diff options
author | Atle Hellvik Havsø <atle@havso.net> | 2010-11-21 18:07:45 +0100 |
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committer | Atle Hellvik Havsø <atle@havso.net> | 2010-11-21 18:07:45 +0100 |
commit | d7892a9e7aa204ecaa19bd9b4d71887217fa18d0 (patch) | |
tree | 4e38ac9287ae0c7fe7eba6a76ffa358a10435eca | |
parent | b9942d8af0400f943b9b5bd67faf417a932750f5 (diff) |
Rewrote parts of round_update and handle_action
Signed-off-by: Atle Hellvik Havsø <atle@havso.net>
-rw-r--r-- | server/game.cpp | 127 |
1 files changed, 79 insertions, 48 deletions
diff --git a/server/game.cpp b/server/game.cpp index 72183bf..3548e13 100644 --- a/server/game.cpp +++ b/server/game.cpp @@ -3,6 +3,12 @@ #include <boost/bind.hpp> #include <iostream> +#include <algorithm> + +bool MyDataSortPredicate(const Tile& d1, const Tile& d2) +{ + return d1.type < d2.type; +} Game::p Game::create(Player::p player_1, Player::p player_2, Player::p player_3, Player::p player_4) { Game::p p(new Game(player_1, player_2, player_3, player_4)); @@ -66,68 +72,56 @@ void Game::round_start() { void Game::round_update() { - if ( draw_phase ) { - if ( current_player == 3) { + // We're in the draw_phase whenever a player draws a tile from the wall + if(draw_phase) { + // Since we've entered the draw-phase it's the next players turn + if (current_player == 3) { current_player = 0; } else { - current_player++; + current_player++; } - #ifdef DEBUG - - std::cout << "Next players turn: " << current_player << std::endl; + + // Let's take a tile + Tile from_wall = wall.take_one(); - #endif + // We then add the tile to the current players hand + game_state.players[current_player].hand.push_back(from_wall); + // Need to sort again. + std::sort(game_state.players[current_player].hand.begin(),game_state.players[current_player].hand.end(), MyDataSortPredicate); - // Is the wall empty? Then the round is over and we have a draw - if (wall.is_done()) { - round_end(); - } - - game_state.players[current_player].hand.push_back(wall.take_one()); + // Construct the discard action that the player can do. + Action discard; + discard.type = Action::Discard; + discard.player = current_player; - Action discard_action; - discard_action.type = Action::Discard; - discard_action.player = current_player; - game_state.possible_actions.push_back(discard_action); - - // TODO - // Add code for calculation of possible riichi, tsumo, kan and draw + game_state.possible_actions.push_back(discard); num_player_actions++; - } else { // Run if we're in the discard phase + + // Enter the discard phase next loop; + draw_phase = false; + } else { + //Go back into draw_phase + draw_phase = true; + // Not implemented yet - // TODO - // Add code for calculation of possible chi, pon, kan and ron. } - - // Send RoundState, inkl. liste av mulige actions. - for(int i = 0; i <= 3; i++) { - if ( i != current_player ) { - State send_state = game_state; - - send_state.possible_actions.clear(); - - players[i]->round_state(send_state); - } else { - players[i]->round_state(game_state); - #ifdef DEBUG - std::cout << "Waiting for action from player: " << i << std::endl; - #endif - } - } + // Send the updates state to the players + + players[0]->round_state(game_state); + players[1]->round_state(game_state); + players[2]->round_state(game_state); + players[3]->round_state(game_state); - // Kall player->get_action(handle_action) for hver spiller som har actions, om ingen kan gjøre noe så blir - // det neste spiller sin tur. - draw_phase = !draw_phase; - if(num_player_actions) { + // Only implemented discard so far, so only current player that needs to be able to do a action. + if(num_player_actions > 0) { players[current_player]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1)); } else { round_update(); } - } void Game::handle_action(Action action) { @@ -136,8 +130,28 @@ void Game::handle_action(Action action) { std::cout << "Player: " << action.player << " Did action: " << action.type << " On target: " << action.target << std::endl; - #endif + + // Lots of actions to test if the player doing the action is allowed to do it + + // Check if we're actually waiting for actions. + if (game_state.possible_actions.empty()) { + return; + } + + // Check if the player is allowed to do this action + bool found_action = false; + + for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { + if(it->player == action.player && it->type == action.type) { + found_action = true; + } + } + + if(!found_action) { + return; + } + switch ( action.type ) { case Action::Pass: { @@ -187,11 +201,28 @@ void Game::handle_action(Action action) { break; } - + num_player_actions--; - - + + // Remove all the actions that this player could do since he now did one. + + std::vector<int> positions; + int position = 0; + for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { + if (it->player == action.player) { + positions.push_back(position); + } + position++; + } + if (!positions.empty()) { + for(std::vector<int>::iterator it = positions.begin(); it != positions.end(); ++it) { + game_state.possible_actions.erase(game_state.possible_actions.begin() + *it); + } + } + + //When everyone has done their action we empty the list (just to be sure) and then do a round_update() if(num_player_actions == 0) { + game_state.possible_actions.empty(); round_update(); } |