// // PlayBestCard() // // called on the third and fourth hand plays to try to win the trick // CCard* CPlayEngine::PlayBestCard(int nPosition) { CPlayerStatusDialog& status = *m_pStatusDlg; // status << "2PLAY3! Playing best card.\n"; // get play info CCard* pCurrentCard = pDOC->GetCurrentTrickCardLed(); int nSuitLed = pCurrentCard->GetSuit(); int nTopPos; CCard* pCurrTopCard = pDOC->GetCurrentTrickHighCard(&nTopPos); CString strTopCardPos = PositionToString(nTopPos); BOOL bPartnerHigh = FALSE; int nCurrentRound = pDOC->GetPlayRound(); int nCurrentSeat = pDOC->GetNumCardsPlayedInRound() + 1; CCard* pPartnersCard = pDOC->GetCurrentTrickCard(m_pPartner->GetPosition()); if (pPartnersCard == pCurrTopCard) bPartnerHigh = TRUE; // int nTrumpSuit = pDOC->GetTrumpSuit(); int numCardsInSuitLed = m_pHand->GetNumCardsInSuit(nSuitLed); // card to play CCard* pCard = NULL; // // first see if somebody trumped in this hand // if ((pDOC->WasTrumpPlayed()) && (nTrumpSuit != nSuitLed)) { // a trump has been played // see whether it was played by partner or by an opponent if (bPartnerHigh) { // partner trumped -- leave it alone for now pCard = GetDiscard(); status << "PLAYB10! We let partner's " & pCurrTopCard->GetName() & " trump ride and discard the " & pCard->GetName() & ".\n"; } else { // it was an opponent that did the trumping // see if we can overtrump CSuitHoldings& trumpSuit = m_pHand->GetSuit(nTrumpSuit); CCard* pTopTrump = NULL; if (trumpSuit.GetNumCards() > 0) pTopTrump = trumpSuit.GetTopCard(); if ((numCardsInSuitLed == 0) && (pTopTrump) && (*pTopTrump > *pCurrTopCard)) { // get the lowest trump that wil top the current top trump int numTopCards = trumpSuit.GetNumCardsAbove(pCurrTopCard); pCard = trumpSuit[numTopCards-1]; status << "PLAYB20! We can overtrump " & strTopCardPos & "'s " & pCurrTopCard->GetName() & " with the " & pCard->GetFaceName() & ".\n"; } else { // no chance to win, so discard pCard = GetDiscard(); if ((numCardsInSuitLed == 0) && (trumpSuit.GetNumCards() > 0)) status << "PLAYB22! We can't overtrump " & strTopCardPos & "'s " & pCurrTopCard->GetFaceName() & ", so discard the " & pCard->GetName() & ".\n"; else status << "PLAYB23! We can't beat the opponent's " & pCurrTopCard->GetFaceName() & " of trumps, so discard the " & pCard->GetName() & ".\n"; } } } else { // else nobody has played a trump this round, _or_ a trump was led // see if we can play trumps if (numCardsInSuitLed > 0) { // nope, gotta follow the suit that was led, trumps or otherwise // if we can beat the current top card, do so with the cheapest card CSuitHoldings& suit = m_pHand->GetSuit(nSuitLed); if (*(suit.GetTopCard()) > *pCurrTopCard) { // but see if the top card is partner's if (bPartnerHigh) { // see if we should unblock here if (ISSUIT(nTrumpSuit) && (nCurrentRound == 0) && (suit.GetNumHonors() == 1)) { // first round in an NT contract, with one honor // in the suit -- unblock pCard = suit.GetTopCard(); if (suit.GetNumCards() > 1) status << "PLAYB30! Drop the " & pCard->GetFaceName() & " here to unblock the suit for partner.\n"; } else { // else this is not an unblocking situation if (nCurrentSeat == 4) { // playing in 4th seat, high card is partner, so discard pCard = GetDiscard(); status << "PLAYB34! Partner's " & pCurrTopCard->GetFaceName() & " is high, so discard the " & pCard->GetName() & ".