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87e1d4795b
But we don't need to sort them all the time, and in general we don't even need to keep all the rounds. This commit greatly improves the search performance by filtering the results in 3 different ways, depending on the context: - A limit to the number of results can be given (useful for the training mode). The kept results are the best ones, not the first ones found by the search. - When only the best round is needed (when the AI is playing with level 100, or when preparing the rack for an explosive game), we don't need to keep rounds with a lower score - When the AI has a level lower than 100, it is still possible to skip many rounds The search limit in training mode is configurable (defaulting to 100) and can be deactivated.
200 lines
5.4 KiB
C++
200 lines
5.4 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 <algorithm>
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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 "training.h"
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#include "dic.h"
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#include "tile.h"
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#include "settings.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 "player.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 "encoding.h"
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#include "debug.h"
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Training::Training(const Dictionary &iDic)
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: Game(iDic), m_results(1000)
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{
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// Training mode implicitly uses 1 human player
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Game::addPlayer(new HumanPlayer);
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m_players[0]->setName(convertToWc(_("Training")));
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}
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void Training::setRackRandom(bool iCheck, set_rack_mode mode)
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{
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m_results.clear();
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const PlayedRack &newRack =
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helperSetRackRandom(getCurrentPlayer().getCurrentRack(), iCheck, mode);
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Command *pCmd = new PlayerRackCmd(*m_players[m_currPlayer], newRack);
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pCmd->setAutoExecution(false);
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accessNavigation().addAndExecute(pCmd);
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}
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int Training::setRackManual(bool iCheck, const wstring &iLetters)
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{
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// Letters can be lowercase or uppercase as they are
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// coming from user input. We do not consider a lowercase
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// letter to be a joker which has been assigned to a letter.
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// As a result, we simply make all the letters uppercase
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wstring upperLetters = iLetters;
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std::transform(upperLetters.begin(), upperLetters.end(),
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upperLetters.begin(), towupper);
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int res = helperSetRackManual(m_currPlayer, iCheck, upperLetters);
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// 0: ok
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// 1: not enough tiles
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// 2: check failed (number of vowels before round 15)
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// 3: letters not in the dictionary
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if (res == 0)
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m_results.clear();
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return res;
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}
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int Training::play(const wstring &iCoord, const wstring &iWord)
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{
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// Perform all the validity checks, and 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)
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{
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return res;
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}
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Move move(round);
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recordPlayerMove(move, *m_players[m_currPlayer]);
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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 Training::recordPlayerMove(const Move &iMove, Player &ioPlayer)
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{
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// Update the rack and the score of the current player
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// PlayerMoveCmd::execute() must be called before Game::helperPlayMove()
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// (called in this class in endTurn()).
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// See the big comment in game.cpp, line 96
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Command *pCmd = new PlayerMoveCmd(ioPlayer, iMove);
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pCmd->setAutoExecution(false);
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accessNavigation().addAndExecute(pCmd);
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}
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void Training::start()
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{
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firstPlayer();
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// Dummy new turn, because the navigation prevents undoing the first turn.
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// Since in this mode the player can set the rack, we cannot do like in the
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// duplicate and free game modes, where we change turn just before a move
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// is played...
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accessNavigation().newTurn();
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}
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void Training::endTurn()
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{
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m_results.clear();
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// Play the word on the board
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const Move &move = m_players[m_currPlayer]->getLastMove();
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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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accessNavigation().newTurn();
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}
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void Training::search()
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{
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// Search for the current player
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Rack r;
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m_players[m_currPlayer]->getCurrentRack().getRack(r);
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int limit = Settings::Instance().getInt("training.search-limit");
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m_results.setLimit(limit);
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m_results.search(getDic(), getBoard(), r, getHistory().beforeFirstRound());
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}
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int Training::playResult(unsigned int n)
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{
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if (n >= m_results.size())
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return 2;
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Move move(m_results.get(n));
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// Update the rack and the score of the current player
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recordPlayerMove(move, *m_players[m_currPlayer]);
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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 Training::addPlayer(Player *iPlayer)
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{
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// Override the default behaviour to do nothing
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// except releasing memory
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delete iPlayer;
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}
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void Training::testPlay(unsigned int num)
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{
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ASSERT(num < m_results.size(), "Wrong result number");
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m_testRound = m_results.get(num);
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m_board.testRound(m_results.get(num));
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}
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void Training::removeTestPlay()
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{
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m_board.removeTestRound();
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m_testRound = Round();
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}
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wstring Training::getTestPlayWord() const
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{
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return m_testRound.getWord();
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}
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