mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-12-27 09:58:08 +01:00
cf94b4e015
(since the other modes do not need this)
112 lines
4.2 KiB
C++
112 lines
4.2 KiB
C++
/*****************************************************************************
|
|
* Copyright (C) 2004-2005 Eliot
|
|
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
|
|
*
|
|
* $Id: player.h,v 1.4 2005/02/12 18:54:57 ipkiss Exp $
|
|
*
|
|
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*****************************************************************************/
|
|
|
|
#ifndef _PLAYER_H_
|
|
#define _PLAYER_H_
|
|
|
|
#include <vector>
|
|
|
|
class Playedrack;
|
|
class Round;
|
|
class Board;
|
|
typedef struct _Dictionary * Dictionary;
|
|
|
|
|
|
class Player
|
|
{
|
|
public:
|
|
Player(bool iHuman);
|
|
virtual ~Player();
|
|
|
|
/**************************
|
|
* General getters
|
|
**************************/
|
|
// FIXME: we should have a const getter!
|
|
const PlayedRack & getCurrentRack() const;
|
|
const PlayedRack & getLastRack() const;
|
|
const Round & getLastRound() const;
|
|
|
|
void setCurrentRack(const PlayedRack &iPld);
|
|
|
|
/**************************
|
|
* Add (or remove, if the given value is negative) points
|
|
* to the player's score.
|
|
**************************/
|
|
void addPoints(int iPoints) { m_score += iPoints; }
|
|
int getPoints() const { return m_score; }
|
|
|
|
/**************************
|
|
*
|
|
**************************/
|
|
void endTurn(const Round &iRound, int iTurn);
|
|
|
|
/**************************
|
|
* AI (Artificial Intelligence) handling
|
|
* The int argument of Player_ai_search() is the 'turn' number
|
|
* (starting from 0)
|
|
* Note: we could implement various strategies:
|
|
* - best: play the word with the best score (current implementation)
|
|
* - second: play the word with the second best score (strictly lower than
|
|
* the best one)
|
|
* - random: randomly choose one of the possible words
|
|
* - handicap(p): in the array of the n possible words (sorted by
|
|
* decreasing scores), play the word number i, where i/n is nearest
|
|
* from a predefined percentage p.
|
|
* So 'handicap(0)' should be equivalent to 'best'.
|
|
* This strategy makes an interesting opponent, because you can adapt
|
|
* it to your level, with a careful choice of the p value.
|
|
*
|
|
* In fact, instead of working on the score of the words, these strategies
|
|
* could work on any other value. In particular, some heuristics could
|
|
* modulate the score with a value indicating the openings offered by the
|
|
* word (if a word makes accessible a "word counts triple" square, it is
|
|
* less interesting than another word with the same score or even with a
|
|
* slightly lower score, but which does not offer such a square).
|
|
*
|
|
* More evolved heuristics could even take into account the remaining
|
|
* letters in the bag to guess the 'statistical rack' of the opponent, and
|
|
* play a word both maximizing the score and minimizing the opponent's
|
|
* score...
|
|
* Hmmm... i don't think this one will be implemented in a near future :)
|
|
**************************/
|
|
virtual bool isHuman() const { return m_human; }
|
|
int aiSearch(const Dictionary &iDic, Board &iBoard, int turn);
|
|
const Round & aiBestRound(); // XXX: useful?
|
|
const Results & aiGetResults() const { return m_results; }
|
|
void clearResults() { m_results.clear(); }
|
|
|
|
private:
|
|
// Is the player human or AI?
|
|
bool m_human;
|
|
// Score of the player
|
|
int m_score;
|
|
|
|
// History of the racks and rounds for the player
|
|
vector<PlayedRack *> m_playedRacks;
|
|
vector<Round *> m_rounds;
|
|
vector<int> m_turns;
|
|
|
|
// Results of a search with the current round
|
|
Results m_results;
|
|
};
|
|
|
|
#endif
|
|
|