\n"; } else { // playing in third position -- decide whether to // let partner's card ride // do so if if partner's card beats all outstanding cards CCard* pTopOutstandingCard = GetHighestOutstandingCard(nSuitLed); if ((pTopOutstandingCard == NULL) || (*pCurrTopCard > *pTopOutstandingCard)) { // let partner's card ride pCard = GetDiscard(); status << "PLAYB36! Partner's " & pCurrTopCard->GetFaceName() & " is higher than any outstanding card, so discard the " & pCard->GetName() & ".\n"; } else { // partner's card is not necessarily highest, so top it pCard = suit.GetTopSequence().GetBottomCard(); status << "PLAYB37! Partner's " & pCurrTopCard->GetFaceName() & " might not win the round, so top it with the " & pCard->GetFaceName() & ".\n"; } } } } else { // else high card is opponent's, so beat it w/ highest card affordable // although, if playing in 3rd pos ahead of dummy, just play // high enuff to beat dummy if ((nCurrentSeat == 3) && (m_bLHDefender)) { CSuitHoldings& dummySuit = GetDummySuit(nSuitLed); int nDummyTopCard = 0; if (dummySuit.GetNumCards() > 0) nDummyTopCard = dummySuit[0]->GetFaceValue(); int nTopVal = Max(nDummyTopCard, pCurrTopCard->GetFaceValue()); pCard = suit.GetLowestCardAbove(nTopVal); // see if we can beat the top card or dummy's top card if (pCard) { if (nTopVal == nDummyTopCard) { // dummy has the top card and we can beat it status << "PLAYB38A! Playing third ahead of dummy, need to beat dummy's " & CardValToString(nDummyTopCard) & ".\n"; } else { // the top card is declarer's status << "PLAYB38B! Play high to win with the " & pCard->GetFaceName() & ".\n"; } } else { // else we can't beat dummy's top card, but play // high anyway to force out his winner pCard = suit.GetLowestCardAbove(pCurrTopCard); status << "PLAYB38C! We top declarer's " & pCurrTopCard->GetFaceName() & " to force a winner from dummy.\n"; } } else if (nCurrentSeat == 3) { // else we're playing 3rd, so play the lowest card from the top sequence pCard = suit.GetTopSequence().GetBottomCard(); status << "PLAYB40! Play high to win with the " & pCard->GetFaceName() & ".\n"; } else { // else we're playing last (4th) // play the cheapest card that will beat the top card pCard = suit.GetLowestCardAbove(pCurrTopCard); status << "PLAYB41! Play the " & pCard->GetFaceName() & " to win the trick.\n"; } } } else { // we don't have a card to top the current high card if (bPartnerHigh) { // but partner's card is high, so we're OK pCard = GetDiscard(); status << "PLAYB47! Partner's " & pCurrTopCard->GetFaceName() & " can win the trick, so discard the " & pCard->GetName() & ".\n"; } else { // else we're screwed pCard = GetDiscard(); status << "PLAYB48! We can't beat " & strTopCardPos & "'s " & pCurrTopCard->GetFaceName() & ", so discard the " & pCard->GetName() & ".\n"; } } } else if (ISSUIT(nTrumpSuit) && (nSuitLed != nTrumpSuit) && (m_pHand->GetNumCardsInSuit(nTrumpSuit) > 0)) { // here, we can play a trump, so do so if appropriate // see who has the top card in this round if (bPartnerHigh) { // let partner's card ride pCard = GetDiscard(); status << "PLAYB52! Although we could trump this hand, partner's " & pCurrTopCard->GetName() & " is high, so discard the " & pCard->GetName() & ".\n"; } else { // opponents have the high card (non-trump) -- so slam 'em pCard = m_pHand->GetSuit(nTrumpSuit).GetBottomCard(); status << "PLAYB55! With no cards in " & SuitToString(nSuitLed) & ", trump with the " & pCard->GetName() & ".\n"; } } else { // here we have zero cards in the suit and in trumps, so we're hosed pCard = GetDiscard(); status << "PLAYB52! With no cards in the suit led and no trumps, we discard the " & pCard->GetName() & ".\n"; } } // ASSERT(pCard->IsValid()); ASSERT(m_pHand->HasCard(pCard)); // return pCard; }
