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#ifndef STATE_H
#define STATE_H
#include "tile.h"
//! Class containing the game state related to each player.
struct PlayerState {
//! Player's hand. Concealed tiles is first set, open sets follow in the order they was called in.
Tilegroups hand;
//! Discarded tiles.
Tiles pond;
//! Flag indicating whether player has declared riichi.
bool riichi;
//! Player's score.
int score;
//! Player's seat wind.
int wind;
template<class Archive>
void serialize(Archive & ar, const unsigned int v) {
ar & hand;
ar & pond;
ar & riichi;
ar & score;
ar & wind;
}
};
//! Class containing the game state unrelated to the players.
struct GameState {
//! List of dora/kandora.
Tiles dora;
//! Current player, relative to context. 0 = self, 1 = shimocha and so on.
int current_player;
//! Round (prevalent) wind.
int round_wind;
//! Round number (of this wind).
int round_number;
//! Count of riichi sticks on table (current and leftovers).
int riichibou;
//! Count of honba sticks on table (indicating renchan).
int honba;
template<class Archive>
void serialize(Archive & ar, const unsigned int v) {
ar & dora;
ar & current_player;
ar & round_wind;
ar & round_number;
ar & riichibou;
ar & honba;
}
};
#endif
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