#include #include #include #include #include #include #include #include #include #include #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 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(); } } if(b->isValid()) cout << b->getTurn(); while(b->getTurn() == 'X' ) { easyAI(); } gameOver = b->isGameOver(); b->setValidFalse(); b->snapshot(record, *b); } } void Engine::easyAI() { vector listOfMoves = b->viewPossibleMoves(); /* for(int x = 0; x < listOfMoves.size(); ++x) { cout << listOfMoves[x].row << " " << listOfMoves[x].column << " " << listOfMoves[x].moveType << "\n\n"; } */ srand(time(NULL)); int randomChoice = rand() % (listOfMoves.size()-1) - 0; //int temp = randomChoice; cout << "easy AI move: " << listOfMoves[randomChoice].row << listOfMoves[randomChoice].column << listOfMoves[randomChoice].moveType << "\n"; b->move(listOfMoves[randomChoice]); b->changeTurns(); } void Engine::AI(){ cout << "----------------------BEGIN AI FUNCTION----------------------\n"; vector listOfMoves = b->viewPossibleMoves(); Board* temp = new Board(*b); //probably not needed, check later /* if (b->getTurn() != 'X'){ cout << "a changing of turns is needed. \n"; b->changeTurns(); } */ //only doing 1 branch right now because testing /*for (int i = 0; i < listOfMoves.size(); ++i){ minMax(b, listOfMoves[i]); }*/ b->move(minMax(temp, listOfMoves[0], 0)); b->changeTurns(); //verification of correct turn /* if (b->getTurn() != 'O'){ cout << "ERROR in Engine::AI: b is on the wrong turn. \n"; } */ b->displayBoard(); cout << "----------------------END AI FUNCTION----------------------\n"; } moves Engine::minMax(Board* temp, moves m, int c){ //testing purposes only, c = finite depth cout << "c: " << c << "\n\n"; cout << "current turn: " << temp->getTurn() << "\n"; vector listOfMoves = temp->viewPossibleMoves(); if (c > 5){ return m; } if (temp->isGameOver() == true){ cout << "END OF PATH REACHED\n"; return m; } else { if(temp->isThisMovePossible(m.row, m.column, m.moveType) && temp->getPiece(m.row, m.column)->getType() == temp->getTurn()){ cout << "piece has been moved in minMax\n"; temp->move(m); temp->changeTurns(); temp->displayBoard(); } else { m = minMax(temp, listOfMoves[c+1], c+1); } for (int i = 0; i < listOfMoves.size(); ++i){ //return minMax(b, listOfMoves[i]); } temp->displayBoard(); //limited recursion minMax(temp, listOfMoves[c], ++c); //testing return m; } }