Added C++ agent
[progcomp2013.git] / agents / agent++ / qchess.cpp
diff --git a/agents/agent++/qchess.cpp b/agents/agent++/qchess.cpp
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+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file qchess.h
+ * @purpose Definitions for game related classes; Piece, Square, Board
+ */
+
+#include "qchess.h"
+#include <cassert>
+
+using namespace std;
+
+/**
+ * @constructor
+ * @param new_x, new_y - Position of piece
+ * @param new_colour - Colour of piece
+ * @param type1, type2 - Types of piece
+ * @param index - Index for initial type of piece
+ */
+Piece::Piece(int new_x, int new_y, const string & new_colour, const string & type1, const string & type2, int index)
+       : x(new_x), y(new_y), colour(new_colour), type_index(index), types(), current_type()
+{
+       types[0] = type1; types[1] = type2;
+       if (index < 0 || index >= 2)
+       {
+               current_type = "unknown";
+       }
+       else
+       {
+               current_type = types[index];
+       }
+}
+
+/**
+ * @constructor
+ * @param cpy - Piece to copy construct from
+ */
+Piece::Piece(const Piece & cpy) : x(cpy.x), y(cpy.y), colour(cpy.colour), type_index(cpy.type_index)
+{
+       types[0] = cpy.types[0];
+       types[1] = cpy.types[1];
+}
+
+/**
+ * @constructor
+ * @param choose_types - Indicates whether Board should setup the 2nd types of pieces; default false
+ */
+Board::Board(bool choose_types)
+{
+
+       // initialise all the Squares
+       for (int x = 0; x < BOARD_WIDTH; ++x)
+       {
+               for (int y = 0; y < BOARD_HEIGHT; ++y)
+               {
+                       grid[x][y].x = x;
+                       grid[x][y].y = y;
+               }
+       }
+
+       // const arrays simplify below code
+       string colours[] = {"black", "white"};
+       string types[] = {"rook", "bishop", "knight", "queen", "pawn"};
+
+       // frequency of each type of piece
+       map<string, int> freq;
+       freq["rook"] = 2;
+       freq["bishop"] = 2;
+       freq["knight"] = 2;
+       freq["queen"] = 1;
+       freq["pawn"] = 8;
+       
+       // for white and black...
+       for (int i = 0; i < 2; ++i)
+       {
+               vector<Piece*> & v = pieces(colours[i]); // get vector of pieces
+               
+               
+
+               // add pawns
+               int y = (i == 0) ? 1 : BOARD_HEIGHT-2;
+               for (int x = 0; x < BOARD_WIDTH; ++x)
+               {       
+                       Piece * p = new Piece(x, y, colours[i], "pawn", "unknown");
+                       v.push_back(p);
+               }               
+
+               // add other pieces
+               y = (i == 0) ? 0 : BOARD_HEIGHT-1;
+               v.push_back(new Piece(0, y, colours[i], "rook", "unknown"));
+               v.push_back(new Piece(BOARD_WIDTH-1, y, colours[i], "rook", "unknown"));
+               v.push_back(new Piece(1, y, colours[i], "knight", "unknown"));
+               v.push_back(new Piece(BOARD_WIDTH-2, y, colours[i], "knight", "unknown"));
+               v.push_back(new Piece(2, y, colours[i], "bishop", "unknown"));
+               v.push_back(new Piece(BOARD_WIDTH-3, y, colours[i], "bishop", "unknown"));
+               v.push_back(new Piece(3, y, colours[i], "queen", "unknown"));
+
+               Piece * k = new Piece(4, y, colours[i], "king", "king", 1);
+               if (i == 0)
+                       white_king = k;
+               else
+                       black_king = k;
+               v.push_back(k);
+               
+               // add to board and choose second types if required
+               map<string, int> f(freq); 
+               int type2;
+               for (unsigned j = 0; j < v.size(); ++j)
+               {
+                       Piece * p = v[j];
+                       grid[p->x][p->y].piece = p;
+                       if (choose_types)
+                       {
+                               if (p->types[1] != "unknown")
+                                       continue;
+       
+                               do
+                               {
+                                       type2 = rand() % 5;
+                               } while (f[types[type2]] <= 0);
+                               f[types[type2]] -= 1;
+       
+                               p->types[1] = types[type2];                     
+                       }
+
+                       
+               }
+
+               
+
+       }
+
+}
+
+/**
+ * @constructor
+ * @param cpy - Board to copy construct from; each Piece in the copy will be *copied*
+ *             The Piece's in the copied Board may be altered without affecting the original
+ */
+Board::Board(const Board & cpy)
+{
+       for (int x = 0; x < BOARD_WIDTH; ++x)
+       {
+               for (int y = 0; y < BOARD_HEIGHT; ++y)
+               {
+                       grid[x][y].x = x;
+                       grid[x][y].y = y;
+
+                       if (cpy.grid[x][y].piece != NULL)
+                       {
+                               grid[x][y].piece = new Piece(*(cpy.grid[x][y].piece));
+                               pieces(grid[x][y].piece->colour).push_back(grid[x][y].piece);
+                       }
+               }
+       }
+}
+
+/**
+ * @destructor
+ */
+Board::~Board()
+{
+       white.clear();
+       black.clear();
+       for (int x = 0; x < BOARD_WIDTH; ++x)
+       {
+               for (int y = 0; y < BOARD_HEIGHT; ++y)
+               {
+                       delete grid[x][y].piece;
+               }
+       }
+
+}
+
+/**
+ * @funct Update_select
+ * @purpose Update Piece that has been selected
