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diff --git a/src/game.cpp b/src/game.cpp
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+++ b/src/game.cpp
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+#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()));
+
+
+}