// // PlayFourth() // // default implementation // CCard* CPlayEngine::PlayFourth() { CPlayerStatusDialog& status = *m_pStatusDlg; status << "5PLAY4! Playing fourth, using default player logic.\n"; // use common code CCard* pCard = PlayBestCard(4); // ASSERT(pCard->IsValid()); return pCard; }
/* takes top card from the slot and movies it (if possible) to the foundation */ void CTable::Wizard() { CBuffer buffer; CCard tmp; CSlot* slot = NULL; if( hand.GetCardsStored() ) return; unsigned char prev_slot = act_slot; switch( act_slot ) { case BLOCK : this->DoAction(); break; case WASTEPILE : slot = &wastepile; break; case FOUNDATION1 : slot = &foundation[0]; break; case FOUNDATION2 : slot = &foundation[1]; break; case FOUNDATION3 : slot = &foundation[2]; break; case FOUNDATION4 : slot = &foundation[3]; break; case TABLEAU1 : slot = &tableau[0]; break; case TABLEAU2 : slot = &tableau[1]; break; case TABLEAU3 : slot = &tableau[2]; break; case TABLEAU4 : slot = &tableau[3]; break; case TABLEAU5 : slot = &tableau[4]; break; case TABLEAU6 : slot = &tableau[5]; break; case TABLEAU7 : slot = &tableau[6]; break; } if( slot ) { tmp = slot->PeekCard(); if( false == tmp.IsValid() ) return; for( unsigned char i = 0; i < 4; i++ ) { if( foundation[i].PushCard( tmp ) ) { changed[ FOUNDATION1 + i ] = true; changed[ prev_slot ] = true; slot->PopCard(); CheckWin( true ); return; } } } }
// // PlayCard() // // default implementation // CCard* CPlayEngine::PlayCard() { int nOrdinal = pDOC->GetNumCardsPlayedInRound(); CCard* pCard = NULL; switch(nOrdinal) { case 0: pCard = PlayFirst(); break; case 1: pCard = PlaySecond(); break; case 2: pCard = PlayThird(); break; case 3: pCard = PlayFourth(); break; default: pCard = NULL; } // do some sanity checks ASSERT(pCard->IsValid()); if (!m_pPlayer->IsDeclarer()) { // playing as defender (or dummy, potentially) ASSERT(m_pHand->HasCard(pCard)); } else { // declarer -- may be playing for dummy or self if (pDOC->GetCurrentPlayer() == m_pPartner) ASSERT(m_pPartnersHand->HasCard(pCard)); else ASSERT(m_pHand->HasCard(pCard)); } // return pCard; }
// // 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; }
// // 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; }
void CTable::DoAction() { CBuffer buffer; CCard tmp; CSlot* fnd = NULL; CSlot* tab = NULL; switch( act_slot ) { case BLOCK : /* move 3 cards to wastepile */ //check IncreaseSelection and DecreaseSelection //regarding increaseSelection (all) or (+1) if( 0 != hand.GetCardsStored() ) return; buffer.RemoveAll(); if( block.GetCardsStored() != 0 ) { tmp = block.PopCard(); tmp.Flip(); wastepile.PushCard( tmp ); if( 3 == ShowCards ) { tmp = block.PopCard(); tmp.Flip(); wastepile.PushCard( tmp ); tmp = block.PopCard(); tmp.Flip(); wastepile.PushCard( tmp ); } act_slot = WASTEPILE; } else { if( wastepile.GetCardsStored() ) { tmp = wastepile.PopCard(); while( tmp.IsValid() ) { tmp.Flip(); block.PushCard( tmp, true ); tmp = wastepile.PopCard(); } } } changed[ WASTEPILE ] = true; changed[ BLOCK ] = true; ChangeSelection( ); return; case WASTEPILE : /* put one card to hand */ /* or put back from the hand */ if( hand.GetCardsStored() ) { if( hand.GetSource() == &wastepile ) { tmp = hand.PopCard(); wastepile.PushCard( tmp, true ); hand.SetSource( NULL ); } } else { tmp = wastepile.PopCard(); if( false == tmp.IsValid() ) break; if( false == hand.PushCard( tmp ) ) { wastepile.PushCard( tmp, true ); } hand.SetSource( &wastepile ); } changed[ WASTEPILE ] = true; changed[ HAND ] = true; return; case FOUNDATION1 : case FOUNDATION2 : case FOUNDATION3 : case FOUNDATION4 : fnd = &foundation[act_slot - FOUNDATION1]; break; case TABLEAU1 : case TABLEAU2 : case TABLEAU3 : case TABLEAU4 : case TABLEAU5 : case TABLEAU6 : case TABLEAU7 : tab = &tableau[act_slot - TABLEAU1]; break; } if( fnd ) { if( 0 == hand.GetCardsStored() ) { tmp = fnd->PopCard(); if( false == tmp.IsValid() ) return; hand.PushCard( tmp ); hand.SetSource( fnd ); changed[ act_slot ] = true; changed[ HAND ] = true; CheckWin( false ); ChangeSelection( ); return; } else { if( fnd == hand.GetSource() ) { tmp = hand.PopCard(); fnd->PushCard( tmp, true ); changed[ act_slot ] = true; changed[ HAND ] = true; CheckWin( true ); ChangeSelection( ); return; } else { tmp = hand.PeekCard(); if( false == fnd->PushCard( tmp ) ) return; hand.RemoveAll(); changed[HAND] = true; changed[act_slot] = true; CheckWin( true ); ChangeSelection(); return; } } } if( tab ) { if( 0 == hand.GetCardsStored() ) { tmp = tab->PeekCard(); if( tmp.IsValid() && tmp.IsFaceDown() ) { tmp = tab->PopCard(); tmp.Flip(); tab->PushCard( tmp, true ); changed[ act_slot ] = true; ChangeSelection(); return; } tab->GetSelectedCards( &buffer ); tmp = buffer.PopCard(); while( tmp.IsValid() ) { hand.PushCard( tmp ); tmp = buffer.PopCard(); } hand.SetSource( tab ); changed[ act_slot ] = true; changed[ HAND ] = true; ChangeSelection( ); return; } else { if( tab == hand.GetSource() ) { hand.PeekAllCards( &buffer ); hand.RemoveAll(); tmp = buffer.PopCard(); while( tmp.IsValid() ) { tab->PushCard( tmp, true ); tmp = buffer.PopCard(); } changed[ act_slot ] = true; changed[ HAND ] = true; ChangeSelection( ); return; } else { hand.PeekAllCards( &buffer ); tmp = buffer.PopCard(); if( false == tab->PushCard( tmp ) ) return; tmp = buffer.PopCard(); while( tmp.IsValid() ) { tab->PushCard( tmp ); tmp = buffer.PopCard(); } hand.RemoveAll(); changed[HAND] = true; changed[act_slot] = true; ChangeSelection(); return; } } } }