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https://github.com/RGBCube/serenity
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Hearts: Prefer to pass high value cards
Previously we'd prefer to pass high points cards. Instead we should prefer to pass high value cards first.
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parent
8b9da08d5a
commit
63d3beb78c
2 changed files with 19 additions and 11 deletions
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@ -11,9 +11,23 @@
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namespace Hearts {
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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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NonnullRefPtrVector<Card> Player::pick_cards_to_pass(PassingDirection)
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{
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{
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auto sorted_hand = hand_sorted_by_points_and_value();
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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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NonnullRefPtrVector<Card> cards;
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cards.append(*sorted_hand[0].card);
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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[1].card);
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@ -21,7 +35,7 @@ NonnullRefPtrVector<Card> Player::pick_cards_to_pass(PassingDirection)
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return cards;
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return cards;
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}
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}
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Vector<CardWithIndex> Player::hand_sorted_by_points_and_value() const
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Vector<CardWithIndex> Player::hand_sorted_by_fn(bool (*fn)(CardWithIndex&, CardWithIndex&)) const
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{
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{
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Vector<CardWithIndex> sorted_hand;
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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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for (size_t i = 0; i < hand.size(); i++) {
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@ -29,19 +43,13 @@ Vector<CardWithIndex> Player::hand_sorted_by_points_and_value() const
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if (card)
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if (card)
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sorted_hand.empend(*card, i);
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sorted_hand.empend(*card, i);
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}
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}
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quick_sort(sorted_hand, [](auto& cwi1, auto& cwi2) {
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quick_sort(sorted_hand, fn);
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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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return sorted_hand;
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return sorted_hand;
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}
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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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size_t Player::pick_lead_card(Function<bool(Card&)> valid_play, Function<bool(Card&)> prefer_card)
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{
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{
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auto sorted_hand = hand_sorted_by_points_and_value();
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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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if constexpr (HEARTS_DEBUG) {
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dbgln("Sorted hand:");
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dbgln("Sorted hand:");
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@ -42,7 +42,7 @@ public:
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Optional<size_t> pick_specific_card(Card::Type type, CardValue value);
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Optional<size_t> pick_specific_card(Card::Type type, CardValue value);
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size_t pick_last_card();
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size_t pick_last_card();
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bool has_card_of_type(Card::Type type);
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bool has_card_of_type(Card::Type type);
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Vector<CardWithIndex> hand_sorted_by_points_and_value() const;
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Vector<CardWithIndex> hand_sorted_by_fn(bool (*)(CardWithIndex&, CardWithIndex&)) const;
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void sort_hand() { quick_sort(hand, hearts_card_less); }
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void sort_hand() { quick_sort(hand, hearts_card_less); }
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void remove_cards(NonnullRefPtrVector<Card> const& cards);
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void remove_cards(NonnullRefPtrVector<Card> const& cards);
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