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#ifndef GAME_H
#define GAME_H

#include <boost/shared_ptr.hpp>
#include <boost/enable_shared_from_this.hpp>

#include <vector>

#include "wall.h"
#include "client.h"
#include "../common/action.h"
#include "../common/cyclicint.h"

class Game : public boost::enable_shared_from_this<Game> {
	public:
		typedef boost::shared_ptr<Game> p;
		
		static p create(Client::p player_1, Client::p player_2, Client::p player_3, Client::p player_4);
		
		~Game();
		
	private:
		typedef CyclicInt<4> PlayerNum;
		
		class Player {
			public:
				Client::p client;
				
				Tiles hand;
				Tilegroups open;
				Tiles pond;
				bool riichi;
				
				//! Prepare for a new round.
				void round_start();
				
				typedef Client::PlayerState State;
				
				//! Get a state snapshot.
				State get_state();
				
				//! Get a state snapshot, with concealed tiles filtered.
				State get_state_filtered();
				
				//! Get possible actions after a draw.
				Actions get_actions_draw();
				
				//! Get possible actions on discarded tile.
				Actions get_actions_discard(Tile tile, PlayerNum discarder);
				
				typedef std::vector<int> Targets;
				
				//! Check if tile can be called for a chi.
				Targets can_chi(Tile tile);
				
				//! Check if tile can be called for a pon.
				int can_pon(Tile tile);
				
				//! Check if it's possible to make a concealed kan or extend an open kan.
				Targets can_kan();
				
				// Check if tile can be called to kan target.
				bool can_kan(Tile tile, int target);
				
				//! Draw tile.
				void draw(Tile tile);
				
				//! Discard tile.
				void discard(int target);
				
				//! Look at last discard in pond.
				Tile last_discard();
				
				//! Claim last discard from pond.
				Tile claim();
				
				
		};
		
		Player players[4];
		
		PlayerNum current_player;
		
		int awaiting_players;
		
		Action preceding_action;
		int preceding_action_owner;
		
		Game(Client::p player_1, Client::p player_2, Client::p player_3, Client::p player_4);
		
		Wall wall;
		
		//! Handle Ready message from player.
		void handle_ready();
		
		//! Start the game.
		void start();
		
		//! Start a new round.
		void round_start();
		
		//! Send update after a tile is drawn.
		void round_update_draw();
		
		//! Send update after a tile is discarded.
		void round_update_discard();
		
		//! Handle action after draw.
		void handle_action_draw(Action action);
		
		//! Handle actions after discard.
		void handle_action_discard(Action action, int player);
		
		//! End the game.
		void round_end();
};

#endif