Esempio n. 1
0
        public void CompMove()
        {
            // For each combination of dice (because it can happen that using them in a different order has a different result
            // e.g. when a piece is taken with the first throw or only one dice is usable on the first throw for a piece
            List <List <int> > diceSeqPermut = new List <List <int> >(); // a list of sequences possible from the throw of the dice e.g. diceHi, diceLo or diceLo, diceHi;
            BGMoveSet          thisMoveSet   = new BGMoveSet();          // a moveSet to work with to find all the combinations

            bestMoveSet.Clear();
            if (aBGRules.IsPossible(myBoard, theirBoard, dice1, dice2))  // check if there's at least one move
            {
                diceSeqPermut = aBGRules.GetDiceSeqPermut(dice1, dice2); // get dice sequences
                foreach (var diceSeq in diceSeqPermut)
                {
                    GetPieceRecurse(thisMoveSet, diceSeq, myBoard, theirBoard);
                }
                foreach (BGMove move in bestMoveSet.BGMoves)
                {
                    BoardUpdate(myBoard, theirBoard, move.FMove, move.TMove); //     update board
                }
            }
            else
            {
                bestMoveSet.BGMoves.Add(new BGMove {
                    FMove = 0, TMove = 0, PieceID = 0, SeqOrder = 0, Di = 0, MoveID = 0
                });
            }
            bestMoveSet.Di1 = dice1;
            bestMoveSet.Di2 = dice2;
            Message         = bestMoveSet.GetMessage(GameOver);
            Notation        = bestMoveSet.GetNotation(false);
            IWin            = GameOver; // if the games ending now then this player must be the winner
        }
Esempio n. 2
0
        private void GetPieceRecurse(BGMoveSet moveset, List <int> diceSeq, int[] myBoard, int[] theirBoard)
        {
            //This routine is called recursively for each di in a sequence 2 or 4 (if doubles)
            //each piece is tried and the highest scoring sequence is remembered
            List <BGPiece> pieces = new List <BGPiece>(); // a list of pieces each piece has an id a position

            int[] myBoard1    = new int[26];              //  declare an instance of the board
            int[] theirBoard1 = new int[26];
            int   i           = moveset.BGMoves.Count();  // move index
            int   f           = 0;                        // piece.Position
            int   t           = 0;                        // to
            int   d           = 0;                        // dice to use

            Array.Copy(myBoard, myBoard1, 26);
            Array.Copy(theirBoard, theirBoard1, 26); //  work with a copy of the board
            pieces = GetPieces(myBoard);             // create alist of pieces
            if (i < diceSeq.Count)                   //there is an unused di in the sequence
            {
                bool moveFound = false;
                foreach (var piece in pieces)
                {
                    f = piece.Position;
                    d = diceSeq[i];
                    t = (f - d) < 0 ? 0 : f - d;                        // 0 represents bearing off; less than zero indicates you can bear off
                    if (aBGRules.IsLegal(f, t, myBoard, theirBoard, d)) // if legal move
                    {
                        BGMove aBGMove = new BGMove();                  //              add the move to the list of moves
                        aBGMove.PieceID    = piece.PieceID;
                        aBGMove.FMove      = f;
                        aBGMove.TMove      = t;
                        aBGMove.Di         = d;
                        aBGMove.SeqOrder   = i;
                        aBGMove.CheckerHit = (theirBoard[25 - t] == 1 && t != 0) ? true : false;
                        moveset.BGMoves.Add(aBGMove);
                        BoardUpdate(myBoard1, theirBoard1, f, t);                 //     update board
                        GetPieceRecurse(moveset, diceSeq, myBoard1, theirBoard1); // get another move
                        Array.Copy(myBoard, myBoard1, 26);
                        Array.Copy(theirBoard, theirBoard1, 26);                  //  restore the board
                        moveset.BGMoves.RemoveAt(i);
                        moveFound = true;
                    }
                }
                if (moveFound == false)                                // if no move is found it could be the first dice is unusable and the second may be
                {
                    moveset.Score = ScoreBoard(myBoard1, theirBoard1); // nevertheless score the move so far and record it
                    if ((moveset.Score > bestMoveSet.Score && moveset.BGMoves.Count == bestMoveSet.BGMoves.Count) || moveset.BGMoves.Count > bestMoveSet.BGMoves.Count)
                    {                                                  // either the score is better or there's more  move.
                        bestMoveSet.Update(moveset);
                    }
                }
            }
            else
            {
                moveset.Score = ScoreBoard(myBoard1, theirBoard1); // at the end of each set, score the moves
                if (moveset.Score > bestMoveSet.Score)
                {
                    bestMoveSet.Update(moveset);
                }
            }
        }
Esempio n. 3
0
 public void Update(BGMoveSet moveSet)
 {
     BGMoves.Clear();
     Di1   = moveSet.Di1;
     Di2   = moveSet.Di2;
     Score = moveSet.Score;
     foreach (BGMove move in moveSet.BGMoves)
     {
         BGMove bestMove = new BGMove(move);
         BGMoves.Add(bestMove);
     }
 }