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gamestate.cpp
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gamestate.cpp
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#include "gamestate.hpp"
#include <iostream>
#include <algorithm>
#include <string>
using namespace std;
void print_number(int number) {
cout << number;
if (number < 10) {
cout << ' ';
}
return;
}
void print_board(GAMESTATE* gamestate) {
int current_hole_index;
cout << "+---";
for (int space_index = 0; space_index < NUMBER_OF_HOUSES_PER_SIDE; ++space_index) {
cout << "+--";
}
cout << "+---+\n";
// Print player B side
cout << "| ";
current_hole_index = PLAYER_TO_STORE_INDEX[PLAYER_B] - 1;
for (; current_hole_index > PLAYER_TO_STORE_INDEX[PLAYER_A]; --current_hole_index) {
cout << "|";
print_number(gamestate->board[current_hole_index]);
}
cout << "| |" << endl;
// Print Stores
cout << "|";
if (gamestate->board[PLAYER_TO_STORE_INDEX[PLAYER_B]] < 10) {
cout << ' ';
}
cout << gamestate->board[PLAYER_TO_STORE_INDEX[PLAYER_B]] << ' ';
for (int space_index = 0; space_index < NUMBER_OF_HOUSES_PER_SIDE; ++space_index) {
cout << "+--";
}
cout << "+ ";
print_number(gamestate->board[PLAYER_TO_STORE_INDEX[PLAYER_A]]);
cout << "|" << endl;
// Print player A side
cout << "| ";
current_hole_index = 0;
for (; current_hole_index < PLAYER_TO_STORE_INDEX[PLAYER_A]; ++current_hole_index) {
cout << "|";
print_number(gamestate->board[current_hole_index]);
}
cout << "| |" << endl;
cout << "+---";
for (int space_index = 0; space_index < NUMBER_OF_HOUSES_PER_SIDE; ++space_index) {
cout << "+--";
}
cout << "+---+\n\n";
cout << PLAYER_INDEX_TO_STRING[gamestate->current_player] << "'s turn.\n" << endl;
return;
}
void start_game(GAMESTATE* gs) {
int current_hole_index;
gs->current_player = PLAYER_A;
// Setup board
current_hole_index = 0;
fill_n(&gs->board[current_hole_index], NUMBER_OF_HOUSES_PER_SIDE, STARTING_SEEDS_PER_HOUSE);
current_hole_index = PLAYER_TO_STORE_INDEX[PLAYER_A] + 1;
fill_n(&gs->board[current_hole_index], NUMBER_OF_HOUSES_PER_SIDE, STARTING_SEEDS_PER_HOUSE);
gs->board[PLAYER_TO_STORE_INDEX[PLAYER_A]] = gs->board[PLAYER_TO_STORE_INDEX[PLAYER_B]] = 0;
gs->game_result = -1;
return;
}
bool is_valid_move(GAMESTATE* gamestate, int hole_index) {
int starter;
if (gamestate->current_player == PLAYER_A) {
starter = 0;
}
else {
starter = PLAYER_TO_STORE_INDEX[PLAYER_A] + 1;
}
if (hole_index < starter || hole_index > (starter + 5)) {
return false;
}
if (gamestate->board[hole_index] == 0) {
return false;
}
return true;
}
int do_capture(GAMESTATE* gs, int hole_index) {
if (is_valid_move(gs, hole_index) == false) {
gs->current_player ^= 1;
return 0;
}
int opposite_hole_index = ((2 * PLAYER_TO_STORE_INDEX[PLAYER_A]) - hole_index);
int seed_count = gs->board[opposite_hole_index];
if (CAPTURE_BOTH && (seed_count != 0) ) {
++seed_count;
--gs->board[hole_index];
}
gs->board[PLAYER_TO_STORE_INDEX[gs->current_player]] += seed_count;
gs->board[opposite_hole_index] = 0;
gs->current_player ^= 1;
return seed_count;
}
void undo_capture(GAMESTATE* gs, int hole_index, int seed_count) {
int opposite_hole_index = ((2 * PLAYER_TO_STORE_INDEX[PLAYER_A]) - hole_index);
gs->board[opposite_hole_index] += seed_count;
gs->board[PLAYER_TO_STORE_INDEX[gs->current_player]] -= seed_count;
return;
}
int sowing(GAMESTATE* gs, int hole_index, bool verify) {
if (verify) {
if (!is_valid_move(gs, hole_index)) {
throw(505);
}
}
int seed_count = gs->board[hole_index];
gs->board[hole_index] = 0;
bool first_cycle = true;
int opposite_player_index = (gs->current_player ^ 1);
while (seed_count > 0) {
++hole_index;
if (hole_index == NUMBER_OF_TOTAL_HOLES) {
hole_index = 0;
}
if (hole_index == PLAYER_TO_STORE_INDEX[gs->current_player]) {
