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board.cpp
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#include "board.h"
#include "checker.h"
#include <vector>
Board::Board() {
for(size_t i = 0; i < NUM_CHECKERS; i++) {
Checker* checker0 = new Checker(0, player0_start_x[i],
player0_start_y[i]);
Checker* checker1 = new Checker(1, player1_start_x[i],
player1_start_y[i]);
checkers.insert(checker0);
checkers.insert(checker1);
}
}
Checker* Board::get_checker_at(const int x, const int y) const {
for(Checker* checker : checkers) {
if(checker->get_x() == x and checker->get_y() == y) {
return checker;
}
}
return nullptr;
}
void Board::kill_checker_at(const int x, const int y) {
Checker* checker = get_checker_at(x, y);
checkers.erase(checker);
delete checker;
}
void Board::print_board() const {
char text_board[NUM_ROWS][NUM_COLS] = {0};
for(const Checker* checker : checkers) {
text_board[checker->get_y()][checker->get_x()] =
player_symbols[checker->get_player()];
}
printf(" ");
for(size_t i = 0; i < NUM_COLS; i++) {
printf("%zu ", i);
}
printf("\n");
for(size_t i = 0; i < NUM_ROWS; i++) {
printf("%zu ", i);
for(size_t j = 0; j < NUM_COLS; j++) {
if(!text_board[i][j]) {
printf(". ");
} else {
printf("%c ", text_board[i][j]);
}
}
printf("\n");
}
}
int Board::player_checker_count(const int playernum) const {
int count = 0;
for(const Checker* checker : checkers) {
if(checker->get_player() == playernum) {
count++;
}
}
return count;
}
int Board::get_capture_vector(const Checker& checker) const {
int x = checker.get_x();
int y = checker.get_y();
for(size_t i = 0; i < 2; i++) {
int x_offset = vectors[checker.get_player()][i][0];
int y_offset = vectors[checker.get_player()][i][1];
Checker* victim = get_checker_at(x + x_offset,
y + y_offset);
if(not victim or victim->get_player() == checker.get_player()) {
continue;
}
Checker* space = get_checker_at(victim->get_x() + x_offset,
victim->get_y() + y_offset);
if(not space) { //Empty space
return i;
}
}
return -1;
}
bool Board::is_move_capture(const Checker& checker, const int x_end, const int y_end) const {
if(abs(x_end - checker.get_x()) != 2 or
abs(y_end - checker.get_y()) != 2) {
return false;
}
if(get_checker_at(x_end, y_end)) {
//there's something there
return false;
}
int x_offset = x_end - checker.get_x(); //5 - 3 = 2
int y_offset = y_end - checker.get_y();
Checker* victim = get_checker_at(checker.get_x() + x_offset / 2,
checker.get_y() + y_offset / 2);
if(not victim or victim->get_player() == checker.get_player()) {
return false;
}
return true;
}
bool Board::can_player_move(const int playernum) const {
for(const Checker* checker : checkers) {
if(checker->get_player() != playernum) {
continue;
}
for(size_t i = 0; i < 2; i++) {
int new_x = checker->get_x() + vectors[playernum][i][0];
int new_y = checker->get_y() + vectors[playernum][i][1];
if(not is_position_legal(new_x, new_y)) {
continue;
}
if(not get_checker_at(new_x, new_y)) {
return true;
}
}
}
return false;
}
bool Board::is_position_legal(const int x, const int y) const {
return x >= 0 and x < NUM_COLS and y >= 0 and y < NUM_ROWS;
}
bool Board::is_move_legal(const Checker& piece, const int vector, const int player) const {
return is_move_legal(piece.get_x(), piece.get_y(),
piece.get_x() + vectors[player][vector][0],
piece.get_y() + vectors[player][vector][1],
player);
}
bool Board::is_move_legal(const int x_start, const int y_start,
const int x_finish, const int y_finish, int player) const {
if(not is_position_legal(x_finish, y_finish)) {
return false;
}
Checker* checker = get_checker_at(x_start, y_start);
if(not checker) {
return false;
}
if(checker->get_player() != player) {
return false;
}
if(get_checker_at(x_finish, y_finish)) {
return false;
}
if(is_move_capture(*checker, x_finish, y_finish)) {
return true;
}
if(get_capture_vector(*checker) > -1) {
//Could capture, so must capture
return false;
}
//Can't capture, so as long as the move is one step away and empty
// then it's OK
if(abs(x_start - x_finish) != 1 or abs(y_start - y_finish) != 1) {
return false;
}
return true;
}
bool Board::can_player_move_piece(const Checker& checker, const int player) const {
return can_player_move_piece(checker.get_x(), checker.get_y(), player);
}
bool Board::can_player_move_piece(const int x, const int y, const int player) const {
if(not is_position_legal(x, y)) {
return false;
}
Checker* checker = get_checker_at(x, y);
if(not checker) {
return false;
}
if(checker->get_player() != player) {
return false;
}
for(size_t i = 0; i < 2; i++) {
if(not get_checker_at(x + vectors[player][i][0],
y + vectors[player][i][1])) {
return true;
} else if(is_position_legal(x + vectors[player][i][0] * 2,
y + vectors[player][i][1] * 2)) {
Checker* space = get_checker_at(x + vectors[player][i][0] * 2,
y + vectors[player][i][1] * 2);
Checker* victim = get_checker_at(x + vectors[player][i][0],
y + vectors[player][i][1]);
if(victim and victim->get_player() != player and not space) {
return true;
}
}
//There is a checker there, can we cap it?
}
return false;
}
void Board::make_capture(Checker& piece, const int vector) {
int start_x = piece.get_x();
int start_y = piece.get_y();
int offset_x = vectors[piece.get_player()][vector][0];
int offset_y = vectors[piece.get_player()][vector][1];
kill_checker_at(start_x + offset_x, start_y + offset_y);
piece.set_x(start_x + offset_x * 2);
piece.set_y(start_y + offset_y * 2);
}
void Board::make_random_move(const int player) {
if(not can_player_move(player)) {
return;
}
vector<Checker*> players_pieces;
for(Checker* checker : checkers) {
if(checker->get_player() == player) {
players_pieces.push_back(checker);
}
}
size_t piece_idx = rand() % players_pieces.size();
while(not can_player_move_piece(*players_pieces[piece_idx], player)) {
piece_idx = (piece_idx + 1) % players_pieces.size();
}
Checker* piece = players_pieces[piece_idx];
//Now pick a move
int capture_vector = get_capture_vector(*piece);
if(capture_vector > -1) {
while(capture_vector > -1) {
make_capture(*piece, capture_vector);
capture_vector = get_capture_vector(*piece);
}
} else {
int direction = rand() % 2;
if(!is_move_legal(*piece, direction, player)) {
direction = (direction + 1) % 2;
}
piece->set_x(piece->get_x() + vectors[player][direction][0]);
piece->set_y(piece->get_y() + vectors[player][direction][1]);
}
}