-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathComputer.cpp
440 lines (333 loc) · 15 KB
/
Computer.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
//
// Computer.cpp
// battleeee
//
// Created by Ingy on 12/29/14.
// Copyright (c) 2014 Ingy. All rights reserved.
//
#include "Computer.h"
Computer::Computer(Settings * s, Board * player, Board * comp)
{
enemyB=comp;
playerB=player;
hunt = false;
previous=false;
if(s->difficulty=='H')
{
this->initializeH();
}
comp->initializeR();
enemy.setAvatarRE();
v = new vector<Cell*>;
h = new vector<Cell*>;
// get a random avatar and put it to enemy
}
Computer::~Computer()
{
}
// initializing for lower levels is random
void Computer::initializeH()
{
// checkerboard pattern
for(int i=0; i<10; i++)
for(int j=0; j<10; j++)
mode[(i+j)%2].push_back(make_pair(i,j));
int r;
// shuffling the modes
for(int j=0; j<2; j++)
for (int i=mode[j].size()-1; i>0; i--)
{
r= rand()%(i+1);
swap(mode[j][r],mode[j][i]);
}
count =-1;
one=rand()%2;
} // initializing for level hard
// Levels of attacks H for High, M for Medium, L for low
void Computer:: CattackH()
{
// Checkerboard pattern to find ships and Hunt mode
Cell * cell;
if (!this->won())
{
if (!hunt)
{
if (one) // first checkerboard pattern
{
do
{
count ++;
} while (count<mode[0].size() && playerB->isHit(mode [0][count].first, mode[0][count].second)); // If this cell was not hit before
if(count < mode[0].size())
{
playerB->attack(mode [0][count].first, mode[0][count].second); //attack the cell
cell = playerB->getCell(mode [0][count].first, mode[0][count].second); // get the updated cell
previous=cell->isMiss();
}
else
{
one=false;
count = -1;
}
}
if(!one) // second checkerboard pattern
{
do
{
count ++;
} while (count<mode[1].size() && playerB->isHit(mode [1][count].first, mode[1][count].second)); // If this cell was not hit before
if(count < mode[1].size())
{
playerB->attack(mode [1][count].first, mode[1][count].second); //attack the cell
cell = playerB->getCell(mode [1][count].first, mode[1][count].second); // get the updated cell
previous=cell->isMiss();
}
else
{
one=true;
count = -1;
CattackH();
return;
}
}
if(!cell->isMiss())
{
if(!cell->shipSunk()) // if the ship hunted is sunk reinitialize the h options array and v options array
{
hunt =true;
h->resize(0);
v->resize(0);
// Updating h and v with the possible options for attack
if(playerB->downCell(cell) != NULL && !playerB->downCell(cell)->isHit())
v->push_back(playerB->downCell(cell));
if(playerB->upCell(cell) != NULL && !playerB->upCell(cell)->isHit())
v->push_back(playerB->upCell(cell));
if(playerB->rightCell(cell) != NULL && !playerB->rightCell(cell)->isHit())
h->push_back(playerB->rightCell(cell));
if(playerB->leftCell(cell) != NULL && !playerB->leftCell(cell)->isHit())
h->push_back(playerB->leftCell(cell));
}
else
{
hunt=false;
}
}
}
// NOTE: if the attack is a hit then the computer must continue... Recall function?
// two vectors to update h and v
else // if a ship hasn't been sunk yet, any cell in previous has been hit at least one hit
{
bool hitHorizontal = true;
if (h->size()>0 && v->size()>0)
{
hitHorizontal = rand()%2;
}
else
{
hitHorizontal = (h->size()!=0);
}
// if the size of one of the vectors h or v is equal to 0 then the ship is in the other direction
if(hitHorizontal)
{
int cellIndex = rand() % h->size();
playerB->attack((*h)[cellIndex]); // attack cell
// get updated Cell
Cell * cell=playerB->getCell((*h)[cellIndex]->getPosition().second,(*h)[cellIndex]->getPosition().first);
previous=cell->isMiss();
// delete the Cell that has been hit
h->erase(h->begin() + cellIndex);
if(cell->hasShip()) // if the ship searched for is not sunk -> HUNT
{
if(!cell->isMiss()) // if the last attack is a miss we dont change anything
{
v->resize(0);
// add the rightCell and leftCell if they are options
if(playerB->rightCell(cell) != NULL && !playerB->rightCell(cell)->isHit())
h->push_back(playerB->rightCell(cell));
if(playerB->leftCell(cell) != NULL && !playerB->leftCell(cell)->isHit())
h->push_back(playerB->leftCell(cell));
}
}
if(cell->shipSunk()) // if the ship is sunk stop hunting
{
hunt=false;
}
}
else // we put else if to explore horizontal options first then vertical options because every time the function is called it must attack only once.
