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-rw-r--r--server/game.cpp456
1 files changed, 0 insertions, 456 deletions
diff --git a/server/game.cpp b/server/game.cpp
deleted file mode 100644
index e791379..0000000
--- a/server/game.cpp
+++ /dev/null
@@ -1,456 +0,0 @@
-#include "game.h"
-
-#include <boost/bind.hpp>
-
-#include <iostream>
-#include <algorithm>
-#include <map>
-
-#ifdef DEBUG
-#include <ctime>
-#endif
-
-Game::p Game::create(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4) {
- Game::p p(new Game(player_1, player_2, player_3, player_4));
- p->start();
- return p;
-}
-
-Game::~Game() {
- std::cout << "Game destroyed." << std::endl;
-}
-
-Game::Game(ClientBase::p player_1, ClientBase::p player_2, ClientBase::p player_3, ClientBase::p player_4) {
- players[0].client = player_1;
- players[1].client = player_2;
- players[2].client = player_3;
- players[3].client = player_4;
-}
-
-void Game::handle_ready() {
- if(--awaiting_players) {
- return;
- }
-
- std::cout << "All ready!" << std::endl;
-
- round_start();
-}
-
-void Game::start() {
- std::cout << "Started a game with "
- << players[0].client->nick() << ", "
- << players[1].client->nick() << ", "
- << players[2].client->nick() << " and "
- << players[3].client->nick() << "." << std::endl;
-
- round_wind = 0;
- round_num = 0;
-
- awaiting_players = 4;
-
- std::vector<std::string> pl;
-
- pl.push_back(players[0].client->nick());
- pl.push_back(players[1].client->nick());
- pl.push_back(players[2].client->nick());
- pl.push_back(players[3].client->nick());
-
- players[0].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl);
-
- pl.erase(pl.begin());
- pl.push_back(players[0].client->nick());
- players[1].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl);
-
- pl.erase(pl.begin());
- pl.push_back(players[1].client->nick());
- players[2].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl);
-
- pl.erase(pl.begin());
- pl.push_back(players[2].client->nick());
- players[3].client->game_start(boost::bind(&Game::handle_ready, shared_from_this()), pl);
-}
-
-void Game::round_start() {
- std::cout << "Starting a new round." << std::endl;
-
- // Build a new wall.
- wall.build();
-
- // Clear previous dora and draw a new.
- dora.clear();
- dora.push_back(wall.take_one());
-
- kan_dora_pending = false;
-
- // Notify players of round start.
- // TODO: Tell them where wall is broken.
- players[0].round_start(-round_num);
- players[1].round_start(-round_num + 1);
- players[2].round_start(-round_num + 2);
- players[3].round_start(-round_num + 3);
-
- // Draw hands.
- for(int i = 0; i < 13; i++) {
- players[0].draw(wall.take_one());
- players[1].draw(wall.take_one());
- players[2].draw(wall.take_one());
- players[3].draw(wall.take_one());
- }
-
- // Sort hands.
- players[0].hand.sort();
- players[1].hand.sort();
- players[2].hand.sort();
- players[3].hand.sort();
-
- // Give east an extra tile.
- players[0].draw(wall.take_one());
-
- current_player = 0;
-
- round_update_draw();
-}
-
-void Game::round_update_draw() {
- // Get possible actions for current player.
- Actions possible_actions = players[current_player].get_actions_draw();
-
- // Construct and send state to each client.
- PlayerNum player = 0;
- do {
- PlayerState state[4];
-
- state[0] = players[player].get_state();
- state[1] = players[player + 1].get_state_filtered();
- state[2] = players[player + 2].get_state_filtered();
- state[3] = players[player + 3].get_state_filtered();
-
- Actions a;
- if(player == current_player) {
- a = possible_actions;
- }
-
- GameState gstate = {dora, current_player - player, round_wind, round_num, 0, 0};
-
- players[player].client->round_state(state[0], state[1], state[2], state[3], gstate, a);
- } while(++player);
-
- // Await action from client.
- players[current_player].client->get_action(boost::bind(&Game::handle_action_draw, shared_from_this(), _1), possible_actions);
-}
-
-void Game::round_update_discard() {
- Tile discarded_tile = players[current_player].last_discard();
-
- std::map<int, Actions> possible_actions;
-
- // Construct and send state to each client.