std::ostream& operator<<(std::ostream& stream, const Card& other) { return stream << ValueToString(other.mValue) << " of " << SuitToString(other.mSuit); }
// // PlaySecond() // // default implementation, generally should be overridden in derived classes // CCard* CPlayEngine::PlaySecond() { CPlayerStatusDialog& status = *m_pStatusDlg; status << "5PLAY2! Playing second, using default player logic.\n"; // get play info int nDummyPos = pDOC->GetDummyPosition(); CCard* pCardLed = pDOC->GetCurrentTrickCardLed(); int nSuitLed = pCardLed->GetSuit(); int nFaceValue = pCardLed->GetFaceValue(); CCard* pCurrTopCard = pDOC->GetCurrentTrickHighCard(); int nTrumpSuit = pDOC->GetTrumpSuit(); CSuitHoldings& suit = m_pHand->GetSuit(nSuitLed); // card to play CCard* pCard = NULL; // second hand low int numCardsInSuit = suit.GetNumCards(); if (numCardsInSuit > 0) { // default behavior -- just play the low card pCard = m_pHand->GetSuit(nSuitLed).GetBottomCard(); if (numCardsInSuit > 1) { if (*pCard < *pCurrTopCard) status << "PLY2C1! Play second hand low with the " & pCard->GetFaceName() & ".\n"; else status << "PLY2C2! As second hand, we play the lowest card we have in the suit, the " & pCard->GetFaceName() & ".\n"; } else { status << "PLY2C4! Play our only " & STSS(nSuitLed) & ", the " & pCard->GetFaceName() & ".\n"; } } else { // no cards in the suit led // trump here if possible if (m_pHand->GetNumTrumps() > 0) { // CSuitHoldings& trumpSuit = m_pHand->GetSuit(nTrumpSuit); // see if partner would win the suit otherwise CGuessedSuitHoldings& partnerSuit = m_pPlayer->GetGuessedHand(m_nPartnerPosition)->GetSuit(nSuitLed); CCardList outstandingCards; GetOutstandingCards(nSuitLed, outstandingCards); if (partnerSuit.AreAllCardsIdentified() && partnerSuit.HasCard(outstandingCards[0]->GetFaceValue())) { // partner may win the trick, so discard status << "PLY2K1! We could trump here, but we know partner holds the " & outstandingCards[0]->GetName() & " and can win the trick, so discard the " & pCard->GetName() & ".\n"; } else { // trump here if possible // but first see if we're playing ahead of dummy (dummy is to our left), // and dummy is also void in the suit CGuessedHandHoldings* pDummyHand = m_pPlayer->GetGuessedHand(nDummyPos); if ((m_pLHOpponent == pDOC->GetDummyPlayer()) && (pDummyHand->GetSuit(nSuitLed).GetNumRemainingCards() == 0) && (pDummyHand->GetSuit(nTrumpSuit).GetNumRemainingCards() > 0)) { // dummy is also void, so trump if we have a trump higher than dummy's CGuessedCard* pDummyTopTrump = pDummyHand->GetSuit(nTrumpSuit).GetAt(0); if (trumpSuit.GetNumCardsAbove(pDummyTopTrump->GetFaceValue()) > 0) { // go ahead and ruff pCard = trumpSuit.GetLowestCardAbove(pDummyTopTrump->GetFaceValue()); status << "PLY2M1! Trump here, making sure to thwart dummy's " & pDummyTopTrump->GetFaceName() & " of trumps by playing the " & pCard->GetFaceName() & ".\n"; } else { // dummy would overtrump pCard = GetDiscard(); status << "PLY2M2! We'd like to trump here, but Dummy may overruff, so discard the " & pCard->GetName() & ".\n"; } } else { // safe to trump -- play the lowest trump pCard = trumpSuit.GetBottomCard(); status << "PLY2P1! Trump with the " & pCard->GetFaceName() & ".\n"; } } } else { // discard pCard = GetDiscard(); status << "PLY2Y! We have no " & SuitToString(nSuitLed) & ", so discard the " & pCard->GetName() & ".\n"; } } // ASSERT(pCard->IsValid()); return pCard; }
