Fixed segfault in manager program
[progcomp2012.git] / samples / forfax / forfax.cpp
diff --git a/samples/forfax/forfax.cpp b/samples/forfax/forfax.cpp
deleted file mode 100644 (file)
index a7e233b..0000000
+++ /dev/null
@@ -1,1040 +0,0 @@
-/**
- * "forfax", a sample Stratego AI for the UCC Programming Competition 2012
- * Implementations of classes Piece, Board and Forfax
- * @author Sam Moore (matches) [SZM]
- * @website http://matches.ucc.asn.au/stratego
- * @git git.ucc.asn.au/progcomp2012.git
- */
-
-#include "forfax.h"
-
-#include <cstdlib>
-#include <sstream>
-#include <iostream>
-#include <string>
-#include <vector>
-#include <list>
-#include <cmath>
-
-//#define DEBUG
-
-using namespace std;
-
-
-
-
-/**
- * The characters used to represent various pieces
- * NOTHING, BOULDER, FLAG, SPY, SCOUT, MINER, SERGEANT, LIETENANT, CAPTAIN, MAJOR, COLONEL, GENERAL, MARSHAL, BOMB, ERROR
- */
-
-char  Piece::tokens[] = {'.','*','F','s','9','8','7','6','5','4','3','2','1','B','?'};
-
-
-/**
- * The number of units remaining for each colour
- * Accessed by [COLOUR][TYPE]
- * COLOUR: RED, BLUE
- * TYPE: NOTHING, BOULDER, FLAG, SPY, SCOUT, MINER, SERGEANT, LIETENANT, CAPTAIN, MAJOR, COLONEL, GENERAL, MARSHAL, BOMB, ERROR
- */
-int Forfax::remainingUnits[][15] = {{0,0,1,1,8,5,4,4,4,3,2,1,1,6,0},{0,0,1,1,8,5,4,4,4,3,2,1,1,6,0}};
-
-
-
-
-/**
- * Constructor for a piece of unknown rank
- * @param newX - x coord
- * @param newY - y coord
- * @param newColour - colour
- */
-Piece::Piece(int newX, int newY,const Colour & newColour)
-       : x(newX), y(newY), colour(newColour), minRank(Piece::FLAG), maxRank(Piece::BOMB), lastMove(0), lastx(newX), lasty(newY)
-{
-
-}
-
-/**
- * Constructor for a piece of known rank
- * @param newX - x coord
- * @param newY - y coord
- * @param newColour - colour
- * @param fixedRank - rank of the new piece
- */
-Piece::Piece(int newX, int newY,const Colour & newColour, const Type & fixedRank)
-       : x(newX), y(newY), colour(newColour), minRank(fixedRank), maxRank(fixedRank), lastMove(0),  lastx(newX), lasty(newY)
-{
-       
-       
-}
-
-
-
-
-
-
-/**
- * HELPER - Returns the Piece::Type matching a given character
- * @param token - The character to match
- * @returns A Piece::Type corresponding to the character, or Piece::ERROR if none was found
- */
-Piece::Type Piece::GetType(char token)
-{
-       for (int ii=0; ii < Piece::ERROR; ++ii)
-       {
-               if (Piece::tokens[ii] == token)
-                       return (Type)(ii);
-       }
-       return Piece::ERROR;
-}
-
-/**
- * Constructor for the board
- * @param newWidth - width of the board
- * @param newHeight - height of the board
- *
- */
-Board::Board(int newWidth, int newHeight) : width(newWidth), height(newHeight), board(NULL), red(), blue()
-{
-       //Construct 2D array of Piece*'s
-       board = new Piece**[width];
-       for (int x=0; x < width; ++x)
-       {
-               board[x] = new Piece*[height];
-               for (int y=0; y < height; ++y)
-                       board[x][y] = NULL;
-       }
-}
-
-/**
- * Destroy the board
- */
-Board::~Board()
-{
-       //Destroy the 2D array of Piece*'s
-       for (int x=0; x < width; ++x)
-       {
-               for (int y=0; y < height; ++y)
-                       delete board[x][y];
-               delete [] board[x];
-       }
-}
-
-/**
- * Retrieve a piece from the board at specified coordinates
- * @param x - x coord of the piece
- * @param y - y coord of the piece
- * @returns Piece* to the piece found at (x,y), or NULL if there was no piece, or the coords were invalid
- */
-Piece * Board::Get(int x, int y) const
-{
-       if (board == NULL || x < 0 || y < 0 || x >= width || y >= height)
-               return NULL;
-       return board[x][y];
-}
-
-/**
- * Add a piece to the board
- *     Also updates the red or blue arrays if necessary
- * @param x - x coord of the piece
- * @param y - y coord of the piece
- * @param newPiece - pointer to the piece to add
- * @returns newPiece if the piece was successfully added, NULL if it was not (ie invalid coordinates specified)
