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222 lines (183 loc) · 5.16 KB
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#include "Board.h"
#include <exception>
#include <stdexcept>
#include <string>
#include <sstream>
#include <iostream>
#include "BoardStrength.h"
#include "TreeBuilder.h"
void Column::addPiece(Piece status) {
if (isFull()) {
std::ostringstream s;
s << "Column " << mColumnId << " is full";
std::string reason;
reason = s.str();
throw std::logic_error(reason);
}
colData.push_back(status);
}
const bool Column::isFull() {
return colData.size() >= Column::MaxHeight;
}
Column::Column(int aId)
: mColumnId(aId) {
}
int Column::getId() const {
return mColumnId;
}
void Column::reset() {
return colData.clear();
}
// Checks that the level is in bounds.
static void checkLevel(int level) {
if (level < 0 || level > Column::MaxHeight) {
throw std::logic_error("row out of bounds");
}
}
Piece Column::getPositionStatus(int level) {
checkLevel(level);
int columnSize = colData.size();
if (level < columnSize) {
return colData[level];
}
else {
return Piece::EMPTY;
}
}
int Column::getCount()
{
return colData.size();
}
bool Column::operator==(const Column& arColumn) const
{
return mColumnId == arColumn.mColumnId
&& colData == arColumn.colData;
}
Board::Board() {
mColumns.push_back(Column(0));
mColumns.push_back(Column(1));
mColumns.push_back(Column(2));
mColumns.push_back(Column(3));
mColumns.push_back(Column(4));
mColumns.push_back(Column(5));
mColumns.push_back(Column(6));
nextPiece = Piece::RED;
mGameOver = false;
}
Board::Board(const Board& arBoard) {
mColumns.push_back(arBoard.mColumns[0]);
mColumns.push_back(arBoard.mColumns[1]);
mColumns.push_back(arBoard.mColumns[2]);
mColumns.push_back(arBoard.mColumns[3]);
mColumns.push_back(arBoard.mColumns[4]);
mColumns.push_back(arBoard.mColumns[5]);
mColumns.push_back(arBoard.mColumns[6]);
nextPiece = arBoard.nextPiece;
mGameOver = arBoard.mGameOver;
}
void Board::reset()
{
std::vector<Column>::iterator it;
for (it = mColumns.begin(); it != mColumns.end(); it++) {
it->reset();
}
mGameOver = false;
}
// helper method avoids polluting the interface of the class.
static void checkColumn(unsigned int column, std::vector<Column>& arColumns ) {
if (column < 0 || column >= arColumns.size()) {
throw std::logic_error("Index out of bounds");
}
}
void Board::addPiece(enum ColumnName column, bool updateGameOver) {
checkColumn(column, mColumns);
if (!mColumns[column].isFull()) {
mColumns[column].addPiece(nextPiece);
if (nextPiece == Piece::RED) {
nextPiece = Piece::YELLOW;
}
else {
nextPiece = Piece::RED;
}
}
if (updateGameOver)
{
// if the game is over update the mBoard object.
GameState state;
state.setGameState(*this);
BoardStrengthCalculator strength;
strength.setTree(&state);
BoardScore score = strength.getBoardStrength();
if (score.isGameWinningScore())
{
mWinningPositions.clear();
std::vector<int> winnerPos = score.getWinningPosition();
for (auto pos : winnerPos)
{
//std::cout << "Winner Pos " << pos << std::endl;
mWinningPositions.push_back(pos);
}
std::cout << "GAME OVERGAME" << strength.getBoardStrength()<< std::endl;
setGameOver(true);
}
}
}
std::vector<int> Board::getWinningPositions()
{
return mWinningPositions;
}
Piece Board::getNextPiece() const
{
return nextPiece;
}
Piece Board::getPositionStatus(enum ColumnName column, int level) {
checkColumn(column, mColumns);
return mColumns[column].getPositionStatus(level);
}
int Board::howManyPiecesInColumn(enum ColumnName column){
return mColumns[column].getCount();
}
bool Board::operator==(const Board& arBoard) const
{
bool isNextPieceSame = arBoard.getNextPiece() == nextPiece;
if (!isNextPieceSame) return isNextPieceSame;
std::vector<Column>::const_iterator itMyCol;
std::vector<Column>::const_iterator itHisCol;
bool colsSame = true;
for (itMyCol = mColumns.begin(),
itHisCol = arBoard.mColumns.begin();
colsSame && itMyCol != mColumns.end();
itMyCol++, itHisCol++) {
const Column& rMyColumn = *itMyCol;
const Column& rHisColumn = *itHisCol;
colsSame = rMyColumn == rHisColumn;
}
return colsSame;
}
std::vector<Board> Board::generateNextTurns()
{
std::vector<Board> boards;
std::vector<Column>::iterator it;
for (it = mColumns.begin(); it != mColumns.end(); it++)
{
Column& rColumn = *it;
if (rColumn.isFull()) continue;
Board board(*this); // copy of this board
board.addPiece((enum ColumnName)rColumn.getId(), false);
boards.push_back(board);
}
return boards;
}
bool Board::canAddPiece(enum ColumnName column)
{
checkColumn(column, mColumns);
return !mColumns[column].isFull();
}
bool Board::isGameOver()
{
return mGameOver;
}
void Board::setGameOver(bool aGameOver)
{
mGameOver = aGameOver;
}