diff options
author | Vegard Storheil Eriksen <zyp@jvnv.net> | 2010-11-25 01:35:20 +0100 |
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committer | Vegard Storheil Eriksen <zyp@jvnv.net> | 2010-11-25 01:35:20 +0100 |
commit | bdf3e3b9c91dc1531a44b1cabaaf598f16d377e8 (patch) | |
tree | 51ad716f804c7ce5b954cbb4911a8e35666728f6 /server | |
parent | a265fcaf73543d028b44a10fbbca2b18979f3845 (diff) |
Remove Action::player and turn Action::target into an int.
Diffstat (limited to 'server')
-rw-r--r-- | server/standard.cpp | 141 |
1 files changed, 69 insertions, 72 deletions
diff --git a/server/standard.cpp b/server/standard.cpp index d74ad17..a35a358 100644 --- a/server/standard.cpp +++ b/server/standard.cpp @@ -77,7 +77,7 @@ State& Standard::round_update() { // Construct the discard action that the player can do. Action discard; discard.type = Action::Discard; - discard.player = current_player; + //discard.player = current_player; game_state.possible_actions.push_back(discard); @@ -117,19 +117,19 @@ State& Standard::round_update() { if(tile_match_ids[1]) { Action temp_action; - temp_action.player = array_counter; - temp_action.target.push_back(tile_match_ids[0]); - temp_action.target.push_back(tile_match_ids[1]); + //temp_action.player = array_counter; + //temp_action.target.push_back(tile_match_ids[0]); + //temp_action.target.push_back(tile_match_ids[1]); temp_action.type = Action::Pon; game_state.possible_actions.push_back(temp_action); } if(tile_match_ids[2]) { Action temp_action; - temp_action.player = array_counter; - temp_action.target.push_back(tile_match_ids[0]); - temp_action.target.push_back(tile_match_ids[1]); - temp_action.target.push_back(tile_match_ids[2]); + //temp_action.player = array_counter; + //temp_action.target.push_back(tile_match_ids[0]); + //temp_action.target.push_back(tile_match_ids[1]); + //temp_action.target.push_back(tile_match_ids[2]); temp_action.type = Action::Kan; game_state.possible_actions.push_back(temp_action); } @@ -184,15 +184,15 @@ State& Standard::round_update() { chi = true; } if(chi) { - temp_action.player = temp_next_player; - temp_action.target.push_back(tile_2u_id); - temp_action.target.push_back(tile_1u_id); + //temp_action.player = temp_next_player; + //temp_action.target.push_back(tile_2u_id); + //temp_action.target.push_back(tile_1u_id); temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); #ifdef DEBUG - time_t current_time = std::time(0); - std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; + //time_t current_time = std::time(0); + //std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; #endif } @@ -210,16 +210,16 @@ State& Standard::round_update() { chi = true; } if(chi) { - temp_action.player = temp_next_player; - temp_action.target.push_back(tile_1u_id); - temp_action.target.push_back(tile_1o_id); + //temp_action.player = temp_next_player; + //temp_action.target.push_back(tile_1u_id); + //temp_action.target.push_back(tile_1o_id); temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); #ifdef DEBUG - time_t current_time = std::time(0); - std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; + //time_t current_time = std::time(0); + //std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; #endif } @@ -237,16 +237,16 @@ State& Standard::round_update() { chi = true; } if(chi) { - temp_action.player = temp_next_player; - temp_action.target.push_back(tile_1o_id); - temp_action.target.push_back(tile_2o_id); + //temp_action.player = temp_next_player; + //temp_action.target.push_back(tile_1o_id); + //temp_action.target.push_back(tile_2o_id); temp_action.type = Action::Chi; game_state.possible_actions.push_back(temp_action); #ifdef DEBUG - time_t current_time = std::time(0); - std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; + //time_t current_time = std::time(0); + //std::cout << std::ctime(¤t_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl; #endif } @@ -257,37 +257,37 @@ State& Standard::round_update() { // Not implemented yet for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { - smart = smart | (0x0001 << it->player); + //smart = smart | (0x0001 << it->player); } if(smart & 1) { Action pass; pass.type = Action::Pass; - pass.player = 0; + //pass.player = 0; game_state.possible_actions.push_back(pass); } if(smart & 2) { Action pass; pass.type = Action::Pass; - pass.player = 1; + //pass.player = 1; game_state.possible_actions.push_back(pass); } if(smart & 4) { Action pass; pass.type = Action::Pass; - pass.player = 2; + //pass.player = 2; game_state.possible_actions.push_back(pass); } if(smart & 8) { Action pass; pass.type = Action::Pass; - pass.player = 3; + //pass.player = 3; game_state.possible_actions.push_back(pass); } } for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { - smart = smart | (1 << it->player); + //smart = smart | (1 << it->player); } if(smart & 1) { @@ -313,8 +313,8 @@ State& Standard::round_update() { bool Standard::round_action(Action action) { #ifdef