forked from openkylin/bovo
246 lines
7.7 KiB
C++
246 lines
7.7 KiB
C++
/*******************************************************************
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*
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* Copyright 2007 Aron Boström <c02ab@efd.lth.se>
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*
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* Bovo is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* Bovo is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Bovo; see the file COPYING. If not, write to
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* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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********************************************************************/
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/**
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* @file file declaring the class AiBoard, which in fact is the AI
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*/
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#ifndef BOVO_AIBOARD_H
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#define BOVO_AIBOARD_H
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#include <KgDifficulty>
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#include "common.h"
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using namespace bovo;
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/** namespace for game engine */
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namespace bovo
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{
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class Coord;
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class Dimension;
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class Move;
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} /* namespace bovo */
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/** namespace for AI stuff */
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namespace ai
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{
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class AiSquare;
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/**
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* An AI player
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*
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* This class might be somewhat missnamed. It doesn't just keep track of a
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* playing board on the behalf og the AI. It is the entire AI implementation.
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* it implements two algorithms to calculate best moves and it selects which
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* move to play. It also can tell if a move is a winning move, but it doesn't
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* track a history yet (but maybe it should?).
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*
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* It uses the standard stuff in common.h way to little.
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*
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* It is supposed to be slaughtered and split up in two, easing the
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* implementation of AdaptingAi (the great feature to come! =P )
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*
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* Perhaps we want to use Qt4 rather than STL in most of these cases. When we
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* implement AdaptingAi we have to depend on Qt4 and/or ThreadWeaver anyways.
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*
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* @code
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* Dimension dimension(width, height);
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* AiBoard ai(dimension, Easy);
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* Coord move = getMoveFromPlayerEitherByNetworkOrGui();
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* Coord aiMove = ai.move(move);
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* doSomethingWithAiMoveLikeDisplayingItInTheGui(aiMove);
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* @endcode
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*/
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class AiBoard
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{
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public:
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/**
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* @brief Constructs an AiBoard with width, height and Skill
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* @description Constructs a Board object with a specified width, height and
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* skill
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* @param width the width
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* @param height the height
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* @param skill the skill (difficulty level) the AI player will be playing with
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*/
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AiBoard(const usi width, const usi height, KgDifficultyLevel::StandardLevel skill = KgDifficultyLevel::Medium, Player player = O);
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/**
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* @brief Constructs an AiBoard with width, height and Skill
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* @description Constructs a Board object with a specified width and height
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* specified by a Dimension and a skill
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* @param width the width
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* @param height the height
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* @param skill the skill (difficulty level) the AI player will be playing with
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*/
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explicit AiBoard(const Dimension &dimension, KgDifficultyLevel::StandardLevel skill = KgDifficultyLevel::Medium, Player player = O);
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/**
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* @brief destructs this AiBoard
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* @description destructs this AiBoard object
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*/
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~AiBoard();
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/**
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* @brief is a Coord empty or set?
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* @description tells whether a given Coord is marked as empty or
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* marked by a player
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* @throw outOfBounds when coord is not on playing board
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* @param coord Coord to check
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* @return @c true if coord is empty, @c false otherwise
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*/
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bool empty(const Coord &) const;
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/**
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* @brief is a Coord empty or set?
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* @description tells whether a given Coord is marked as empty or
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* marked by a player
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* @throw outOfBounds when coord is not on playing board
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* @param x X-part of coordinate to check
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* @param y X-part of coordinate to check
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* @return @c true if coord is empty, @c false otherwise
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*/
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bool empty(const usi x, const usi y) const;
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/**
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* @brief height of AiBoard
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* @description tells the number of rows in the playing board
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* @return the number of rows
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*/
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usi height() const;
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/**
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* @brief get move from AI
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* @description get the move the AI wants to play
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* @return the move the AI wants to play
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*/
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Coord move();
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/**
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* @brief get move from AI
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* @description Feed the latest move from the player to the AI and get a
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* list of suggested AI moves in return. This should be a QList\<Coord>.
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* @param coord the move the player played his latest turn
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* @return the moves the AI suggest to play
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* @todo Implement!
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*/
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Coord *moves();
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/**
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* @brief the player occupying a Coord
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* @description tells which players occupies a certain square in the board
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* @param coord the square to check
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* @return @c X if player 1, @c O if player 2, @c No if empty
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* @throw outOfBounds if coord isn't on the playing board
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*/
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Player player(const Coord &) const;
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/**
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* @brief the player occupying a Coord
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* @description tells which players occupies a certain square in the board
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* @param x the X-part of the Coord to check
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* @param y the Y-part of the Coord to check
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* @return @c X if player 1, @c O if player 2, @c No if empty
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* @throw outOfBounds if coord isn't on the playing board
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*/
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Player player(const usi x, const usi y) const;
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/**
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* @brief set the player of a Coord
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* @description sets which players should occupy a certain square in the
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* playing board. Returns whether the game ends with this move (i.e. it
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* was the winning move).
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* @param move the Move to place
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* @return @c true if this move resulted in a Game Over,
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* @c false otherwise
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* @throw busy if coord was already occupied
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* @throw gameOver if game was already over
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* @throw notValidPlayer if player wasn't X or O
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*/
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bool setPlayer(const Move &move);
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/**
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* @brief change Skill
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* @description changes the Skill (difficulty level) of the AI player
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*/
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void setSkill(KgDifficultyLevel::StandardLevel skill);
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/**
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* @brief width of Board
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* @description tells the number of columns in the playing board
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* @return the number of columns
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*/
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usi width() const;
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private:
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/* Playing board property. */
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AiSquare **m_board;
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/* hasn't game really started? */
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bool m_cleanBoard;
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/* Dimension property of playing board. */
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Dimension *m_dimension;
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/* is Game Over? property */
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bool m_gameover;
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/* AI player property */
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Player m_player;
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/* AI Level property. */
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KgDifficultyLevel::StandardLevel m_skill;
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/* Return the best-fitting coordinate according to the specs.
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* Use this when all the board has been given points. */
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Coord evaluate() const;
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/* returns, adds och sets points on a given square. */
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uli points(const Coord &) const;
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void addPoints(const Coord &, const uli points);
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void setPoints(const Coord &, const uli points);
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/* initialize this class */
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void setup();
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/* Do the real calculation of points for a given square.
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* Player is the AI player you're optimizing. */
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uli value(const Coord &, const usi player) const;
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/* value2 performs a second evaluation in order to make out the tiny
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* differences that haven't been spotted yet.
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* Only run this when needed. */
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uli value2(const Coord &) const;
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/* is this move (coord) a winning move? */
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bool win(const Coord &) const;
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/* Marks all neighbour (5 squares in each
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* direction) as in need of a recalculation
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* of its points. */
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void zero(const Coord &);
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};
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} /* namespace ai */
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#endif // BOVO_AIBOARD_H
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