/// <summary>
    /// Gets the pip for the specified player.
    /// </summary>
    public int GetPip(BGPlayerID player)
    {
        if (Player != player || player == BGPlayerID.None)
        {
            return(0);
        }

        switch (ID)
        {
        case (BGPointID.HomeP1):
        case (BGPointID.HomeP2):
        {
            return(0);
        }

        case (BGPointID.JailP1):
        case (BGPointID.JailP2):
        {
            return(Count * 25);
        }

        default:
        {
            return(Count * ((Player == BGPlayerID.Player1) ? (1 + (int)ID) : (24 - (int)ID)));
        }
        }
    }
Exemple #2
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    /// <summary>
    /// Gets the outer table for the specified player.
    /// </summary>
    public BGPoint[] GetOuterTable(BGPlayerID player)
    {
        switch (player)
        {
        case (BGPlayerID.Player1):
        {
            BGPoint[] outerTable = new BGPoint[18];

            for (int i = 0; i < 18; i++)
            {
                outerTable[i] = this.m_Points[23 - i];
            }

            return(outerTable);
        }

        case (BGPlayerID.Player2):
        {
            BGPoint[] outerTable = new BGPoint[18];

            for (int i = 0; i < 18; i++)
            {
                outerTable[i] = this.m_Points[i];
            }

            return(outerTable);
        }

        default:
        {
            return(null);
        }
        }
    }
Exemple #3
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    /// <summary>
    /// Gets the inner table for the specified player.
    /// </summary>
    public BGPoint[] GetInnerTable(BGPlayerID player)
    {
        switch (player)
        {
        case (BGPlayerID.Player1):
        {
            BGPoint[] innerTable = new BGPoint[6];

            for (int i = 0; i < 6; i++)
            {
                innerTable[i] = this.m_Points[i];
            }

            return(innerTable);
        }

        case (BGPlayerID.Player2):
        {
            BGPoint[] innerTable = new BGPoint[6];

            for (int i = 0; i < 6; i++)
            {
                innerTable[i] = this.m_Points[23 - i];
            }

            return(innerTable);
        }

        default:
        {
            return(null);
        }
        }
    }
Exemple #4
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    /// <summary>
    /// Gets whether the specified player can bear off.
    /// A player can bear off checkers if the player does not have any checkers in the outer table or in jail.
    /// </summary>
    /// <param name="player"></param>
    /// <returns></returns>
    public bool CanBearOff(BGPlayerID player)
    {
        if (player == BGPlayerID.None)
        {
            return(false);
        }

        return(!GetOuterTable(player).Any(point => point.IsOccupiedBy(player)) && !GetJail(player).IsOccupiedBy(player));
    }
    /// <summary>
    /// Initializes a new instance of the <see cref="BGMoveOptions"/> class.
    /// </summary>
    /// <param name="player"></param>
    /// <param name="boardMap"></param>
    /// <param name="diceRoll"></param>
    public BGMoveOptions(BGPlayerID player, BGBoardMap boardMap, BGDiceRoll diceRoll)
    {
        Moves = null;
        Moves = GetMoves(player, boardMap, diceRoll);

        // A player must use both numbers of a roll if possible.
        // If either number can be played but not both, the player must play the larger one.

        if (diceRoll.Roll1 != diceRoll.Roll2 &&
            diceRoll.CanUse(diceRoll.Roll1) &&
            diceRoll.CanUse(diceRoll.Roll2))
        {
            List <BGMove> roll1OnlyMoves = new List <BGMove>();
            List <BGMove> roll2OnlyMoves = new List <BGMove>();
            List <BGMove> bothRollMoves  = new List <BGMove>();

            foreach (BGMove move in Moves)
            {
                BGBoardMap newBoardMap = boardMap.Copy();
                newBoardMap.Use(move);

                BGDiceRoll newDiceRoll = diceRoll.Copy();
                newDiceRoll.Use(move);

                BGMoveOptions newMoveOptions = new BGMoveOptions(player, newBoardMap, newDiceRoll);

                if (move.DiceRoll == diceRoll.Roll1 && newMoveOptions.CanMoveWith(diceRoll.Roll2) ||
                    move.DiceRoll == diceRoll.Roll2 && newMoveOptions.CanMoveWith(diceRoll.Roll1))
                {
                    bothRollMoves.Add(move);
                }
                else if (move.DiceRoll == diceRoll.Roll1 && !newMoveOptions.CanMoveWith(diceRoll.Roll2))
                {
                    roll1OnlyMoves.Add(move);
                }
                else if (move.DiceRoll == diceRoll.Roll2 && !newMoveOptions.CanMoveWith(diceRoll.Roll1))
                {
                    roll2OnlyMoves.Add(move);
                }
            }