- *
- */
-Piece * Board::Set(int x, int y, Piece * newPiece)
-{
-       if (board == NULL || x < 0 || y < 0 || x >= width || y >= height)
-               return NULL;
-       board[x][y] = newPiece;
-
-       //if (newPiece->GetColour() == Piece::RED)
-       //      red.push_back(newPiece);
-       //else if (newPiece->GetColour() == Piece::BLUE)
-       //      blue.push_back(newPiece);
-
-       return newPiece;
-}
-
-
-/**
- * HELPER - Convert a string to a direction
- * @param str - The string to convert to a direction
- * @returns The equivalent Direction
- */
-Board::Direction Board::StrToDir(const string & str)
-{
-       if (str == "UP")
-               return UP;
-       else if (str == "DOWN")
-               return DOWN;
-       else if (str == "LEFT")
-               return LEFT;
-       else if (str == "RIGHT")
-               return RIGHT;
-
-       return NONE;
-}
-
-/**
- * HELPER - Convert a Direction to a string
- * @param dir - the Direction to convert
- * @param str - A buffer string, which will contain the string representation of the Direction once this function returns.
- */
-void Board::DirToStr(const Direction & dir, string & str)
-{
-       str.clear();
-       switch (dir)
-       {
-               case UP:
-                       str = "UP";
-                       break;
-               case DOWN:
-                       str = "DOWN";
-                       break;
-               case LEFT:
-                       str = "LEFT";
-                       break;
-               case RIGHT:
-                       str = "RIGHT";
-                       break;
-               default:
-                       str = "NONE";
-                       break;
-       }
-}
-
-/**
- * HELPER - Translates the given coordinates in a specified direction
- * @param x - x coord
- * @param y - y coord
- * @param dir - Direction to move in
- * @param multiplier - Number of times to move
- *
- */
-void Board::MoveInDirection(int & x, int & y, const Direction & dir, int multiplier)
-{
-       switch (dir)
-       {
-               case UP:
-                       y -= multiplier;
-                       break;
-               case DOWN:
-                       y += multiplier;
-                       break;
-               case LEFT:
-                       x -= multiplier;
-                       break;
-               case RIGHT:
-                       x += multiplier;
-                       break;
-               default:
-                       break;
-       }
-}
-
-/**
- * HELPER - Returns the best direction to move in to get from one point to another
- * @param x1 - x coord of point 1
- * @param y1 - y coord of point 1
- * @param x2 - x coord of point 2
- * @param y2 - y coord of point 2
- * @returns The best direction to move in
- */
-Board::Direction Board::DirectionBetween(int x1, int y1, int x2, int y2)
-{
-
-
-       double xDist = (x2 - x1);
-       double yDist = (y2 - y1);
-       if (abs(xDist) >= abs(yDist))
-       {
-               if (xDist < 0)
-                       return LEFT;
-               else 
-                       return RIGHT;
-       }
-       else
-       {
-               if (yDist < 0)
-                       return UP;
-               else
-                       return DOWN;
-       }
-       return NONE;
-
-       
-
-       
-}
-
-/**
- * HELPER - Returns the number of moves between two points
- * @param x1 x coordinate of the first point
- * @param y1 y coordinate of the first point
- * @param x2 x coordinate of the second point
- * @param y2 y coordinate of the second point
- * @returns The number of moves taken to progress from (x1, y1) to (x2, y2), assuming no obstacles
- */
-int Board::NumberOfMoves(int x1, int y1, int x2, int y2)
-{
-       return (abs(x2 - x1) + abs(y2 - y1)); //Pieces can't move diagonally, so this is pretty straight forward
-}
-
-/**
- * Searches the board's red and blue arrays for the piece, and removes it
- * DOES NOT delete the piece. Calling function should delete piece after calling this function.
