| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446 | #include <iostream>#include "Game.h"#include "Types.h"Game::Game() : activeX(-1), activeY(-1), directionX(0), directionY(0), state(SELECTION), lastLocation(0) {    reset();}void Game::reset() {    activeX = -1;    activeY = -1;    for(uint x = 0; x < 9; x++) {        for(uint y = 0; y < 5; y++) {            fields[x][y] = (y > 2 ? WHITE : BLACK);        }    }    fields[0][2] = WHITE;    fields[2][2] = WHITE;    fields[4][2] = EMPTY;    fields[5][2] = WHITE;    fields[7][2] = WHITE;}void Game::reset(String& output) {    reset();    output.append("Fanorona Game\n\r");    print(output);    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rHuman turn\n\rselect stone: ");}void Game::print(String& s) const {    s.append("\n\r  0 1 2 3 4 5 6 7 8\n\r");    printLine(s, 0);    s.append("  |\\|/|\\|/|\\|/|\\|/|\n\r");    printLine(s, 1);    s.append("  |/|\\|/|\\|/|\\|/|\\|\n\r");    printLine(s, 2);    s.append("  |\\|/|\\|/|\\|/|\\|/|\n\r");    printLine(s, 3);    s.append("  |/|\\|/|\\|/|\\|/|\\|\n\r");    printLine(s, 4);    s.append("\n\r");}void Game::printLine(String& s, int index) const {    static const char map[] = {        '#', 'O', '.'    };    s.append(index + '0').append(' ');    for(int x = 0; x < 8; x++) {        if(x == activeX && index == activeY) {            s.append("*-");            continue;        }        s.append(map[fields[x][index]]).append('-');    }    if(8 == activeX && index == activeY) {        s.append('*');    } else {        s.append(map[fields[8][index]]);    }    s.append("\n\r");}bool Game::parseLocation(const String& input, int& x, int& y) {    if(input.getLength() <= 2 || !isDigit(input[0]) || input[1] != ' ' || !isDigit(input[2])) {        return true;    }    x = input[0] - '0';    y = input[2] - '0';    return x >= 9 || y >= 6;}bool Game::parse(const String& input, String& output) {    switch(state) {        case SELECTION:            parseSelection(input, output);            break;        case MOVE:            parseMove(input, output);            break;        case ANOTHER_MOVE:            parseAnotherMove(input, output);            break;        case REMOVE_SELECTION:            parseRemoveSelection(input, output);            break;    }    return shouldEnd();}void Game::parseSelection(const String& input, String& output) {    int x;    int y;    if(parseLocation(input, x, y) || fields[x][y] != WHITE) {        output.append("please choose white stone.\n\r");        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rHuman turn\n\rselect stone: ");        return;    }    state = MOVE;    activeX = x;    activeY = y;    print(output);    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");}void Game::parseMove(const String& input, String& output) {    int x;    int y;    if(parseLocation(input, x, y)) {        output.append("invalid move location.\n\r");        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    if(fields[x][y] == WHITE) {        activeX = x;        activeY = y;        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    if(fields[x][y] != EMPTY || !areNeighbours(activeX, activeY, x, y)) {        output.append("invalid move location.\n\r");        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    directionX = x - activeX;    directionY = y - activeY;    if(markHitSides(activeX, activeY, x, y, BLACK)) {        state = REMOVE_SELECTION;        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect stone to take: ");        return;    }    lastLocation = 0;    move(activeX, activeY, x, y);    bool removed = false;    removed = removeLine(x, y, activeX, activeY, BLACK) || removed;    removed = removeLine(activeX, activeY, x, y, BLACK) || removed;    activeX = x;    activeY = y;    print(output);    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\r");    print(output);    if(removed && isAnotherTurnPossible()) {        state = ANOTHER_MOVE;        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    state = SELECTION;    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rAI turn\n\r");    activeX = -1;    activeY = -1;    botMove(output);}void Game::parseAnotherMove(const String& input, String& output) {    int x;    int y;    if(parseLocation(input, x, y) || !canMoveActiveStoneTo(x - activeX, y - activeY)) {        output.append("invalid move location.