            if (bothRollMoves.Count > 0)
            {
                Moves = bothRollMoves;
            }
            else if (diceRoll.Roll1 > diceRoll.Roll2 && roll1OnlyMoves.Count > 0)
            {
                Moves = roll1OnlyMoves;
            }
            else if (diceRoll.Roll2 > diceRoll.Roll1 && roll2OnlyMoves.Count > 0)
            {
                Moves = roll2OnlyMoves;
            }
        }
    }
Exemple #6
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    /// <summary>
    /// Gets the inner table for the specified player ID.
    /// </summary>
    /// <param name="playerID"></param>
    /// <returns></returns>
    public Point[] GetInnerTable(BGPlayerID playerID)
    {
        switch (playerID)
        {
        case (BGPlayerID.Player1): return(InnerTableP1);

        case (BGPlayerID.Player2): return(InnerTableP2);

        default: return(null);
        }
    }
Exemple #7
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    /// <summary>
    /// Gets the jail for the specified player.
    /// </summary>
    public BGPoint GetJail(BGPlayerID player)
    {
        switch (player)
        {
        case (BGPlayerID.Player1): return(m_JailP1);

        case (BGPlayerID.Player2): return(m_JailP2);

        default: return(null);
        }
    }
Exemple #8
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    /// <summary>
    /// Gets the home for the specified player.
    /// </summary>
    public BGPoint GetHome(BGPlayerID player)
    {
        switch (player)
        {
        case (BGPlayerID.Player1): return(m_HomeP1);

        case (BGPlayerID.Player2): return(m_HomeP2);

        default: return(null);
        }
    }
    /// <summary>
    /// Sets the number of checkers in the point as well as the player in control.
    /// Returns whether the operation was successful.
    /// </summary>
    public bool Set(BGPlayerID player, int count)
    {
        if ((player == BGPlayerID.None && count != 0) ||
            (player != BGPlayerID.None && count == 0))
        {
            return(false);
        }

        Player = player;
        Count  = count;

        return(true);
    }
Exemple #10
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    /// <summary>
    /// Gets the point the EXACT specified distance behind the given BOARD point with respect to the particular player.
    /// Returns null, if no such point exists.
    /// </summary>
    /// <param name="pointID"></param>
    /// <param name="player"></param>
    /// <param name="distance"></param>
    /// <returns></returns>
    public BGPoint GetPreviousPoint(BGPointID pointID, BGPlayerID player, int distance)
    {
        if (pointID <= BGPointID.Point1 || pointID >= BGPointID.Point24)
        {
            return(null);
        }

        if (player == BGPlayerID.Player1)
        {
            BGPoint previousPoint = null;
            int     previousIndex = ((int)pointID + distance);

            if (previousIndex <= 23)
            {
                previousPoint = GetPoint((BGPointID)previousIndex);
            }
            else if (previousIndex == 24)
            {
                previousPoint = GetJail(BGPlayerID.Player2);
            }

            return(previousPoint);
        }
        else if (player == BGPlayerID.Player2)
        {
            BGPoint previousPoint = null;
            int     previousIndex = ((int)pointID - distance);

            if (previousIndex >= 0)
            {
                previousPoint = GetPoint((BGPointID)previousIndex);
            }
            else if (previousIndex == -1)
            {
                previousPoint = GetJail(BGPlayerID.Player1);
            }

            return(previousPoint);
        }
        else
        {
            return(null);
        }
    }
Exemple #11
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 /// <summary>
 /// Sets the point with the specified point Id with the specified player and checker count.
 /// Returns whether the operation was successful.
 /// </summary>
 /// <param name="id"></param>
 /// <param name="player"></param>
 /// <param name="count"></param>
 public bool SetPoint(BGPointID id, BGPlayerID player, int count)
 {
     return(GetPoint(id).Set(player, count));
 }
Exemple #12
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 /// <summary>
 /// Gets whether the point is occupied by at least 2 checkers from the specified player.
 /// </summary>
 public bool IsControlledBy(BGPlayerID player)
 {
     return((player != BGPlayerID.None) && (Count >= 2) && (Player == player));
 }
Exemple #13
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    /// <summary>
    /// Gets the chance that the specified point can be hit by an opposing player.
    /// </summary>
    /// <param name="pointID"></param>
    /// <returns></returns>
    public float GetVulnerability(BGPointID pointID)
    {
        BGPoint point = GetPoint(pointID);

        if (point.IsVulnerable())
        {
            float vulnerability = 0f;
            bool[,] hitTable = new bool[6, 6];
            BGPlayerID player   = point.Player;
            BGPlayerID opponent = (player == BGPlayerID.Player1) ? BGPlayerID.Player2 : BGPlayerID.Player1;

            for (int roll1 = 1; roll1 <= 6; roll1++)
            {
                BGPoint point1 = GetPreviousPoint(pointID, opponent, roll1);

                if (point1 != null)
                {
                    if (point1.IsOccupiedBy(opponent))
                    {
                        //Debug.Log(string.Format("{0} is vulnerable to any roll with {1}", point.ID, roll1));

                        for (int i = 0; i < 6; i++)
                        {
                            hitTable[roll1 - 1, i] = hitTable[i, roll1 - 1] = true;
                        }
                    }
                    else if (!point1.IsControlledBy(player))
                    {
                        for (int roll2 = 1; roll2 <= 6; roll2++)
                        {
                            BGPoint point2 = GetPreviousPoint(point1.ID, opponent, roll2);

