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Copy pathAI2_check_insert_conditions.cpp
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AI2_check_insert_conditions.cpp
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#include "AI.h"
#include "board.h"
void count2(Board* t, int& p1pob, int& pAIpob)
{
for (int i = 0; i < BAR_SIZE; ++i)
{
if (t->player_1_bar[i] == 'B') { p1pob++; }
if (t->player_2_bar[i] == 'R') { pAIpob++; }
}
}
bool AI2_check_insert_conditions(Board* t, Player* p, int i, int j, const char c, int dv)
{
int p1pob = 0;
int pAIpob = 0;
count2(t, p1pob, pAIpob);
// Empty column
if (t->pawns[i + dv][0] == 'E')
{
t->pawns[i][j] = 'E';
t->pawns[i + dv][0] = c;
return true;
}
// Zbicie piona
else if (t->pawns[i + dv][0] == 'B' && t->pawns[i + dv][1] == 'E')
{
t->pawns[i][j] = 'E';
t->pawns[i + dv][0] = c;
t->player_1_bar[p1pob] = 'B';
p1pob++;
print_table(t); // Show new bar immediately
return true;
}
// Column is arleady occupied by AI pawns and we are able to insert the pawn
else if (t->pawns[i + dv][0] == c &&
t->pawns[i + dv][NUMBER_OF_ROWS_IN_COLUMN - 1] != c) // Case when column is fully occupied
{
for (size_t k = 0; k < NUMBER_OF_ROWS_IN_COLUMN; ++k)
{
if (t->pawns[i + dv][k] == 'E')
{
t->pawns[i + dv][k] = 'R';
t->pawns[i][j] = 'E';
return true;
}
}
}
return false;
}