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#include "game.h"

#include <boost/bind.hpp>

#include <iostream>

Game::p Game::create(Player::p player_1, Player::p player_2, Player::p player_3, Player::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(Player::p player_1, Player::p player_2, Player::p player_3, Player::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[0]->id = 0;
	players[1]->round_start();
	players[1]->id = 1;
	players[2]->round_start();
	players[2]->id = 2;
	players[3]->round_start();
	players[3]->id = 3;
	
	// Sett opp runden sin state
	//game_state = make_shared<State>();
	
	// 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());
	}
	
	current_player     = 3;
	num_player_actions = 0;
	draw_phase         = true;
	
	round_update();
}

void Game::round_update() {
	
	
	
	if ( draw_phase ) {
		

		
		
		if ( current_player == 3) {
			current_player = 0;
		} else {
			current_player++;
		}
		#ifdef DEBUG
		
		std::cout << "Next players turn: " << current_player << std::endl;
		
		#endif
		
		
		// Is the wall empty? Then the round is over and we have a draw
		if (wall.is_done()) {
			round_end();
		}
	
		game_state.players[current_player].hand.push_back(wall.take_one());
		
		Action discard_action;
		discard_action.type = Action::Discard;
		discard_action.player = current_player;
		
		game_state.possible_actions.push_back(discard_action);
		
		// TODO
		// Add code for calculation of possible riichi, tsumo, kan and draw
		
		num_player_actions++;
	} else { // Run if we're in the discard phase
		
		// TODO
		// Add code for calculation of possible chi, pon, kan and ron.
	}
	
	
	
	// Send RoundState, inkl. liste av mulige actions.
	for(int i = 0; i <= 3; i++) {
		if ( i != current_player ) {
			State send_state = game_state;
			
			send_state.possible_actions.clear();
			
			players[i]->round_state(send_state);
		} else {
			players[i]->round_state(game_state);
			#ifdef DEBUG
			std::cout << "Waiting for action from player: " << i << std::endl;
			#endif
		}
	}
	
	// Kall player->get_action(handle_action) for hver spiller som har actions, om ingen kan gjøre noe så blir
	// det neste spiller sin tur.
	draw_phase = !draw_phase;
	if(num_player_actions) {
		players[current_player]->get_action(boost::bind(&Game::handle_action, shared_from_this(), _1));
	} else {
		round_update();
	}

}

void Game::handle_action(Action action) {
	
	#ifdef DEBUG
	
	std::cout << "Player: " << action.player << " Did action: " << action.type << " On target: " << action.target << std::endl;

	
	#endif	
	
	switch ( action.type ) {
		
		case Action::Pass: {
		
		} break;
		
		case Action::Discard: {
			game_state.players[current_player].pond.push_back(game_state.players[current_player].hand[action.target]);
			game_state.players[current_player].hand.erase(game_state.players[current_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--;
	
	// Sjekk action, sjekk om endelig action er avgjort
	// Oppdater state
	// Evt. round_end()
	if (num_player_actions == 0) {
		// TODO
		// Add code for when someone has done a chi, pon, ron and kan.
		round_update();
	}
}

void Game::round_end() {
	// Flere runder? round_start()
	// Ferdig? game_end()
}

void Game::start() {
	std::cout << "Started a game with "
		<< players[0]->nick() << ", "
		<< players[1]->nick() << ", "
		<< players[2]->nick() << " and "
		<< players[3]->nick() << "." << std::endl;
	
	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);
}