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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.
108 lines
3.4 KiB
C++
108 lines
3.4 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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#ifndef _TRAINING_H_
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#define _TRAINING_H_
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#include <string>
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#include "game.h"
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#include "round.h"
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#include "results.h"
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class Player;
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using std::string;
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using std::wstring;
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/**
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* This class handles the logic specific to a training game.
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* As its name indicates, it is not a game in the literal meaning of the word,
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* in particular because the rack can be set at will.
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*
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* Note: No player should be added to this game, a human player is added
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* automatically (in the start() method)
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*/
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class Training: public Game
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{
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friend class GameFactory;
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public:
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virtual GameMode getMode() const { return kTRAINING; }
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virtual string getModeAsString() const { return "Training"; }
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/*************************
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* Game handling
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*************************/
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virtual void start();
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/// See description of Game::play()
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virtual int play(const wstring &iCoord, const wstring &iWord);
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void search();
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const Results& getResults() const { return m_results; }
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int playResult(unsigned int iResultIndex);
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/**
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* Complete (or reset) the rack randomly.
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* @exception EndGameException if it is impossible to complete the rack
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* for some reason...
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*/
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void setRackRandom(bool iCheck, set_rack_mode iRackMode);
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int setRackManual(bool iCheck, const wstring &iLetters);
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/*************************
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* Override the default behaviour of addPlayer(), because in training
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* mode we only want a human player
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*************************/
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virtual void addPlayer(Player *iPlayer);
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/*************************
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* Functions to access the current search results
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* The int parameter should be 0 <= int < getNResults
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*************************/
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/// Place a temporary word on the board for preview purposes
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void testPlay(unsigned int iResultIndex);
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/// Remove the temporary word
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void removeTestPlay();
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/// Get the temporary word
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wstring getTestPlayWord() const;
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private:
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/// Private constructor and destructor to force using the GameFactory class
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Training(const Dictionary &iDic);
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/// Record a player move
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void recordPlayerMove(const Move &iMove, Player &ioPlayer);
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void endTurn();
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/// Search results, with all the possible rounds up to a predefined limit
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LimitResults m_results;
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/// Round corresponding to the last test play (if any)
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Round m_testRound;
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};
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#endif /* _TRAINING_H_ */
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