- * @param forget - The Piece to forget about
- * @returns true if the piece was actually found
- */
-bool Board::ForgetPiece(Piece * forget)
-{      
-       if (forget == NULL)
-               return false;
-       
-       vector<Piece*> & in = GetPieces(forget->colour); bool result = false;
-       vector<Piece*>::iterator i=in.begin(); 
-       while (i != in.end())
-       {
-               
-               if ((*i) == forget)
-               {
-                       i = in.erase(i);
-                       result = true;
-                       
-                       continue;
-               }
-               ++i;
-               
-       }
-
-       
-       return result;
-}
-
-/**
- * Gets the closest Piece of a specified colour to a point
- * @param x The x coordinate of the point
- * @param y The y coordinate of the point
- * @param colour The colour that the piece must match (may be Piece::BOTH to match either colour)
- * @returns Piece* pointing to the closest piece of a matching colour, NULL if no piece found
- */
-Piece * Board::GetClosest(int x, int y, const Piece::Colour & colour) const
-{
-       if (x < 0 || y < 0 || x >= width || y >= height)
-               return NULL;
-
-       for (int dist = 0; dist < max<int>(width, height); ++dist)
-       {
-               
-               for (int yy = y-dist; yy <= y+dist; ++yy)
-               {
-                       Piece * get = Get(x+dist, y);
-                       if ((get != NULL) && (get->colour == colour || colour == Piece::BOTH))
-                               return get;
-               }
-               for (int yy = y-dist; yy <= y+dist; ++yy)
-               {
-                       Piece * get = Get(x-dist, y);
-                       if ((get != NULL) && (get->colour == colour || colour == Piece::BOTH))
-                               return get;
-               }
-               for (int xx = x-dist; xx <= x+dist; ++xx)
-               {
-                       Piece * get = Get(xx, y+dist);
-                       if ((get != NULL) && (get->colour == colour || colour == Piece::BOTH))
-                               return get;
-               }
-               for (int xx = x-dist; xx <= y+dist; ++xx)
-               {
-                       Piece * get = Get(xx, y-dist);
-                       if ((get != NULL) && (get->colour == colour || colour == Piece::BOTH))
-                               return get;
-               }
-
-       }
-       
-       return NULL;
-       
-       
-       
-       
-}
-
-/**
- * Construct the Forfax AI
- */
-Forfax::Forfax() : board(NULL), colour(Piece::NONE), strColour("NONE"), turnNumber(0)
-{
-       //By default, Forfax knows nothing; the main function in main.cpp calls Forfax's initialisation functions
-       srand(time(NULL));
-}
-
-/**
- * Destroy Forfax
- */
-Forfax::~Forfax()
-{
-       //fprintf(stderr,"Curse you mortal for casting me into the fires of hell!\n");
-       //Errr...
-       if (board != NULL)
-               delete board;
-}
-
-/**
- * Calculate the probability that attacker beats defender in combat
- * @param attacker The attacking piece
- * @param defender The defending piece
- * @returns A double between 0 and 1 indicating the probability of success
- */
-
-double Forfax::CombatSuccessChance(Piece * attacker, Piece * defender) const
-{
-       double probability=1;
-       for (Piece::Type aRank = attacker->minRank; aRank <= attacker->maxRank; aRank = (Piece::Type)((int)(aRank) + 1))
-       {
-               double lesserRanks=0; double greaterRanks=0;
-               for (Piece::Type dRank = defender->minRank; dRank <= defender->maxRank; dRank = (Piece::Type)((int)(dRank) + 1))
-               {
-                       if (dRank < aRank)
-                               lesserRanks += remainingUnits[defender->colour][(int)(dRank)];
-                       else if (dRank > aRank)
-                               greaterRanks += remainingUnits[defender->colour][(int)(dRank)];
-                       else
-                       {
-                               lesserRanks++; greaterRanks++;
-                       }
-               }
-               probability *= lesserRanks/(lesserRanks + greaterRanks);
-       }
-       return probability;
-}
-
-/**
- * Calculate the score of a move
- * TODO: Alter this to make it better
- * @param piece - The Piece to move
- * @param dir - The direction in which to move
- * @returns a number between 0 and 1, indicating how worthwhile the move is, or a negative number (-1) if the move is illegal
- */
-double Forfax::MovementScore(Piece * piece, const Board::Direction & dir) const
-{
-       assert(piece != NULL);
-
-       
-       int x2 = piece->x; int y2 = piece->y;
-       Board::MoveInDirection(x2, y2, dir);
-
-       
-
-       double basevalue;
-       if (!board->ValidPosition(x2, y2) || !piece->Mobile())
-       {
-               
-               return -1; //No point attempting to move immobile units, or moving off the edges of the board
-       }
-       else if (board->Get(x2, y2) == NULL)
-       {
-               //If the position is empty...
