#ifndef FORFAX_H #define FORFAX_H #include //Uses C++ std::vectors to store pieces #include //Uses C++ std::string /** * Header for the sample Stratego AI "forfax" * @author Sam Moore 2011 */ class Board; /** * Class to represent a piece on the board */ class Piece { public: typedef enum {ERROR=14,BOMB=13,MARSHAL=12, GENERAL=11, COLONEL=10, MAJOR=9, CAPTAIN=8, LIEUTENANT=7, SERGEANT=6, MINER=5, SCOUT=4, SPY=3, FLAG=2,BOULDER=1, NOTHING=0} Type; //Type basically defines how strong the piece is typedef enum {RED=0, BLUE=1, NONE, BOTH} Colour; //Used for the allegiance of the pieces - terrain counts as NONE. Piece(int newX, int newY,const Colour & newColour); Piece(int newX, int newY,const Colour & newColour, const Colour & rankKnownBy, const Type & fixedRank); virtual ~Piece() {} void SetCoords(int newX, int newY) {x = newX; y = newY;} void GetCoords(int & storeX, int & storeY) const {storeX = x; storeY = y;} const Colour & GetColour() const {return colour;} static char tokens[]; //The tokens used to identify various pieces static int maxUnits[]; //The maximum allowed number of units of each piece static Type GetType(char fromToken); //Retrieves the type of a piece given its character token static Colour Opposite(const Colour & colour) {return colour == RED ? BLUE : RED;} int x; int y; const Colour colour; //The colour of the piece Type minRank[2]; //The minimum possible rank of the piece, according to each colour Type maxRank[2]; //The maximum possible rank of the piece, according to each colour int lastMove; }; /** * Class to represent a board */ class Board { public: Board(int width, int height); virtual ~Board(); std::vector & GetPieces(const Piece::Colour & colour) {return colour == Piece::RED ? red : blue;} //retrieve array of pieces Piece * Get(int x, int y) const; //Retrieve single piece Piece * Set(int x, int y, Piece * newPiece); //Add piece to board int Width() const {return width;} int Height() const {return height;} typedef enum {UP=0, DOWN=1, LEFT=2, RIGHT=3, NONE=4} Direction; static Direction StrToDir(const std::string & str); static void DirToStr(const Direction & dir, std::string & buffer); static void MoveInDirection(int & x, int & y, const Direction & dir, int multiplier = 1); static Direction DirectionBetween(int x1, int y1, int x2, int y2); static int redUnits[]; static int blueUnits[]; bool ForgetPiece(Piece * forget); //removes piece from the red and blue vectors private: friend class Forfax; int width; int height; Piece ** * board; std::vector red; //Store all red pieces std::vector blue; //Store all blue pieces }; /** * Small class to manage the Forfax AI */ class Forfax { public: Forfax(); virtual ~Forfax(); bool Setup(); //Waits for input to determine colour and board size, and then responds with setup bool MakeMove(); //Should be called each turn - determines Forfax's move double CombatSuccessChance(Piece * attacker, Piece * defender, const Piece::Colour & accordingTo) const; double MovementBaseScore(Piece * move, const Board::Direction & dir, const Piece::Colour & accordingTo) const; double MovementTotalScore(Piece * move, const Board::Direction & dir, const Piece::Colour & accordingTo) const; protected: bool MakeFirstMove(); //Should only be called on the first turn bool InterpretMove(); private: Board * board; //Forfax stores the state on a board Piece::Colour colour; //Forfax needs to know his colour std::string strColour; //String of colour int turnNumber; //Forfax needs to know what turn number it is int remainingUnits[14][2][2]; //Known remaining units, accessed by (type, colour, accordingTo) }; class MovementChoice { public: MovementChoice(Piece * newPiece, const Board::Direction & newDir, const Forfax & forfax, const Piece::Colour & accordingTo) : piece(newPiece), dir(newDir) { score = forfax.MovementBaseScore(piece, dir, accordingTo); } MovementChoice(const MovementChoice & cpy) : piece(cpy.piece), dir(cpy.dir), score(cpy.score) { } bool operator<(const MovementChoice & a) const {return score < a.score;} bool operator>(const MovementChoice & a) const {return score > a.score;} bool operator<=(const MovementChoice & a) const {return score <= a.score;} bool operator>=(const MovementChoice & a) const {return score >= a.score;} bool operator==(const MovementChoice & a) const {return score == a.score;} bool operator!=(const MovementChoice & a) const {return score != a.score;} Piece * piece; Board::Direction dir; double score; }; class MovementTotalChoice : public MovementChoice { public: MovementTotalChoice(Piece * newPiece, const Board::Direction & newDir, const Forfax & forfax, const Piece::Colour & accordingTo) : MovementChoice(newPiece, newDir, forfax, accordingTo) { score = score/(forfax.MovementTotalScore(piece, dir, Piece::Opposite(accordingTo))); } }; #endif //FORFAX_H //EOF