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#include "game.h"
#include "hand.h"
void Game::Player::round_start(int w) {
// Reset contents.
hand.clear();
open.clear();
pond.clear();
tenpai_indexes.clear();
riichi = false;
score = 25000;
wind = w;
// Notify client of round start.
client->round_start();
}
PlayerState Game::Player::get_state() {
Tilegroups h;
h.push_back(hand);
for(Sets::iterator it = open.begin(); it != open.end(); it++) {
h.push_back(it->tiles);
}
PlayerState state = {h, pond, riichi, score, wind};
return state;
}
PlayerState Game::Player::get_state_filtered() {
Tilegroups h;
h.push_back(hand);
for(Sets::iterator it = open.begin(); it != open.end(); it++) {
h.push_back(it->tiles);
}
PlayerState state = {h, pond, riichi, score, wind};
return state;
}
Actions Game::Player::get_actions_draw() {
Actions possible_actions;
// Check if player can force a draw.
// TODO: Implementation. (Low priority)
// Check if player can tsumo.
if(can_tsumo()) {
possible_actions.push_back(Action(Action::Tsumo));
}
// Check if player can declare a concealed kan.
Targets targets = can_kan();
for(Targets::iterator it = targets.begin(); it != targets.end(); it++) {
possible_actions.push_back(Action(Action::Kan, Action::Index, *it + 2));
}
// Check if player can extend an open pon.
targets = can_kan_extend();
for(Targets::iterator it = targets.begin(); it != targets.end(); it++) {
possible_actions.push_back(Action(Action::Kan, Action::Group, *it));
}
if(!riichi) {
// Check if player can riichi.
if(can_riichi()) {
possible_actions.push_back(Action(Action::Riichi));
}
// List all tiles that can be discarded.
for(std::size_t i = 0; i < hand.size(); i++) {
// Skip tiles already used to call kan.
if(possible_actions.contains(Action(Action::Kan, Action::Index, i))) {
continue;
}
possible_actions.push_back(Action(Action::Discard, Action::Index, i));
}
} else {
if(tenpai_indexes) {
for(List<int>::iterator it = tenpai_indexes.begin(); it != tenpai_indexes.end(); it++) {
possible_actions.push_back(Action(Action::Discard, Action::Index, *it));
}
tenpai_indexes.clear();
} else {
// Only tile that can be discarded is the last drawn one.
possible_actions.push_back(Action(Action::Discard, Action::Index, hand.size() - 1));
}
}
return possible_actions;
}
Actions Game::Player::get_actions_discard(Tile tile, PlayerNum discarder) {
std::cout << "Fisk:" << std::endl;
Actions possible_actions;
if(!riichi) {
// Check if tile can be called for a chi. Enumerate all combinations.
if(discarder == 3) {
Targets targets = can_chi(tile);
if(!targets.empty()) {
for(Targets::iterator it = targets.begin(); it != targets.end(); it++) {
possible_actions.push_back(Action(Action::Chi, Action::Index, *it));
}
}
}
// Check if tile can be called for a pon.
int target = can_pon(tile);
if(target >= 0) {
possible_actions.push_back(Action(Action::Pon, Action::Index, target + 1));
// Check if tile can be called for a kan.
if(can_kan(tile, target)) {
std::cout << "Can kan!" << std::endl;
possible_actions.push_back(Action(Action::Kan, Action::Index, target + 2));
}
}
}
// Check if tile can be ron-ed.
if(can_ron(tile)) {
possible_actions.push_back(Action(Action::Ron));
}
// If any action is possible, add option to pass.
if(possible_actions) {
possible_actions.push_back(Action::Pass);
}
return possible_actions;
}
bool Game::Player::can_riichi() {
if(open) {
return false;
}
// Iterate over the hand, testing to remove each tile and see if it gives tenpai.
for(Tiles::iterator it = hand.begin(); it != hand.end(); it++) {
Tiles tiles = hand;
tiles.del(it - hand.begin());
tiles.sort();
if(Hand::tenpai(tiles)) {
tenpai_indexes.push_back(it - hand.begin());
}
}
return bool(tenpai_indexes);
}
Game::Player::Targets Game::Player::can_chi(Tile tile) {
Targets targets;
Tile::Set set = tile.get_set();
int num = tile.get_num();
// Check if tile actually can be chi-ed.
if(set == Tile::Honor) {
return targets;
}
bool have_above = false;
// Check if we have tile below.
Tiles::iterator it = std::find(hand.begin(), hand.end(), Tile(set, num - 1));
if(num > 1 && it != hand.end()) {
// Check if we also have tile below tile below.
Tiles::iterator it2 = std::find(hand.begin(), hand.end(), Tile(set, num - 2));
if(num > 2 && it2 != hand.end()) {
targets.push_back(it2 - hand.begin()); // (T-2 T-1 T)
}
// Check if we have tile above.
it2 = std::find(hand.begin(), hand.end(), Tile(set, num + 1));
if(num < 9 && it2 != hand.end()) {
targets.push_back(it - hand.begin()); // (T-1 T T+1)
have_above = true;
it = it2;
}
}
// Check if we have tile above.
if(have_above || (it = std::find(hand.begin(), hand.end(), Tile(set, num + 1))) != hand.end()) {
// Check if we have tile above tile above.
