qt::DisplayRole);
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m_playersModel->setHeaderData(4, Qt::Horizontal, _q("Points"), Qt::DisplayRole);
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m_playersModel->setHeaderData(5, Qt::Horizontal, _q("S"), Qt::DisplayRole);
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m_playersModel->setHeaderData(6, Qt::Horizontal, _q("W"), Qt::DisplayRole);
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m_playersModel->setHeaderData(7, Qt::Horizontal, _q("P"), Qt::DisplayRole);
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treeViewPlayers->sortByColumn(0, Qt::AscendingOrder);
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treeViewPlayers->setColumnWidth(0, 70);
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treeViewPlayers->setColumnWidth(1, 150);
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treeViewPlayers->setColumnWidth(2, 130);
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treeViewPlayers->setColumnWidth(3, 40);
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treeViewPlayers->setColumnWidth(4, 50);
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treeViewPlayers->setColumnWidth(5, 25);
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treeViewPlayers->setColumnWidth(6, 25);
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treeViewPlayers->setColumnWidth(7, 25);
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QShortcut *shortcut;
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shortcut = new QShortcut(QKeySequence::Delete, treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(suppressMove()));
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// TRANSLATORS: 'T' is the keyboard shortcut used in arbitration mode
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// to assign the top move to players. If translated, the translation
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// will be used as shortcut instead of 'T'.
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shortcut = new QShortcut(_q("T"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(assignTopMove()));
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// TRANSLATORS: 'S' stands for Solo, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a solo, in arbitration mode.
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shortcut = new QShortcut(_q("S"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemoveSolo()));
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// TRANSLATORS: 'W' stands for Warning, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a warning, in arbitration mode.
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shortcut = new QShortcut(_q("W"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemoveWarning()));
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// TRANSLATORS: 'P' stands for Penalty, it is used as column header in
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// the history, and in the players table in arbitration mode. It is also
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// used as shortcut to assign a penalty, in arbitration mode.
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shortcut = new QShortcut(_q("P"), treeViewPlayers);
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shortcut->setContext(Qt::WidgetWithChildrenShortcut);
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QObject::connect(shortcut, SIGNAL(activated()),
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this, SLOT(addRemovePenalty()));
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// Display a preview of the master word when clicked
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QObject::connect(labelMasterMove, SIGNAL(clicked()),
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this, SLOT(showMasterPreview()));
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// Enable the assignment buttons according to the selections in trees
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QObject::connect(treeViewPlayers->selectionModel(),
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SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
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this, SLOT(enableAssignmentButtons()));
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// Emit the "playerSelected" signal when appropriate
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QObject::connect(treeViewPlayers->selectionModel(),
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SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
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this, SLOT(emitPlayerSelected()));
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// Move assignment
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QObject::connect(buttonSelectMaster, SIGNAL(clicked()),
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this, SLOT(setMasterMove()));
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QObject::connect(buttonSuppressMove, SIGNAL(clicked()),
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this, SLOT(suppressMove()));
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QObject::connect(buttonAssign, SIGNAL(clicked()),
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this, SLOT(assignSelectedMove()));
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QObject::connect(treeViewPlayers, SIGNAL(activated(const QModelIndex&)),
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this, SLOT(assignSelectedMove()));
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// End turn
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QObject::connect(buttonEndTurn, SIGNAL(clicked()),
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this, SLOT(endTurn()));
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// Show/hide players with an assigned move
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QObject::connect(checkBoxHideAssigned, SIGNAL(toggled(bool)),
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this, SLOT(updatePlayersModel()));
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// Add a context menu for the players
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CustomPopup *playersPopup = new CustomPopup(treeViewPlayers);
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QObject::connect(playersPopup, SIGNAL(popupCreated(QMenu&, const QPoint&)),
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this, SLOT(populatePlayersMenu(QMenu&, const QPoint&)));
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refresh();
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}
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void ArbitAssignments::refresh()
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{
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updatePlayersModel();
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// Update the master move
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const Move &masterMove = m_game->duplicateGetMasterMove();
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if (masterMove.isNull())
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{
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labelMasterMove->setText(QString("<i>%1</i>").arg(_q("Not selected yet")));
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}
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else
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{
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QString label = QString("<b>%1</b>").arg(formatMove(masterMove));
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labelMasterMove->setText(label);
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}
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setEnabled(!m_game->isFinished());
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enableAssignmentButtons();
