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path: root/server/standard.cpp
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#include "standard.h"

#include <algorithm>

#ifdef DEBUG
#include <ctime>
#include <iostream>
#endif

using namespace RuleSet;
bool MyDataSortPredicate(const Tile& d1, const Tile& d2) {
  return d1.type < d2.type;
}

void Standard::round_start() {
	
	// 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());
	}
	
	std::sort(game_state.players[0].hand.begin(),game_state.players[0].hand.end(), MyDataSortPredicate);
	std::sort(game_state.players[1].hand.begin(),game_state.players[1].hand.end(), MyDataSortPredicate);
	std::sort(game_state.players[2].hand.begin(),game_state.players[2].hand.end(), MyDataSortPredicate);
	std::sort(game_state.players[3].hand.begin(),game_state.players[3].hand.end(), MyDataSortPredicate);

	
	most_value_action.type  = Action::Pass;
	current_player          = 3;
	num_player_actions      = 0;
	draw_phase              = true;
	
}


State& Standard::round_update() {
	char smart = 0;
	// We're in the draw_phase whenever a player draws a tile from the wall
	if(draw_phase) {
		// If the wall is empty (Contains only 14 tiles) when we enter draw phase the round is over.

		// Since we've entered the draw-phase it's the next players turn
		if (current_player == 3) {
			current_player = 0;
		} else {
			current_player++;	
		}
		
		#ifdef DEBUG
		
		time_t current_time = std::time(0);
		std::cout << std::ctime(&current_time) << " - Waiting for action from player: " << current_player << std::endl;
		
		#endif
	
		// Let's take a tile
		Tile from_wall = wall.take_one();
		
		// We then add the tile to the current players hand
		game_state.players[current_player].hand.push_back(from_wall);
		
		// Need to sort again.
		std::sort(game_state.players[current_player].hand.begin(),game_state.players[current_player].hand.end(), MyDataSortPredicate);
		
		// Construct the discard action that the player can do.
		Action discard;
		discard.type = Action::Discard;
		//discard.player = current_player;
		
		
		game_state.possible_actions.push_back(discard);
		
		//num_player_actions++;
		
		// Enter the discard phase next loop;
		draw_phase = false;
		smart = smart | (1 << current_player);
	} else {
		
		int temp_next_player;
		if (current_player == 3) {
			temp_next_player = 0;
		} else {
			temp_next_player = current_player + 1;	
		}
		
		Tiles* pond = &game_state.players[current_player].pond;
		Tile temp_tile = pond->back();
		Tiles::iterator it;
		
		//We check to see if any players have kan/pon
		unsigned int tile_match_ids[3];
		unsigned int count, count_m;
		for(unsigned int array_counter = 0; array_counter < 4; array_counter++) {
			State::Player* temp_player = &game_state.players[array_counter];
			count = 0;
			count_m = 0;
			for(it = temp_player->hand.begin(); it != temp_player->hand.end(); ++it) {
				if(it->type == temp_tile.type) {
					tile_match_ids[count_m] = count;
					count_m++;
				}
				count++;
			}
			
			if(tile_match_ids[1]) {
				Action temp_action;
				//temp_action.player  = array_counter;
				//temp_action.target.push_back(tile_match_ids[0]);
				//temp_action.target.push_back(tile_match_ids[1]);
				temp_action.type    = Action::Pon;
				game_state.possible_actions.push_back(temp_action);
			}
			
			if(tile_match_ids[2]) {
				Action temp_action;
				//temp_action.player  = array_counter;
				//temp_action.target.push_back(tile_match_ids[0]);
				//temp_action.target.push_back(tile_match_ids[1]);
				//temp_action.target.push_back(tile_match_ids[2]);
				temp_action.type    = Action::Kan;
				game_state.possible_actions.push_back(temp_action);
			}
		}
		
		//We check to see if player can chi from last discard
		Tile* tile_2u = NULL;
		Tile* tile_1u = NULL;
		Tile* tile_1o = NULL;
		Tile* tile_2o = NULL;
		unsigned int tile_2u_id,tile_1u_id,tile_1o_id,tile_2o_id;
		count = 0;
		Tile::Type check_tile;
		for(it = game_state.players[temp_next_player].hand.begin(); it != game_state.players[temp_next_player].hand.end(); ++it) {
			#ifdef DEBUG
			Tile debug = *it;
			#endif
			
