+++ /dev/null
-#include <sstream>
-
-#include "game.h"
-#include "stratego.h"
-
-#include "ai_controller.h"
-
-using namespace std;
-
-
-/**
- * Queries the AI program to setup its pieces. Stores the setup in a st
- * @implements Controller::QuerySetup
- * @param
- * @returns A MovementResult
- */
-
-MovementResult AI_Controller::QuerySetup(const char * opponentName, std::string setup[])
-{
- switch (colour)
- {
- case Piece::RED:
- if (!SendMessage("RED %s %d %d", opponentName, Game::theGame->theBoard.Width(), Game::theGame->theBoard.Height()))
- return MovementResult::BAD_RESPONSE;
- break;
- case Piece::BLUE:
- if (!SendMessage("BLUE %s %d %d", opponentName, Game::theGame->theBoard.Width(), Game::theGame->theBoard.Height()))
- return MovementResult::BAD_RESPONSE;
- break;
- case Piece::NONE:
- case Piece::BOTH:
- return MovementResult::COLOUR_ERROR;
- break;
- }
-
- for (int y = 0; y < 4; ++y)
- {
- if (!GetMessage(setup[y], timeout))
- return MovementResult::BAD_RESPONSE;
- }
-
- return MovementResult::OK;
-}
-
-
-/**
- * Queries the AI program to make a move
- * @implements Controller::QueryMove
- * @param buffer String which stores the AI program's response
- * @returns A MovementResult which will be MovementResult::OK if a move was made, or MovementResult::NO_MOVE if the AI did not respond
- */
-MovementResult AI_Controller::QueryMove(string & buffer)
-{
- if (!Running())
- return MovementResult::NO_MOVE; //AI has quit
- Game::theGame->theBoard.Print(output, colour);
-
- if (!GetMessage(buffer,timeout))
- {
- return MovementResult::NO_MOVE; //AI did not respond (within the timeout). It will lose by default.
- }
- return MovementResult::OK; //Got the message
-}
-