-               Piece * closestEnemy = board->GetClosest(x2, y2, Piece::Opposite(piece->colour));
-               if (closestEnemy == NULL)
-               {
-                       basevalue = 0.05*IntrinsicWorth(x2, y2); //Should never get this unless there are no enemies left
-               }
-               else
-               {
-                       //Allocate score based on score of Combat with nearest enemy to the target square, decrease with distance between target square and the enemy
-                       double multiplier = (double)(max<int>(board->Width(), board->Height()) - Board::NumberOfMoves(closestEnemy->x, closestEnemy->y, x2, y2)) / (double)(max<int>(board->Width(), board->Height()));
-
-                       basevalue = CombatScore(closestEnemy->x, closestEnemy->y, piece)*multiplier*multiplier;
-
-               }
-               
-               
-       }
-       else if (board->Get(x2, y2)->colour != Piece::Opposite(piece->colour))
-       {
-               return -1; //The position is occupied by an ally, and so its pointless to try and move there
-       }
-       else 
-       {
-               basevalue = CombatScore(x2, y2, piece); //The position is occupied by an enemy; compute combat score
-               
-       }
-
-       if (basevalue > 0)
-       {
-               //Hack which decreases score for units that moved recently
-               //Does not decrease below a threshold (so that at the start of the game units will actually move!)
-               double oldValue = basevalue;
-               basevalue -= (double)(1.0/((double)(1.0 + (turnNumber - piece->lastMove))));
-               if (basevalue < oldValue/1000.0)
-                       basevalue = oldValue/1000.0;
-       }
-       
-
-       if (x2 == piece->lastx && y2 == piece->lasty) //Hack which decreases score for backtracking moves
-               basevalue = basevalue/100;
-
-       if (rand() % 10 == 0) //Hack which introduces some randomness by boosting one in every 10 scores
-               basevalue *= 4;
-       if (basevalue > 1)
-               basevalue = 1;
-       return basevalue;
-}
-
-
-/**
- * Initialisation for Forfax
- * Reads information from stdin about the board, and Forfax's colour. Initialises board, and prints appropriate setup to stdout.
- * @returns true if Forfax was successfully initialised, false otherwise.
- */
-Forfax::Status Forfax::Setup()
-{
-       //The first line is used to identify Forfax's colour, and the size of the board
-       //Currently the name of the opponent is ignored.
-
-       //Forfax then responds with a setup.
-       //Forfax only uses one of two setups, depending on what colour he was assigned.
-       
-       
-       //Variables to store information read from stdin
-       strColour.clear();
-       string strOpponent; int boardWidth; int boardHeight;
-
-       cin >> strColour; cin >> strOpponent; cin >> boardWidth; cin >> boardHeight;
-       if (cin.get() != '\n')
-               return NO_NEWLINE;
-       
-       //Determine Forfax's colour and respond with an appropriate setup
-       if (strColour == "RED")
-       {
-               colour = Piece::RED;
-               cout << "FB8sB479B8\n";
-               cout << "BB31555583\n";
-               cout << "6724898974\n";
-               cout << "967B669999\n";
-       }
-       else if (strColour == "BLUE")
-       {
-               colour = Piece::BLUE;
-               cout << "967B669999\n"; 
-               cout << "6724898974\n";
-               cout << "BB31555583\n";
-               cout << "FB8sB479B8\n";
-       }
-       else
-               return INVALID_QUERY;
-
-
-       //Create the board
-       //NOTE: At this stage, the board is still empty. The board is filled on Forfax's first turn
-       //      The reason for this is because the opponent AI has not placed pieces yet, so there is no point adding only half the pieces to the board
-       
-       board = new Board(boardWidth, boardHeight);
-       if (board == NULL)
-               return BOARD_ERROR;
-       return OK;
-}
-
-/**
- * Make a single move
- * 1. Read result of previous move from stdin (or "START" if Forfax is RED and it is the very first move)
- * 2. Read in board state from stdin (NOTE: Unused - all information needed to maintain board state is in 1. and 4.)