// //--------------------------------------------------------- // BOOL CEasyBDoc::WriteFile(CArchive& ar) { pFile = ar.GetFile(); ASSERT(pFile != NULL); int i,j,numCards; CString strTemp,strHand; // write the data // //----------------------------------------------------- // // first the file ID // WriteBlockHeader(BLOCK_FILEINFO); WriteString(ITEM_PROGRAM_ID,(LPCTSTR)theApp.GetValue(tstrProgramTitle)); WriteInt(ITEM_MAJOR_VERSIONNO,theApp.GetValue(tnProgramMajorVersion)); WriteInt(ITEM_MINOR_VERSIONNO,theApp.GetValue(tnProgramMinorVersion)); WriteInt(ITEM_INCREMENT_VERSIONNO,theApp.GetValue(tnProgramIncrementVersion)); WriteInt(ITEM_BUILD_NUMBER,theApp.GetValue(tnProgramBuildNumber)); WriteString(ITEM_BUILD_DATE,(LPCTSTR)theApp.GetValue(tstrProgramBuildDate)); CTime time = CTime::GetCurrentTime(); strTemp.Format(" %s",(LPCTSTR)time.Format("%c")); WriteString(ITEM_FILE_DATE,strTemp); SkipLine(); // then the file description WriteBlockHeader(BLOCK_FILEDESC); WriteString(ITEM_NONE,m_strFileDescription); // SkipLine(); // //----------------------------------------------------- // // hand information // WriteBlockHeader(BLOCK_HANDINFO); // first the current hand for(i=0;i<4;i++) { numCards = PLAYER(i).GetNumCards(); strHand.Empty(); for(j=0;j<numCards;j++) { strHand += PLAYER(i).GetCardByPosition(j)->GetName(); strHand += " "; } switch(i) { case NORTH: WriteString(ITEM_CURRHAND_NORTH,strHand); break; case EAST: WriteString(ITEM_CURRHAND_EAST,strHand); break; case SOUTH: WriteString(ITEM_CURRHAND_SOUTH,strHand); break; case WEST: WriteString(ITEM_CURRHAND_WEST,strHand); break; } } // then the original hand for(i=0;i<4;i++) { if (pVIEW->GetCurrentMode() == CEasyBView::MODE_CARDLAYOUT) { numCards = PLAYER(i).GetNumCards(); strHand.Empty(); for(j=0;j<numCards;j++) { strHand += PLAYER(i).GetCardByPosition(j)->GetName(); strHand += " "; } } else { strHand.Empty(); for(j=0;j<13;j++) { strHand += PLAYER(i).GetInitialHandCard(j)->GetName(); strHand += " "; } } switch(i) { case NORTH: WriteString(ITEM_ORIGHAND_NORTH,strHand); break; case EAST: WriteString(ITEM_ORIGHAND_EAST,strHand); break; case SOUTH: WriteString(ITEM_ORIGHAND_SOUTH,strHand); break; case WEST: WriteString(ITEM_ORIGHAND_WEST,strHand); break; } } SkipLine(); // //----------------------------------------------------- // // current round information // WriteBlockHeader(BLOCK_ROUNDINFO); /* WriteString(ITEM_CURR_ROUND_LEAD, PositionToString(m_nRoundLead)); // WriteInt(ITEM_NUM_CARDS_PLAYED_IN_ROUND, m_numCardsPlayedInRound); // tricks in current round for(i=0;i<m_numCardsPlayedInRound;i++) WriteString(ITEM_TRICK_CARD_1+i,m_pCurrTrick[i]->GetName()); */ // SkipLine(); // //----------------------------------------------------- // // game status info // WriteBlockHeader(BLOCK_GAMEINFO); WriteInt(ITEM_VIEW_STATUS_CODE,pVIEW->GetCurrentMode()); WriteBool(ITEM_RUBBER_IN_PROGRESS,theApp.IsRubberInProgress()); WriteBool(ITEM_GAME_IN_PROGRESS,theApp.IsGameInProgress()); WriteBool(ITEM_BIDDING_IN_PROGRESS,theApp.IsBiddingInProgress()); WriteBool(ITEM_HANDS_DEALT,m_bHandsDealt); strTemp.Format("%s",SuitToString(m_nContractSuit)); WriteString(ITEM_CONTRACT_SUIT,strTemp); WriteInt(ITEM_CONTRACT_LEVEL,m_nContractLevel); WriteInt(ITEM_CONTRACT_MODIFIER, m_bRedoubled? 2 : m_bDoubled? 