mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-11-17 07:48:27 +01:00
8b9478542a
- Fixed a bug in Game::helperSetRackRandom()
611 lines
17 KiB
C++
611 lines
17 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2008 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* 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 <sstream>
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#if ENABLE_NLS
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# include <libintl.h>
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# define _(String) gettext(String)
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#else
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# define _(String) String
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#endif
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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 "pldrack.h"
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#include "results.h"
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#include "player.h"
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#include "game.h"
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#include "turn.h"
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#include "encoding.h"
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#include "game_exception.h"
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#include "turn_cmd.h"
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#include "debug.h"
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const unsigned int Game::RACK_SIZE = 7;
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const int Game::BONUS_POINTS = 50;
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Game::Game(const Dictionary &iDic):
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m_dic(iDic), m_bag(iDic)
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{
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m_variant = kNONE;
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m_points = 0;
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m_currPlayer = 0;
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m_finished = false;
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}
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Game::~Game()
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{
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BOOST_FOREACH(Player *p, m_players)
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{
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delete p;
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}
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}
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const Player& Game::getPlayer(unsigned int iNum) const
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{
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ASSERT(iNum < m_players.size(), "Wrong player number");
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return *(m_players[iNum]);
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}
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void Game::shuffleRack()
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{
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PlayedRack pld = getCurrentPlayer().getCurrentRack();
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pld.shuffle();
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m_players[currPlayer()]->setCurrentRack(pld);
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}
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void Game::realBag(Bag &ioBag) const
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{
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// Copy the bag
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ioBag = m_bag;
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vector<Tile> tiles;
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// The real content of the bag depends on the game mode
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if (getMode() == kFREEGAME)
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{
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// In freegame mode, take the letters from all the racks
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BOOST_FOREACH(const Player *player, m_players)
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{
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player->getCurrentRack().getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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ioBag.takeTile(tile);
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}
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}
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}
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else
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{
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// In training or duplicate mode, take the rack of the current
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// player only
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getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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ioBag.takeTile(tile);
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}
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}
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}
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PlayedRack Game::helperSetRackRandom(const PlayedRack &iPld,
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bool iCheck, set_rack_mode mode) const
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{
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// When iCheck is true, we must make sure that there are at least 2 vowels
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// and 2 consonants in the rack up to the 15th turn, and at least one of
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// each starting from the 16th turn.
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// So before trying to fill the rack, we'd better make sure there is a way
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// to complete the rack with these constraints...
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unsigned int min = 0;
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if (iCheck)
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{
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// 2 vowels and 2 consonants are needed up to the 15th turn
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if (m_history.getSize() < 15)
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min = 2;
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else
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min = 1;
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}
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// Make a copy of the given rack
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PlayedRack pld = iPld;
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int nold = pld.getNbOld();
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// Create a copy of the bag in which we can do everything we want,
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// and take from it the tiles of the players rack so that "bag"
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// contains the right number of tiles.
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Bag bag(m_dic);
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realBag(bag);
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if (mode == RACK_NEW && nold != 0)
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{
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// We may have removed too many letters from the bag (i.e. the 'new'
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// letters of the player)
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vector<Tile> tiles;
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pld.getNewTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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bag.replaceTile(tile);
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}
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pld.resetNew();
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}
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else if ((mode == RACK_NEW && nold == 0) || mode == RACK_ALL)
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{
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// Replace all the tiles in the bag before choosing random ones
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vector<Tile> tiles;
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pld.getAllTiles(tiles);
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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bag.replaceTile(tile);
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}
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// RACK_NEW with an empty rack is equivalent to RACK_ALL
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pld.reset();
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// Do not forget to update nold, for the RACK_ALL case
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nold = 0;
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}
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else
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{
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throw GameException("Not a random mode");
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}
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// Get the tiles remaining on the rack
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vector<Tile> tiles;
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pld.getOldTiles(tiles);
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// The rack is already complete, there is nothing to do
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// TODO: add a log here
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if (tiles.size() >= RACK_SIZE)
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return iPld;
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bool jokerAdded = false;
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// Are we dealing with a normal game or a joker game?
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if (m_variant == kJOKER || m_variant == kEXPLOSIVE)
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{
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// 1) Is there already a joker in the remaining letters of the rack?
