Create Engine.cpp
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Engine.cpp
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Engine.cpp
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#include <iostream>
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#include <vector>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <sstream>
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include "Engine.h"
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Engine::Engine(){
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Board* brd = new Board();
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b = brd;
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}
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void Engine::startGame(int port){
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cout << "Launching server..." << endl;
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int sockfd, newsockfd, portno;
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socklen_t clilen;
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struct sockaddr_in serv_addr, cli_addr;
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int n;
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if (port < 2) {
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cout << "ERROR, no port provided\n";
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exit(1);
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}
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sockfd = socket(AF_INET, SOCK_STREAM, 0);
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if (sockfd < 0)
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cout << "ERROR opening socket";
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bzero((char *) &serv_addr, sizeof(serv_addr));
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portno = port;
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serv_addr.sin_family = AF_INET;
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serv_addr.sin_addr.s_addr = INADDR_ANY;
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serv_addr.sin_port = htons(portno);
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if (bind(sockfd, (struct sockaddr *) &serv_addr, sizeof(serv_addr)) < 0)
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cout << "ERROR on binding";
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listen(sockfd,5);
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clilen = sizeof(cli_addr);
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newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr, &clilen);
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if (newsockfd < 0)
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cout << "ERROR on accept";
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string move;
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bool gameOver = false;
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vector<Board> record;
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b->snapshot(record, *b);
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char buffer[256];
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char info[256];
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int choice = -1;
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int choice_difficulty = -1;
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string final_move;
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//Ask client about game type
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string introduction = "WELCOME\n1. Play against AI?\n2. Watch AI vs. AI?\nEnter choice: \n";
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write(newsockfd, introduction.c_str(), introduction.length());
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n = read(newsockfd,info,255); //Reads choice as a string
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istringstream convert(info); //Converts the read string to an integer
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convert >> choice; //Sets value equal to the converted value
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//Later in the project, we need to check for AI and Human modes
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cout << "OK" << endl;
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bzero(info,256); //Resets info back to normal
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/*//Becca- once your AI code is working, use this code:
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string difficulty_select = "Choose Difficulty\n1. Easy\n2. Medium\n4. Hard\nEnter choice: \n";
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write(newsockfd, difficulty_select.c_str(), difficulty_select.length());
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n = read(newsockfd,info,255);
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istringstream convert(info);
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convert >> choice_difficulty;
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cout << "OK" << endl;
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bzero(info,256);
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*/
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while (gameOver != true)
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{
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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();
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string boardState = b->boardToString();
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final_move = b->boardToString();
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write(newsockfd, boardState.c_str(), boardState.length());//Display the board to the client (line by line)
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cout<<"\nStanding by for client... \n";
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n = read(newsockfd,buffer,255);//Read the client's input
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move = buffer;
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bzero(buffer,256);
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b->interpret(move, *b);
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if(b->isValid()) {
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b->changeTurns();
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b->setValidFalse();
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}
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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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{
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easyAI();
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/*Becca- once you finish your AI, uncomment this out and remove the line directly above this
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if(choice_difficulty == 1)
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easyAI();
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else if(choice_difficulty == 2)
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mediumAI();
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else
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hardAI();
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*/
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}
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gameOver = b->isGameOver();
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b->setValidFalse();
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b->snapshot(record, *b);
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}
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final_move = b->boardToString();
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string game_over = "\n\nGAME OVER!!!\n";
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write(newsockfd, final_move.c_str(), final_move.length()); //Display the board to the client (line by line)
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write(newsockfd, game_over.c_str(), game_over.length()); //Tell the client the game is over
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cout << game_over;
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usleep(1);
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close(newsockfd);
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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();
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/*
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for(int x = 0; x < listOfMoves.size(); ++x) {
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cout << listOfMoves[x].row << " " << listOfMoves[x].column << " " << listOfMoves[x].moveType << "\n\n";
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}
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*/
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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;
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cout << "easy AI move: " << listOfMoves[randomChoice].row << listOfMoves[randomChoice].column << listOfMoves[randomChoice].moveType << "\n";
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b->move(listOfMoves[randomChoice]);
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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* b = new Board(*b);
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//probably not needed, check later
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/*
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if (b->getTurn() != 'X'){
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cout << "a changing of turns is needed. \n";
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b->changeTurns();
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}
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*/
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//only doing 1 branch right now because testing
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/*for (int i = 0; i < listOfMoves.size(); ++i){
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minMax(b, listOfMoves[i]);
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}*/
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b->move(minMax(listOfMoves[0], 0));
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b->changeTurns();
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//verification of correct turn
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/*
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if (b->getTurn() != 'O'){
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cout << "ERROR in Engine::AI: b is on the wrong turn. \n";
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}
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*/
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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(moves m, int c){
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//testing purposes only, c = finite depth
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/*
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if (c > 5){
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return m;
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}
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if (b->isGameOver() == true){
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cout << "END OF PATH REACHED\n";
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return m;
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}
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else {
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if(b->isThisMovePossible(8 - m.row, b->charToIntColumn(m.column), m.moveType)){
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cout << "piece has been moved in minMax\n";
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b->move(m);
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b->changeTurns();
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}
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cout << "c: " << c << "\n\n";
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cout << "current turn: " << b->getTurn() << "\n";
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vector<moves> listOfMoves = b->viewPossibleMoves();
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for (int i = 0; i < listOfMoves.size(); ++i){
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//return minMax(b, listOfMoves[i]);
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}
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b->displayBoard();
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//limited recursion
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return minMax(b, listOfMoves[0], ++c);
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//testing
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return m;
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}*/
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}
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