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game.erl
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-compile(export_all).
-record(game, {gameid,
user1,
user2 = "*waiting*",
table = [[0, 0, 0], [0, 0, 0], [0, 0, 0]],
observers = []}).
-record(user, {name, psock}).
%% *************************************************************** %%
%% ***** Funciones para agregar o quitar de la base de datos ***** %%
%% *************************************************************** %%
%% user_add
%% Agrega un usuario a la base de datos si es posible
user_add(UName, PSock) ->
F = fun() ->
mnesia:write(#user{name=UName, psock=PSock})
end,
mnesia:activity(transaction, F).
%% user_exists
%% True si el usuario existe, caso contrario, False
user_exists(UName) ->
F = fun() ->
case mnesia:read({user, UName}) of
[] ->
false;
_ ->
true
end
end,
mnesia:activity(transaction, F).
%% user_delete
%% Elimina un usuario de la base de datos
user_delete(UName) ->
F = fun() ->
mnesia:delete({user, UName})
end,
mnesia:activity(transaction, F).
user_get_psock(UName) ->
F = fun() ->
case mnesia:read({user, UName}) of
[T] -> erlang:element(3, T);
_ -> nil
end
end,
mnesia:activity(transaction, F).
psock_get_user(PSock) ->
F = fun() ->
Handle = qlc:q([P#user.name || P <- mnesia:table(user), (P#user.psock == PSock)]),
qlc:e(Handle)
end,
mnesia:activity(transaction, F).
%% ***************************************** %%
%% ***** Funciones de logica del juego ***** %%
%% ***************************************** %%
%% game_create
%% Crea un nuevo juego en la tabla de mnesia con un gameId unico
%% y deja vacia la posicion del segundo jugador.
game_create(GameId, UName) ->
F = fun() ->
mnesia:write(#game{gameid = GameId,
user1 = UName})
end,
mnesia:activity(transaction, F).
%% game_list_all
%% Hace una query en mnesia por todas las tablas de juego.
game_list_all() ->
F = fun() ->
Handle = qlc:q([P || P <- mnesia:table(game)]),
qlc:e(Handle)
end,
mnesia:activity(transaction, F).
game_fill_room(GameID, UName) ->
F = fun() -> R = mnesia:read({game, GameID}),
case R of
[] -> error;
[G] -> case element(4, G) of
"*waiting*" -> mnesia:write(G#game{user2 = UName}),
valid;
_ -> error
end
end
end,
mnesia:activity(transaction, F).
%% delete_game
%% Elimina todos los registros en mnesia con el gameId dado.
game_delete(GameID) ->
F = fun() ->
mnesia:delete({game, GameID})
end,
mnesia:activity(transaction, F).
%% user_delete_all
%% Elimina los juegos en los que participa el usuario y lo quita
%% de la lista de observadores de todos los juegos.
user_delete_all(UName) ->
%% Lo elimina de todas las partidas en las que participa
F = fun() ->
Handle = qlc:q([P#game.gameid || P <- mnesia:table(game), (P#game.user1 == UName) or (P#game.user2 == UName)]),
qlc:e(Handle)
end,
L = mnesia:activity(transaction, F),
lists:foreach(fun(X) -> game_delete(X) end, L),
%% Lo elimina de todas las listas de observadores
%% TODO?: No usar match_object
G = fun() ->
R = mnesia:match_object({game, '_', '_', '_', '_', '_'}),
lists:foreach(fun(X) -> mnesia:write(X#game{observers = lists:delete(UName, element(6, X))}) end, R)
end,
mnesia:activity(transaction, G),
ok.
%% inform_opponents
user_get_opponents_psock(UName) ->
F1 = fun() ->
Handle = qlc:q([P#game.user2 || P <- mnesia:table(game), (P#game.user1 == UName), (P#game.user2 =/= "*waiting*")]),
qlc:e(Handle)
end,
L1 = mnesia:activity(transaction, F1),
F2 = fun() ->
Handle = qlc:q([P#game.user1 || P <- mnesia:table(game), (P#game.user2 == UName), (P#game.user1 =/= "*waiting*")]),
qlc:e(Handle)
end,
L2 = mnesia:activity(transaction, F2),
lists:map(fun(X) -> user_get_psock(X) end, L1 ++ L2).