                            if (point2 != null && point2.IsOccupiedBy(opponent))
                            {
                                //Debug.Log(string.Format("{0} is vulnerable to roll ({1}, {2}) from {3}", point.ID, roll1, roll2, point2));

                                hitTable[roll1 - 1, roll2 - 1] = hitTable[roll2 - 1, roll1 - 1] = true;
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < 6; i++)
            {
                for (int j = 0; j < 6; j++)
                {
                    if (hitTable[i, j])
                    {
                        //Debug.Log(string.Format(">> {0},{1}", i + 1, j + 1));

                        vulnerability += 1f / 36f;
                    }
                }
            }

            //Debug.Log(string.Format("Total vulnerability for {0} = {1}", point.ID, vulnerability));

            return(vulnerability);
        }
        else
        {
            return(0f);
        }
    }
Exemple #14
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 /// <summary>
 /// Gets the pip count for the specified player.
 /// </summary>
 public int GetPipCount(BGPlayerID player)
 {
     return(m_Points.Sum(point => point.GetPip(player)));
 }
Exemple #15
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 /// <summary>
 /// Gets whether the point is occupied by the specified player.
 /// </summary>
 public bool IsOccupiedBy(BGPlayerID player)
 {
     return((player != BGPlayerID.None) && (Count >= 1) && (Player == player));
 }
Exemple #16
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 /// <summary>
 /// Initializes a new instance of the <see cref="BGPoint"/> class.
 /// </summary>
 /// <param name="id">Identifier.</param>
 public BGPoint(BGPointID id)
 {
     this.ID     = id;
     this.Count  = 0;
     this.Player = BGPlayerID.None;
 }
Exemple #17
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 /// <summary>
 /// Gets whether the point blocks the specified player.
 /// </summary>
 public bool IsBlocking(BGPlayerID player)
 {
     return((player != BGPlayerID.None) && (Count >= 2) && (Player != player));
 }
    /// <summary>
    /// Gets a list of all moves that can be made for the specified player with the specified board and dice roll.
    /// </summary>
    private List <BGMove> GetMoves(BGPlayerID player, BGBoardMap board, BGDiceRoll diceRoll)
    {
        List <BGMove> moves = new List <BGMove>();

        if (player == BGPlayerID.None)
        {
            return(moves);
        }

        BGPoint home = board.GetHome(player);
        BGPoint jail = board.GetJail(player);

        BGPoint[] innerTable = board.GetInnerTable(player);
        BGPoint[] outerTable = board.GetOuterTable(player);

        // Find available moves.

        if (jail.Count > 0)
        {
            for (int roll = 1; roll <= 6; roll++)
            {
                if (diceRoll.CanUse(roll) && !outerTable[roll - 1].IsBlocking(player))
                {
                    moves.Add(new BGMove(jail, outerTable[roll - 1], roll));
                }
            }
        }
        else
        {
            for (int roll = 1; roll <= 6; roll++)
            {
                if (diceRoll.CanUse(roll))
                {
                    for (BGPointID point = BGPointID.Point1; point <= BGPointID.Point24; point++)
                    {
                        BGPoint from = board.GetPoint(point);

                        if (from.IsOccupiedBy(player))
                        {
                            BGPoint to = null;

                            if (player == BGPlayerID.Player1 && ((point - roll) >= BGPointID.Point1))
                            {
                                to = board.GetPoint(point - roll);
                            }
                            else if (player == BGPlayerID.Player2 && ((point + roll) <= BGPointID.Point24))
                            {
                                to = board.GetPoint(point + roll);
                            }

                            if (to != null && !to.IsBlocking(player))
                            {
                                moves.Add(new BGMove(from, to, roll));
                            }
                        }
                    }
                }
            }

            if (!outerTable.Any(point => point.IsOccupiedBy(player)))
            {
                // Get max distance from home.

                int maxDistance = 0;

                for (int i = 0; i < innerTable.Length; i++)
                {
                    if (innerTable[i].IsOccupiedBy(player))
                    {
                        maxDistance = i + 1;
                    }
                }

                // Find moves that can be used to bear off.

                for (int roll = 1; roll <= 6; roll++)
                {
                    if (diceRoll.CanUse(roll))
                    {
                        if (innerTable[roll - 1].IsOccupiedBy(player))
                        {
                            moves.Add(new BGMove(innerTable[roll - 1], home, roll));
                        }
                        else if (maxDistance > 0 && innerTable[maxDistance - 1].IsOccupiedBy(player) && roll >= maxDistance)
                        {
                            moves.Add(new BGMove(innerTable[maxDistance - 1], home, roll));
                        }
                    }
                }
            }
        }

        return(moves);
    }
Exemple #19
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 /// <summary>
 /// Initializes a new instance of the <see cref="BGPoint"/> class.
 /// </summary>
 /// <param name="id">Identifier.</param>
 /// <param name="count">Count.</param>
 /// <param name="player">Player.</param>
 private BGPoint(BGPointID id, int count, BGPlayerID player)
 {
     this.ID     = id;
     this.Count  = count;
     this.Player = player;
 }