			check_tile = Tile::Type(temp_tile.type - 2);
			if(it->type == check_tile) {
				tile_2u = &(*it);
				tile_2u_id = count;
			}
			check_tile = Tile::Type(temp_tile.type - 1);
			if(it->type == check_tile) {
				tile_1u = &(*it);
				tile_1u_id = count;
			}
			check_tile = Tile::Type(temp_tile.type + 1);
			if(it->type == check_tile) {
				tile_1o = &(*it);
				tile_1o_id = count;
			}
			check_tile = Tile::Type(temp_tile.type + 2);
			if(it->type == check_tile) {
				tile_2o = &(*it);
				tile_2o_id = count;
			}
			count++;
		}
		
		bool chi;
		if(tile_2u && tile_1u) {
			Action temp_action;
			chi = false;
			//Make sure we have a chi within the same series.
			if(tile_2u->type <= Tile::Man_7 && tile_2u->type >= Tile::Man_1) {
				chi = true;
			} else if(tile_2u->type <= Tile::Pin_7 && tile_2u->type >= Tile::Pin_1) {
				chi = true;
			} else if(tile_2u->type <= Tile::Sou_7 && tile_2u->type >= Tile::Sou_1) {
				chi = true;
			}
			if(chi) {
				//temp_action.player  = temp_next_player;
				//temp_action.target.push_back(tile_2u_id);
				//temp_action.target.push_back(tile_1u_id);
				temp_action.type    = Action::Chi;
				game_state.possible_actions.push_back(temp_action);
				#ifdef DEBUG
	
				//time_t current_time = std::time(0);
				//std::cout << std::ctime(&current_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl;

				#endif
			}
		}
		
		if(tile_1u && tile_1o) {
			Action temp_action;
			chi = false;
			//Make sure we have a chi within the same series.
			if(tile_1u->type <= Tile::Man_7 && tile_1u->type >= Tile::Man_1) {
				chi = true;
			} else if(tile_1u->type <= Tile::Pin_7 && tile_1u->type >= Tile::Pin_1) {
				chi = true;
			} else if(tile_1u->type <= Tile::Sou_7 && tile_1u->type >= Tile::Sou_1) {
				chi = true;
			}
			if(chi) {
				//temp_action.player  = temp_next_player;
				//temp_action.target.push_back(tile_1u_id);
				//temp_action.target.push_back(tile_1o_id);
				temp_action.type    = Action::Chi;
				game_state.possible_actions.push_back(temp_action);
				
				#ifdef DEBUG
	
				//time_t current_time = std::time(0);
				//std::cout << std::ctime(&current_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl;

				#endif
			}
		}
		
		if(tile_1o && tile_2o) {
			Action temp_action;
			chi = false;
			//Make sure we have a chi within the same series.
			if(temp_tile.type <= Tile::Man_7 && temp_tile.type >= Tile::Man_1) {
				chi = true;
			} else if(temp_tile.type <= Tile::Pin_7 && temp_tile.type >= Tile::Pin_1) {
				chi = true;
			} else if(temp_tile.type <= Tile::Sou_7 && temp_tile.type >= Tile::Sou_1) {
				chi = true;
			}
			if(chi) {
				//temp_action.player  = temp_next_player;
				//temp_action.target.push_back(tile_1o_id);
				//temp_action.target.push_back(tile_2o_id);
				temp_action.type    = Action::Chi;
				game_state.possible_actions.push_back(temp_action);
				
				#ifdef DEBUG
	
				//time_t current_time = std::time(0);
				//std::cout << std::ctime(&current_time) << " Player: " << temp_action.player << " Can do action: " << temp_action.type << " On target: " << temp_action.target[0] << std::endl;

				#endif
			}
		}
		
		//Go back into draw_phase0
		draw_phase = true;
		// Not implemented yet

		for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) {
		//smart = smart | (0x0001 << it->player);
		}
		
		if(smart & 1) {
			Action pass;
			pass.type = Action::Pass;
			//pass.player = 0;
			game_state.possible_actions.push_back(pass);
		}
		if(smart & 2) {
			Action pass;
			pass.type = Action::Pass;
			//pass.player = 1;
			game_state.possible_actions.push_back(pass);
		}
		if(smart & 4) {
			Action pass;
			pass.type = Action::Pass;
			//pass.player = 2;
			game_state.possible_actions.push_back(pass);
		}
		if(smart & 8) {
			Action pass;
			pass.type = Action::Pass;
			//pass.player = 3;
			game_state.possible_actions.push_back(pass);
		}
	}
	
	for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) {
		//smart = smart | (1 << it->player);
	}
	
	if(smart & 1) {
		num_player_actions++;
	}
	if(smart & 2) {
		num_player_actions++;
	}
	if(smart & 4) {
		num_player_actions++;
	}
	if(smart & 8) {
		num_player_actions++;
	}
	
	if(num_player_actions == 0) {
		draw_phase = true;
	}
	
	return game_state;
}

bool Standard::round_action(Action action) {
	#ifdef DEBUG
	
	//time_t current_time = std::time(0);
	//std::cout << std::ctime(&current_time) << " Player: " << action.player << " Did action: " << action.type << " On target: " << action.target[0] << std::endl;