- PlayerNum player = 0;
- do {
- PlayerState state[4];
-
- state[0] = players[player].get_state();
- state[1] = players[player + 1].get_state_filtered();
- state[2] = players[player + 2].get_state_filtered();
- state[3] = players[player + 3].get_state_filtered();
-
- Actions a;
- if(player != current_player) {
- if(a = players[player].get_actions_discard(discarded_tile, current_player - player)) {
- possible_actions[player] = a;
- }
- }
-
- GameState gstate = {dora, current_player - player, round_wind, round_num, 0, 0};
-
- players[player].client->round_state(state[0], state[1], state[2], state[3], gstate, a);
- } while(++player);
-
- preceding_action = Action::Pass;
- if(possible_actions.empty()) {
- awaiting_players = 1;
- handle_action_discard(Action::Pass, 0);
- } else {
- awaiting_players = possible_actions.size();
- for(std::map<int, Actions>::iterator it = possible_actions.begin(); it != possible_actions.end(); it++) {
- players[it->first].client->get_action(boost::bind(&Game::handle_action_discard, shared_from_this(), _1, it->first), it->second);
- }
- }
-}
-
-void Game::handle_action_draw(Action action) {
- switch(action.type) {
- case Action::Discard: {
- players[current_player].discard(action.target_offset);
- if(kan_dora_pending) {
- kan_dora_pending = false;
- dora.push_back(wall.take_one());
- }
- round_update_discard();
- } break;
-
- case Action::Tsumo: {
- players[current_player].declare_tsumo();
- round_end(Tsumo);
- } break;
-
- case Action::Riichi: {
- players[current_player].declare_riichi();
- round_update_draw();
- } break;
-
- case Action::Kan: {
- if(action.target_type == Action::Index) {
- players[current_player].make_kan(action.target_offset - 2);
- dora.push_back(wall.take_one());
- } else {
- players[current_player].make_kan_extend(action.target_offset);
- kan_dora_pending = true;
- }
- players[current_player].draw(wall.take_one());
- round_update_draw();
- } break;
-
- case Action::Draw:
- // Not implemented yet.
-
- // Will never occur on draw:
- case Action::Pass:
- case Action::Chi:
- case Action::Pon:
- case Action::Ron:
- break;
- }
-}
-
-void Game::handle_action_discard(Action action, int player) {
- switch(preceding_action.type) {
- case Action::Pass:
-
- case Action::Chi:
- if(action.type == Action::Chi) {
- preceding_action = action;
- preceding_action_owner = player;
- break;
- }
-
- case Action::Kan:
- if(action.type == Action::Kan) {
- preceding_action = action;
- preceding_action_owner = player;
- break;
- }
-
- case Action::Pon:
- if(action.type == Action::Pon) {
- preceding_action = action;
- preceding_action_owner = player;
- break;
- }
-
- // First ron.
- if(action.type == Action::Ron) {
- preceding_action = action;
- preceding_action_owner = player;
- break;
- }
-
- // Multiple ron.
- case Action::Ron:
- if(action.type == Action::Ron && current_player - player > current_player - preceding_action_owner) {
- preceding_action = action;
- preceding_action_owner = player;
- break;
- }
- break;
-
- // Will never occur on discard:
- case Action::Discard:
- case Action::Riichi:
- case Action::Tsumo:
- case Action::Draw:
- break;
- }
-
- if(--awaiting_players) {
- return;
- }
-
- switch(preceding_action.type) {
- case Action::Pass: {
- // Tile not claimed, next player draws.
-
- // Check if the wall has run out.