\n\r");        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    directionX = x - activeX;    directionY = y - activeY;    if(markHitSides(activeX, activeY, x, y, BLACK)) {        state = REMOVE_SELECTION;        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect stone to take: ");        return;    }    move(activeX, activeY, x, y);    bool removed = false;    removed = removeLine(x, y, activeX, activeY, BLACK) || removed;    removed = removeLine(activeX, activeY, x, y, BLACK) || removed;    activeX = x;    activeY = y;    print(output);    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\r");    print(output);    if(removed && isAnotherTurnPossible()) {        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    state = SELECTION;    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rAI turn\n\r");    activeX = -1;    activeY = -1;    botMove(output);}void Game::parseRemoveSelection(const String& input, String& output) {    int x;    int y;    if(parseLocation(input, x, y) || !((hitA.x == x && hitA.y == y) || (hitB.x == x && hitB.y == y))) {        output.append("invalid take location.\n\r");        print(output);        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect stone to take: ");        return;    }    int mx = activeX + directionX;    int my = activeY + directionY;    move(activeX, activeY, mx, my);    if(mx + directionX == x && my + directionY == y) {        removeLine(activeX, activeY, mx, my, BLACK);    } else {        removeLine(mx, my, activeX, activeY, BLACK);    }    activeX = mx;    activeY = my;    print(output);    if(isAnotherTurnPossible()) {        state = ANOTHER_MOVE;        output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rselect location to move: ");        return;    }    state = SELECTION;    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rAI turn\n\r");    activeX = -1;    activeY = -1;    botMove(output);}void Game::move(int fromX, int fromY, int toX, int toY) {    addLocation(fromX, fromY);    fields[fromX][fromY] = EMPTY;    fields[toX][toY] = WHITE;}bool Game::isDigit(char c) const {    return c >= '0' && c <= '9';}bool Game::isInRange(int x, int y) const {    return x >= 0 && x <= 8 && y >= 0 && y <= 4;}bool Game::areNeighbours(int x, int y, int x2, int y2) const {    if(x == x2 && y == y2) {        return false;    }    int diffX = x - x2;    int diffY = y - y2;    if(diffX < -1 || diffX > 1 || diffY < -1 || diffY > 1) {        return false;    }    if(diffX == 0 || diffY == 0) {        return true;    }    return !((x & 1) ^ (y & 1));}bool Game::removeLine(int x, int y, int x2, int y2, FieldState remove) {    int diffX = x2 - x;    int diffY = y2 - y;    bool removed = false;    while(true) {        x2 += diffX;        y2 += diffY;        if(!isInRange(x2, y2) || fields[x2][y2] != remove) {            return removed;        }        removed = true;        fields[x2][y2] = EMPTY;    }}int Game::getRank(int x, int y, int x2, int y2) const {    int diffX = x2 - x;    int diffY = y2 - y;    int rank = 0;    while(true) {        x2 += diffX;        y2 += diffY;        if(!isInRange(x2, y2) || fields[x2][y2] != WHITE) {            return rank;        }        rank++;    }}void Game::botMove(String& output) {    if(shouldEnd()) {        return;    }    Location from;    Location to;    Location takeFrom;    Location takeTo;    int rank = -1;    for(int bx = 0; bx < 9; bx++) {        for(int by = 0; by < 5; by++) {            if(fields[bx][by] != EMPTY) {                continue;            }            for(int mx = -1; mx <= 1; mx++) {                for(int my = -1; my <= 1; my++) {                    int x = bx + mx;                    int y = by + my;                    if((mx == 0 && my == 0) || !isInRange(x, y) || !areNeighbours(bx, by, x, y) || fields[x][y] != BLACK) {                        