eliot/game/duplicate.cpp
Olivier Teulière 67306bec3e Added auto-execution of commands when clearing future commands.
The goal is to automatically replay commands involving AI, so that the user cannot be 'blocked'.
2008-11-30 20:55:45 +00:00

336 lines
9.4 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2008 Olivier Teulière
* Authors: 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 "duplicate.h"
#include "game_exception.h"
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "move.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "player_move_cmd.h"
#include "player_rack_cmd.h"
#include "game_move_cmd.h"
#include "ai_player.h"
#include "settings.h"
#include "debug.h"
Duplicate::Duplicate(const Dictionary &iDic)
: Game(iDic)
{
}
int Duplicate::play(const wstring &iCoord, const wstring &iWord)
{
// Perform all the validity checks, and try to fill a round
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0 && Settings::Instance().getBool("duplicate.reject-invalid"))
{
return res;
}
// If we reach this point, either the move is valid and we can use the
// "round" variable, or it is invalid but played nevertheless
Player &currPlayer = *m_players[m_currPlayer];
if (res == 0)
{
// Everything is OK, we can play the word
recordPlayerMove(Move(round), currPlayer, true);
}
else
{
// Record the invalid move of the player
recordPlayerMove(Move(iWord, iCoord), currPlayer, true);
}
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
return 0;
}
void Duplicate::playAI(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
AIPlayer *player = dynamic_cast<AIPlayer*>(m_players[p]);
ASSERT(player != NULL, "AI requested for a human player");
player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
const Move &move = player->getMove();
if (move.getType() == Move::CHANGE_LETTERS ||
move.getType() == Move::PASS)
{
// The AI player must be buggy...
ASSERT(false, "AI tried to cheat!");
}
recordPlayerMove(move, *player, false);
}
void Duplicate::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
// Arbitrary player, since they should all have the same rack
m_currPlayer = 0;
// Complete the rack for the player that just played
try
{
const PlayedRack &newRack =
helperSetRackRandom(getCurrentPlayer().getCurrentRack(), true, RACK_NEW);
// All the players have the same rack
BOOST_FOREACH(Player *player, m_players)
{
Command *pCmd = new PlayerRackCmd(*player, newRack);
accessNavigation().addAndExecute(pCmd);
// Nobody has played yet in this round
Command *pCmd2 = new MarkPlayedCmd(*this, player->getId(), false);
accessNavigation().addAndExecute(pCmd2);
}
// Change the turn _after_ setting the new rack, so that when going
// back in the history the rack is already there. The turn boundaries
// must be just before player actions, otherwise restoring the game
// doesn't work properly.
accessNavigation().newTurn();
}
catch (EndGameException &e)
{
endGame();
return;
}
// Little hack to handle duplicate games with only AI players.
// This will have no effect when there is at least one human player
tryEndTurn();
}
void Duplicate::tryEndTurn()
{
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (m_players[i]->isHuman() && !m_hasPlayed[i])
{
// A human player has not played...
m_currPlayer = i;
// So we don't finish the turn
return;
}
}
// Now that all the human players have played,
// make AI players play their turn
for (unsigned int i = 0; i < getNPlayers(); i++)
{
if (!m_players[i]->isHuman())
{
playAI(i);
}
}
// Next turn
endTurn();
}
void Duplicate::recordPlayerMove(const Move &iMove, Player &ioPlayer, bool isForHuman)
{
Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
pCmd->setAutoExecution(!isForHuman);
accessNavigation().addAndExecute(pCmd);
Command *pCmd2 = new MarkPlayedCmd(*this, ioPlayer.getId(), true);
pCmd2->setAutoExecution(!isForHuman);
accessNavigation().addAndExecute(pCmd2);
}
void Duplicate::endTurn()
{
// Find the player with the best score
Player *bestPlayer = NULL;
int bestScore = 0;
BOOST_FOREACH(Player *player, m_players)
{
if (player->getLastMove().getScore() > bestScore)
{
bestScore = player->getLastMove().getScore();
bestPlayer = player;
}
}
// If nobody played a valid round, go to the next turn
if (bestPlayer == NULL)
{
// In fact, maybe someone played a valid round with a score of 0
// (just playing a joker, for example)
BOOST_FOREACH(Player *player, m_players)
{
if (player->getLastMove().getType() == Move::VALID_ROUND)
{
bestPlayer = player;
break;
}
}
if (bestPlayer == NULL)
{
// Nobody played a valid round. Go to the next turn...