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bool jokerFound = false;
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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if (tile.isJoker())
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{
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jokerFound = true;
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break;
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}
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}
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// 2) If there was no joker, we add one if possible
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if (!jokerFound && bag.in(Tile::Joker()))
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{
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jokerAdded = true;
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pld.addNew(Tile::Joker());
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tiles.push_back(Tile::Joker());
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}
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// 3) Remove all the jokers from the bag, to avoid taking another one
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while (bag.in(Tile::Joker()))
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{
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bag.takeTile(Tile::Joker());
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}
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}
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// Count the needed consonants and vowels in the rack
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// (i.e. minimum required, minus what we already have in the rack)
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unsigned int neededVowels = min;
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unsigned int neededConsonants = min;
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BOOST_FOREACH(const Tile &tile, tiles)
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{
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if (neededVowels > 0 && tile.isVowel())
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neededVowels--;
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if (neededConsonants > 0 && tile.isConsonant())
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neededConsonants--;
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}
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// Nothing in the rack, nothing in the bag --> end of the (free)game
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if (bag.getNbTiles() == 0 && pld.getNbTiles() == 0)
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{
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throw EndGameException(_("The bag is empty"));
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}
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// Check whether it is possible to complete the rack properly
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if (bag.getNbVowels() < neededVowels ||
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bag.getNbConsonants() < neededConsonants)
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{
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throw EndGameException(_("Not enough vowels or consonants to complete the rack"));
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}
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// End of game condition
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if (iCheck)
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{
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// FIXME: redundant checks?
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if (bag.getNbVowels() < neededVowels ||
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bag.getNbConsonants() < neededConsonants ||
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(bag.getNbTiles() + tiles.size()) == 1)
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{
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throw EndGameException(_("Not enough vowels or consonants to complete the rack"));
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}
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}
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// Handle reject:
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// Now that the joker has been dealt with, we try to complete the rack
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// with truly random tiles. If it meets the requirements (i.e. if there
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// are at least "min" vowels and "min" consonants in the rack), fine.
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// Otherwise, we reject the rack completely, and we try again
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// to complete it, but this time we ensure by construction that the
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// requirements will be met.
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while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
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{
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const Tile &l = bag.selectRandom();
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bag.takeTile(l);
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pld.addNew(l);
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}
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if (!pld.checkRack(min, min))
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{
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// Bad luck... we have to reject the rack
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vector<Tile> rejectedTiles;
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pld.getAllTiles(rejectedTiles);
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BOOST_FOREACH(const Tile &rejTile, rejectedTiles)
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{
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bag.replaceTile(rejTile);
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}
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pld.reset();
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// Do not mark the rack as rejected if it was empty
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if (nold > 0)
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pld.setReject();
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// Reset the number of required vowels and consonants
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neededVowels = min;
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neededConsonants = min;
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// Restore the joker if we are in a joker game
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if (jokerAdded)
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pld.addNew(Tile::Joker());
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// RACK_SIZE - tiles.size() is the number of letters to add to the rack
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if (neededVowels > RACK_SIZE - tiles.size() ||
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neededConsonants > RACK_SIZE - tiles.size())
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{
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// We cannot fill the rack with enough vowels or consonants!
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// Actually this should never happen, but it doesn't hurt to check...
