+#ifndef FORFAX_H
+#define FORFAX_H
+
+#include <vector> //Uses C++ std::vectors to store pieces
+#include <string> //Uses C++ std::string
+/**
+ * Header for the sample Stratego AI "forfax"
+ * @author Sam Moore 2011
+ */
+class Board;
+/**
+ * Class to represent a piece on the board
+ */
+class Piece
+{
+ public:
+ typedef enum {ERROR=14,BOMB=13,MARSHAL=12, GENERAL=11, COLONEL=10, MAJOR=9, CAPTAIN=8, LIEUTENANT=7, SERGEANT=6, MINER=5, SCOUT=4, SPY=3, FLAG=2,BOULDER=1, NOTHING=0} Type; //Type basically defines how strong the piece is
+ typedef enum {RED=0, BLUE=1, NONE, BOTH} Colour; //Used for the allegiance of the pieces - terrain counts as NONE.
+
+ Piece(int newX, int newY,const Colour & newColour);
+ Piece(int newX, int newY,const Colour & newColour, const Colour & rankKnownBy, const Type & fixedRank);
+ virtual ~Piece() {}
+
+ void SetCoords(int newX, int newY) {x = newX; y = newY;}
+ void GetCoords(int & storeX, int & storeY) const {storeX = x; storeY = y;}
+ const Colour & GetColour() const {return colour;}
+
+ static char tokens[]; //The tokens used to identify various pieces
+ static int maxUnits[]; //The maximum allowed number of units of each piece
+
+ static Type GetType(char fromToken); //Retrieves the type of a piece given its character token
+ static Colour Opposite(const Colour & colour) {return colour == RED ? BLUE : RED;}
+
+
+ int x; int y;
+ const Colour colour; //The colour of the piece
+ Type minRank[2]; //The minimum possible rank of the piece, according to each colour
+ Type maxRank[2]; //The maximum possible rank of the piece, according to each colour
+ int lastMove;
+
+
+
+};
+
+/**
+ * Class to represent a board
+ */
+class Board
+{
+ public:
+ Board(int width, int height);
+ virtual ~Board();
+
+
+ std::vector<Piece*> & GetPieces(const Piece::Colour & colour) {return colour == Piece::RED ? red : blue;} //retrieve array of pieces
+
+ Piece * Get(int x, int y) const; //Retrieve single piece
+ Piece * Set(int x, int y, Piece * newPiece); //Add piece to board
+
+ int Width() const {return width;}
+ int Height() const {return height;}
+
+ typedef enum {UP=0, DOWN=1, LEFT=2, RIGHT=3, NONE=4} Direction;
+ static Direction StrToDir(const std::string & str);
+ static void DirToStr(const Direction & dir, std::string & buffer);
+
+ static void MoveInDirection(int & x, int & y, const Direction & dir, int multiplier = 1);
+ static Direction DirectionBetween(int x1, int y1, int x2, int y2);
+
+
+
+ static int redUnits[];
+ static int blueUnits[];
+
+
+ bool ForgetPiece(Piece * forget); //removes piece from the red and blue vectors
+
+ private:
+ friend class Forfax;
+
+ int width;
+ int height;
+ Piece ** * board;
+
+ std::vector<Piece*> red; //Store all red pieces
+ std::vector<Piece*> blue; //Store all blue pieces
+
+
+};
+
+/**
+ * Small class to manage the Forfax AI
+ */
+class Forfax
+{
+ public:
+ Forfax();
+ virtual ~Forfax();
+ bool Setup(); //Waits for input to determine colour and board size, and then responds with setup
+ bool MakeMove(); //Should be called each turn - determines Forfax's move
+
+ double CombatSuccessChance(Piece * attacker, Piece * defender, const Piece::Colour & accordingTo) const;
+ double MovementBaseScore(Piece * move, const Board::Direction & dir, const Piece::Colour & accordingTo) const;
+ double MovementTotalScore(Piece * move, const Board::Direction & dir, const Piece::Colour & accordingTo) const;
+
+ protected:
+ bool MakeFirstMove(); //Should only be called on the first turn
+ bool InterpretMove();
+ private:
+ Board * board; //Forfax stores the state on a board
+ Piece::Colour colour; //Forfax needs to know his colour
+ std::string strColour; //String of colour
+ int turnNumber; //Forfax needs to know what turn number it is
+
+ int remainingUnits[14][2][2]; //Known remaining units, accessed by (type, colour, accordingTo)
+
+};
+
+class MovementChoice
+{
+ public:
+ MovementChoice(Piece * newPiece, const Board::Direction & newDir, const Forfax & forfax, const Piece::Colour & accordingTo) : piece(newPiece), dir(newDir)
+ {
+ score = forfax.MovementBaseScore(piece, dir, accordingTo);
+ }
+
+ MovementChoice(const MovementChoice & cpy) : piece(cpy.piece), dir(cpy.dir), score(cpy.score)
+ {
+
+ }
+
+ bool operator<(const MovementChoice & a) const {return score < a.score;}
+ bool operator>(const MovementChoice & a) const {return score > a.score;}
+ bool operator<=(const MovementChoice & a) const {return score <= a.score;}
+ bool operator>=(const MovementChoice & a) const {return score >= a.score;}
+ bool operator==(const MovementChoice & a) const {return score == a.score;}
+ bool operator!=(const MovementChoice & a) const {return score != a.score;}
+
+ Piece * piece;
+ Board::Direction dir;
+ double score;
+
+
+};
+
+class MovementTotalChoice : public MovementChoice
+{
+ public:
+ MovementTotalChoice(Piece * newPiece, const Board::Direction & newDir, const Forfax & forfax, const Piece::Colour & accordingTo) : MovementChoice(newPiece, newDir, forfax, accordingTo)
+ {
+ score = score/(forfax.MovementTotalScore(piece, dir, Piece::Opposite(accordingTo)));
+ }
+};
+
+#endif //FORFAX_H
+
+//EOF
+
+