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breakthroughpine64backup/Engine.cpp

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#include <iostream>
#include <vector>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <sstream>
#include <unistd.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
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#include "Engine.h"
Engine::Engine(){
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Board* brd = new Board();
b = brd;
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}
void Engine::startGame(int port){
cout << "Launching server..." << endl;
int sockfd, newsockfd, portno;
socklen_t clilen;
struct sockaddr_in serv_addr, cli_addr;
int n;
if (port < 2) {
cout << "ERROR, no port provided\n";
exit(1);
}
sockfd = socket(AF_INET, SOCK_STREAM, 0);
if (sockfd < 0)
cout << "ERROR opening socket";
bzero((char *) &serv_addr, sizeof(serv_addr));
portno = port;
serv_addr.sin_family = AF_INET;
serv_addr.sin_addr.s_addr = INADDR_ANY;
serv_addr.sin_port = htons(portno);
if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) < 0)
cout << "ERROR on binding";
listen(sockfd,5);
clilen = sizeof(cli_addr);
newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr, &clilen);
if (newsockfd < 0)
cout << "ERROR on accept";
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string move;
bool gameOver = false;
vector<Board> record;
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b->snapshot(record, *b);
char buffer[256];
char info[256];
int choice = -1;
int choice_difficulty = -1;
string final_move;
//Ask client about game type
string introduction = "WELCOME\n1. Play against AI?\n2. Watch AI vs. AI?\nEnter choice: \n";
write(newsockfd, introduction.c_str(), introduction.length());
n = read(newsockfd,info,255); //Reads choice as a string
istringstream convert(info); //Converts the read string to an integer
convert >> choice; //Sets value equal to the converted value
//Later in the project, we need to check for AI and Human modes
cout << "OK" << endl;
bzero(info,256); //Resets info back to normal
/*//Becca- once your AI code is working, use this code:
string difficulty_select = "Choose Difficulty\n1. Easy\n2. Medium\n4. Hard\nEnter choice: \n";
write(newsockfd, difficulty_select.c_str(), difficulty_select.length());
n = read(newsockfd,info,255);
istringstream convert(info);
convert >> choice_difficulty;
cout << "OK" << endl;
bzero(info,256);
*/
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while (gameOver != true)
{
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gameOver = b->isGameOver();
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while(b->getTurn() == 'O' && !b->isValid())
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{
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b->displayBoard();
string boardState = b->boardToString();
final_move = b->boardToString();
write(newsockfd, boardState.c_str(), boardState.length());//Display the board to the client (line by line)
cout<<"\nStanding by for client... \n";
n = read(newsockfd,buffer,255);//Read the client's input
move = buffer;
bzero(buffer,256);
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b->interpret(move, *b);
if(b->isValid()) {
b->changeTurns();
b->setValidFalse();
}
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}
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if(b->isValid()) cout << b->getTurn();
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while(b->getTurn() == 'X' )
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{
easyAI();
/*Becca- once you finish your AI, uncomment this out and remove the line directly above this
if(choice_difficulty == 1)
easyAI();
else if(choice_difficulty == 2)
mediumAI();
else
hardAI();
*/
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}
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gameOver = b->isGameOver();
b->setValidFalse();
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b->snapshot(record, *b);
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}
final_move = b->boardToString();
string game_over = "\n\nGAME OVER!!!\n";
write(newsockfd, final_move.c_str(), final_move.length()); //Display the board to the client (line by line)
write(newsockfd, game_over.c_str(), game_over.length()); //Tell the client the game is over
cout << game_over;
usleep(1);
close(newsockfd);
close(sockfd);
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}
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void Engine::easyAI()
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{
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vector<moves> listOfMoves = b->viewPossibleMoves();
/*
for(int x = 0; x < listOfMoves.size(); ++x) {
cout << listOfMoves[x].row << " " << listOfMoves[x].column << " " << listOfMoves[x].moveType << "\n\n";
}
*/
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srand(time(NULL));
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int randomChoice = rand() % (listOfMoves.size()-1) - 0;
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//int temp = randomChoice;
cout << "easy AI move: " << listOfMoves[randomChoice].row << listOfMoves[randomChoice].column << listOfMoves[randomChoice].moveType << "\n";
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b->move(listOfMoves[randomChoice]);
b->changeTurns();
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}
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void Engine::AI(){
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cout << "----------------------BEGIN AI FUNCTION----------------------\n";
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vector<moves> listOfMoves = b->viewPossibleMoves();
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Board* temp = new Board(*b);
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//probably not needed, check later
/*
if (b->getTurn() != 'X'){
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cout << "a changing of turns is needed. \n";
b->changeTurns();
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}
*/
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//only doing 1 branch right now because testing
/*for (int i = 0; i < listOfMoves.size(); ++i){
minMax(b, listOfMoves[i]);
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}*/
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b->move(minMax(temp, listOfMoves[0], 0));
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b->changeTurns();
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//verification of correct turn
/*
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if (b->getTurn() != 'O'){
cout << "ERROR in Engine::AI: b is on the wrong turn. \n";
}
*/
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b->displayBoard();
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cout << "----------------------END AI FUNCTION----------------------\n";
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}
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moves Engine::minMax(Board* temp, moves m, int c){
//testing purposes only, c = finite depth
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cout << "c: " << c << "\n\n";
cout << "current turn: " << temp->getTurn() << "\n";
vector<moves> listOfMoves = temp->viewPossibleMoves();
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if (c > 5){
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return m;
}
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if (temp->isGameOver() == true){
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cout << "END OF PATH REACHED\n";
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return m;
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}
else {
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if(temp->isThisMovePossible(m.row, m.column, m.moveType) && temp->getPiece(m.row, m.column)->getType() == temp->getTurn()){
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cout << "piece has been moved in minMax\n";
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temp->move(m);
temp->changeTurns();
temp->displayBoard();
}
else {
m = minMax(temp, listOfMoves[c+1], c+1);
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}
for (int i = 0; i < listOfMoves.size(); ++i){
//return minMax(b, listOfMoves[i]);
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}
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temp->displayBoard();
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//limited recursion
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minMax(temp, listOfMoves[c], ++c);
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//testing
return m;
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}
}