- *     TODO: Considering removing this step from the protocol? (It makes debugging annoying because I have to type a lot more!)
- * 3. Print desired move to stdout
- * 4. Read in result of chosen move from stdin
- * @returns true if everything worked, false if there was an error or unexpected query
- */
-Forfax::Status Forfax::MakeMove()
-{
-       ++turnNumber;
-       
-       if (turnNumber == 1)
-       {
-               Status firstMove = MakeFirstMove();
-               if (firstMove != OK)
-                       return firstMove;
-       }
-       else
-       {
-               //Read and interpret the result of the previous move
-               Status interpret = InterpretMove();
-               if (interpret != OK) {return interpret;}
-
-               //Forfax ignores the board state; he only uses the move result lines
-               #ifndef DEBUG
-               for (int y=0; y < board->Height(); ++y)
-               {
-                       for (int x = 0; x < board->Width(); ++x)
-                               cin.get();
-                       if (cin.get() != '\n')
-                               return NO_NEWLINE;
-               }
-               #endif //DEBUG
-               
-       }
-       
-       //Now compute the best move
-       // 1. Construct list of all possible moves
-       //      As each move is added to the list, a score is calculated for that move. 
-       //      WARNING: This is the "tricky" part!
-       // 2. Sort the moves based on their score
-       // 3. Simply use the highest scoring move!
-       
-       list<MovementChoice> choices;
-       vector<Piece*> & allies = board->GetPieces(colour);
-       for (vector<Piece*>::iterator i = allies.begin(); i != allies.end(); ++i)
-       {
-               choices.push_back(MovementChoice((*i), Board::UP, *this));
-               choices.push_back(MovementChoice((*i), Board::DOWN, *this));
-               choices.push_back(MovementChoice((*i), Board::LEFT, *this));
-               choices.push_back(MovementChoice((*i), Board::RIGHT, *this));
-
-       }
-       
-       choices.sort(); //Actually sort the choices!!!
-       MovementChoice & choice = choices.back(); //The best one is at the back, because sort() sorts the list in ascending order
-       
-       
-
-       //Convert information about the move into a printable form
-       string direction;  Board::DirToStr(choice.dir, direction);
-
-       //Print chosen move to stdout
-       cout << choice.piece->x << " " << choice.piece->y << " " << direction << "\n";
-
-       //cerr << "\nForfax move " << choice.piece->x << " " << choice.piece->y << " " << direction << " [score = " << choice.score << "]\n";
-
-
-
-       
-       //Interpret the result of the chosen move
-       return InterpretMove();
-
-       
-
-}
-
-/**
- * Reads and interprets the result of a move
- * Reads information from stdin
- * @returns true if the result was successfully interpreted, false if there was a contradiction or error
- */
-Forfax::Status Forfax::InterpretMove()
-{
-       //Variables to store move information
-       int x; int y; string direction; string result = ""; int multiplier = 1; 
-       Piece::Type attackerRank = Piece::NOTHING;
-       Piece::Type defenderRank = Piece::NOTHING;
-
-       //Read in information from stdin
-       cin >> x; cin >> y; cin >> direction; cin >> result;
-
-       //If necessary, read in the ranks of involved pieces (this happens if the outcome was DIES or KILLS or BOTHDIE)
-       if (cin.peek() != '\n')
-       {
-               string buf = "";                
-               stringstream s(buf);
-               cin >> buf;
-               s.clear(); s.str(buf);
-               char temp;
-               s >> temp;
-               attackerRank = Piece::GetType(temp);
-
-               buf.clear();
-               cin >> buf;     
-               s.clear(); s.str(buf);
-               s >> temp;
-               defenderRank = Piece::GetType(temp);
-
-               
-       }
-       
-       //TODO: Deal with move multipliers somehow (when a scout moves more than one space)
-
-       //Check that the line ends where expected...
