Exemplo n.º 1
0
    override public bool makeMove(int i, int j, int val)
    {
        BoardGame.Print(" Current Player " + val);
        int  index    = BoardGame.GetIndex(i, j);
        bool moveable = (index >= 0 && index < dim * dim && tiles [index] == vacantVal);

        if (!moveable)
        {
            return(false);
        }
        tiles[index] = val;
        // Remove from vacant space;

        if (vacantSpaces.ContainsKey(i))
        {
            vacantSpaces[i].Remove(j);
            if (vacantSpaces[i].Count == 0)
            {
                vacantSpaces.Remove(i);
            }
        }
        prevMoveCol = lastMoveCol; prevMoveRow = lastMoveRow;
        lastMoveCol = i; lastMoveRow = j;
        //BoardGame.Print  (" LastMoveCol " + lastMoveCol + " LastMoveRow " + lastMoveRow);
        postChecks();
        Players.Instance.advancePlayer();

        drawBoard();
        pubInstance.NotifyListeners(val == TicTacToe.CrossVal ? "AssignedCross" : "AssignedNot");
        return(true);
    }
 public int GetVal(int col, int row)
 {
     if (col < dim && row < dim && col >= 0 && row >= 0)
     {
         return(tiles [BoardGame.GetIndex(col, row)]);
     }
     return(defValue);
 }
Exemplo n.º 3
0
    public int sumDiagRL(bool abs = true)
    {
        int sum = 0;

        for (int i = 0; i < dim; i++)
        {
            int index = BoardGame.GetIndex(dim - 1 - i, i);
            sum += tiles [index];
        }
        return(abs ? Mathf.Abs(sum) : sum);
    }
Exemplo n.º 4
0
    public int sumRow(int rowIndex, bool abs = true)
    {
        int sum = 0;

        for (int col = 0; col < dim; col++)
        {
            int index = BoardGame.GetIndex(col, rowIndex);
            sum += tiles [index];
        }
        return(abs ? Mathf.Abs(sum) : sum);
    }
Exemplo n.º 5
0
    public int sumCol(int colIndex, bool abs = true)
    {
        int sum = 0;

        for (int row = 0; row < dim; row++)
        {
            int index = BoardGame.GetIndex(colIndex, row);
            sum += tiles [index];
        }
        return(abs ? Mathf.Abs(sum) : sum);
    }
Exemplo n.º 6
0
    override public int predictWinner(int potentialCol, int potentialRow, int val)
    {
        int saved = tiles[BoardGame.GetIndex(potentialCol, potentialRow)];

        int index = BoardGame.GetIndex(potentialCol, potentialRow);

        tiles[index] = val;
        int localWinner = checkWinner();

        tiles[index] = saved;

        return(localWinner);
    }
    public void drawBoard(bool printAnyway = false)
    {
        //return;
        BoardGame.Print("Board:", printAnyway);

        for (int row = 0; row < dim; row++)
        {
            string rowStr = "";
            for (int col = 0; col < dim; col++)
            {
                int index = BoardGame.GetIndex(col, row);
                rowStr = rowStr + tiles[index] + " ";
            }
            BoardGame.Print(rowStr, printAnyway);
        }
    }
Exemplo n.º 8
0
    // For debug
    void drawStates(List <float> tiles)
    {
        //return;

        // printing has to be done in row
        string rowStr = "Board States: " + TicTacToe.Instance.getCurPlayerVal();

        BoardGame.Print(rowStr, true);
        rowStr = "";
        int dim = TicTacToe.Instance.Dim;

        for (int col = 0; col < dim; col++)
        {
            for (int row = 0; row < dim; row++)
            {
                int index = BoardGame.GetIndex(col, row);
                rowStr = rowStr + tiles[index] + " ";
            }
        }
        BoardGame.Print(rowStr, true);
    }
Exemplo n.º 9
0
    int getVacantPos()
    {
        // Still proceed
        int       col = -1, row = -1;
        TicTacToe game = TicTacToe.Instance;
        Dictionary <int, List <int> > vacantTiles = game.getAllowedMoves();
        int colIndex = UnityEngine.Random.Range(0, vacantTiles.Count);
        int i        = 0;

        foreach (KeyValuePair <int, List <int> > entry in vacantTiles)
        {
            if (i == colIndex)
            {
                col = entry.Key;
                List <int> list     = entry.Value;
                int        rowIndex = UnityEngine.Random.Range(0, list.Count);
                row = list [rowIndex];
                break;
            }
            i++;
        }
        return(BoardGame.GetIndex(col, row));
    }
Exemplo n.º 10
0
    override public int checkWinner()
    {
        int sum = 0;

        // Go thru all cols, see if they add up
        for (int col = 0; col < dim; col++)
        {
            sum = 0;
            for (int row = 0; row < dim; row++)
            {
                sum += tiles[BoardGame.GetIndex(col, row)];
            }

            if (sum == dim)
            {
                return(1);
            }
            if (sum == -1 * dim)
            {
                return(-1);
            }
        }
        sum = 0;

        // Go thru all cols, see if they add up
        for (int row = 0; row < dim; row++)
        {
            sum = 0;
            for (int col = 0; col < dim; col++)
            {
                sum += tiles[BoardGame.GetIndex(col, row)];
            }

            if (sum == dim)
            {
                return(1);
            }
            if (sum == -1 * dim)
            {
                return(-1);
            }
        }
        // l_R
        sum = 0;
        for (int col = dim - 1; col >= 0; col--)
        {
            for (int row = 0; row < dim; row++)
            {
                if (row == col)
                {
                    sum += tiles[BoardGame.GetIndex(col, row)];
                }
            }
        }
        if (sum == dim)
        {
            return(1);
        }
        if (sum == -1 * dim)
        {
            return(-1);
        }
        sum = 0;
        //R-L
        for (int col = dim - 1; col >= 0; col--)
        {
            for (int row = 0; row < dim; row++)
            {
                if (row == dim - 1 - col)
                {
                    sum += tiles[BoardGame.GetIndex(col, row)];
                }
            }
        }
        if (sum == dim)
        {
            return(1);
        }
        if (sum == -1 * dim)
        {
            return(-1);
        }
        return(0);
    }
Exemplo n.º 11
0
    override public int GetState(int potentialCol = -1, int potentialRow = -1, bool backTrack = false, int val = 0)
    {
        int   k = 0;
        float h = 0f;

        bool potentialMove = potentialCol >= 0 && potentialCol < dim && potentialRow >= 0 && potentialRow < dim;



        for (int col = 0; col < dim; col++)
        {
            int v = 0;

            for (int row = 0; row < dim; row++)
            {
                int valueOfIntrest = tiles[BoardGame.GetIndex(col, row)];

                if (potentialMove)
                {
                    if (col == potentialCol && row == potentialRow)
                    {
                        if (!backTrack)
                        {
                            // Note u need to switch the players as you are calculating the next potential move
                            valueOfIntrest = val;
                        }
                        else
                        {
                            valueOfIntrest = 0;
                        }
                    }
                }



                switch (valueOfIntrest)
                {
                case 1:
                    v = 1;
                    break;

                case -1:
                    v = 2;
                    break;

                default:
                    v = 0;
                    break;
                }

                h += Mathf.Pow(3, k) * v;
                k++;
            }
        }

        /*
         *      if ( potentialMove ) {
         *              BoardGame.Print ( "Potential Move "+ potentialCol + " " + potentialRow + " h " + (int)Mathf.Ceil(h) );
         *      }
         */


        return((int)Mathf.Ceil(h));
    }