1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
#include "game.h"
#include <boost/bind.hpp>
#include <iostream>
#ifdef DEBUG
#include <ctime>
#endif
#include "../common/set.h"
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;
delete ruleset;
}
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[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(¤t_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);
}
|