mirror of
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294 lines
8.4 KiB
C++
294 lines
8.4 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2008 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 <iomanip>
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#include <wctype.h>
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#include "freegame.h"
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#include "game_exception.h"
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#include "dic.h"
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#include "tile.h"
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#include "rack.h"
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#include "round.h"
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#include "move.h"
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#include "pldrack.h"
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#include "results.h"
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#include "player.h"
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#include "player_points_cmd.h"
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#include "player_move_cmd.h"
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#include "player_rack_cmd.h"
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#include "game_move_cmd.h"
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#include "ai_player.h"
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#include "settings.h"
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#include "turn.h"
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#include "debug.h"
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FreeGame::FreeGame(const Dictionary &iDic)
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: Game(iDic)
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{
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}
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int FreeGame::play(const wstring &iCoord, const wstring &iWord)
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{
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// Perform all the validity checks, and try to fill a round
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Round round;
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int res = checkPlayedWord(iCoord, iWord, round);
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if (res != 0 && Settings::Instance().getBool("freegame.reject-invalid"))
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{
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return res;
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}
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// If we reach this point, either the move is valid and we can use the
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// "round" variable, or it is invalid but played nevertheless
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if (res == 0)
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{
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Move move(round);
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// Update the rack and the score of the current player
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recordPlayerMove(move, *m_players[m_currPlayer], true);
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}
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else
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{
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Move move(iWord, iCoord);
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// Record the invalid move of the player
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recordPlayerMove(move, *m_players[m_currPlayer], true);
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}
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// Next turn
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endTurn();
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return 0;
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}
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void FreeGame::playAI(unsigned int p)
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{
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ASSERT(p < getNPlayers(), "Wrong player number");
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ASSERT(!m_players[p]->isHuman(), "AI requested for a human player");
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AIPlayer *player = static_cast<AIPlayer*>(m_players[p]);
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player->compute(getDic(), getBoard(), getHistory().beforeFirstRound());
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const Move &move = player->getMove();
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if (move.getType() == Move::CHANGE_LETTERS ||
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move.getType() == Move::PASS)
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{
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ASSERT(checkPass(*player, move.getChangedLetters()) == 0,
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"AI tried to cheat!");
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}
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// Update the rack and the score of the current player
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recordPlayerMove(move, *player, false);
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endTurn();
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}
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void FreeGame::recordPlayerMove(const Move &iMove, Player &ioPlayer,
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bool isForHuman)
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{
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
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pCmd->setAutoExecution(!isForHuman);
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accessNavigation().addAndExecute(pCmd);
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}
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void FreeGame::start()
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{
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ASSERT(getNPlayers(), "Cannot start a game without any player");
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// Set the initial racks of the players
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for (unsigned int i = 0; i < getNPlayers(); i++)
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getPlayer(i).getCurrentRack(), false, RACK_NEW);
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Command *pCmd = new PlayerRackCmd(*m_players[i], newRack);
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accessNavigation().addAndExecute(pCmd);
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}
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firstPlayer();
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accessNavigation().newTurn();
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// If the first player is an AI, make it play now
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if (!m_players[m_currPlayer]->isHuman())
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{
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playAI(m_currPlayer);
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}
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}
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int FreeGame::endTurn()
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{
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const Move &move = getCurrentPlayer().getLastMove();
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// Update the game
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Command *pCmd = new GameMoveCmd(*this, move,
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getCurrentPlayer().getLastRack(),
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m_currPlayer);
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accessNavigation().addAndExecute(pCmd);
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// Complete the rack for the player that just played
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if (move.getType() == Move::VALID_ROUND ||
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move.getType() == Move::CHANGE_LETTERS)
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{
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try
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{
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const PlayedRack &newRack =
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helperSetRackRandom(getCurrentPlayer().getCurrentRack(), false, RACK_NEW);
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Command *pCmd = new PlayerRackCmd(*m_players[m_currPlayer],
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newRack);
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accessNavigation().addAndExecute(pCmd);
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}
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catch (EndGameException &e)
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{
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// End of the game
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endGame();
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return 1;
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}
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}
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// Next player
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nextPlayer();
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accessNavigation().newTurn();
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// If this player is an AI, make it play now
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if (!getCurrentPlayer().isHuman())
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{
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playAI(m_currPlayer);
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}
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return 0;
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}
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// Adjust the scores of the players with the points of the remaining tiles
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void FreeGame::endGame()
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{
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vector<Tile> tiles;
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// TODO: According to the rules of the game in the ODS, a game can end in 3
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// cases:
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// 1) no more letter in the bag, and one player has no letter in his rack
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// 2) the game is "blocked", no one can play
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// 3) the players have used all the time they had (for example: 30 min
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// in total, for each player)
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// We currently handle case 1, and cannot handle case 3 until timers are
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// implemented.
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// For case 2, we need both to detect a blocked situation (not easy...) and
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// to handle it in the endGame() method (very easy).
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/* Add the points of the remaining tiles to the score of the current
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* player (i.e. the first player with an empty rack), and remove them
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* from the score of the players who still have tiles */
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for (unsigned int i = 0; i < getNPlayers(); i++)
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{
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if (i != m_currPlayer)
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{
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const PlayedRack &pld = m_players[i]->getCurrentRack();
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pld.getAllTiles(tiles);
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int points = 0;
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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points += tile.getPoints();
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}
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// Add the points to the current player...
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Command *pCmd = new PlayerPointsCmd(*m_players[m_currPlayer], points);
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accessNavigation().addAndExecute(pCmd);
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// ... and remove them from the other player
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Command *pCmd2 = new PlayerPointsCmd(*m_players[i], -points);
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accessNavigation().addAndExecute(pCmd2);
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}
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}
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// Lock game
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m_finished = true;
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}
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int FreeGame::checkPass(const Player &iPlayer,
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const wstring &iToChange) const
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{
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// Check that the game is not finished
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if (m_finished)
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return 3;
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// Check that the letters are valid for the current dictionary
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if (!getDic().validateLetters(iToChange))
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return 4;
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// It is forbidden to change letters when the bag does not contain at
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// least 7 letters (this is explicitly stated in the ODS). But it is
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// still allowed to pass
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Bag bag(getDic());
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realBag(bag);
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if (bag.getNbTiles() < 7 && !iToChange.empty())
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{
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return 1;
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}
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// Check that the letters are all present in the player's rack
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const PlayedRack &pld = iPlayer.getCurrentRack();
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Rack rack;
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pld.getRack(rack);
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BOOST_FOREACH(wchar_t wch, iToChange)
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{
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// Remove the letter from the rack
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if (!rack.in(Tile(wch)))
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{
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return 2;
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}
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rack.remove(Tile(wch));
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}
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// According to the rules in the ODS, it is allowed to pass its turn (no
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// need to change letters for that).
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// TODO: However, if all the players pass their turn, the first one has to
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// play, or change at least one letter. To implement this behaviour, we
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// must also take care of blocked positions, where no one _can_ play (see
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// also comment in the endGame() method).
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return 0;
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}
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int FreeGame::pass(const wstring &iToChange)
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{
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Player &player = *m_players[m_currPlayer];
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int res = checkPass(player, iToChange);
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if (res != 0)
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return res;
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Move move(iToChange);
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// End the player's turn
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recordPlayerMove(move, player, true);
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// Next game turn
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endTurn();
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return 0;
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}
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