-       if (cin.get() != '\n')
-       {
-               return NO_NEWLINE;
-       }
-
-
-
-       
-
-
-
-       //Work out the square moved into
-       int x2 = x; int y2 = y;
-       Board::Direction dir = Board::StrToDir(direction);
-
-       Board::MoveInDirection(x2, y2, dir, multiplier);
-
-
-       //Determine the attacker and defender (if it exists)
-       Piece * attacker = board->Get(x, y);
-       Piece * defender = board->Get(x2, y2);
-
-
-       //If ranks were supplied, update the known ranks of the involved pieces
-       if (attackerRank != Piece::NOTHING && attacker != NULL)
-       {
-               //assert(attacker->minRank <= attackerRank && attacker->maxRank >= attackerRank);
-               attacker->minRank = attackerRank;
-               attacker->maxRank = attackerRank;
-       }
-       if (defenderRank != Piece::NOTHING && defender != NULL)
-       {
-               //assert(defender->minRank <= defenderRank && defender->maxRank >= defenderRank);
-               defender->minRank = defenderRank;
-               defender->maxRank = defenderRank;
-
-       }
-
-       //There should always be an attacking piece (but not necessarily a defender)
-       if (attacker == NULL)
-               return EXPECTED_ATTACKER;
-
-
-       attacker->lastMove = turnNumber; //Update stats of attacking piece (last move)
-
-       //Eliminate certain ranks from the possibilities for the piece based on its movement
-       //(This is useful if the piece was an enemy piece)
-       if (attacker->minRank == Piece::FLAG)
-               attacker->minRank = Piece::SPY;
-       if (attacker->maxRank == Piece::BOMB)
-               attacker->maxRank = Piece::MARSHAL;
-       if (multiplier > 1)
-       {
-               attacker->maxRank = Piece::SCOUT;
-               attacker->minRank = Piece::SCOUT;
-       }
-
-
-
-
-       //Now look at the result of the move (I wish you could switch strings in C++)
-
-
-       //The move was uneventful (attacker moved into empty square)
-       if (result == "OK")
-       {
-               if (defender != NULL)
-                       return UNEXPECTED_DEFENDER;
-
-               //Update board and piece
-               board->Set(x2, y2, attacker);
-               board->Set(x, y, NULL);
-               attacker->lastx = attacker->x;
-               attacker->lasty = attacker->y;
-               attacker->x = x2;
-               attacker->y = y2;
-       }
-       else if (result == "KILLS") //The attacking piece killed the defending piece
-       {
-               if (defender == NULL || defender->colour == attacker->colour)
-                       return COLOUR_MISMATCH;
-
-
-               
-
-               board->Set(x2, y2, attacker);
-               board->Set(x, y, NULL);
-               attacker->lastx = attacker->x;
-               attacker->lasty = attacker->y;
-               attacker->x = x2;
-               attacker->y = y2;
-
-               remainingUnits[(int)(defender->colour)][(int)(defenderRank)]--;
-               
-
-               if (!board->ForgetPiece(defender))
-                       return NO_DEFENDER;
-               delete defender;
-
-       }
-       else if (result == "DIES") //The attacking piece was killed by the defending piece
-       {
-               
-               if (defender == NULL || defender->colour == attacker->colour)
-                       return COLOUR_MISMATCH;
-
-               remainingUnits[(int)(attacker->colour)][(int)(attackerRank)]--;
-
-               if (!board->ForgetPiece(attacker))
-                       return NO_ATTACKER;
-               delete attacker;
-
-               board->Set(x, y, NULL);
-       }
-       else if (result == "BOTHDIE") //Both attacking and defending pieces died
-       {
-               if (defender == NULL || defender->colour == attacker->colour)
-                       return COLOUR_MISMATCH;
-
-               remainingUnits[(int)(defender->colour)][(int)(defenderRank)]--;
-               remainingUnits[(int)(attacker->colour)][(int)(attackerRank)]--;
-
-               if (board->ForgetPiece(attacker) == false)
-                       return NO_ATTACKER;
-               if (board->ForgetPiece(defender) == false)
-                       return NO_DEFENDER;
-               delete attacker;
-               delete defender;
-               board->Set(x2, y2, NULL);
-               board->Set(x, y, NULL);
-       }
-       else if (result == "VICTORY") //The attacking piece captured a flag
-       {
-               return VICTORY; 
-               
-       }
-       return OK;
-}
-
-/**
- * Forfax's first move
- * Sets the state of the board
- * @returns true if the board was successfully read, false if an error occurred.