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// FIXME: this test is not completely right, because it supposes no
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// letter can be at the same time a vowel and a consonant
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throw EndGameException("Not enough vowels or consonants to complete the rack");
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}
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// Get the required vowels and consonants first
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for (unsigned int i = 0; i < neededVowels; ++i)
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{
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const Tile &l = bag.selectRandomVowel();
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bag.takeTile(l);
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pld.addNew(l);
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// Handle the case where the vowel can also be considered
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// as a consonant
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if (l.isConsonant() && neededConsonants > 0)
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neededConsonants--;
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}
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for (unsigned int i = 0; i < neededConsonants; ++i)
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{
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const Tile &l = bag.selectRandomConsonant();
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bag.takeTile(l);
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pld.addNew(l);
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}
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// The difficult part is done:
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// - we have handled joker games
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// - we have handled the checks
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// Now complete the rack with truly random letters
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while (bag.getNbTiles() != 0 && pld.getNbTiles() < RACK_SIZE)
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{
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const Tile &l = bag.selectRandom();
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bag.takeTile(l);
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pld.addNew(l);
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}
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}
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// In explosive games, we have to perform a search, then replace the
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// joker with the letter providing the best score
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// A joker coming from a previous rack is not replaced
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if (m_variant == kEXPLOSIVE && jokerAdded)
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{
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Rack rack;
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pld.getRack(rack);
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Results res;
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res.search(getDic(), getBoard(), rack, getHistory().beforeFirstRound());
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if (res.size())
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{
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PlayedRack pldCopy = pld;
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// Get the best word
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const Round & bestRound = res.get(0);
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#ifdef DEBUG
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cout << "helperSetRackRandom(): initial rack: "
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<< convertToMb(pld.toString()) << " (best word: "
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<< convertToMb(bestRound.getWord()) << ")" << endl;
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#endif
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// Identify the joker
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for (unsigned int i = 0; i < bestRound.getWordLen(); ++i)
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{
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if (bestRound.isJoker(i) && bestRound.isPlayedFromRack(i))
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{
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const Tile &jokerTile = bestRound.getTile(i);
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Tile replacingTile(towupper(jokerTile.toChar()));
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#ifdef DEBUG
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cout << "helperSetRackRandom(): replacing Joker with "
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<< convertToMb(replacingTile.toChar()) << endl;
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#endif
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// If the bag does not contain this letter anymore,
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// simply keep the joker in the rack.
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if (bag.in(replacingTile))
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{
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// The bag contains the replacing letter
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// We need to swap the joker (it is necessarily in the
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// new tiles, because jokerAdded is true)
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Rack tmpRack;
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pld.getNew(tmpRack);
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ASSERT(tmpRack.in(Tile::Joker()),
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"No joker found in the new tiles!");
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tmpRack.remove(Tile::Joker());
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tmpRack.add(replacingTile);
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pld.setNew(tmpRack);
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// Make sure the invariant is still correct, otherwise we keep the joker
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if (!pld.checkRack(min, min))
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pld = pldCopy;
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}
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break;
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}
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}
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}
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}
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// Shuffle the new tiles, to hide the order we imposed (joker first in a
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// joker game, then needed vowels, then needed consonants, and rest of the
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// rack)
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pld.shuffleNew();
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// Post-condition check. This should never fail, of course :)
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ASSERT(pld.checkRack(min, min), "helperSetRackRandom() is buggy!");
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return pld;
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}
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bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
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{
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BOOST_FOREACH(const Tile &t, m_dic.getAllTiles())
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{
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if (iRack.in(t) > iBag.in(t))
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return false;
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}
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return true;
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}
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int Game::helperSetRackManual(unsigned int p, bool iCheck, const wstring &iLetters)
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{
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ASSERT(p < getNPlayers(), "Wrong player number");
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if (!m_dic.validateLetters(iLetters, L"+-"))
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return 3;
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PlayedRack pld;
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pld.setManual(iLetters);
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Rack rack;
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pld.getRack(rack);
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if (!rackInBag(rack, m_bag))