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buttonSelectMaster->setEnabled(isSetMasterAllowed());
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buttonEndTurn->setEnabled(isEndTurnAllowed());
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}
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void ArbitAssignments::updatePlayersModel()
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{
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// Save the ID of the selected players
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QSet<unsigned int> playersIdSet = getSelectedPlayers();
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// Save the currently focused player (to be able to restore the focus properly)
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int currProxyRow = treeViewPlayers->selectionModel()->currentIndex().row();
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QModelIndex currProxyIdx = m_proxyPlayersModel->index(currProxyRow, 0);
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unsigned currPlayerId = m_proxyPlayersModel->data(currProxyIdx, Qt::UserRole).toUInt();
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m_playersModel->removeRows(0, m_playersModel->rowCount());
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if (m_game == NULL)
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return;
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const bool hideAssignedPlayers = checkBoxHideAssigned->isChecked();
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for (unsigned int i = 0; i < m_game->getNbPlayers(); ++i)
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{
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const Player &player = m_game->getPlayer(i);
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// Only display human players
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if (!player.isHuman())
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continue;
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// Hide players with an assigned move other than "No move"
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if (hideAssignedPlayers && m_game->hasPlayed(player.getId()) &&
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!player.getLastMove().isNull())
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{
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continue;
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}
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const int rowNum = m_playersModel->rowCount();
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m_playersModel->insertRow(rowNum);
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m_playersModel->setData(m_playersModel->index(rowNum, 0), player.getTableNb());
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m_playersModel->setData(m_playersModel->index(rowNum, 1), qfw(player.getName()));
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// Store the player ID
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m_playersModel->setData(m_playersModel->index(rowNum, 0),
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player.getId(), Qt::UserRole);
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// Display the played word, if any
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if (m_game->hasPlayed(player.getId()))
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{
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const Move &move = player.getLastMove();
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m_playersModel->setData(m_playersModel->index(rowNum, 4), move.getScore());
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QPalette palette = treeViewPlayers->palette();
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QColor color = palette.color(QPalette::Normal, QPalette::WindowText);
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if (move.isValid())
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{
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const Round &round = move.getRound();
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m_playersModel->setData(m_playersModel->index(rowNum, 2), qfw(round.getWord()));
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m_playersModel->setData(m_playersModel->index(rowNum, 3), qfw(round.getCoord().toString()));
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}
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else if (move.isInvalid())
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{
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m_playersModel->setData(m_playersModel->index(rowNum, 2), "<" + qfw(move.getBadWord()) + ">");
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m_playersModel->setData(m_playersModel->index(rowNum, 3), qfw(move.getBadCoord()));
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color = Qt::red;
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}
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// Apply the color
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const QBrush brush(color);
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m_playersModel->setData(m_playersModel->index(rowNum, 2),
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brush, Qt::ForegroundRole);
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m_playersModel->setData(m_playersModel->index(rowNum, 3),
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brush, Qt::ForegroundRole);
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}
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// Print the solos, warnings and penalties
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const TurnData &turnData = player.getHistory().getTurn(m_game->getCurrTurn() - 1);
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if (turnData.getSoloPoints() != 0)
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m_playersModel->setData(m_playersModel->index(rowNum, 5), turnData.getSoloPoints());
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if (turnData.getWarningsNb() != 0)
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m_playersModel->setData(m_playersModel->index(rowNum, 6), turnData.getWarningsNb());
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if (turnData.getPenaltyPoints() != 0)
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m_playersModel->setData(m_playersModel->index(rowNum, 7), turnData.getPenaltyPoints());
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// Restore the selection
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if (playersIdSet.contains(player.getId()))
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{
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LOG_DEBUG("selecting player " << player.getId());
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QModelIndex proxyIndex = m_proxyPlayersModel->mapFromSource(m_playersModel->index(rowNum, 0));
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treeViewPlayers->selectionModel()->select(proxyIndex, QItemSelectionModel::Select | QItemSelectionModel::Rows);
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}
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// Restore the focus
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if (player.getId() == currPlayerId)
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{
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QModelIndex proxyIndex = m_proxyPlayersModel->mapFromSource(m_playersModel->index(rowNum, 0));
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treeViewPlayers->selectionModel()->setCurrentIndex(proxyIndex, QItemSelectionModel::Current | QItemSelectionModel::Rows);
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}
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}
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}
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void ArbitAssignments::enableAssignmentButtons()
