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logic_interface.cpp
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logic_interface.cpp
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#include "logic_interface.h"
#include "AvailableMovesEvent.h"
#include "MoveEvent.h"
#include "WinEvent.h"
#include "turnEvent.h"
#include "ProcessingEvent.h"
logic_interface::logic_interface() {
}
logic_interface::logic_interface(Game *g) {
this->game = g;
threaded = 1;
}
void select_t(int player, Vector_2D pos, Game* g, Mqueue* q, int* t) {
if (/*g->getTurn()==player &&*/g->getBoard()->get_piece_ownership(pos)
== g->getTurn()) {
std::vector<Vector_2D> moves;
moves = g->getBoard()->get_cell_contents(pos)->valid_moves(
*g->getBoard());
BoardEvent *e = new AvailableMovesEvent(moves, pos);
q->push(e);
}
++*t;
}
void generateAIMove_t(int player, Game* g, Mqueue* q, int* t) {
bool next_is_cpu;
do {
next_is_cpu = false;
BoardEvent *e2 = new TurnEvent(g->getTurn());
q->push(e2);
if (g->has_moves()) {
BoardEvent *e4 = new ProcessingEvent();
q->push(e4);
AI_move_result result = g->ai_move();
std::cout << "Time elapsed: " << result.time << '\n';
std::cout << "Nodes evaluated: " << result.nodes_evaluated << '\n';
std::cout << "Move: " << result.move.initial().x() << ", "
<< result.move.initial().y() << " to "
<< result.move.final().x() << ", "
<< result.move.final().y() << '\n';
std::cout << "Value:\n";
if (result.value.size() == 4) {
std::cout << "\t1: " << result.value[0] << '\n';
std::cout << "\t2: " << result.value[1] << '\n';
std::cout << "\t3: " << result.value[2] << '\n';
std::cout << "\t4: " << result.value[3] << '\n';
} else {
std::cout << "\tpval: " << result.pvalue << '\n';
}
std::vector<Vector_2D> moves = g->path(result.move.initial(),
result.move.final());
g->move(result.move.initial(), result.move.final());
g->getBoard()->print_board();
if (moves.size() < 3) {
BoardEvent *e = new MoveEvent(result.move.initial(),
result.move.final());
q->push(e);
} else
for (int i = 0; i < moves.size() - 1; ++i) {
BoardEvent *e = new MoveEvent(moves.at(i), moves.at(i + 1));
q->push(e);
}
int winner = g->end_from_move(result.move.final());
if (winner != NO_PLAYER) {
BoardEvent *e2 = new WinEvent(winner);
q->push(e2);
++*t;
return;
}
}
do {
if (g->getNextTurn() == 0) {
next_is_cpu = true;
player = g->getTurn();
} else {
BoardEvent *e3 = new TurnEvent(g->getTurn());
q->push(e3);
}
} while (!g->has_moves());
} while (next_is_cpu);
++*t;
}
void move_t(Vector_2D init, Vector_2D final, Game* g, Mqueue* q, int* t) {
std::vector<Vector_2D> moves = g->path(init, final);
if (g->move(init, final)) {
//BoardEvent *e = new MoveEvent(init,final);
//q->push(e);
if (moves.size() < 3) {
BoardEvent *e = new MoveEvent(init, final);
q->push(e);
} else
for (int i = 0; i < moves.size() - 1; ++i) {
BoardEvent *e = new MoveEvent(moves.at(i), moves.at(i + 1));
q->push(e);
}
int winner = g->end_from_move(final);
if (winner != NO_PLAYER) {
BoardEvent *e2 = new WinEvent(winner);
q->push(e2);
++*t;
return;
}
do {
int p = g->getNextTurn();
if (p == 1) //human
{
BoardEvent *e3 = new TurnEvent(g->getTurn());
q->push(e3);
} else {
generateAIMove_t(g->getTurn(), g, q, t);
break;
}
} while (!g->has_moves());
}
++*t;
}
void pass_t(int player, Game* g, Mqueue* q, int* t) {
++*t;
}
void logic_interface::select(int player, Vector_2D pos) {
if (threaded != 0) {
--threaded;
boost::thread(&select_t, player, pos, game, &action_queue, &threaded);
}
}
void logic_interface::generateAIMove(int player) {
if (threaded != 0) {
--threaded;
boost::thread(&generateAIMove_t, player, game, &action_queue,
&threaded);
}
}
void logic_interface::move(Vector_2D init, Vector_2D final) {
if (threaded != 0) {
--threaded;
boost::thread(&move_t, init, final, game, &action_queue, &threaded);
}
}
void logic_interface::pass(int player) {
}
Mqueue* logic_interface::queue() {
return &action_queue;
}