#include "standard.h" #include #ifdef DEBUG #include #include #endif using namespace RuleSet; bool MyDataSortPredicate(const Tile& d1, const Tile& d2) { return d1.type < d2.type; } void Standard::round_start() { // Sett opp runden sin state //game_state = make_shared(); // Simulates drawing 4, 4 ,4 for each player for (int i = 0; i < 3; i++) { for (int player_num = 0; player_num < 4; player_num++) { for (int y = 0; y < 4; y++) { game_state.players[player_num].hand.push_back(wall.take_one()); } } } // Simulates the second part of drawing with only 1 tile for (int player_num = 0; player_num < 4; player_num++) { game_state.players[player_num].hand.push_back(wall.take_one()); } std::sort(game_state.players[0].hand.begin(),game_state.players[0].hand.end(), MyDataSortPredicate); std::sort(game_state.players[1].hand.begin(),game_state.players[1].hand.end(), MyDataSortPredicate); std::sort(game_state.players[2].hand.begin(),game_state.players[2].hand.end(), MyDataSortPredicate); std::sort(game_state.players[3].hand.begin(),game_state.players[3].hand.end(), MyDataSortPredicate); most_value_action.type = Action::Pass; current_player = 3; num_player_actions = 0; draw_phase = true; } State& Standard::round_update() { char smart = 0; // We're in the draw_phase whenever a player draws a tile from the wall if(draw_phase) { // If the wall is empty (Contains only 14 tiles) when we enter draw phase the round is over. // Since we've entered the draw-phase it's the next players turn if (current_player == 3) { current_player = 0; } else { current_player++; } #ifdef DEBUG time_t current_time = std::time(0); std::cout << std::ctime(¤t_time) << " - Waiting for action from player: " << current_player << std::endl; #endif // Let's take a tile Tile from_wall = wall.take_one(); // 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); // Construct the discard action that the player can do. Action discard; discard.type = Action::Discard; discard.player = current_player; game_state.possible_actions.push_back(discard); //num_player_actions++; // Enter the discard phase next loop; draw_phase = false; smart = smart | (1 << current_player); } else { //We chwck to see if player can chi from last discard int temp_next_player; if (current_player == 3) { temp_next_player = 0; } else { temp_next_player = current_player + 1; } Tiles* pond = &game_state.players[current_player].pond; Tile temp_tile = pond->back(); Tiles::iterator it; Tile* tile_2u = NULL; Tile* tile_1u = NULL; Tile* tile_1o = NULL; Tile* tile_2o = NULL; unsigned int count = 0, tile_2u_id,tile_1u_id,tile_1o_id,tile_2o_id; Tile::Type check_tile; for(it = game_state.players[temp_next_player].hand.begin(); it != game_state.players[temp_next_player].hand.end(); ++it) { #ifdef DEBUG Tile debug = *it; #endif check_tile = Tile::Type(temp_tile.type - 2); if(it->type == check_tile) { tile_2u = &(*it); tile_2u_id = count; } check_tile = Tile::Type(temp_tile.type - 1); if(it->type == check_tile) { tile_1u = &(*it); tile_1u_id = count; } check_tile = Tile::Type(temp_tile.type + 1); if(it->type == check_tile) { tile_1o = &(*it); tile_1o_id = count; } check_tile = Tile::Type(temp_tile.type + 2); if(it->type == check_tile) { tile_2o = &(*it); tile_2o_id = count; } count++; } bool chi; if(tile_2u && tile_1u) { Action temp_action; chi = false; //Make sure we have a chi within the same series. if(tile_2u->type <= Tile::Man_7 && tile_2u->type >= Tile::Man_1) { chi = true; } else if(tile_2u->type <= Tile::Pin_7 && tile_2u->type >= Tile::Pin_1) { chi = true; } else if(tile_2u->type <= Tile::Sou_7 && tile_2u->type >= Tile::Sou_1) { chi = true; } if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_2u_id; temp_action.target2 = 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 << std::endl; #endif } } if(tile_1u && tile_1o) { Action temp_action; chi = false; //Make sure we have a chi within the same series. if(tile_1u->type <= Tile::Man_7 && tile_1u->type >= Tile::Man_1) { chi = true; } else if(tile_1u->type <= Tile::Pin_7 && tile_1u->type >= Tile::Pin_1) { chi = true; } else if(tile_1u->type <= Tile::Sou_7 && tile_1u->type >= Tile::Sou_1) { chi = true; } if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_1u_id; temp_action.target2 = 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 << std::endl; #endif } } if(tile_1o && tile_2o) { Action temp_action; chi = false; //Make sure we have a chi within the same series. if(temp_tile.type <= Tile::Man_7 && temp_tile.type >= Tile::Man_1) { chi = true; } else if(temp_tile.type <= Tile::Pin_7 && temp_tile.type >= Tile::Pin_1) { chi = true; } else if(temp_tile.type <= Tile::Sou_7 && temp_tile.type >= Tile::Sou_1) { chi = true; } if(chi) { temp_action.player = temp_next_player; temp_action.target = tile_1o_id; temp_action.target2 = 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 << std::endl; #endif } } //Go back into draw_phase0 draw_phase = true; // Not implemented yet for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) { smart = smart | (0x0001 << it->player); } if(smart & 1) { Action pass; pass.type = Action::Pass; pass.player = 0; game_state.possible_actions.push_back(pass); } if(smart & 2) { Action pass; pass.type = Action::Pass; pass.player = 1; game_state.possible_actions.push_back(pass); } if(smart & 4) { Action pass; pass.type = Action::Pass; pass.player = 2; game_state.possible_actions.push_back(pass); } if(smart & 8) { Action pass; pass.type = Action::Pass; 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); } if(smart & 1) { num_player_actions++; } if(smart & 2) { num_player_actions++; } if(smart & 4) { num_player_actions++; } if(smart & 8) { num_player_actions++; } return game_state; } 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 << 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 false; } // 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 false; } switch ( action.type ) { case Action::Pass: { } break; case Action::Discard: { Tile discarded_tile = game_state.players[action.player].hand[action.target]; 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); } break; case Action::Riichi: { } break; case Action::Chi: { if(most_value_action.type != Action::Pon && most_value_action.type != Action::Kan && most_value_action.type != Action::Ron) { most_value_action = action; } } break; case Action::Pon: { if(most_value_action.type != Action::Ron) { most_value_action = action; } } break; case Action::Kan: { } break; case Action::Ron: { } break; case Action::Tsumo: { } break; case Action::Draw: { } break; default: break; } num_player_actions--; // Remove all the actions that this player could do since he now did one. std::vector 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()) { int found = 0; for(std::vector::iterator it = positions.begin(); it != positions.end(); ++it) { game_state.possible_actions.erase(game_state.possible_actions.begin() + (*it - found)); found++; } } //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(); if(most_value_action.type != Action::Pass) { switch (most_value_action.type) { case Action::Chi: { Set chi; Tile left_tile = game_state.players[current_player].pond.back(); left_tile.rotated = true; chi.add_tile(left_tile); Tile middle_tile = game_state.players[action.player].hand[action.target]; chi.add_tile(middle_tile); Tile right_tile = game_state.players[action.player].hand[action.target2]; chi.add_tile(right_tile); game_state.players[action.player].open.push_back(chi); game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target); game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target2 - 1); } break; case Action::Pon: { } break; case Action::Kan: { } break; case Action::Ron: { } break; default: break; } most_value_action.type = Action::Pass; } return true; } else { return false; } }