Tiles::iterator it2 = std::find(hand.begin(), hand.end(), Tile(set, num + 2));
if(num < 8 && it2 != hand.end()) {
targets.push_back(it - hand.begin()); // (T T+1 T+2)
}
}
return targets;
}
int Game::Player::can_pon(Tile tile) {
Tiles::iterator it = std::find(hand.begin(), hand.end(), tile);
if(it + 1 < hand.end() && it[1] == tile) {
return it - hand.begin();
}
return -1;
}
Game::Player::Targets Game::Player::can_kan() {
Targets targets;
for(Tiles::iterator it = hand.begin(); it != hand.end(); it++) {
Tiles::iterator it_s = it;
int i = 1;
do {
it_s = std::find(it_s + 1, hand.end(), *it);
} while(it_s != hand.end() && i++);
if(i >= 4) {
targets.push_back(it - hand.begin());
}
}
return targets;
}
Game::Player::Targets Game::Player::can_kan_extend() {
Targets targets;
for(Sets::iterator it = open.begin(); it != open.end(); it++) {
if(it->type == Set::Pon && hand.contains(it->tiles.front())) {
targets.push_back(it - open.begin() + 1);
}
}
return targets;
}
bool Game::Player::can_kan(Tile tile, int target) {
if(std::size_t(target + 2) < hand.size() && hand[target + 2] == tile) {
return true;
}
return false;
}
bool Game::Player::can_tsumo() {
Tiles tiles = hand;
tiles.sort();
return Hand::agari(tiles);
}
bool Game::Player::can_ron(Tile tile) {
Tiles tiles = hand;
tiles.push_back(tile);
tiles.sort();
return Hand::agari(tiles);
}
void Game::Player::draw(Tile tile) {
hand.push_back(tile);
}
void Game::Player::discard(int target) {
Tile tile = hand[target];
hand.erase(hand.begin() + target);
hand.sort();
pond.push_back(tile);
}
Tile Game::Player::last_discard() {
return pond.back();
}
Tile Game::Player::claim() {
Tile& t = pond.back();
t.invisible = true;
return t;
}
void Game::Player::declare_riichi() {
riichi = true;
}
void Game::Player::make_chi(Tile tile, int target) {
Tiles chi;
tile.rotated = true;
chi.push_back(tile);
Tile::Set set = tile.get_set();
int num = tile.get_num();
Tiles::iterator it = hand.begin();
switch(hand[target].get_num() - num) {
case -2:
it = std::find(it, hand.end(), Tile(set, num - 2));
chi.push_back(*it);
it = hand.erase(it);
case -1:
it = std::find(it, hand.end(), Tile(set, num - 1));
chi.push_back(*it);
it = hand.erase(it);
case 1:
if(chi.size() == 3) {
break;
}
it = std::find(it, hand.end(), Tile(set, num + 1));
chi.push_back(*it);
it = hand.erase(it);
if(chi.size() == 3) {
break;
}
it = std::find(it, hand.end(), Tile(set, num + 2));
chi.push_back(*it);
hand.erase(it);
}
open.push_back(Set(Set::Chi, chi, true));
}
void Game::Player::make_pon(Tile tile, int target, PlayerNum discarder) {
Tiles pon;
tile.rotated = true;
if(discarder == 3) {
pon.push_back(tile);
}
pon.push_back(hand[target]);
hand.del(target);
if(discarder == 2) {
pon.push_back(tile);
}
pon.push_back(hand[target]);
hand.del(target);
if(discarder == 1) {
pon.push_back(tile);
}
open.push_back(Set(Set::Pon, pon, true));
}
void Game::Player::make_kan(Tile tile, int target, PlayerNum discarder) {
Tiles kan;
tile.rotated = true;
if(discarder == 3) {
kan.push_back(tile);
}
kan.push_back(hand[target]);
hand.del(target);
if(discarder == 2) {
kan.push_back(tile);
}
kan.push_back(hand[target]);
hand.del(target);
kan.push_back(hand[target]);
hand.del(target);
if(discarder == 1) {
kan.push_back(tile);
}
open.push_back(Set(Set::Kan, kan, true));
}
void Game::Player::make_kan(int target) {
Tiles kan;
Tiles::iterator it = hand.begin() + target;
Tile t = *it;
kan.push_back(Tile::Back);
it = hand.erase(it);
it = std::find(it, hand.end(), t);
kan.push_back(*it);
it = hand.erase(it);
it = std::find(it, hand.end(), t);
kan.push_back(*it);
it = hand.erase(it);
it = std::find(it, hand.end(), t);
kan.push_back(Tile::Back);
hand.erase(it);
open.push_back(Set(Set::Kan, kan, false));
}
void Game::Player::make_kan_extend(int target) {
Set& set = open[target - 1];
Tiles::iterator it = std::find(hand.begin(), hand.end(), set.tiles.front());
Tile t = *it;
hand.erase(it);
t.rotated = true;
for(it = set.tiles.begin(); it != set.tiles.end(); it++) {
if(it->rotated) {
set.tiles.insert(it + 1, t);
break;
}
}
set.type = Set::Kan;
}
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