コード例 #1
0
        //Constructor for making a new board
        public TTTBoard(int lengthOfBoard, int winAmnt)
        {
            amountForWin = winAmnt;
            boardLength  = lengthOfBoard;
            board        = new TTTSquare[boardLength][];

            //List of random priorities to distribute to the board squares
            List <int> randomPriorities = new List <int>();

            for (int i = 0; i < boardLength * boardLength; ++i)
            {
                randomPriorities.Add(i);
            }

            //initializing an array of arrays
            for (int i = 0; i < boardLength; ++i)
            {
                board[i] = new TTTSquare[boardLength];

                for (int j = 0; j < boardLength; ++j)
                {
                    //Priorities are randomly given to allow for greater board diversity
                    //Each priority is a unique number from 0-8
                    int priority = randomPriorities[Random.Range(0, randomPriorities.Count)];
                    board[i][j] = new TTTSquare(priority);
                    randomPriorities.Remove(priority);
                }
            }

            availableMoves = lengthOfBoard * lengthOfBoard;

            SetWinConditions();

            SetSymmetries();
        }
コード例 #2
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        //for creating duplicates
        public TTTSquare(TTTSquare duplicateSquare)
        {
            state    = duplicateSquare.state;
            priority = duplicateSquare.priority;

            affectedConditions = new List <TTTWinCondition>();
            symmetries         = new List <TTTIndividualSymmetry>();
        }
コード例 #3
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    //Add a physical playing piece to the board. Also checks if a piece already existed there.
    public void PlaceOnSquare(AbstractPlayer ap)
    {
        if (MainGame.currentPlayer != ap)
        {
            ap.lastValidity = MoveValidity.NOT_YOUR_TURN;
            return;
        }

        //Size of board - to account for modularity.
        int bSize = MainGame.gameBoard.boardLength;

        TTT.TTTSquare selectedSquare = MainGame.gameBoard.board[MySquareNumber / bSize][MySquareNumber % bSize];

        //Determines legality of move.
        //Ordinarily you'd deny the player to move illegally, but I found it more fun to let it happen
        //The game halts if you attempt an illegal move, and the AI throws a table
        bool legal = (selectedSquare.state == TTT.SquareState.Empty);

        //Uses the clickable square's number to find its location on the abstract game board, and set its state to X or O
        MainGame.gameBoard.SetSquareState(new Vector2Int(MySquareNumber / bSize, MySquareNumber % bSize), ap.playingAs);

        //Instantiate piece on the board square you click on. y value adjusts according to if a piece already exists, to avoid Z fighting.
        //Pieces are offset slightly on the X and Z axes, to add better feel to the game
        GamePiece       newPiece  = Instantiate(ap.piece, transform.position + new Vector3(Random.Range(-moveSpread, moveSpread), myPieces.Count * 0.03f, Random.Range(-moveSpread, moveSpread)), transform.rotation);
        FlippableSymbol flippable = newPiece.GetComponent <FlippableSymbol>();

        newPiece.SetPlaced();

        //Set the flippable object as 'placed' on the board, so it can be flipped later
        if (flippable != null)
        {
            flippable.placed = true;
        }

        myPieces.Add(newPiece);

        //inform player of legality
        if (legal)
        {
            ap.lastValidity = MoveValidity.LEGAL;
        }
        else
        {
            ap.lastValidity = MoveValidity.SQUARE_ALREADY_OCCUPIED;
        }
    }
コード例 #4
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        //Constructor to duplicate boards, such that the AI does not modify the existing board
        public TTTBoard(TTTBoard toDuplicate)
        {
            amountForWin = toDuplicate.amountForWin;
            boardLength  = toDuplicate.boardLength;
            board        = new TTTSquare[toDuplicate.board.Length][];

            //Sets the board squares to be the same as the previous board
            for (int i = 0; i < boardLength; ++i)
            {
                board[i] = new TTTSquare[boardLength];

                for (int j = 0; j < boardLength; ++j)
                {
                    board[i][j] = new TTTSquare(toDuplicate.board[i][j]);
                }
            }

            availableMoves = toDuplicate.availableMoves;

            SetWinConditions();

            SetSymmetries();
        }
コード例 #5
0
 //Upon adding a square to check, it also tells the square to add itself to that square's affectedConditions list
 public void AddCheck(TTTSquare square)
 {
     checks.Add(square);
     square.affectedConditions.Add(this);
     amountPer[square.state] += 1;
 }