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{
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bool hasSelResult = !m_selectedMove.isNull();
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bool hasSelPlayer = treeViewPlayers->selectionModel()->hasSelection();
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// Enable the "Assign move" button iff a move is selected
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// and at least one player in the tree view is selected
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buttonAssign->setEnabled(hasSelResult && hasSelPlayer);
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if (hasSelResult && hasSelPlayer)
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{
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const Move &move = m_selectedMove;
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buttonAssign->setToolTip(_q("Assign move (%1) to the selected player(s)")
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.arg(formatMove(move)));
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}
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buttonSuppressMove->setEnabled(isSuppressMoveAllowed());
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buttonSelectMaster->setEnabled(isSetMasterAllowed());
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}
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void ArbitAssignments::populatePlayersMenu(QMenu &iMenu, const QPoint &iPoint)
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{
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const QModelIndex &index = treeViewPlayers->indexAt(iPoint);
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if (!index.isValid())
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return;
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// Action to assign the selected move
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QString selMoveString = _q("none");
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if (isAssignMoveAllowed())
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{
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const Move &move = m_selectedMove;
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selMoveString = formatMove(move);
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}
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QAction *assignSelMoveAction =
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new QAction(_q("Assign selected move (%1)").arg(selMoveString), this);
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assignSelMoveAction->setStatusTip(_q("Assign move (%1) to the selected player(s)")
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.arg(selMoveString));
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assignSelMoveAction->setShortcut(Qt::Key_Enter);
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QObject::connect(assignSelMoveAction, SIGNAL(triggered()),
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this, SLOT(assignSelectedMove()));
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iMenu.addAction(assignSelMoveAction);
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if (!isAssignMoveAllowed())
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assignSelMoveAction->setEnabled(false);
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// Action to assign the top move
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QAction *assignTopMoveAction = new QAction(_q("Assign top move (if unique)"), this);
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assignTopMoveAction->setStatusTip(_q("Assign the top move (if unique) to the selected player(s)"));
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assignTopMoveAction->setShortcut(_q("T"));
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QObject::connect(assignTopMoveAction, SIGNAL(triggered()),
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this, SLOT(assignTopMove()));
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iMenu.addAction(assignTopMoveAction);
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// Action to suppress an assigned move
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QAction *suppressMoveAction = new QAction(_q("Suppress assigned move"), this);
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suppressMoveAction->setStatusTip(_q("Suppress the currently assigned move for the selected player(s)"));
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suppressMoveAction->setShortcut(Qt::Key_Delete);
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QObject::connect(suppressMoveAction, SIGNAL(triggered()),
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this, SLOT(suppressMove()));
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iMenu.addAction(suppressMoveAction);
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if (!isSuppressMoveAllowed())
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suppressMoveAction->setEnabled(false);
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// Action to select all the players
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QAction *selectAllAction = new QAction(_q("Select all players"), this);
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selectAllAction->setStatusTip(_q("Select all the players"));
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selectAllAction->setShortcut(QKeySequence::SelectAll);
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QObject::connect(selectAllAction, SIGNAL(triggered()),
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this, SLOT(selectAllPlayers()));
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iMenu.addAction(selectAllAction);
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// Action to give or remove a solo to players
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QAction *soloAction = new QAction(_q("Give (or remove) a solo"), this);
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soloAction->setStatusTip(_q("Give a solo to the selected player, or remove it if (s)he already has one"));
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soloAction->setShortcut(_q("S"));
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QObject::connect(soloAction, SIGNAL(triggered()),
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this, SLOT(addRemoveSolo()));
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iMenu.addAction(soloAction);
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if (useSoloAuto())
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soloAction->setEnabled(false);
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// Action to give or remove a warning to players
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QAction *warningAction = new QAction(_q("Give (or remove) a warning"), this);
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warningAction->setStatusTip(_q("Give a warning to the selected player(s), or remove it if they already have one"));
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warningAction->setShortcut(_q("W"));
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QObject::connect(warningAction, SIGNAL(triggered()),
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this, SLOT(addRemoveWarning()));
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iMenu.addAction(warningAction);
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// Action to give or remove a penalty to players
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QAction *penaltyAction = new QAction(_q("Give (or remove) a penalty"), this);
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penaltyAction->setStatusTip(_q("Give a penalty to the selected player(s), or remove it if they already have one"));
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penaltyAction->setShortcut(_q("P"));