DEBUG - time_t current_time = std::time(0); - std::cout << std::ctime(¤t_time) << " Player: " << action.player << " Did action: " << action.type << " On target: " << action.target[0] << std::endl; + //time_t current_time = std::time(0); + //std::cout << std::ctime(¤t_time) << " Player: " << action.player << " Did action: " << action.type << " On target: " << action.target[0] << std::endl; #endif @@ -329,9 +329,9 @@ bool Standard::round_action(Action 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(it->player == action.player && it->type == action.type) { + // found_action = true; + //} } if(!found_action) { @@ -345,9 +345,9 @@ bool Standard::round_action(Action action) { } break; case Action::Discard: { - Tile discarded_tile = game_state.players[action.player].hand[action.target[0]]; - game_state.players[action.player].pond.push_back(discarded_tile); - game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target[0]); + //Tile discarded_tile = game_state.players[action.player].hand[action.target[0]]; + //game_state.players[action.player].pond.push_back(discarded_tile); + //game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target[0]); } break; @@ -395,9 +395,9 @@ bool Standard::round_action(Action action) { 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); - } + //if (it->player == action.player) { + // positions.push_back(position); + //} position++; } if (!positions.empty()) { @@ -417,20 +417,19 @@ bool Standard::round_action(Action action) { case Action::Chi: { Tile left_tile = game_state.players[current_player].pond.back(); left_tile.rotated = true; - game_state.players[action.player].open.push_back(left_tile); + //game_state.players[action.player].open.push_back(left_tile); - int count = 0; - for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { - Tile target_tile = game_state.players[action.player].hand[(*it) - count]; - game_state.players[action.player].open.push_back(target_tile); - game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); - - count++; - } + //int count = 0; + //for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { + // Tile target_tile = game_state.players[action.player].hand[(*it) - count]; + // game_state.players[action.player].open.push_back(target_tile); + // game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); + // count++; + //} Action discard; discard.type = Action::Discard; - discard.player = action.player; + //discard.player = action.player; game_state.possible_actions.push_back(discard); draw_phase = false; @@ -440,52 +439,50 @@ bool Standard::round_action(Action action) { case Action::Pon: { Tile left_tile = game_state.players[current_player].pond.back(); left_tile.rotated = true; - game_state.players[action.player].open.push_back(left_tile); + //game_state.players[action.player].open.push_back(left_tile); - int count = 0; - for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { - Tile target_tile = game_state.players[action.player].hand[(*it) - count]; - game_state.players[action.player].open.push_back(target_tile); - game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); - - count++; - } + //int count = 0; + //for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { + // Tile target_tile = game_state.players[action.player].hand[(*it) - count]; + // game_state.players[action.player].open.push_back(target_tile); + // game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); + // count++; + //} Action discard; discard.type = Action::Discard; - discard.player = action.player; + //discard.player = action.player; game_state.possible_actions.push_back(discard); draw_phase = false;//player must discard extra tile //Play continues to the right - current_player = action.player; + //current_player = action.player; } break; case Action::Kan: { Tile left_tile = game_state.players[current_player].pond.back(); left_tile.rotated = true; - game_state.players[action.player].open.push_back(left_tile); + //game_state.players[action.player].open.push_back(left_tile); - int count = 0; - for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { - Tile target_tile = game_state.players[action.player].hand[(*it) - count]; - game_state.players[action.player].open.push_back(target_tile); - game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); - - count++; - } + //int count = 0; + //for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) { + // Tile target_tile = game_state.players[action.player].hand[(*it) - count]; + // game_state.players[action.player].open.push_back(target_tile); + // game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count); + // count++; + //} Action discard; discard.type = Action::Discard; - discard.player = action.player; + //discard.player = action.player; game_state.possible_actions.push_back(discard); draw_phase = false;//player must discard extra tile //Play continues to the right - current_player = action.player; + //current_player = action.player; } break; |