forked from openkylin/bovo
125 lines
3.5 KiB
C++
125 lines
3.5 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 Declares the Square class used by the AI internally (AiSquare)
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*/
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#ifndef BOVO_AISQUARE_H
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#define BOVO_AISQUARE_H
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#include "square.h"
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#include "common.h"
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using namespace bovo;
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/** namespace for AI stuff */
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namespace ai
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{
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/**
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* AiSquare is used by the AI to represent a square in a playing board.
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*
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* This class is used internally by the AI to represent a square in a
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* playing board. It extends the normal @c Square class with possibilities
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* to keep a point attached to the square, as well as a bool marker that
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* tells whether this square needs a recalculation of its points.
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*
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* Examples construction: (create a playing board)
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* @code
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* AiSquare** board = new AiSquare*[width];
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* for (int x = 0; x < width; ++x) {
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* board[x] = new AiSquare[height];
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* }
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* @endcode
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*
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* Example status use:
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* @code
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* if (board[x][y].status()) {
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* unsigned long points = score(board, x, y );
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* board[x][y].setPoints(points);
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* board[x][y].setStatus(false);
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* }
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* @endcode
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*
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* Example mark needs to be repainted:
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* @code
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* // a neighbour of (x, y) has been marked as belonging to a player,
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* // so (x, y) needs to be recalculated.
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* board[x][y].setPoints(0);
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* board[x][y].setStatus(true);
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* @endcode
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*
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* @author bostrom (Aron Boström) <aron bostrom gmail com>
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*/
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class AiSquare : public Square
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{
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public:
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/**
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* @brief constructor of this AiSquare
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* @description this constructor creates an AiSquare
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*/
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AiSquare();
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/**
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* @brief square points
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* @description AI points of this square
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* @return points of this square
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* @see setPoints
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*/
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uli points() const;
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/**
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* @brief sets points
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* @description sets the AI points of this square
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* @param points the points to set
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* @see points
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*/
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void setPoints(unsigned long int points);
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/**
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* @brief square status
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* @description status represents whether this square is in neef of a
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* recalculation of its points or not.
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* @return @c true if this square needs a recalculation, @c false otherwise
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* @see @c setStatus
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*/
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bool status() const;
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/**
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* @brief set status of this square
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* @description sets this square's need to get its score recalculated.
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* @param status the status to set. $c true means square is in need of a
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* recalculation, $c false means it doesn't need to be recalculated.
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* @see @c status
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*/
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void setStatus(bool status);
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private:
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uli m_points; /* unsigned long int points property */
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bool m_status; /* bool status property */
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};
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} /* namespace ai */
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#endif // BOVO_AISQUARE_H
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