	#endif	
	
	// Lots of actions to test if the player doing the action is allowed to do it
	
	// Check if we're actually waiting for actions.
	if (game_state.possible_actions.empty()) {
		return false;
	}

	// Check if the player is allowed to do this action
	bool found_action = false;

	for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) {
		//if(it->player == action.player && it->type == action.type) {
		//	found_action = true;
		//}
	}
	
	if(!found_action) {
		return false;
	}
	
	switch ( action.type ) {
		
		case Action::Pass: {
		
		} break;
		
		case Action::Discard: {
			//Tile discarded_tile = game_state.players[action.player].hand[action.target[0]];
			//game_state.players[action.player].pond.push_back(discarded_tile);
			//game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + action.target[0]);
			
		} 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--;
	
	// Remove all the actions that this player could do since he now did one.
	
	std::vector<int> positions;
	int position = 0;
	for(Actions::iterator it = game_state.possible_actions.begin(); it != game_state.possible_actions.end(); ++it) {
		//if (it->player == action.player) {
		//	positions.push_back(position);
		//}
		position++;
	}
	if (!positions.empty()) {
		int found = 0;
		for(std::vector<int>::iterator it = positions.begin(); it != positions.end(); ++it) {
			game_state.possible_actions.erase(game_state.possible_actions.begin() + (*it - found));
			found++;
		}
	}
	
	//When everyone has done their action we empty the list (just to be sure) and then do a round_update()
	if(num_player_actions == 0) {
		game_state.possible_actions.empty();
		
		if(most_value_action.type != Action::Pass) {	
				switch (most_value_action.type) {
					case Action::Chi: {
						Tile left_tile = game_state.players[current_player].pond.back();
						left_tile.rotated = true;
						//game_state.players[action.player].open.push_back(left_tile);
						
						//int count = 0;
						//for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) {
						//	Tile target_tile = game_state.players[action.player].hand[(*it) - count];
						//	game_state.players[action.player].open.push_back(target_tile);
						//	game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count);
						//	count++;
						//}
						
						Action discard;
						discard.type = Action::Discard;
						//discard.player = action.player;
						game_state.possible_actions.push_back(discard);
						
						draw_phase = false;
						
					} break;
				
					case Action::Pon: {
						Tile left_tile = game_state.players[current_player].pond.back();
						left_tile.rotated = true;
						//game_state.players[action.player].open.push_back(left_tile);
						
						//int count = 0;
						//for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) {
						//	Tile target_tile = game_state.players[action.player].hand[(*it) - count];
						//	game_state.players[action.player].open.push_back(target_tile);
						//	game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count);
						//	count++;
						//}
						
						Action discard;
						discard.type = Action::Discard;
						//discard.player = action.player;
						game_state.possible_actions.push_back(discard);
						
						draw_phase = false;//player must discard extra tile
						
						//Play continues to the right
						//current_player = action.player;
						
					} break;
					
					case Action::Kan: {
						Tile left_tile = game_state.players[current_player].pond.back();
						left_tile.rotated = true;
						//game_state.players[action.player].open.push_back(left_tile);
						
						//int count = 0;
						//for(std::vector<int>::iterator it = most_value_action.target.begin(); it != most_value_action.target.end(); ++it) {
						//	Tile target_tile = game_state.players[action.player].hand[(*it) - count];
						//	game_state.players[action.player].open.push_back(target_tile);
						//	game_state.players[action.player].hand.erase(game_state.players[action.player].hand.begin() + (*it) - count);
						//	count++;
						//}
						
						Action discard;
						discard.type = Action::Discard;
						//discard.player = action.player;
						game_state.possible_actions.push_back(discard);
						
						draw_phase = false;//player must discard extra tile
						
						//Play continues to the right
						//current_player = action.player;
					
					} break;
					
					case Action::Ron: {
					
					} break;
					
					default: break;
				}
			most_value_action.type = Action::Pass;
		}
		return true;
	} else {
		return false;
	}
}