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QObject::connect(penaltyAction, SIGNAL(triggered()),
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this, SLOT(addRemovePenalty()));
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iMenu.addAction(penaltyAction);
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}
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void ArbitAssignments::selectedMoveChanged(const Move &iMove)
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{
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m_selectedMove = iMove;
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enableAssignmentButtons();
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}
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void ArbitAssignments::emitPlayerSelected()
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{
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QSet<unsigned int> playersIdSet = getSelectedPlayers();
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if (playersIdSet.size() == 1)
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emit playerSelected(*playersIdSet.begin());
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}
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QSet<unsigned int> ArbitAssignments::getSelectedPlayers() const
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{
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QSet<unsigned int> playersIdSet;
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// Get the tree selection
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const QItemSelection &proxySelected = treeViewPlayers->selectionModel()->selection();
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// Map the selection to a source model index
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const QItemSelection &srcSelected = m_proxyPlayersModel->mapSelectionToSource(proxySelected);
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// Get the player ID for each line
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Q_FOREACH(const QModelIndex &index, srcSelected.indexes())
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{
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// Only take the first column into account
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if (index.column() != 0)
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continue;
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playersIdSet.insert(m_playersModel->data(index, Qt::UserRole).toUInt());
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}
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return playersIdSet;
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}
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bool ArbitAssignments::selectPlayerByTable(unsigned tabNb, QString *oName)
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{
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// Unselect all the players
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treeViewPlayers->selectionModel()->clearSelection();
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for (int rowNum = 0; rowNum < m_playersModel->rowCount(); ++rowNum)
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{
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const QModelIndex &modelIndex = m_playersModel->index(rowNum, 0);
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if (m_playersModel->data(modelIndex).toUInt() == tabNb)
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{
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// Found!
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const QModelIndex &index = m_proxyPlayersModel->mapFromSource(modelIndex);
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treeViewPlayers->scrollTo(index);
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treeViewPlayers->selectionModel()->select(index,
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QItemSelectionModel::Select | QItemSelectionModel::Rows);
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*oName = m_playersModel->data(m_playersModel->index(rowNum, 1)).toString();
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return true;
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}
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}
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return false;
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}
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void ArbitAssignments::showMasterPreview()
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{
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const Move &move = m_game->duplicateGetMasterMove();
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if (move.isValid())
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{
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// TODO: deselect move in the Results? or reselect the master move?
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m_game->setTestRound(move.getRound());
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emit gameUpdated();
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}
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}
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void ArbitAssignments::selectAllPlayers()
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{
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treeViewPlayers->selectAll();
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emit notifyInfo(_q("All players selected"));
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}
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bool ArbitAssignments::isSetMasterAllowed() const
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{
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return m_game->isLastTurn() && m_selectedMove.isValid() &&
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!m_game->hasMasterGame();
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}
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void ArbitAssignments::setMasterMove()
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{
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if (!isSetMasterAllowed())
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return;
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const Move &masterMove = m_game->duplicateGetMasterMove();
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// Make sure the user knows what she's doing
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if (!masterMove.isNull())
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{
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QString msg = _q("There is already a master move for this turn.");
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QString question = _q("Do you want to replace it?");
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if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_REPLACE_MASTER,
|
|
msg, question))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
const Move &move = m_selectedMove;
|
|
|
|
// Warn if the selected move is not a top move
|
|
BestResults results;
|
|
results.search(m_game->getDic(), m_game->getBoard(),
|
|
m_game->getCurrentRack().getRack(),
|
|
m_game->getHistory().beforeFirstRound());
|
|
ASSERT(!results.isEmpty(), "No possible valid move");
|
|
int bestScore = results.get(0).getPoints();
|
|
if (bestScore > move.getScore())
|
|
{
|
|
QString msg = _q("The selected move scores less than the maximum.");
|
|
QString question = _q("Do you really want to select it as master move?");
|
|
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_LOW_MASTER,
|
|
msg, question))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// A top move saving a joker should be prefered over one not
|
|
// saving it, according to the French official rules.
