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aac2488d5c
Because `card->value() == 11` is a lot less clear than `card->rank() == Cards::Rank::Queen`, and also safer. Put this, along with the `Suit` enum, in the `Cards` namespace directly instead of inside `Cards::Card`. Slightly less typing that way.
171 lines
4.8 KiB
C++
171 lines
4.8 KiB
C++
/*
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* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Player.h"
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#include "Helpers.h"
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#include <AK/Debug.h>
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#include <AK/QuickSort.h>
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namespace Hearts {
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static bool compare_card_value(CardWithIndex& cwi1, CardWithIndex& cwi2)
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{
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return hearts_card_value(*cwi2.card) < hearts_card_value(*cwi1.card);
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}
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static bool compare_card_points_and_value(CardWithIndex& cwi1, CardWithIndex& cwi2)
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{
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if (hearts_card_points(*cwi2.card) < hearts_card_points(*cwi1.card))
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return true;
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if (hearts_card_points(*cwi1.card) == hearts_card_points(*cwi2.card) && hearts_card_value(*cwi2.card) < hearts_card_value(*cwi1.card))
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return true;
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return false;
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}
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NonnullRefPtrVector<Card> Player::pick_cards_to_pass(PassingDirection)
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{
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auto sorted_hand = hand_sorted_by_fn(compare_card_value);
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NonnullRefPtrVector<Card> cards;
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cards.append(*sorted_hand[0].card);
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cards.append(*sorted_hand[1].card);
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cards.append(*sorted_hand[2].card);
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return cards;
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}
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Vector<CardWithIndex> Player::hand_sorted_by_fn(bool (*fn)(CardWithIndex&, CardWithIndex&)) const
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{
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Vector<CardWithIndex> sorted_hand;
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for (size_t i = 0; i < hand.size(); i++) {
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auto& card = hand[i];
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if (card)
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sorted_hand.empend(*card, i);
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}
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quick_sort(sorted_hand, fn);
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return sorted_hand;
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}
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size_t Player::pick_lead_card(Function<bool(Card&)> valid_play, Function<bool(Card&)> prefer_card)
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{
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auto sorted_hand = hand_sorted_by_fn(compare_card_points_and_value);
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if constexpr (HEARTS_DEBUG) {
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dbgln("Sorted hand:");
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for (auto& cwi : sorted_hand)
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dbgln("{}", *cwi.card);
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dbgln("----");
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}
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ssize_t last_index = -1;
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for (auto& cwi : sorted_hand) {
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if (!valid_play(*cwi.card))
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continue;
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if (prefer_card(*cwi.card)) {
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dbgln_if(HEARTS_DEBUG, "Preferring card {}", *cwi.card);
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return cwi.index;
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}
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last_index = cwi.index;
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}
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return last_index;
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}
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Optional<size_t> Player::pick_low_points_high_value_card(Optional<Cards::Suit> suit)
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{
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auto sorted_hand = hand_sorted_by_fn(compare_card_value);
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int min_points = -1;
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Optional<size_t> card_index;
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for (auto& cwi : sorted_hand) {
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if (suit.has_value() && cwi.card->suit() != suit.value())
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continue;
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auto points = hearts_card_points(*cwi.card);
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if (min_points == -1 || points < min_points) {
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min_points = points;
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card_index = cwi.index;
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}
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}
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VERIFY(card_index.has_value() || suit.has_value());
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return card_index;
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}
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Optional<size_t> Player::pick_lower_value_card(Card& other_card)
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{
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for (ssize_t i = hand.size() - 1; i >= 0; i--) {
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->suit() == other_card.suit() && hearts_card_value(*card) < hearts_card_value(other_card))
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return i;
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}
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return {};
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}
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Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
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{
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for (size_t i = 0; i < hand.size(); i++) {
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->suit() == other_card.suit() && hearts_card_value(*card) > hearts_card_value(other_card))
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return i;
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}
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return {};
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}
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size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
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{
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auto queen_of_spades_maybe = pick_specific_card(Cards::Suit::Spades, CardValue::Queen);
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if (queen_of_spades_maybe.has_value())
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return queen_of_spades_maybe.value();
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if (has_card_of_suit(Cards::Suit::Hearts)) {
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auto highest_hearts_card_index = pick_last_card();
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auto& card = hand[highest_hearts_card_index];
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if (!ignore_card(*card))
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return highest_hearts_card_index;
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}
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return pick_low_points_high_value_card().value();
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}
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Optional<size_t> Player::pick_specific_card(Cards::Suit suit, CardValue value)
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{
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for (size_t i = 0; i < hand.size(); i++) {
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auto& card = hand[i];
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if (card.is_null())
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continue;
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if (card->suit() == suit && hearts_card_value(*card) == value)
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return i;
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}
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return {};
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}
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size_t Player::pick_last_card()
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{
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for (ssize_t i = hand.size() - 1; i >= 0; i--) {
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auto& card = hand[i];
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if (card.is_null())
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continue;
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return i;
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}
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VERIFY_NOT_REACHED();
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}
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bool Player::has_card_of_suit(Cards::Suit suit)
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{
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auto matching_card = hand.first_matching([&](auto const& other_card) {
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return !other_card.is_null() && other_card->suit() == suit;
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});
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return matching_card.has_value();
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}
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void Player::remove_cards(NonnullRefPtrVector<Card> const& cards)
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{
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for (auto& card : cards) {
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hand.remove_first_matching([&card](auto& other_card) {
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return other_card == card;
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});
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}
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}
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}
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