1 : 0); WriteString(ITEM_DEALER,PositionToString(m_nDealer)); WriteInt(ITEM_NUM_BIDS,m_numBidsMade); // declarer & bidding history strTemp.Empty(); int nIndex = 0; for(i=0;i<=m_numBidsMade;i++) { strTemp += BidToShortString(m_nBiddingHistory[i]); strTemp += " "; } WriteString(ITEM_DECLARER,PositionToString(m_nDeclarer)); WriteString(ITEM_BIDDING_HISTORY,strTemp); SkipLine(); // //----------------------------------------------------- // // game play record // WriteBlockHeader(BLOCK_GAMERECORD); if (m_bSaveIntermediatePositions) { // write the # tricks played int numTricks = m_numTricksPlayed; // see if the current trick is incomplete if ((pDOC->GetNumCardsPlayedInRound() > 0) && (numTricks < 13)) numTricks++; WriteInt(ITEM_NUM_TRICKS_PLAYED,numTricks); // # tricks won by each side WriteInt(ITEM_NUM_TRICKS_WON_NS,m_numTricksWon[0]); WriteInt(ITEM_NUM_TRICKS_WON_EW,m_numTricksWon[1]); WriteString(ITEM_GAME_LEAD,PositionToString(m_nGameLead)); // and the record of tricks for(i=0;i<13;i++) { if (i <= m_numTricksPlayed) { strTemp.Empty(); strTemp += PositionToString(m_nTrickLead[i]); strTemp += " "; for(j=0;j<4;j++) { CCard* pCard = NULL; if (i < m_numTricksPlayed) pCard = m_pGameTrick[i][j]; else pCard = m_pCurrTrick[j]; // if (pCard != NULL) { strTemp += pCard->GetName(); strTemp += " "; } else { strTemp += "-- "; } } strTemp += PositionToString(m_nTrickWinner[i]); } else { strTemp = ""; } WriteString(ITEM_GAME_TRICK_1+i,strTemp); } } else { WriteInt(ITEM_NUM_TRICKS_PLAYED, 0); } // SkipLine(); // //----------------------------------------------------- // // match info // if (theApp.IsRubberInProgress()) { // write block header WriteBlockHeader(BLOCK_MATCHINFO); // write out scores WriteInt(ITEM_SCORE_NS_BONUS, m_nBonusScore[NORTH_SOUTH]); WriteInt(ITEM_SCORE_NS_GAME0, m_nGameScore[0][NORTH_SOUTH]); WriteInt(ITEM_SCORE_NS_GAME1, m_nGameScore[1][NORTH_SOUTH]); WriteInt(ITEM_SCORE_NS_GAME2, m_nGameScore[2][NORTH_SOUTH]); WriteInt(ITEM_SCORE_NS_GAMES_WON, m_numGamesWon[NORTH_SOUTH]); // WriteInt(ITEM_SCORE_EW_BONUS, m_nBonusScore[EAST_WEST]); WriteInt(ITEM_SCORE_EW_GAME0, m_nGameScore[0][EAST_WEST]); WriteInt(ITEM_SCORE_EW_GAME1, m_nGameScore[1][EAST_WEST]); WriteInt(ITEM_SCORE_EW_GAME2, m_nGameScore[2][EAST_WEST]); WriteInt(ITEM_SCORE_EW_GAMES_WON, m_numGamesWon[EAST_WEST]); // write out current game WriteInt(ITEM_CURRENT_GAME_INDEX, m_nCurrGame+1); // write out score record int numBonusScoreRecords = m_strArrayBonusPointsRecord.GetSize(); for(int i=0;i<numBonusScoreRecords;i++) WriteString(ITEM_BONUS_SCORE_RECORD, WrapInQuotes(m_strArrayBonusPointsRecord.GetAt(i))); // int numGameScoreRecords = m_strArrayTrickPointsRecord.GetSize(); for(i=0;i<numGameScoreRecords;i++) WriteString(ITEM_GAME_SCORE_RECORD, WrapInQuotes(m_strArrayTrickPointsRecord.GetAt(i))); // SkipLine(); } // //----------------------------------------------------- // // misc info // WriteBlockHeader(BLOCK_MISCINFO); WriteBool(ITEM_AUTOSHOW_COMMENTS,m_bShowCommentsUponOpen); WriteBool(ITEM_AUTOSHOW_BID_HISTORY,m_bShowBidHistoryUponOpen); WriteBool(ITEM_AUTOSHOW_PLAY_HISTORY,m_bShowPlayHistoryUponOpen); WriteBool(ITEM_AUTOSHOW_ANALYSES,m_bShowAnalysesUponOpen); SkipLine(); // //----------------------------------------------------- // // file comments // WriteBlockHeader(BLOCK_COMMENTS); // get the current file comments text if the dialog is open CWnd* pWnd = pMAINFRAME->GetDialog(twFileCommentsDialog); if (pWnd) pWnd->SendMessage(WM_COMMAND, WMS_UPDATE_TEXT, TRUE); WriteString(0,m_strFileComments); SkipLine(); // //----------------------------------------------------- // // PlayerAnalysis, if appropriate // for(i=0;i<4;i++) { if (m_bSavePlayerAnalysis[i]) { // save out the player analysis text WriteBlockHeader(BLOCK_PLAYER_ANALYSIS + i); WriteString(0, m_pPlayer[i]->GetValueString(tszAnalysis)); SkipLine(); } } // //----------------------------------------------------- // // All done // ar.Flush(); return TRUE; }