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#ifndef PLAYER_H
#define PLAYER_H

#include "client.h"
#include "score.h"

#include "../common/set.h"
#include "../common/cyclicint.h"
#include "../common/state.h"
#include "../common/action.h"

typedef CyclicInt<4> PlayerNum;

class Player {
	public:
		ClientBase::p client;
		
		Tiles hand;
		Sets open;
		Tiles pond;
		bool riichi;
		int score;
		int wind;
		
		//! Indexes of tiles that will give tenpai (used after riichi declaration).
		List<int> tenpai_indexes;
		
		//! Player has won.
		bool won;
		
		//! Value of winning hand.
		Score won_value;
		
		//! Prepare for a new round.
		void round_start(int w);
		
		//! Get a state snapshot.
		PlayerState get_state();
		
		//! Get a state snapshot, with concealed tiles filtered.
		PlayerState 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 player can declare riichi.
		bool can_riichi();
		
		//! 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.
		Targets can_kan();
		
		//! Check if it's possible to extend a pon to a kan.
		Targets can_kan_extend();
		
		//! Check if tile can be called to kan target.
		bool can_kan(Tile tile, int target);
		
		//! Check if hand is complete.
		bool can_tsumo();
		
		//! Check if tile can be called to complete hand.
		bool can_ron(Tile tile);
		
		//! 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();
		
		//! Declare riichi.
		void declare_riichi();
		
		//! Make chi from tile.
		void make_chi(Tile tile, int target);
		
		//! Make pon from tile.
		void make_pon(Tile tile, int target, PlayerNum discarder);
		
		//! Make open kan from tile.
		void make_kan(Tile tile, int target, PlayerNum discarder);
		
		//! Make concealed kan.
		void make_kan(int target);
		
		//! Make extended kan.
		void make_kan_extend(int target);
		
		//! Declare win on discarded tile.
		void declare_ron(Tile tile);
		
		//! Declare win on self-drawn tile.
		void declare_tsumo();
		
		//! Calculate score for winning hand combination.
		Score calculate_score(const Sets& hand, bool tsumo);
};

#endif