%% user_get_observers_psock
user_get_observers_psock(UName) ->
F1 = fun() ->
Handle = qlc:q([P#game.observers || P <- mnesia:table(game), (P#game.user1 == UName)]),
qlc:e(Handle)
end,
L1 = mnesia:activity(transaction, F1),
F2 = fun() ->
Handle = qlc:q([P#game.observers || P <- mnesia:table(game), (P#game.user2 == UName)]),
qlc:e(Handle)
end,
L2 = mnesia:activity(transaction, F2),
lists:map(fun(X) -> user_get_psock(X) end, list_flatten(L1 ++ L2)).
%% gets a game's opponent
game_get_opponent(GameId, UName) ->
Players = game_get_players(GameId),
case element(1, Players) == UName of
true -> element(2, Players);
_ -> element(1, Players)
end.
%% game_get_table
%% Devuelve el tablero de un juego.
game_get_table(GameId) ->
F = fun() ->
case mnesia:read({game, GameId}) of
[T] -> erlang:element(5, T);
_ -> nil
end
end,
mnesia:activity(transaction, F).
%% game_get_players
%% Devuelve una tupla de jugadores.
game_get_players(GameId) ->
F = fun() ->
case mnesia:read({game, GameId}) of
[T] ->
U1 = erlang:element(3, T),
U2 = erlang:element(4, T),
{U1, U2};
_ ->
[]
end
end,
mnesia:activity(transaction, F).
%% game_set_table
%% Cambia el tablero segun una jugada y devuelve true si la jugada fue
%% posible, y false si no.
game_set_table(GameId, Table, UName) ->
OldTable = game_get_table(GameId),
IsTurn = game_is_turn(GameId, UName),
if IsTurn ->
case table_impossible(OldTable, Table) of
true -> false;
false -> F = fun() ->
[R] = mnesia:wread({game, GameId}),
mnesia:write(R#game{table = Table})
%% PCmd ! {table, Table} antes pasabamos esto por mensaje,
%% ahora devolvemos la tabla vieja si no se pudo, la nueva caso contrario
end,
mnesia:activity(transaction, F),
true
end;
true -> false
end.
%% game_is_turn
%% devuelve true si le toca al jugador llamante,
%% false caso contrario.
game_is_turn(GameID, UserName) ->
{U1, U2} = game_get_players(GameID),
OldTable = game_get_table(GameID),
case (lists:foldl(fun(X, Sum) -> if X == 0 -> 1 + Sum; true -> Sum end end, 0, lists:flatten(OldTable))) rem 2 of
0 -> UserName == U2;
_ -> UserName == U1
end.
%% table_impossible
%% Booleano que idica si NO se puede hacer la jugada.
table_impossible(TableIn, TableOut) ->
table_checkmultimove(TableIn, TableOut) or table_checksuperpos(TableIn, TableOut).
table_checkmultimove(TableIn, TableOut) ->
Zip = lists:zip(lists:flatten(TableIn), lists:flatten(TableOut)),
F = fun(X) -> if
(element(1,X) /= element(2,X)) -> 1;
true -> 0
end
end,
(lists:sum(lists:map(F, Zip))) /= 1.
table_checksuperpos(TableIn, TableOut) ->
Zip = lists:zip(lists:flatten(TableIn), lists:flatten(TableOut)),
Fea = lists:map(fun(X) -> if
(element(1,X) /= 0) and (element(2,X) /= element(1,X)) -> false;
true -> true
end
end,
Zip),
not lists:all(fun(X) -> X end, Fea).
%% game_is_won
%% Muestra si el juego fue ganado
game_is_won(Table) ->
table_checkrow(Table) or table_checkcol(Table) or table_checkdiagonal(Table).
table_checkrow(Table) ->
Fea = lists:map(fun(X) -> ((lists:nth(1, X)) == lists:nth(2, X))
and ((lists:nth(2, X)) == lists:nth(3, X))
and (lists:nth(1, X) /= 0) %evita falsos positivos cuando el juego recien comienza
end, Table),
lists:any(fun(X) -> X end, Fea).
table_checkcol(Table) ->
Zip = lists:zip3(lists:nth(1, Table), lists:nth(2, Table), lists:nth(3, Table)),
Fea = lists:map(fun(X) -> (element(1, X) == element(2, X))
and (element(2, X) == element(3, X))
and (element(1, X) /= 0)
end, Zip),
lists:any(fun(X) -> X end, Fea).
table_checkdiagonal(Table) ->
Diag1 = (lists:nth(1, lists:nth(1, Table)) == lists:nth(2, lists:nth(2, Table)))
and (lists:nth(2, lists:nth(2, Table)) == lists:nth(3, lists:nth(3, Table)))
and (lists:nth(1, lists:nth(1, Table)) /= 0),
Diag2 = (lists:nth(3, lists:nth(1, Table)) == lists:nth(2, lists:nth(2, Table)))
and (lists:nth(2, lists:nth(2, Table)) == lists:nth(1, lists:nth(3, Table)))
and (lists:nth(3, lists:nth(1, Table)) /= 0),
Diag1 or Diag2.