+ * @param x, y - Position of Piece to update
+ * @param index - 0 or 1 - State the Piece "collapsed" into
+ * @param type - Type of the Piece
+ */
+void Board::Update_select(int x, int y, int index, const string & type)
+{
+       cerr << "Updating " << x << "," << y << " " << grid[x][y].piece << " " << index << " " << type << "\n";
+       Square & s = grid[x][y];
+       assert(s.piece != NULL);
+       assert(index >= 0 && index < 2);
+       s.piece->type_index = index;
+       s.piece->types[index] = type;
+       s.piece->current_type = type;
+}
+
+/**
+ * @funct Update_move
+ * @purpose Move a Piece from one square to another
+ * @param x1, y1 - Coords of Square containing moving Piece
+ * @param x2, y2 - Coords of Square to move into
+ *     NOTE: Any Piece in the destination Square will be destroyed ("taken")
+ *             and the Board's other members updated accordingly
+ */
+void Board::Update_move(int x1, int y1, int x2, int y2)
+{
+       Square & s1 = grid[x1][y1];
+       Square & s2 = grid[x2][y2];
+       if (s2.piece != NULL)
+       {
+               vector<Piece*> & p = pieces(s2.piece->colour);
+               vector<Piece*>::iterator i = p.begin();
+               while (i != p.end())
+               {
+                       if (*i == s2.piece)
+                       {
+                               p.erase(i);
+                               break;
+                       }
+                       ++i;
+               }
+               Piece * k = king(s2.piece->colour);
+               if (k == s2.piece)
+               {
+                       if (k->colour == "white")
+                               white_king = NULL;
+                       else
+                               black_king = NULL;
+               }
+
+               delete s2.piece;
+       }       
+
+       s1.piece->x = s2.x;
+       s1.piece->y = s2.y;
+
+       s2.piece = s1.piece;
+       s1.piece = NULL;        
+}
+
+/**
+ * @funct Get_moves
+ * @purpose Get all moves for a Piece and store them
+ * @param p - Piece
+ * @param v - vector to store Squares in. Will *not* be cleared.
+ */
+void Board::Get_moves(Piece * p, vector<Square*> & v)
+{
+       assert(p->current_type != "unknown");
+       int x = p->x; int y = p->y;
+       if (p->current_type == "king")
+       {
+               Move(p, x+1, y, v);
+               Move(p, x-1, y, v);
+               Move(p, x, y+1, v);
+               Move(p, x, y-1, v);
+               Move(p, x+1, y+1, v);
+               Move(p, x+1, y-1, v);
+               Move(p, x-1, y+1, v);
+               Move(p, x-1, y-1, v);
+       }
+       else if (p->current_type == "knight")
+       {
+               Move(p, x+2, y+1, v);
+               Move(p, x+2, y-1, v);
+               Move(p, x-2, y+1, v);
+               Move(p, x-2, y-1, v);
+               Move(p, x+1, y+2, v);
+               Move(p, x-1, y+2, v);
+               Move(p, x+1, y-2, v);
+               Move(p, x-1, y-2, v); 
+       }
+       else if (p->current_type == "pawn")
+       {
+               int y1 = (p->colour == "white") ? BOARD_HEIGHT-2 : 1;
+               int y2 = (p->colour == "white") ? y1 - 2 : y1 + 2;
+               if (p->types[0] == "pawn" && p->y == y1)
+               {
+                       
+                       Move(p, x, y2, v);
+               }
+               y2 = (p->colour == "white") ? y - 1 : y + 1;
+               Move(p, x, y2, v);
+
+               if (Valid_position(x-1, y2) && grid[x-1][y2].piece != NULL)
+                       Move(p, x-1, y2, v);
+               if (Valid_position(x+1, y2) && grid[x+1][y2].piece != NULL)
+                       Move(p, x+1, y2, v);
+       }
+       else if (p->current_type == "bishop")
+       {
+               Scan(p, 1, 1, v);
+               Scan(p, 1, -1, v);
+               Scan(p, -1, 1, v);
+               Scan(p, -1, -1, v);
+       }
+       else if (p->current_type == "rook")
+       {
+               Scan(p, 1, 0, v);
+               Scan(p, -1, 0, v);
+               Scan(p, 0, 1, v);
+               Scan(p, 0, -1, v);
+       }
+       else if (p->current_type == "queen")
+       {
+               Scan(p, 1, 1, v);
+               Scan(p, 1, -1, v);
+               Scan(p, -1, 1, v);
+               Scan(p, -1, -1, v);
+               Scan(p, 1, 0, v);
+               Scan(p, -1, 0, v);
+               Scan(p, 0, 1, v);
+               Scan(p, 0, -1, v);
+       }
+
+} 
+
+/**
+ * @funct Move
+ * @purpose Add a move to the vector, if it is valid
+ * @param p - Piece that would move
+ * @param x, y - Destination Square coords
+ * @param v - vector to put the destination Square in, if the move is valid
+ */
+void Board::Move(Piece * p, int x, int y, vector<Square*> & v)
+{
+       if (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
+       {
+               v.push_back(&(grid[x][y]));
+       }
+       //else
+       //      cerr << "Square " << x << "," << y << " invalid; " << grid[x][y].piece << "\n";
+}
+
+/**
+ * @funct Scan
+ * @purpose Add moves in a specified direction to the vector, until we get to an invalid move
+ * @param p - Piece to start scanning from
+ * @param vx, vy - "velocity" - change in coords each move
+ * @param v - vector to store valid Squares in
+ */
+void Board::Scan(Piece * p, int vx, int vy, vector<Square*> & v)
+{
+       int x = p->x + vx;
+       int y = p->y + vy;
+       while (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
+       {
+               v.push_back(&(grid[x][y]));
+               x += vx;
+               y += vy;
+       }
+}

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