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#include "game.h"

#include <boost/bind.hpp>

#include <iostream>

#ifdef DEBUG
#include <ctime>
#endif

#include "../common/set.h"


Game::p Game::create(Client::p player_1, Client::p player_2, Client::p player_3, Client::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;
	delete ruleset;
}

Game::Game(Client::p player_1, Client::p player_2, Client::p player_3, Client::p player_4) {
	players.push_back(player_1);
	players.push_back(player_2);
	players.push_back(player_3);
	players.push_back(player_4);
}

void Game::handle_ready() {
	std::cout << "Still waiting for " << waiting_players << "." << std::endl;
	
	if(--waiting_players) {
		return;
	}
	
	std::cout << "All ready!" << std::endl;
	
	round_start();
}

void Game::round_start() {
	players[0]->round_start();
	players[1]->round_start();
	players[2]->round_start();
	players[3]->round_start();

	ruleset = new RuleSet::Standard();
	ruleset->round_start();
	
	round_update();
}

void Game::round_update() {
	
	State gamestate = ruleset->round_update();

	// Send the updates state to the players
	players[0]->round_state(gamestate);
	players[1]->round_state(gamestate);
	players[2]->round_state(gamestate);
	players[3]->round_state(gamestate);

	
	// Only implemented discard so far, so only current player that needs to be able to do a action.
	int smart = 0;
	for(Actions::iterator it = gamestate.possible_actions.begin(); it != gamestate.possible_actions.end(); ++it) {
		//smart = smart | (1 << it->player);
	}
	
	int num_player_actions = 0;
	
	if(smart & 1) {
		num_player_actions++;
		players[0]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1), gamestate.possible_actions);
	}
	if(smart & 2) {
		num_player_actions++;
		players[1]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1), gamestate.possible_actions);
	}
	if(smart & 4) {
		num_player_actions++;
		players[2]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1), gamestate.possible_actions);
	}
	if(smart & 8) {
		num_player_actions++;
		players[3]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1), gamestate.possible_actions);
	}
	
	if(num_player_actions == 0) {
		round_update();
	}
}

void Game::handle_action(Action action) {
	
	//players[action.player]->kill_action();
	
	bool done = ruleset->round_action(action);
	
	if(done) {
		round_update();
	}
	// Sjekk action, sjekk om endelig action er avgjort
	// Oppdater state
	// Evt. round_end()
}

void Game::round_end() {
	// Flere runder? round_start()
	// Ferdig? game_end()
	players[0]->round_end();
	players[1]->round_end();
	players[2]->round_end();
	players[3]->round_end();
	
	#ifdef DEBUG
	
	time_t current_time = std::time(0);
	std::cout << std::ctime(&current_time) << " Round is over..." << std::endl;
	
	#endif
}

void Game::start() {
	std::cout << "Started a game with "
		<< players[0]->nick() << ", "
		<< players[1]->nick() << ", "
		<< players[2]->nick() << " and "
		<< players[3]->nick() << "." << std::endl;
	
	players[0]->id = 0;
	players[1]->id = 1;
	players[2]->id = 2;
	players[3]->id = 3;
	
	waiting_players = 4;
	
	players[0]->game_start(boost::bind(&Game::handle_ready, shared_from_this()), players);
	players[1]->game_start(boost::bind(&Game::handle_ready, shared_from_this()), players);
	players[2]->game_start(boost::bind(&Game::handle_ready, shared_from_this()), players);
	players[3]->game_start(boost::bind(&Game::handle_ready, shared_from_this()), players);
}