%% game_is_tie
%% Devuelve true si se ocuparon
%% todos los espacios del tablero.
game_is_tie(Table) ->
F = fun(X) -> X == 0 end,
not lists:any(fun(X) -> X end, (lists:map(F, lists:flatten(Table)))).
%% game_is_over
%% Determina si el juego acabó.
game_is_over(Table) ->
game_is_tie(Table) or game_is_won(Table).
%% game_status
%% Indica si el juego sigue en curso
%% o quien gano en caso contrario
game_status(GameID, UName) ->
Table = game_get_table(GameID),
case game_is_tie(Table) of
true -> " tie";
_ -> case game_is_won(Table) of
true ->
IsTurn = game_is_turn(GameID, UName),
if IsTurn -> " won " ++ game_get_opponent(GameID, UName);
true -> " won " ++ UName
end;
_ -> " continue"
end
end.
%% game_add_observer
game_add_observer(GameId, UName) ->
F = fun() -> R = mnesia:read({game, GameId}),
case R of
[] -> "error";
[G] -> Observers = [UName | erlang:element(6,G)],
mnesia:write(G#game{observers = Observers}),
"success " ++ integer_to_list(GameId)
end
end,
mnesia:activity(transaction, F).
%% game_get_observers_psock(GID)),
game_get_observers_psock(GameID) ->
F = fun() ->
case mnesia:read({game, GameID}) of
[T] -> erlang:element(6, T);
_ -> nil
end
end,
lists:map(fun(X) -> user_get_psock(X) end, mnesia:activity(transaction, F)).
%% game_delete_observer
game_delete_observer(GameID, UName) ->
F = fun() ->
case mnesia:read({game, GameID}) of
[G] -> Observers = lists:delete(UName, element(6, G)),
mnesia:write(G#game{observers = Observers}),
"success " ++ integer_to_list(GameID);
_ -> "error"
end
end,
mnesia:activity(transaction, F).
%% table_make_play
%% Guarda la jugada en la tabla.
table_make_play(GameId, Play) ->
OldTable = game_get_table(GameId),
Num = case (lists:foldl(fun(X, Sum) -> if X == 0 -> 1 + Sum; true -> Sum end end, 0, lists:flatten(OldTable))) rem 2 of
0 -> 2;
_ -> 1
end,
[H | T] = Play,
IsGameOver = game_is_over(OldTable),
case IsGameOver of
true -> game_over;
_ ->
case H of
97 ->
X2 = get_number(T),
B = (X2 < 4) and (X2 > 0),
if B -> L2 = lists:nth(2, OldTable),
L3 = lists:nth(3, OldTable),
L1 = set_nth_list(lists:nth(1, OldTable), X2, Num),
[L1, L2, L3];
true -> error
end;
98 ->
X2 = get_number(T),
B = (X2 < 4) and (X2 > 0),
if B -> L1 = lists:nth(1, OldTable),
L3 = lists:nth(3, OldTable),
L2 = set_nth_list(lists:nth(2, OldTable), X2, Num),
[L1, L2, L3];
true -> error
end;
99 ->
X2 = get_number(T),
B = (X2 < 4) and (X2 > 0),
if B -> L1 = lists:nth(1, OldTable),
L2 = lists:nth(2, OldTable),
L3 = set_nth_list(lists:nth(3, OldTable), X2, Num),
[L1, L2, L3];
true -> error
end;
_ ->
error
end
end.
%% Funcion auxiliar de table_make_play, para setear
%% la posicion indicada.
set_nth_list([H | T], Number, Element) ->
case Number of
1 ->
[Element] ++ T;
_ ->
[H] ++ set_nth_list(T, Number - 1, Element)
end.
%% Funcion auxiliar de table_make_play, para ver que la jugada
%% tenga el formato indicado.
get_number(Tail) ->
case Tail of
[] -> error;
[H | T] ->
try erlang:list_to_integer([H]) of
X ->
if T == [] -> X;
true -> error
end
catch
_:_ -> error
end
end.
list_flatten(List) ->
case List of
[H|T] -> H ++ list_flatten(T);
[] -> []
end.