- *
- */
-Forfax::Status Forfax::MakeFirstMove()
-{
-       if (colour == Piece::RED)
-       {
-               string derp;
-               cin >> derp;
-               if (derp != "START")
-                       return INVALID_QUERY;
-               if (cin.get() != '\n')
-                       return NO_NEWLINE;
-       }
-       else
-       {
-               //TODO: Fix hack where BLUE ignores RED's first move
-               while (cin.get() != '\n');
-       }
-       
-       for (int y=0; y < board->Height(); ++y)
-       {
-               for (int x = 0; x < board->Width(); ++x)        
-               {
-                       char c = cin.get();
-                       switch (c)
-                       {
-                               case '.': //Empty square
-                                       break;
-                               case '+': //Boulder/Obstacle
-                                       board->Set(x, y, new Piece(x, y, Piece::NONE, Piece::BOULDER));
-                                       break;
-                               case '#': //Enemy piece occupies square
-                               case '*':
-                               {
-                                       Piece * toAdd = new Piece(x, y, Piece::Opposite(colour));
-                                       board->Set(x, y, toAdd);
-                                       board->GetPieces(toAdd->colour).push_back(toAdd);
-                                       break;
-                               }
-                               default: //Allied piece occupies square
-                               {
-                                       Piece::Type type = Piece::GetType(c);
-                                       Piece * toAdd = new Piece(x, y, colour, type);
-                                       board->Set(x, y, toAdd);
-                                       board->GetPieces(toAdd->colour).push_back(toAdd);
-                                       break;
-                               }
-                       }
-               }
-               if (cin.get() != '\n')
-                       return NO_NEWLINE;
-       }
-       
-       return OK;
-}
-
-/**
- * Calculates the intrinsic strategic worth of a point on the board
- * @param x the x coordinate of the point
- * @param y the y coordinate of the point
- * @returns a value between 0 and 1, with 0 indicating worthless and 1 indicating highly desirable
- * (NOTE: No points will actually be worth 0)
- */
-double Forfax::IntrinsicWorth(int x, int y) const
-{
-       static double intrinsicWorth[][10][10] =
-       {
-               //Red
-               {
-               {0.1,0.5,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1},
-               {0.5,0.5,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1},
-               {0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2},
-               {0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3},
-               {0.6,0.6,0.1,0.1,0.65,0.65,0.1,0.1,0.6,0.6},
-               {0.6,0.6,0.1,0.1,0.65,0.65,0.1,0.1,0.6,0.6},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7}
-
-
-               },
-               //Blue
-               {
-               {0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.6,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.7,0.6},
-               {0.6,0.6,0.1,0.1,0.65,0.65,0.1,0.1,0.6,0.6},
-               {0.6,0.6,0.1,0.1,0.65,0.65,0.1,0.1,0.6,0.6},
-               {0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3,0.3},
-               {0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2,0.2},
-               {0.5,0.5,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1},
-               {0.1,0.5,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1}
-               }
-       };
-
-       return intrinsicWorth[(int)(colour)][x][y];
-}
-
-/**
- * Calculates a score assuming that attacker will beat defender, indicating how much killing that piece is worth
- * @param attacker the Attacking piece
- * @param defender the Defending piece
- * @returns a value between 0 and 1, with 0 indicating worthless and 1 indicating highly desirable
- */
-double Forfax::VictoryScore(Piece * attacker, Piece * defender) const
-{
-
-       //If defender's rank is known, flags or bombs are worth more than usual
-       if (defender->minRank == defender->maxRank)
-       {
-               if (defender->minRank == Piece::FLAG)
-                       return 1;
-               else if (defender->minRank == Piece::BOMB)
-                       return 0.9;
-       }
-       //Return average of normalised defender ranks
-       return max<double>(((defender->maxRank / Piece::BOMB) + (defender->minRank / Piece::BOMB))/2, 1);
-}
-
-/**
- * Calculates a score assuming that attacker will lose to defender, indicating how much learning the rank of that piece is worth
- * @param attacker the Attacking piece
- * @param defender the Defending piece
- * @returns a value between 0 and 1, with 0 indicating worthless and 1 indicating highly desirable
- */
-double Forfax::DefeatScore(Piece * attacker, Piece * defender) const
-{
-       
-       double result = 0;
-       if (defender->minRank == defender->maxRank) //If the defender's rank is known for certain...
