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breakthroughpine64backup/Engine.cpp

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2015-10-29 22:52:18 -05:00
#include <iostream>
#include <vector>
#include <stdlib.h>
#include <stdio.h>
#include "Engine.h"
Engine::Engine(){
Board* brd = new Board();
b = brd;
}
void Engine::startGame(){
cout<<"WELCOME\n";
cout<<"1. Play against AI?\n";
cout<<"2. Play against a human?\n";
cout<<"Enter choice: \n";
int choice = -1;
cin >> choice;
cout << "OK" << endl;
string move;
bool gameOver = false;
vector<Board> record;
b->snapshot(record, *b);
while (gameOver != true){
gameOver = b->isGameOver();
while(b->getTurn() == 'O' && !b->isValid()){
b->displayBoard();
cout<<"\nEnter command: ";
cin>>move;
cout << "\n";
b->interpret(move, *b);
if(b->isValid()){
b->changeTurns();
b->setValidFalse();
}
}
while(b->getTurn() == 'X' ){
easyAI();
//AI(3);
}
gameOver = b->isGameOver();
b->setValidFalse();
b->snapshot(record, *b);
}
b->displayBoard();
string s = "";
s += b->getTurn();
cout << "Game over. " + s + " wins!\n\n";
}
void Engine::easyAI(){
vector<moves> listOfMoves = b->viewPossibleMoves();
srand(time(NULL));
int randomChoice = rand() % (listOfMoves.size()-1) - 0;
b->move(listOfMoves[randomChoice]);
b->changeTurns();
}
void Engine::AI(int depth){
Board* temp = new Board(*b);
moves empty;
MNode* root = new MNode(*temp, empty, 0);
//only doing 1 branch right now because testing
/*for (int i = 0; i < listOfMoves.size(); ++i){
minMax(b, listOfMoves[i]);
}*/
//remove this soon
//b->move(minMax(temp, listOfMoves[0], 0, 0));
b->changeTurns();
b->displayBoard();
}
moves Engine::minMax(MNode* node, int depth){
Board current = node->getState();
vector<moves> listOfMoves = current.viewPossibleMoves();
/*
if (current.isGameOver() == true){
cout << "END OF PATH REACHED\n\n";
return m;
}
else {
if(current.getPiece(8 - m.row, m.column)->getType() == current.getTurn() && current.isThisMovePossible(8 - m.row, m.column, m.moveType)){
temp->move(m);
temp->evaluate('X', 'O');
temp->changeTurns();
}
else {
m = minMax(temp, listOfMoves[++r], c, r);
}
vector<moves> listOfMoves = temp->viewPossibleMoves();
minMax(temp, listOfMoves[0], 0, 0);
return m;
}
*/
}