ladybird/Userland/Games/Hearts/Player.cpp
Gunnar Beutner 45117a4134 Hearts: Fix sorting for pick_low_points_high_value_card
Previously the function did not sort the hand at all which means we
wouldn't necessarily pick the card with the highest value.
2021-06-01 08:52:08 +02:00

170 lines
4.8 KiB
C++

/*
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Player.h"
#include "Helpers.h"
#include <AK/Debug.h>
#include <AK/QuickSort.h>
namespace Hearts {
static bool compare_card_value(CardWithIndex& cwi1, CardWithIndex& cwi2)
{
return hearts_card_value(*cwi2.card) < hearts_card_value(*cwi1.card);
}
static bool compare_card_points_and_value(CardWithIndex& cwi1, CardWithIndex& cwi2)
{
if (hearts_card_points(*cwi2.card) < hearts_card_points(*cwi1.card))
return true;
if (hearts_card_points(*cwi1.card) == hearts_card_points(*cwi2.card) && hearts_card_value(*cwi2.card) < hearts_card_value(*cwi1.card))
return true;
return false;
}
NonnullRefPtrVector<Card> Player::pick_cards_to_pass(PassingDirection)
{
auto sorted_hand = hand_sorted_by_fn(compare_card_value);
NonnullRefPtrVector<Card> cards;
cards.append(*sorted_hand[0].card);
cards.append(*sorted_hand[1].card);
cards.append(*sorted_hand[2].card);
return cards;
}
Vector<CardWithIndex> Player::hand_sorted_by_fn(bool (*fn)(CardWithIndex&, CardWithIndex&)) const
{
Vector<CardWithIndex> sorted_hand;
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card)
sorted_hand.empend(*card, i);
}
quick_sort(sorted_hand, fn);
return sorted_hand;
}
size_t Player::pick_lead_card(Function<bool(Card&)> valid_play, Function<bool(Card&)> prefer_card)
{
auto sorted_hand = hand_sorted_by_fn(compare_card_points_and_value);
if constexpr (HEARTS_DEBUG) {
dbgln("Sorted hand:");
for (auto& cwi : sorted_hand)
dbgln("{}", *cwi.card);
dbgln("----");
}
ssize_t last_index = -1;
for (auto& cwi : sorted_hand) {
if (!valid_play(*cwi.card))
continue;
if (prefer_card(*cwi.card)) {
dbgln_if(HEARTS_DEBUG, "Preferring card {}", *cwi.card);
return cwi.index;
}
last_index = cwi.index;
}
return last_index;
}
Optional<size_t> Player::pick_low_points_high_value_card(Optional<Card::Type> type)
{
auto sorted_hand = hand_sorted_by_fn(compare_card_value);
int min_points = -1;
Optional<size_t> card_index;
for (auto& cwi : sorted_hand) {
if (type.has_value() && cwi.card->type() != type.value())
continue;
auto points = hearts_card_points(*cwi.card);
if (min_points == -1 || points < min_points) {
min_points = points;
card_index = cwi.index;
}
}
VERIFY(card_index.has_value() || type.has_value());
return card_index;
}
Optional<size_t> Player::pick_lower_value_card(Card& other_card)
{
for (ssize_t i = hand.size() - 1; i >= 0; i--) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == other_card.type() && hearts_card_value(*card) < hearts_card_value(other_card))
return i;
}
return {};
}
Optional<size_t> Player::pick_slightly_higher_value_card(Card& other_card)
{
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == other_card.type() && hearts_card_value(*card) > hearts_card_value(other_card))
return i;
}
return {};
}
size_t Player::pick_max_points_card(Function<bool(Card&)> ignore_card)
{
auto queen_of_spades_maybe = pick_specific_card(Card::Type::Spades, CardValue::Queen);
if (queen_of_spades_maybe.has_value())
return queen_of_spades_maybe.value();
if (has_card_of_type(Card::Type::Hearts)) {
auto highest_hearts_card_index = pick_last_card();
auto& card = hand[highest_hearts_card_index];
if (!ignore_card(*card))
return highest_hearts_card_index;
}
return pick_low_points_high_value_card().value();
}
Optional<size_t> Player::pick_specific_card(Card::Type type, CardValue value)
{
for (size_t i = 0; i < hand.size(); i++) {
auto& card = hand[i];
if (card.is_null())
continue;
if (card->type() == type && hearts_card_value(*card) == value)
return i;
}
return {};
}
size_t Player::pick_last_card()
{
for (ssize_t i = hand.size() - 1; i >= 0; i--) {
auto& card = hand[i];
if (card.is_null())
continue;
return i;
}
VERIFY_NOT_REACHED();
}
bool Player::has_card_of_type(Card::Type type)
{
auto matching_card = hand.first_matching([&](auto const& other_card) {
return !other_card.is_null() && other_card->type() == type;
});
return matching_card.has_value();
}
void Player::remove_cards(const NonnullRefPtrVector<Card>& cards)
{
for (auto& card : cards) {
hand.remove_first_matching([&card](auto& other_card) {
return other_card == card;
});
}
}
}