1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211
|
/* Gridlock
Copyright (c) 2002-2003 by Brian Nenninger. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#import "GameHistory.h"
#import "CocoaAdditions.h"
@implementation GameHistory
-(id)init {
[super init];
gameStates = [[NSMutableArray alloc] init];
stateIndex = 0;
return self;
}
-(id)initWithGameConfiguration:(GameConfiguration *)gameConfig {
if ([self init]) {
NSMutableDictionary *firstState = [NSMutableDictionary dictionary];
[self setGameConfiguration:gameConfig];
[firstState setObject:[gameConfig initialGame] forKey:@"game"];
[gameStates addObject:firstState];
}
return self;
}
-(void)dealloc {
[gameStates release];
[super dealloc];
}
idAccessor(gameConfiguration, setGameConfiguration)
-(Game *)currentGame {
return [[gameStates objectAtIndex:stateIndex] objectForKey:@"game"];
}
-(Game *)initialGame {
return [[gameStates objectAtIndex:0] objectForKey:@"game"];
}
-(void)recordAndExecuteMove:(NSArray *)move {
Game *newGame = [[[self currentGame] copy] autorelease];
// remove all states past recordedStateIndex
while (stateIndex+1<[gameStates count]) {
[gameStates removeLastObject];
}
// add the move to the last state
// use an empty array instead of nil
if (move==nil) move = [NSArray array];
[[gameStates lastObject] setObject:[move copy] forKey:@"move"];
// execute the move
[newGame makeMoveSequence:move];
// add the new game state and advance index to point to it
[gameStates addObject:[NSMutableDictionary dictionaryWithObject:newGame forKey:@"game"]];
++stateIndex;
// send notification?
}
-(int)_previousStateIndexWithPlayerNumberInArray:(NSArray *)pnums {
int index = stateIndex;
while (index>0) {
Game *previousGame = [[gameStates objectAtIndex:--index] objectForKey:@"game"];
if ([pnums containsObject:[NSNumber numberWithInt:[previousGame currentPlayerNumber]]]) {
return index;
}
}
return -1;
}
-(int)_nextStateIndexWithPlayerNumberInArray:(NSArray *)pnums {
int index = stateIndex;
int max = [gameStates count]-1;
while (index<max) {
Game *nextGame = [[gameStates objectAtIndex:++index] objectForKey:@"game"];
if ([pnums containsObject:[NSNumber numberWithInt:[nextGame currentPlayerNumber]]]) {
return index;
}
}
return -1;
}
-(BOOL)undoMove {
if (stateIndex>0) {
--stateIndex;
return YES;
}
return NO;
}
-(BOOL)canUndoMove {
return (stateIndex>0);
}
-(BOOL)undoMovesUntilPlayerNumberInArray:(NSArray *)pnums {
int index = [self _previousStateIndexWithPlayerNumberInArray:pnums];
if (index>=0) {
stateIndex = index;
return YES;
}
return NO;
}
-(BOOL)canUndoMovesUntilPlayerNumberInArray:(NSArray *)pnums {
return ([self _previousStateIndexWithPlayerNumberInArray:pnums]>=0);
}
-(BOOL)redoMove {
if (stateIndex<[gameStates count]-1) {
++stateIndex;
return YES;
}
return NO;
}
-(BOOL)canRedoMove {
return (stateIndex<[gameStates count]-1);
}
-(BOOL)redoMovesUntilPlayerNumberInArray:(NSArray *)pnums {
int index = [self _nextStateIndexWithPlayerNumberInArray:pnums];
if (index>0) {
stateIndex = index;
return YES;
}
return NO;
}
-(BOOL)canRedoMovesUntilPlayerNumberInArray:(NSArray *)pnums {
return ([self _nextStateIndexWithPlayerNumberInArray:pnums]>0);
}
-(int)numberOfMoves {
return [gameStates count];
}
-(int)currentMoveNumber {
return stateIndex;
}
-(NSArray *)moveWithNumber:(int)movenum {
if (movenum>=0 && movenum<[gameStates count]) {
return [[gameStates objectAtIndex:movenum] objectForKey:@"move"];
}
return nil;
}
-(Game *)gameWithNumber:(int)movenum {
if (movenum>=0 && movenum<[gameStates count]) {
return [[gameStates objectAtIndex:movenum] objectForKey:@"game"];
}
return nil;
}
-(Game *)previousGame {
if (stateIndex==0) return nil;
return [[gameStates objectAtIndex:stateIndex-1] objectForKey:@"game"];
}
-(NSArray *)previousMove {
if (stateIndex==0) return nil;
return [[gameStates objectAtIndex:stateIndex-1] objectForKey:@"move"];
}
-(id)propertyList {
NSMutableDictionary *plist = [NSMutableDictionary dictionary];
[plist setObject:[[self gameConfiguration] propertyList] forKey:@"configuration"];
[plist setObject:[[NSNumber numberWithInt:[self currentMoveNumber]] stringValue] forKey:@"moveNumber"];
{
NSMutableArray *states = [NSMutableArray array];
NSEnumerator *se = [gameStates objectEnumerator];
NSDictionary *state;
while (state=[se nextObject]) {
NSMutableDictionary *stateDict = [NSMutableDictionary dictionary];
if ([state objectForKey:@"game"]) {
[stateDict setObject:[[state objectForKey:@"game"] propertyList] forKey:@"game"];
}
if ([state objectForKey:@"move"]) {
// moves are NSArrays of DCHypergridPositions
NSArray *moveDescArray = [[state objectForKey:@"move"] valuesByObjectsPerformingSelector:@selector(propertyListValue)];
[stateDict setObject:moveDescArray forKey:@"move"];
}
[states addObject:stateDict];
}
[plist setObject:states forKey:@"states"];
}
return plist;
}
-(id)initFromPropertyList:(id)plist {
if ([self init]) {
stateIndex = [[plist objectForKey:@"moveNumber"] intValue];
[self setGameConfiguration:[[[GameConfiguration alloc] initFromPropertyList:[plist objectForKey:@"configuration"]] autorelease]];
{
NSEnumerator *se = [[plist objectForKey:@"states"] objectEnumerator];
NSDictionary *archivedState;
while (archivedState=[se nextObject]) {
NSMutableDictionary *state = [NSMutableDictionary dictionary];
if ([archivedState objectForKey:@"game"]) {
Game *game = [[self gameConfiguration] gameInStartingPosition];
[game updateFromPropertyList:[archivedState objectForKey:@"game"]];
[state setObject:game forKey:@"game"];
}
if ([archivedState objectForKey:@"move"]) {
NSArray *movePositions = [DCHypergridPosition positionArrayFromPropertyListValueArray:[archivedState objectForKey:@"move"]];
[state setObject:movePositions forKey:@"move"];
}
[gameStates addObject:state];
}
}
}
return self;
}
@end
|