|
|
// Warn if the user tries to ignore the rule.
|
|
unsigned jokerCount = move.getRound().countJokersFromRack();
|
|
if (jokerCount > 0)
|
|
{
|
|
for (unsigned i = 0; i < results.size(); ++i)
|
|
{
|
|
if (results.get(i).countJokersFromRack() < jokerCount)
|
|
{
|
|
QString msg = _q("The selected move uses more jokers than "
|
|
"another move with the same score (%1).")
|
|
.arg(formatMove(Move(results.get(i))));
|
|
QString question = _q("Do you really want to select it as master move?");
|
|
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_MASTER_JOKERS,
|
|
msg, question))
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Assign the master move
|
|
m_game->duplicateSetMasterMove(move);
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
void ArbitAssignments::setDefaultMasterMove()
|
|
{
|
|
const Move &currMove = m_game->duplicateGetMasterMove();
|
|
// Do not overwrite an existing move
|
|
if (!currMove.isNull())
|
|
return;
|
|
|
|
// Search the best moves
|
|
MasterResults results(m_game->getBag());
|
|
results.search(m_game->getDic(), m_game->getBoard(),
|
|
m_game->getCurrentRack().getRack(),
|
|
m_game->getHistory().beforeFirstRound());
|
|
// XXX: End of game
|
|
if (results.isEmpty())
|
|
return;
|
|
|
|
// Find a good default
|
|
Move move = Move(results.get(0));
|
|
|
|
// Assign the master move
|
|
m_game->duplicateSetMasterMove(move);
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
bool ArbitAssignments::isAssignMoveAllowed() const
|
|
{
|
|
return !m_selectedMove.isNull() &&
|
|
treeViewPlayers->selectionModel()->hasSelection();
|
|
}
|
|
|
|
|
|
void ArbitAssignments::assignSelectedMove()
|
|
{
|
|
if (!isAssignMoveAllowed())
|
|
return;
|
|
helperAssignMove(m_selectedMove);
|
|
}
|
|
|
|
|
|
void ArbitAssignments::assignTopMove()
|
|
{
|
|
BestResults results;
|
|
results.search(m_game->getDic(), m_game->getBoard(),
|
|
m_game->getCurrentRack().getRack(),
|
|
m_game->getHistory().beforeFirstRound());
|
|
if (results.size() == 1)
|
|
helperAssignMove(Move(results.get(0)));
|
|
else
|
|
{
|
|
LOG_DEBUG("The top move is not unique");
|
|
}
|
|
}
|
|
|
|
|
|
bool ArbitAssignments::isSuppressMoveAllowed() const
|
|
{
|
|
// Return true if at least one of the selected players has
|
|
// a move to suppress
|
|
QSet<unsigned int> playersIdSet = getSelectedPlayers();
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
if (m_game->hasPlayed(id) &&
|
|
!m_game->getPlayer(id).getLastMove().isNull())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void ArbitAssignments::suppressMove()
|
|
{
|
|
if (!isSuppressMoveAllowed())
|
|
return;
|
|
|
|
helperAssignMove(Move());
|
|
}
|
|
|
|
|
|
void ArbitAssignments::helperAssignMove(const Move &iMove)
|
|
{
|
|
QSet<unsigned int> playersIdSet = getSelectedPlayers();
|
|
|
|
// Warn if some of the selected players already have an assigned move
|
|
QSet<unsigned int> assignedIdSet;
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
if (m_game->hasPlayed(id) &&
|
|
!m_game->getPlayer(id).getLastMove().isNull())
|
|
{
|
|
assignedIdSet.insert(id);
|
|
}
|
|
}
|
|
if (!assignedIdSet.empty())
|
|
{
|
|
QString players;
|
|
BOOST_FOREACH(unsigned int id, assignedIdSet)
|
|
{
|
|
players = QString("\t%1\n").arg(qfw(m_game->getPlayer(id).getName()));
|
|
}
|
|
// The warning is different depending on the type of move
|
|
if (iMove.isNull())
|
|
{
|
|
QString msg = _q("You are going to suppress the assigned move for the following players:\n");
|
|
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_SUPPR_MOVE,
|
|