- if(wall.remaining() <= 14) {
- round_end(Draw);
- break;
- }
-
- players[++current_player].draw(wall.take_one());
- round_update_draw();
- } break;
-
- case Action::Chi: {
- players[preceding_action_owner].make_chi(players[current_player].claim(), preceding_action.target_offset);
- current_player = preceding_action_owner;
- round_update_draw();
- } break;
-
- case Action::Pon: {
- players[preceding_action_owner].make_pon(players[current_player].claim(), preceding_action.target_offset - 1, current_player - preceding_action_owner);
- current_player = preceding_action_owner;
- round_update_draw();
- } break;
-
- case Action::Kan: {
- players[preceding_action_owner].make_kan(players[current_player].claim(), preceding_action.target_offset - 2, current_player - preceding_action_owner);
- current_player = preceding_action_owner;
- kan_dora_pending = true;
- players[current_player].draw(wall.take_one());
- round_update_draw();
- } break;
-
- case Action::Ron: {
- players[preceding_action_owner].declare_ron(players[current_player].claim());
- round_end(Ron);
- } break;
-
- // Will never occur on discard:
- case Action::Discard:
- case Action::Riichi:
- case Action::Tsumo:
- case Action::Draw:
- break;
- }
-}
-
-Tiles merge_hand_open(const Tiles& hand, const Sets& open) {
- Tiles tiles = hand;
- for(Sets::const_iterator it = open.begin(); it != open.end(); it++) {
- tiles.insert(tiles.end(), it->tiles.begin(), it->tiles.end());
- }
- return tiles;
-}
-
-void Game::round_end(Endcondition end) {
-
- Message::RoundEnd::p msg[4] = make_shared<Message::RoundEnd>();
-
- for(CyclicInt<4> count_player = 0; count_player < 4; count_player++) {
- msg[count_player]->total_han = msg[count_player]->total_fu = msg[count_player]->won = msg[count_player]->score[count_player].won = 0;
- for(int i = 0; i < 4; i++) {
- msg[count_player]->score[count_player + i].score = players[count_player + i].get_state().score;
- msg[count_player]->score[count_player + i].won = 0;
- }
-
- switch(end) {
- case Draw:
- //msg->total_han = msg->total_fu = msg->won = 0;
- break;
-
- case Tsumo: {
- Player& player = players[current_player];
-
- msg[count_player]->hand = merge_hand_open(player.hand, player.open);
-
- msg[count_player]->yakus = player.won_han;
-
- msg[count_player]->total_han = player.won_value.han();
- msg[count_player]->total_fu = player.won_value.fu_rounded();
-
- if(current_player == round_num) {
- msg[count_player]->won = 3 * player.won_value.tsumo_east();
-
- for(int y = 0; y < 4; y++) {
- msg[count_player]->score[current_player + y].won = -(msg[count_player]->won / 3);
- }
- msg[count_player]->score[count_player + current_player ].won = msg[count_player]->won;
-
- } else {
- msg[count_player]->won = player.won_value.tsumo_east() + 2 * player.won_value.tsumo();
-
- for(int y = 0; y < 4; y++) {
- if(count_player + y == current_player) {
- msg[count_player]->score[y].won = msg[count_player]->won;
- } else if (count_player + y == round_num){
- msg[count_player]->score[y].won = -(player.won_value.tsumo_east());
- } else {
- msg[count_player]->score[y].won = -(player.won_value.tsumo());
- }
- }
- }
-
- } break;
-
- case Ron:
- for(int i = 0; i < 4; i++) {
- if(players[current_player + i].won) {
- Player& player = players[current_player + i];
-
- msg[count_player]->hand = merge_hand_open(player.hand, player.open);
-
- msg[count_player]->yakus = player.won_han;
-
- msg[count_player]->total_han = player.won_value.han();
- msg[count_player]->total_fu = player.won_value.fu_rounded();
-
- if(current_player + i == round_num) {
- msg[count_player]->won = player.won_value.ron_east();
- msg[count_player]->score[current_player + i].won = player.won_value.ron_east();
- msg[count_player]->score[current_player].won = -(player.won_value.ron_east());
-
- } else {
- msg[count_player]->won = player.won_value.ron();
- msg[count_player]->score[current_player + i].won = player.won_value.ron();
- msg[count_player]->score[current_player].won = -(player.won_value.ron());
- }
-
- // TODO: Support multiple wins.
- break;
- }
- }
- break;
- }
-
- //Send med score
- msg[count_player]->game_end = false;
- if(count_player == 3) break;
- }
-
- round_num++;
-
- if(!round_num) {
- round_wind++;
- //Do a 4-round game for now
- for(int i = 0; i < 4; ++i) {
- msg[i]->game_end = true;
- players[i].client->round_end(msg[i], 0);
- }
- game_end();
- } else {
- awaiting_players = 4;
- players[0].client->round_end(msg[0], boost::bind(&Game::handle_ready, shared_from_this()));
- players[1].client->round_end(msg[1], boost::bind(&Game::handle_ready, shared_from_this()));
- players[2].client->round_end(msg[2], boost::bind(&Game::handle_ready, shared_from_this()));
- players[3].client->round_end(msg[3], boost::bind(&Game::handle_ready, shared_from_this()));
- }
-
- // Ferdig? game_end()
-}
-
-void Game::game_end() {
- Message::GameEnd::p msg = make_shared<Message::GameEnd>();
- for(int i = 0; i < 4; i++) {
- msg->scores[i].score = players[i].score;
- msg->scores[i].won = players[i].score - 25000;
- }
-
- awaiting_players = 4;
- players[0].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this()));
- players[1].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this()));
- players[2].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this()));
- players[3].client->game_end(msg, boost::bind(&Game::handle_ready, shared_from_this()));
-
-
-}