{
if (v->size()!=0)
{
int cellIndex = rand() % v->size();
playerB->attack((*v)[cellIndex]); // attack cell
// get updated Cell
Cell * cell=playerB->getCell((*v)[cellIndex]->getPosition().second,(*v)[cellIndex]->getPosition().first);
previous=cell->isMiss();
// delete the Cell that has been hit
v->erase(v->begin() + cellIndex);
if(cell->hasShip()) // if the ship searched for is not sunk -> HUNT
{
// if the last attack is a miss we dont change anything
h->resize(0);
// add the upCell and downCell if they are options
if(playerB->downCell(cell) != NULL && !playerB->downCell(cell)->isHit())
v->push_back(playerB->downCell(cell));
if(playerB->upCell(cell) != NULL && !playerB->upCell(cell)->isHit())
v->push_back(playerB->upCell(cell));
}
if(cell->shipSunk()) // if the ship is sunk stop hunting
{
hunt=false;
}
}
}
}
}
}
void Computer:: CattackM() // random if a ship has been sunk, Hunt mode if a hit is achieved
{
Cell * cell;
if (!this->won())
{
cout <<"Hunt" <<hunt<<endl;
if (!hunt)
{
int r, c;
do
{
r = rand()%10;
c = rand()%10; // board size 10 * 10
} while (playerB->isHit(r,c)); // If this cell was not it before
playerB->attack(r, c); //attack the cell
cell = playerB->getCell(r, c); // get the updated cell
previous=cell->isMiss();
// cout << "Miss"<<cell->isMiss()<<endl;
if(cell->hasShip())
{
cout << "has a ship";
if(!cell->shipSunk()) // if the ship hunted is sunk reinitialize the h optioins array and v options array
{
cout << " and its not sunk\n";
hunt =true;
h->clear();
v->clear();
// Updating h and v with the possible options for attack
if(playerB->downCell(cell) != NULL && !playerB->downCell(cell)->isHit())
v->push_back(playerB->downCell(cell));
if(playerB->upCell(cell) != NULL && !playerB->upCell(cell)->isHit())
v->push_back(playerB->upCell(cell));
if(playerB->rightCell(cell) != NULL && !playerB->rightCell(cell)->isHit())
h->push_back(playerB->rightCell(cell));
if(playerB->leftCell(cell) != NULL && !playerB->leftCell(cell)->isHit())
h->push_back(playerB->leftCell(cell));
}
else
{
hunt=false;
}
}
}
// NOTE: if the attack is a hit then the computer must continue... Recall function?
// two vectors to update h and v
else // if a ship hasn't been sunk yet, any cell in previous has been hit at least one hit
{
bool hitHorizontal = true;
if (h->size()>0 && v->size()>0)
{
hitHorizontal = rand()%2;
}
else if (h->size() > 0)
{
hitHorizontal = true;
}
else if(v->size() > 0)
{
hitHorizontal = false;
}
else
{
cout << "Error! both vectors are empty :(" << endl;
hunt = false;
return;
}
// if the size of one of the vectors h or v is equal to 0 then the ship is in the other direction
if(hitHorizontal)
{
if ( h->size()!=0)
{
int cellIndex = rand() % h->size();
playerB->attack((*h)[cellIndex]); // attack cell
// get updated Cell
Cell * cell=playerB->getCell((*h)[cellIndex]->getPosition().second,(*h)[cellIndex]->getPosition().first);
previous=cell->isMiss();
// delete the Cell that has been hit
h->erase(h->begin() + cellIndex);
if(cell->hasShip()) // if the ship searched for is not sunk -> HUNT
{
// if the last attack is a miss we dont change anything
v->resize(0);
// add the rightCell and leftCell if they are options
if(playerB->rightCell(cell) != NULL && !playerB->rightCell(cell)->isHit())
h->push_back(playerB->rightCell(cell));
if(playerB->leftCell(cell) != NULL && !playerB->leftCell(cell)->isHit())
h->push_back(playerB->leftCell(cell));
}
if(cell->shipSunk()) // if the ship is sunk stop hunting
{
hunt=false;
}
}
}
else // we put else if to explore horizontal options first then vertical options because every time the function is called it must attack only once.
{
int cellIndex;
if ( v->size() !=0)
{
cellIndex = rand() % v->size();
playerB->attack((*v)[cellIndex]); // attack cell
// get updated Cell
Cell * cell=playerB->getCell((*v)[cellIndex]->getPosition().second,(*v)[cellIndex]->getPosition().first);
previous=cell->isMiss();
// delete the Cell that has been hit
v->erase(v->begin() + cellIndex);
// if the last attack is a miss we dont change anything
if(cell->hasShip()) // if the ship searched for is not sunk -> HUNT
{
h->resize(0);
// add the upCell and downCell if they are options
if(playerB->downCell(cell) != NULL && !playerB->downCell(cell)->isHit())
v->push_back(playerB->downCell(cell));
if(playerB->upCell(cell) != NULL && !playerB->upCell(cell)->isHit())
v->push_back(playerB->upCell(cell));
}
if(cell->shipSunk()) // if the ship is sunk stop hunting
{
hunt=false;
}
}
}
}
}
}
void Computer::CattackL()
{
int r=(rand()%100)/10; int c= (rand()%100)/10;
if (!this->won())
{
do
{
r=(rand()%100)/10; c= (rand()%100)/10; // board size 10 * 10
}while (playerB->isHit(r,c)); // If this cell was not it before
playerB->attack(r, c); //attack the cell
previous= playerB->getCell(r,c)->isMiss(); // update previous
}
}
// to check if he won
bool Computer::won()
{
return(this->playerB->isFinished());
}
// to check if he missed last one
bool Computer::missed()
{
return(previous);
}