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{
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return 1;
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}
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if (iCheck)
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{
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int min;
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if (m_bag.getNbVowels() > 1 && m_bag.getNbConsonants() > 1
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&& m_history.getSize() < 15)
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min = 2;
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else
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min = 1;
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if (!pld.checkRack(min, min))
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{
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return 2;
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}
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}
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m_players[p]->setCurrentRack(pld);
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return 0;
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}
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/*********************************************************
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*********************************************************/
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unsigned int Game::getNHumanPlayers() const
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{
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unsigned int count = 0;
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BOOST_FOREACH(const Player *player, m_players)
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{
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count += (player->isHuman() ? 1 : 0);
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}
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return count;
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}
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void Game::addPlayer(Player *iPlayer)
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{
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ASSERT(iPlayer != NULL, "Invalid player pointer in addPlayer()");
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// The ID of the player is its position in the m_players vector
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iPlayer->setId(getNPlayers());
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m_players.push_back(iPlayer);
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}
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void Game::firstPlayer()
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{
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ASSERT(getNPlayers() != 0, "Expected at least one player");
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// Make sure there is something to do
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if (m_currPlayer == 0)
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return;
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Command *pCmd = new CurrentPlayerCmd(*this, 0);
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accessNavigation().addAndExecute(pCmd);
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}
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void Game::prevPlayer()
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{
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ASSERT(getNPlayers() != 0, "Expected at least one player");
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unsigned int newPlayerId;
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if (m_currPlayer == 0)
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newPlayerId = getNPlayers() - 1;
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else
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newPlayerId = m_currPlayer - 1;
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Command *pCmd = new CurrentPlayerCmd(*this, newPlayerId);
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accessNavigation().addAndExecute(pCmd);
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}
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void Game::nextPlayer()
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{
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ASSERT(getNPlayers() != 0, "Expected at least one player");
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unsigned int newPlayerId;
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if (m_currPlayer == getNPlayers() - 1)
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newPlayerId = 0;
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else
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newPlayerId = m_currPlayer + 1;
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Command *pCmd = new CurrentPlayerCmd(*this, newPlayerId);
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accessNavigation().addAndExecute(pCmd);
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}
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int Game::checkPlayedWord(const wstring &iCoord,
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const wstring &iWord, Round &oRound) const
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{
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ASSERT(getNPlayers() != 0, "Expected at least one player");
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if (!m_dic.validateLetters(iWord))
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return 1;
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// Init the round with the given coordinates
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oRound.init();
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oRound.accessCoord().setFromString(iCoord);
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if (!oRound.getCoord().isValid())
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{
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return 2;
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}
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// Check the existence of the word
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if (!m_dic.searchWord(iWord))
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{
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return 3;
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}
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// Set the word
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// TODO: make this a Round_ function (Round_setwordfromchar for example)
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// or a Tiles_ function (to transform a char* into a vector<Tile>)
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// Adding a getter on the word could help too...
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vector<Tile> tiles;
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for (unsigned int i = 0; i < iWord.size(); i++)
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{
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tiles.push_back(Tile(iWord[i]));
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}
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oRound.setWord(tiles);
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for (unsigned int i = 0; i < iWord.size(); i++)
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{
|
|
if (islower(iWord[i]))
|
|
oRound.setJoker(i);
|
|
}
|
|
|
|
// Check the word position, compute its points,
|
|
// and specify the origin of each letter (board or rack)
|
|
int res = m_board.checkRound(oRound);
|
|
if (res != 0)
|
|
return res + 4;
|
|
|
|
// Check that the word can be formed with the tiles in the rack:
|
|
// we first create a copy of the rack, then we remove the tiles
|
|
// one by one
|
|
Rack rack;
|
|
Player *player = m_players[m_currPlayer];
|
|
player->getCurrentRack().getRack(rack);
|
|
|
|
Tile t;
|
|
for (unsigned int i = 0; i < oRound.getWordLen(); i++)
|
|
{
|
|
if (oRound.isPlayedFromRack(i))
|
|
{
|
|
if (oRound.isJoker(i))
|
|
t = Tile::Joker();
|
|
else
|
|
t = oRound.getTile(i);
|
|
|
|
if (!rack.in(t))
|
|
{
|
|
return 4;
|
|
}
|
|
rack.remove(t);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
Game::CurrentPlayerCmd::CurrentPlayerCmd(Game &ioGame,
|
|
unsigned int iPlayerId)
|
|
: m_game(ioGame), m_newPlayerId(iPlayerId), m_oldPlayerId(0)
|
|
{
|
|
}
|
|
|
|
|
|
void Game::CurrentPlayerCmd::doExecute()
|
|
{
|
|
m_oldPlayerId = m_game.currPlayer();
|
|
m_game.setCurrentPlayer(m_newPlayerId);
|
|
}
|
|
|
|
|
|
void Game::CurrentPlayerCmd::doUndo()
|
|
{
|
|
m_game.setCurrentPlayer(m_oldPlayerId);
|
|
}
|
|
|
|
|
|
wstring Game::CurrentPlayerCmd::toString() const
|
|
{
|
|
wostringstream oss;
|
|
oss << L"CurrentPlayerCmd (new player: " << m_newPlayerId;
|
|
if (isExecuted())
|
|
{
|
|
oss << L" old player: " << m_oldPlayerId;
|
|
}
|
|
oss << L")";
|
|
return oss.str();
|
|
}
|
|
|