Oh god, I was assuming scores were integers
[progcomp2012.git] / judge / manager / controller.cpp
1 #include "controller.h"
2
3 #include <sstream>
4 #include "game.h"
5
6 using namespace std;
7
8 /**
9  * Queries the player to setup their pieces
10  *
11  */
12
13 MovementResult Controller::Setup(const char * opponentName)
14 {
15         string setup[4] = {"","","",""};
16         MovementResult query = this->QuerySetup(opponentName, setup);
17         if (query != MovementResult::OK)
18                 return query;
19
20         
21
22         int usedUnits[(int)(Piece::BOMB)];
23         for (int ii = 0; ii <= (int)(Piece::BOMB); ++ii)
24                 usedUnits[ii] = 0;
25
26         int yStart = 0;
27         switch (colour)
28         {
29                 case Piece::RED:
30                         yStart = 0;
31                         break;
32                 case Piece::BLUE:
33                         yStart = Game::theGame->theBoard.Height()-4;
34                         break;
35                 default:
36                         return MovementResult::COLOUR_ERROR; 
37                         break;
38         }
39
40
41         for (int y = 0; y < 4; ++y)
42         {
43                 if ((int)setup[y].length() != Game::theGame->theBoard.Width())
44                         return MovementResult::BAD_RESPONSE;
45
46                 for (int x = 0; x < Game::theGame->theBoard.Width(); ++x)
47                 {
48                         Piece::Type type = Piece::GetType(setup[y][x]);
49                         if (type != Piece::NOTHING)
50                         {
51                                 usedUnits[(int)(type)]++;
52                                 if (usedUnits[type] > Piece::maxUnits[(int)type])
53                                 {
54                                         //fprintf(stderr, "Too many units of type %c\n", Piece::tokens[(int)(type)]);
55                                         return MovementResult::BAD_RESPONSE;
56                                 }
57                                 Game::theGame->theBoard.AddPiece(x, yStart+y, type, colour);
58                         }
59                 }
60         }
61         if (usedUnits[(int)Piece::FLAG] <= 0)
62         {
63                 return MovementResult::BAD_RESPONSE; //You need to include a flag!
64         }
65         
66         //Added 9/04/12 - Check all pieces that can be placed are placed
67         for (int ii = 0; ii <= (int)(Piece::BOMB); ++ii)
68         {
69                 if (usedUnits[ii] != Piece::maxUnits[ii])
70                         return MovementResult::BAD_RESPONSE; //You must place ALL possible pieces
71         }
72         
73
74         return MovementResult::OK;
75
76 }
77
78
79 /**
80  * Queries the player to respond to a state of Game::theGame->theBoard
81  * @param buffer String which is used to store the player's responses
82  * @returns The result of the response and/or move if made
83  */
84 MovementResult Controller::MakeMove(string & buffer)
85 {
86         buffer.clear();
87         MovementResult query = this->QueryMove(buffer);
88         if (query != MovementResult::OK)
89                 return query;
90
91         /* 
92         //Removed 3/01/12 NO_MOVE now not allowed, SURRENDER is undocumented and not necessary
93         if (buffer == "NO_MOVE")
94         {
95                 buffer += " OK";
96                 return MovementResult::OK;
97         }
98         */
99         //Restored SURRENDER 9/04/12, because... it kind of seems necessary?    
100         if (buffer == "SURRENDER")
101         {
102                 buffer += " OK";
103                 return MovementResult::SURRENDER;
104         }
105
106
107         
108         int x; int y; string direction="";
109         stringstream s(buffer);
110         s >> x;
111         s >> y;
112         
113
114         s >> direction;
115         Board::Direction dir;
116         if (direction == "UP")
117         {
118                 dir = Board::UP;
119         }
120         else if (direction == "DOWN")
121         {
122                 dir = Board::DOWN;
123         }
124         else if (direction == "LEFT")
125         {
126                 dir = Board::LEFT;
127         }
128         else if (direction == "RIGHT")
129         {
130                 dir = Board::RIGHT;
131         }       
132         else
133         {
134                 if (Game::theGame->allowIllegalMoves)
135                         return MovementResult::OK;
136                 else
137                         return MovementResult::BAD_RESPONSE; //Player gave bogus direction - it will lose by default.   
138         }
139
140         int multiplier = 1;
141         if (s.peek() != EOF)
142                 s >> multiplier;
143         MovementResult moveResult = Game::theGame->theBoard.MovePiece(x, y, dir, multiplier, colour);
144
145         s.clear();      s.str("");
146
147         //I stored the ranks in the wrong order; rank 1 is the marshal, 2 is the general etc...
148         //So I am reversing them in the output... great work
149         s << Piece::tokens[(int)(moveResult.attackerRank)] << " " << Piece::tokens[(int)(moveResult.defenderRank)];     
150         switch (moveResult.type)
151         {
152                 case MovementResult::OK:
153                         buffer += " OK";
154                         break;
155                 case MovementResult::VICTORY_FLAG:
156                         buffer += " VICTORY_FLAG";
157                         break;
158                 case MovementResult::VICTORY_ATTRITION:
159                         buffer += " VICTORY_ATTRITION";
160                         break;
161                 case MovementResult::KILLS:
162                         buffer += " KILLS ";
163                         buffer += s.str();
164
165                         break;
166                 case MovementResult::DIES:
167                         buffer += " DIES ";
168                         buffer += s.str();
169                         break;
170                 case MovementResult::BOTH_DIE:
171                         buffer += " BOTHDIE ";
172                         buffer += s.str();
173                         break;  
174                 default:
175                         buffer += " ILLEGAL";
176                         break;                  
177                 
178         }
179
180         
181         if (!Board::LegalResult(moveResult))
182         {
183                 
184                 if (Game::theGame->allowIllegalMoves)
185                 {
186                         
187                         return MovementResult::OK; //HACK - Illegal results returned as legal! (Move not made)
188                 }
189                 else if (this->HumanController()) //Cut human controllers some slack and let them try again...
190                 {
191                         //Yes, checking type of object is "not the C++ way"
192                         //      But sometimes its bloody useful to know!!!
193                         Message("Bad move: \'" + buffer + "\' <- Please try again!");
194                         buffer = "";
195                         return this->MakeMove(buffer);
196                 }
197         }
198
199         return moveResult;      
200
201 }
202
203 /**
204  * Fixes the name of the controller
205  * Should be called AFTER the constructor, since it modifies the name string, which might be used in the constructor
206  */
207 void Controller::FixName()
208 {
209         for (unsigned int ii=0; ii < name.size(); ++ii)
210         {
211                 if (name[ii] == ' ')
212                 {
213                         name.erase(ii); //Just erase everything after the first whitespace
214                         break;
215                 }
216         }
217         //This is kind of hacky; I added it so that I could pass arguments to the AIs
218         //Because simulate.py doesn't like extra arguments showing up in the AI name at the end of the game (its fine until then)
219         //So I'll just remove them, after they have been passed! What could possibly go wrong?
220         // - Last entry in Sam Moore's diary, 2012
221 }
222

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