-       {
-               if (defender->minRank == Piece::BOMB) //Committing suicide to destroy bombs has a value that decreases with the attacker's rank
-                       result = 1 - 0.5*(double)((double)(attacker->minRank) / (double)(Piece::BOMB));
-               else if (defender->minRank == Piece::FLAG)
-                       result = 1; //Its impossible to lose to the flag anyway...
-               else
-               {
-                       //This is committing suicide on a higher ranked non-bomb enemy piece.
-                       //Basically pointless, but the greater the attacker's rank the more pointless!
-                       double temp = (double)((double)(attacker->minRank) / (double)(Piece::BOMB));
-                       result = 0.01*(1 - temp)*(1 - temp);
-
-                       
-               }
-       }       
-       else //The defender's rank is not known
-       {
-
-               //Score is allocated based on how much knowledge is gained by attacking defender
-               //The more possible ranks for the defender, the greater the score
-               //The score decreases as the rank of the attacker is increased.
-
-               double possibleRanks = 0; double totalRanks = 0; double bonus = 0; 
-               for (Piece::Type rank = Piece::NOTHING; rank <= Piece::BOMB; rank = Piece::Type((int)(rank) + 1))
-               {
-                       totalRanks += remainingUnits[(int)(defender->colour)][(int)(rank)];
-
-                       if (rank >= defender->minRank && rank <= defender->maxRank)
-                       {
-                               possibleRanks += remainingUnits[(int)(defender->colour)][(int)(rank)];
-                               if (rank == Piece::BOMB)
-                                       bonus += remainingUnits[(int)(defender->colour)][(int)(rank)];
-                               if (rank == Piece::FLAG)
-                                       bonus += 2*remainingUnits[(int)(defender->colour)][(int)(rank)];
-                       }
-                       
-               }
-
-
-               if (totalRanks > 0)
-               {
-                       double multiplier = ((double)(Piece::BOMB) - (double)(attacker->minRank)) / (double)(Piece::BOMB);
-                       result = (possibleRanks/totalRanks) * multiplier * multiplier;
-               }
-
-               result += bonus / totalRanks;
-               
-               if (result > 1)
-                       result = 1;
-       }
-
-       if (attacker->minRank == Piece::SPY) //Spies are slightly more valuable than usual since they kill the Marshal
-               result = result / 1.5;
-       return result;
-
-}
-
-/**
- * Calculates a score indicating the worth of invoking combat in a square
- * @param x The x coordinate
- * @param y The y coordinate
- * @param attacker The piece invoking the combat
- * @returns A value between 0 in 1, with 0 indicating worthless (or no combat) and 1 indicating highest value
- */
-double Forfax::CombatScore(int x, int y, Piece * attacker) const
-{
-       Piece * defender = board->Get(x, y);
-       if (defender == NULL)
-               return 0;
-       double combatSuccess = CombatSuccessChance(attacker, defender);
-       return IntrinsicWorth(x, y)*combatSuccess*VictoryScore(attacker, defender) + (1.0 - combatSuccess)*DefeatScore(attacker, defender);             
-}
-
-/**
- * DEBUG - Print the board seen by Forfax to a stream
- * @param out The stream to print to
- */
-void Forfax::PrintBoard(ostream & out)
-{
-       for (int y = 0; y < board->Height(); ++y)
-       {
-               for (int x = 0; x < board->Width(); ++x)
-               {
-                       Piece * at = board->Get(x, y);
-                       if (at == NULL)
-                               out << ".";
-                       else
-                       {
-                               if (at->colour == colour)
-                               {
-                                       out << Piece::tokens[(int)(at->minRank)];
-                               }
-                               else if (at->colour == Piece::Opposite(colour))
-                               {
-                                       out << "#";
-                               }
-                               else
-                               {
-                                       out << "+";
-                               }
-                       }
-               }
-               out << "\n";
-       }
-}
-
-//EOF
-

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