Mostly messing with "forfax" AI
[progcomp2012.git] / manager / stratego.cpp
index 8ffad72..ba59c5f 100644 (file)
@@ -7,7 +7,7 @@ using namespace std;
 /**
  * Static variables
  */
-Board Board::theBoard(14,14);
+Board Board::theBoard(10,10);
 //nothing, boulder, flag, spy, scout, miner, sergeant, lietenant, captain, major, colonel, general, marshal, bomb, error
 char  Piece::tokens[] = {'.','+','F','y','s','n','S','L','c','m','C','G','M','B','?'};
 int Piece::maxUnits[] = {0,0,1,1,8,5,4,4,4,3,2,1,1,6,0};
@@ -232,32 +232,32 @@ Piece * Board::GetPiece(int x, int y)
  * @param colour - Colour which the piece must match for the move to be valid
  * @returns A MovementResult which indicates the result of the move - OK is good, VICTORY means that a flag was captured, anything else is an error
  */
-Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction, int multiplier,const Piece::Colour & colour)
+MovementResult Board::MovePiece(int x, int y, const Direction & direction, int multiplier,const Piece::Colour & colour)
 {
        if (board == NULL) 
        {
-               return NO_BOARD;
+               return MovementResult(MovementResult::NO_BOARD);
        }
        if (!(x >= 0 && x < width && y >= 0 && y < height)) 
        {
-               return INVALID_POSITION;
+               return MovementResult(MovementResult::INVALID_POSITION);
        }
        Piece * target = board[x][y];
        if (target == NULL) 
        {
-               return NO_SELECTION;
+               return MovementResult(MovementResult::NO_SELECTION);
        }
        if (!(colour == Piece::NONE || target->colour == colour)) 
        {
-               return NOT_YOUR_UNIT;
+               return MovementResult(MovementResult::NOT_YOUR_UNIT);
        }
        if (target->type == Piece::FLAG || target->type == Piece::BOMB || target->type == Piece::BOULDER) 
        {
-               return IMMOBILE_UNIT;
+               return MovementResult(MovementResult::IMMOBILE_UNIT);
        }
        if (multiplier > 1 && target->type != Piece::SCOUT)
        {
-               return INVALID_DIRECTION; //Can only move a scout multiple times.
+               return MovementResult(MovementResult::INVALID_DIRECTION); //Can only move a scout multiple times.
        }
        int x2 = x; int y2 = y;
 
@@ -280,11 +280,11 @@ Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction
                }
                if (!(x2 >= 0 && x2 < width && y2 >= 0 && y2 < height)) 
                {
-                       return INVALID_DIRECTION;
+                       return MovementResult(MovementResult::INVALID_DIRECTION);
                }
                if (ii < multiplier-1 && board[x2][y2] != NULL)
                {
-                       return POSITION_FULL;
+                       return MovementResult(MovementResult::POSITION_FULL);
                }
        }
        Piece * defender = board[x2][y2];
@@ -295,23 +295,27 @@ Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction
        }
        else if (defender->colour != target->colour)
        {
+               Piece::Type defenderType = defender->type;
+               Piece::Type attackerType = target->type;
+
                if (defender->colour == Piece::NONE) 
                {
-                       return POSITION_FULL;
+                       return MovementResult(MovementResult::POSITION_FULL);
                }
                if (defender->type == Piece::FLAG)
                {
                        winner = target->colour;
-                       return VICTORY;
+                       return MovementResult(MovementResult::VICTORY);
                }
                else if (defender->type == Piece::BOMB)
                {
                        if (target->type == Piece::MINER)
                        {
+
                                delete defender;
                                board[x][y] = NULL;
                                board[x2][y2] = target;
-                               return KILLS;
+                               return MovementResult(MovementResult::KILLS, attackerType, defenderType);
                        }
                        else
                        {
@@ -319,7 +323,7 @@ Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction
                                delete target;
                                board[x][y] = NULL;
                                board[x2][y2] = NULL;
-                               return BOTH_DIE;
+                               return MovementResult(MovementResult::BOTH_DIE, attackerType, defenderType);
                        }
                }
                else if (defender->type == Piece::MARSHAL && target->type == Piece::SPY)
@@ -327,34 +331,34 @@ Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction
                        delete defender;
                        board[x][y] = NULL;
                        board[x2][y2] = target;
-                       return KILLS;
+                       return MovementResult(MovementResult::KILLS, attackerType, defenderType);
                }
                else if (target->operator > (*defender))
                {
                        delete defender;
                        board[x][y] = NULL;
                        board[x2][y2] = target;
-                       return KILLS;
+                       return MovementResult(MovementResult::KILLS, attackerType, defenderType);
                }
                else if (target->operator==(*defender) && rand() % 2 == 0)
                {
                        delete defender;
                        board[x][y] = NULL;
                        board[x2][y2] = target; 
-                       return KILLS;
+                       return MovementResult(MovementResult::KILLS, attackerType, defenderType);
                }
                else
                {
                        delete target;
                        board[x][y] = NULL;
-                       return DIES;
+                       return MovementResult(MovementResult::DIES, attackerType, defenderType);
                }
        }
        else
        {
-               return POSITION_FULL;
+               return MovementResult(MovementResult::POSITION_FULL);
        }
-       return OK;
+       return MovementResult(MovementResult::OK);
 }      
 
 

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