first_cycle = false;
}
if (hole_index == PLAYER_TO_STORE_INDEX[opposite_player_index]) {
continue;
}
++gs->board[hole_index];
--seed_count;
}
if (hole_index == PLAYER_TO_STORE_INDEX[gs->current_player]) {
if (ALLOW_MULTIPLE_LAPS) {
return -1;
}
}
else if (gs->board[hole_index] == 1) {
if (ALLOW_CAPTURES) {
if (CAPTURE_ON_ONE_CYCLE) {
if (first_cycle) {
return do_capture(gs, hole_index);
}
}
else {
return do_capture(gs, hole_index);
}
}
}
else {
if (ALLOW_RELAY_SOWING) {
sowing(gs, hole_index, false);
return -2;
}
}
// Next player
gs->current_player ^= 1;
return 0;
}
void unsow(GAMESTATE* gs, int hole_index, int seed_count, int move_type) {
// Last player
gs->current_player ^= 1;
gs->board[hole_index] += seed_count;
while (seed_count > 0) {
++hole_index;
if (hole_index == NUMBER_OF_TOTAL_HOLES) {
hole_index = 0;
}
int opposite_player_index = (gs->current_player ^ 1);
if (hole_index == PLAYER_TO_STORE_INDEX[opposite_player_index]) {
continue;
}
--gs->board[hole_index];
--seed_count;
}
if (move_type > 0) {
undo_capture(gs, hole_index, move_type);
}
return;
}
void clear_side(GAMESTATE* gamestate, int side_to_clear) {
int starter;
int cumm_seeds = 0;
if (side_to_clear == PLAYER_A) {
starter = 0;
}
else {
starter = PLAYER_TO_STORE_INDEX[PLAYER_A] + 1;
}
for (int hole_index = starter; hole_index < starter + 6; ++hole_index) {
cumm_seeds += gamestate->board[hole_index];
gamestate->board[hole_index] = 0;
}
gamestate->board[PLAYER_TO_STORE_INDEX[side_to_clear]] += cumm_seeds;
return;
}
void update_game_result(GAMESTATE* gamestate) {
int player_a_score = gamestate->board[PLAYER_TO_STORE_INDEX[PLAYER_A]];
int player_b_score = gamestate->board[PLAYER_TO_STORE_INDEX[PLAYER_B]];
if (player_a_score > player_b_score) {
gamestate->game_result = PLAYER_A;
}
else if (player_b_score > player_a_score) {
gamestate->game_result = PLAYER_B;
}
else {
gamestate->game_result = NO_PLAYER;
}
return;
}
bool update_game_over(GAMESTATE* gamestate) {
int added_scores[2] = { 0, 0 };
for (int hole_index = 0; hole_index < 6; ++hole_index) {
added_scores[PLAYER_A] += gamestate->board[A_HOLE_RANGE[hole_index]];
added_scores[PLAYER_B] += gamestate->board[B_HOLE_RANGE[hole_index]];
}
if (added_scores[PLAYER_A] != added_scores[PLAYER_B]) {
if (added_scores[PLAYER_A] == 0) {
clear_side(gamestate, PLAYER_B);
update_game_result(gamestate);
return true;
}
if (added_scores[PLAYER_B] == 0) {
clear_side(gamestate, PLAYER_A);
update_game_result(gamestate);
return true;
}
return false;
}
else if (added_scores[PLAYER_A] == 0) {
update_game_result(gamestate);
return true;
}
return false;
}
int game_loop(GAMESTATE* gamestate, int (*player_a)( GAMESTATE* gs, int), int (*player_b)( GAMESTATE* gs, int), bool print_output, int opt_A, int opt_B)
{
while (gamestate->game_result == -1) {
if (print_output) {
print_board(gamestate);
}
if (update_game_over(gamestate)) {
break;
}
int hole_selected = -1;
switch (gamestate->current_player) {
case PLAYER_A:
hole_selected = player_a(gamestate, opt_A);
break;
case PLAYER_B:
hole_selected = player_b(gamestate, opt_B);
break;
}
try {
sowing(gamestate, hole_selected);
}
catch (...) {
cout << "MOVE ERROR!\n";
cout << "Tried move: " << HOLE_INDEX_TO_STRING[hole_selected] << " in position. \n";
print_board(gamestate);
return 2;
}
if (print_output) {
cout << "Hole selected: " << HOLE_INDEX_TO_STRING[hole_selected] << ".\n";
}
continue;
}
if (print_output) {
print_board(gamestate);
cout << "Game over!\n";
switch (gamestate->game_result) {
case PLAYER_A:
case PLAYER_B:
cout << "Game won by: " << PLAYER_INDEX_TO_STRING[gamestate->game_result] << '\n';
break;
case NO_PLAYER:
cout << "Game was a tie!\n";
break;
}
}
return true;
}