start();
return;
}
}
// Get the best valid move
const Move &bestMove = bestPlayer->getLastMove();
// Handle solo bonus
// First check whether there are enough players in the game for the
// bonus to apply
int minNbPlayers = Settings::Instance().getInt("duplicate.solo-players");
if (getNPlayers() >= (unsigned int)minNbPlayers &&
bestMove.getType() == Move::VALID_ROUND)
{
// Find whether other players than imax have the same score
bool otherWithSameScore = false;
BOOST_FOREACH(const Player *player, m_players)
{
if (player != bestPlayer &&
player->getLastMove().getScore() >= bestScore &&
player->getLastMove().getType() == Move::VALID_ROUND)
{
otherWithSameScore = true;
break;
}
}
if (!otherWithSameScore)
{
// Give the bonus to the player of the best move
int bonus = Settings::Instance().getInt("duplicate.solo-value");
bestPlayer->addPoints(bonus);
// TODO: keep a trace of the solo, so the interface
// can be aware of it...
}
}
// Play the best word on the board
Command *pCmd = new GameMoveCmd(*this, bestMove,
bestPlayer->getLastRack(),
bestPlayer->getId());
accessNavigation().addAndExecute(pCmd);
// Leave the same reliquate to all players
// This is required by the start() method which will be called to
// start the next turn
const PlayedRack& pld = bestPlayer->getCurrentRack();
BOOST_FOREACH(Player *player, m_players)
{
if (player != bestPlayer)
{
Command *pCmd = new PlayerRackCmd(*player, pld);
accessNavigation().addAndExecute(pCmd);
}
}
// Start next turn...
start();
}
void Duplicate::endGame()
{
m_finished = true;
}
int Duplicate::setPlayer(unsigned int p)
{
ASSERT(p < getNPlayers(), "Wrong player number");
// Forbid switching to an AI player
if (!m_players[p]->isHuman())
return 1;
m_currPlayer = p;
return 0;
}
bool Duplicate::hasPlayed(unsigned int p) const
{
ASSERT(p < getNPlayers(), "Wrong player number");
map<unsigned int, bool>::const_iterator it = m_hasPlayed.find(p);
return it != m_hasPlayed.end() && it->second;
}
void Duplicate::setPlayedFlag(unsigned int iPlayerId, bool iNewFlag)
{
ASSERT(iPlayerId < getNPlayers(), "Wrong player number");
m_hasPlayed[iPlayerId] = iNewFlag;
}
Duplicate::MarkPlayedCmd::MarkPlayedCmd(Duplicate &ioDuplicate,
unsigned int iPlayerId,
bool iPlayedFlag)
: m_duplicateGame(ioDuplicate), m_playerId(iPlayerId),
m_newPlayedFlag(iPlayedFlag)
{
}
void Duplicate::MarkPlayedCmd::doExecute()
{
m_oldPlayedFlag = m_duplicateGame.hasPlayed(m_playerId);
m_duplicateGame.setPlayedFlag(m_playerId, m_newPlayedFlag);
}
void Duplicate::MarkPlayedCmd::doUndo()
{
m_duplicateGame.setPlayedFlag(m_playerId, m_oldPlayedFlag);
}
wstring Duplicate::MarkPlayedCmd::toString() const
{
wostringstream oss;
oss << L"MarkPlayedCmd (player " << m_playerId
<< L" marked " << m_newPlayedFlag << L")";
return oss.str();
}