msg + players))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
QString msg = _q("The following players already have an assigned move:\n");
|
|
QString question = _q("Do you want to replace it?");
|
|
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_REPLACE_MOVE,
|
|
msg + players, question))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Assign the move to each selected player
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
LOG_DEBUG(lfq(QString("Assigning move %1 to player %2")
|
|
.arg(qfw(iMove.toString())).arg(id)));
|
|
|
|
// Assign the move
|
|
m_game->arbitrationAssign(id, iMove);
|
|
}
|
|
if (iMove.isNull())
|
|
emit notifyInfo(_q("Move assignment suppressed"));
|
|
else
|
|
emit notifyInfo(_q("Move assigned to player(s)"));
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
bool ArbitAssignments::useSoloAuto() const
|
|
{
|
|
return Settings::Instance().getBool("arbitration.solo-auto");
|
|
}
|
|
|
|
|
|
void ArbitAssignments::addRemoveSolo()
|
|
{
|
|
if (useSoloAuto())
|
|
return;
|
|
|
|
QSet<unsigned int> playersIdSet = getSelectedPlayers();
|
|
// Only one player can have a solo
|
|
if (playersIdSet.size() != 1)
|
|
return;
|
|
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
m_game->arbitrationToggleSolo(id);
|
|
}
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
void ArbitAssignments::addRemoveWarning()
|
|
{
|
|
QSet<unsigned int> playersIdSet = getSelectedPlayers();
|
|
if (playersIdSet.isEmpty())
|
|
return;
|
|
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
m_game->arbitrationToggleWarning(id);
|
|
}
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
void ArbitAssignments::addRemovePenalty()
|
|
{
|
|
QSet<unsigned int> playersIdSet = getSelectedPlayers();
|
|
if (playersIdSet.isEmpty())
|
|
return;
|
|
|
|
BOOST_FOREACH(unsigned int id, playersIdSet)
|
|
{
|
|
m_game->arbitrationTogglePenalty(id);
|
|
}
|
|
emit gameUpdated();
|
|
}
|
|
|
|
|
|
QString ArbitAssignments::formatMove(const Move &iMove) const
|
|
{
|
|
if (iMove.isValid())
|
|
{
|
|
return QString("%1 - %2 - %3")
|
|
.arg(qfw(iMove.getRound().getWord()))
|
|
.arg(qfw(iMove.getRound().getCoord().toString()))
|
|
.arg(iMove.getScore());
|
|
}
|
|
else
|
|
{
|
|
ASSERT(iMove.isInvalid(), "Unexpected move type");
|
|
return QString("%1 - %2 - %3")
|
|
.arg(qfw(iMove.getBadWord()))
|
|
.arg(qfw(iMove.getBadCoord()))
|
|
.arg(iMove.getScore());
|
|
}
|
|
}
|
|
|
|
|
|
bool ArbitAssignments::isEndTurnAllowed() const
|
|
{
|
|
return m_game->isLastTurn();
|
|
}
|
|
|
|
|
|
void ArbitAssignments::endTurn()
|
|
{
|
|
if (!isEndTurnAllowed())
|
|
return;
|
|
|
|
if (!m_game->duplicateGetMasterMove().isValid())
|
|
{
|
|
notifyProblem(_q("You must select a master move before ending the turn."));
|
|
return;
|
|
}
|
|
|
|
bool allPlayed = true;
|
|
for (unsigned int i = 0; i < m_game->getNbPlayers(); ++i)
|
|
{
|
|
if (m_game->getPlayer(i).isHuman() &&
|
|
(!m_game->hasPlayed(i) || m_game->getPlayer(i).getLastMove().isNull()))
|
|
{
|
|
allPlayed = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!allPlayed)
|
|
{
|
|
QString msg = _q("Some player(s) have no assigned move for this turn. "
|
|
"If you continue, they will be assigned a \"(NO MOVE)\" "
|
|
"pseudo-move, but you will be able to change that later.");
|
|
if (!QtCommon::requestConfirmation(PrefsDialog::kCONFO_ARBIT_INCOMPLETE_TURN,
|
|
msg))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
emit notifyInfo(_q("New turn started"));
|
|
|
|
m_game->removeTestRound();
|
|
m_game->arbitrationFinalizeTurn();
|
|
|
|
emit endOfTurn();
|
|
}
|
|
|