continue;                    }                    int rankA = getRank(bx, by, x, y);                    int rankB = getRank(x, y, bx, by);                    if(rankA > rank) {                        from = {x, y};                        to = {bx, by};                        takeFrom = {bx, by};                        takeTo = {x, y};                        rank = rankA;                    }                    if(rankB > rank) {                        from = {x, y};                        to = {bx, by};                        takeFrom = {x, y};                        takeTo = {bx, by};                        rank = rankB;                    }                }            }        }    }    lastLocation = 0;    bool removed = true;    while(removed) {        fields[from.x][from.y] = EMPTY;        fields[to.x][to.y] = BLACK;        removed = removeLine(takeFrom.x, takeFrom.y, takeTo.x, takeTo.y, WHITE);        activeX = to.x;        activeY = to.y;        print(output);        addLocation(from.x, from.y);        directionX = to.x - from.x;        directionY = to.y - from.y;                int x = to.x;        int y = to.y;        rank = -1;        for(int mx = -1; mx <= 1; mx++) {            for(int my = -1; my <= 1; my++) {                if((mx == 0 && my == 0) || !canMoveActiveStoneTo(mx, my)) {                    continue;                }                int bx = x + mx;                int by = y + my;                                int rankA = getRank(bx, by, x, y);                int rankB = getRank(x, y, bx, by);                if(rankA > rank) {                    from = {x, y};                    to = {bx, by};                    takeFrom = {bx, by};                    takeTo = {x, y};                    rank = rankA;                }                if(rankB > rank) {                    from = {x, y};                    to = {bx, by};                    takeFrom = {x, y};                    takeTo = {bx, by};                    rank = rankB;                }            }        }    }    activeX = -1;    activeY = -1;    print(output);    print(output);    output.append("Human Color: White(O)\n\rAIColor: Black(#)\n\rHuman turn\n\rselect stone: ");}void Game::addLocation(int x, int y) {    if(lastLocation >= lastLocations.size()) {        // safely to ignore, such long turns will never happen        return;    }    lastLocations[lastLocation].x = x;    lastLocations[lastLocation].y = y;    lastLocation++;}bool Game::isInQueue(int x, int y) const {    for(uint i = 0; i < lastLocation; i++) {        if(lastLocations[i].x == x && lastLocations[i].y == y) {            return true;        }    }    return false;}bool Game::canMoveActiveStoneTo(int dirX, int dirY) const {    if(directionX == dirX && directionY == dirY) {        return false;    }    int newX = activeX + dirX;    int newY = activeY + dirY;    return isInRange(newX, newY) && areNeighbours(activeX, activeY, newX, newY) &&            fields[newX][newY] == EMPTY && !isInQueue(newX, newY);}bool Game::isAnotherTurnPossible() const {    return canMoveActiveStoneTo(-1, -1) || canMoveActiveStoneTo(0, -1) || canMoveActiveStoneTo(1, -1) ||            canMoveActiveStoneTo(-1, 0) || canMoveActiveStoneTo(1, 0) ||            canMoveActiveStoneTo(-1, 1) || canMoveActiveStoneTo(0, 1) || canMoveActiveStoneTo(1, 1);}bool Game::markHitSides(int x1, int y1, int x2, int y2, FieldState state) {    hitA.x = x1 + (x1 - x2);    hitA.y = y1 + (y1 - y2);    hitB.x = x2 + (x2 - x1);    hitB.y = y2 + (y2 - y1);    return isInRange(hitA.x, hitA.y) && isInRange(hitB.x, hitB.y) &&            areNeighbours(x1, y1, hitA.x, hitA.y) && areNeighbours(x2, y2, hitB.x, hitB.y) &&            fields[hitA.x][ hitA.y] == state && fields[hitB.x][ hitB.y] == state;}bool Game::shouldEnd() const {    int player = 0;    int ai = 0;    for(uint x = 0; x < 9; x++) {        for(uint y = 0; y < 5; y++) {            player += fields[x][y] == WHITE;            ai += fields[x][y] == BLACK;        }    }    return player == 0 || ai == 0;}
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