示例#1
0
    // @return  True if the specified color can play in the given Point
    public bool IsValidPlay(Vector2 point, GoColor colorStone)
    {
        int x = (int)point.x;
        int y = (int)point.y;

        // Check: If Point is empty. If not, we cannot play there
        if (!IsPointEmpty(point))
        {
            Debug.Log("[GB] Could not create @ ( " + x + ", " + y + "); already occupied");
            return(false);
        }

        // Check: If new Stone would be immediately be captured
        if (IsGroupCaptured(point, colorStone))
        {
            // If a Stone would immediately be captured, we can play it
            // IFF that move would capture enemy Stone(s)
            // AND we aren't violating the rule of Ko
            List <Vector2> list_blocked = new List <Vector2>();
            list_blocked.Add(point);

            // Check adjacent spots to see if we can capture enemy Stone(s)
            List <Vector2> list_adjacent      = GetAdjacentPoints(point);
            bool           b_capture_detected = false;
            foreach (Vector2 point_adj in list_adjacent)
            {
                GoPoint gp_adj = gridPoints[(int)point_adj.x, (int)point_adj.y];
                // We only care about checking against enemy stones

                GoStone stone_adj = gp_adj.GetStone();
                if (stone_adj.Color != colorStone)
                {
                    b_capture_detected |= IsGroupCaptured(point_adj, stone_adj.Color, list_blocked);
                }
            }

            // If no captured were found, play is illegal
            if (!b_capture_detected)
            {
                Debug.Log("[GB] Could not create @ ( " + x + ", " + y + "); illegal move (surrounded)");
                return(false);
            }
            // Check for Ko
            else
            {
                GoTurn turn_prev = gameStateManager.GetTurnPrev();
                if (turn_prev.piecesCaptured == 1 && IsGroupCaptured(turn_prev.pointPlay, turn_prev.turnColor, list_blocked))
                {
                    Debug.Log("[GB] Could not create @ ( " + x + ", " + y + "); illegal move (Ko)");
                    return(false);
                }
            }
        }

        return(true);
    }
示例#2
0
    // Place piece on the board and handle board state management
    private void PlacePiece(GoStone piece, Vector2 pointGrid)
    {
        int     point_x        = (int)pointGrid.x;
        int     point_y        = (int)pointGrid.y;
        GoPoint point_center   = gridPoints[point_x, point_y];
        GoColor color_attacker = piece.Color;
        GoColor color_enemy    = (color_attacker == GoColor.GC_Black ? GoColor.GC_White : GoColor.GC_Black);

        // Place GoPiece GameObject in the GoPoint
        point_center.SetPiece(piece);

        //// Decrement neighboring point's empty count
        //UpdateAdjacentEmptySpaces(pointGrid, (color_attacker == GoColor.GC_Black));

        // Check if we have captured any enemy pieces (Up/Down/Left/Right
        Queue <Vector2> queue_adjacents = new Queue <Vector2>();
        List <Vector2>  list_adj        = GetAdjacentPoints(pointGrid);

        foreach (Vector2 point_adj in list_adj)
        {
            queue_adjacents.Enqueue(point_adj);
        }

        int count_captured = 0;

        while (queue_adjacents.Count > 0)
        {
            // Retrieve Vector2
            Vector2 vec_curr = queue_adjacents.Dequeue();

            // Check if valid
            if (IsValidPoint(vec_curr))
            {
                // Retrieve GoPoint
                GoPoint point_curr = gridPoints[(int)vec_curr.x, (int)vec_curr.y];
                // Check if valid, if enemy color
                if (!point_curr.IsEmpty() && point_curr.GetStone().Color == color_enemy)
                {
                    // If so, check if surrounded.
                    if (IsGroupCaptured(vec_curr, color_enemy))
                    {
                        // If so, remove group and report score to GoStateManager
                        count_captured += TryCaptureGroup(vec_curr, color_enemy);
                    }
                }
            }
        }

        // Report captured stones
        if (count_captured > 0)
        {
            gameStateManager.OnStonesCaptured(color_attacker, count_captured);
        }
    }
示例#3
0
    // @param   listExcludes   List of board Points that will not be checkable. Used to simulate empty spaces actually having enemy Stones within
    public bool IsGroupCaptured(Vector2 point, GoColor groupColor, List <Vector2> listExcludes)
    {
        // Check: Bounds
        if (!IsValidPoint(point))
        {
            return(false);
        }

        int x_start = (int)point.x;
        int y_start = (int)point.y;

        // Create hash to store all points that have been checked
        HashSet <GoPoint> hash_group = new HashSet <GoPoint>();
        // Create queue to store list of points that need to be checked
        Queue <GoPoint> queue_points = new Queue <GoPoint>();

        // Insert excluded points into our HashSet
        foreach (Vector2 point_exclude in listExcludes)
        {
            if (IsValidPoint(point_exclude))
            {
                hash_group.Add(gridPoints[(int)point_exclude.x, (int)point_exclude.y]);
            }
        }

        int     x_curr     = x_start;
        int     y_curr     = y_start;
        GoPoint point_curr = gridPoints[x_curr, y_curr];

        bool b_first = true;    // We don't want to check the Point/Stone at the initial position; so we can check even if no Stone is placed yet

        while (b_first || queue_points.Count > 0)
        {
            bool b_allied_piece = (b_first || false);

            // Check current point's Stone (or lack thereof)
            if (!b_first)
            {
                // Retrieve next point
                point_curr = queue_points.Dequeue();
                x_curr     = (int)point_curr.PointBoard.x;
                y_curr     = (int)point_curr.PointBoard.y;

                // Only proceed if we haven't seen this point yet
                if (!hash_group.Contains(point_curr))
                {
                    // If we don't find a stone, then there is at least one open space and the group is not captured
                    if (point_curr.IsEmpty())
                    {
                        return(false);
                    }
                    // Next, check if we have found an enemy Stone. If so, we don't want to check adjacent spaces
                    if (point_curr.GetStone().Color == groupColor)
                    {
                        b_allied_piece = true;
                    }
                }
            }

            // We only want to skip the checks for our initial point
            b_first = false;

            // Retrieve adjacent points if allied
            if (b_allied_piece)
            {
                List <Vector2> list_adj = GetAdjacentPoints(point_curr.PointBoard);

                foreach (Vector2 point_adj in list_adj)
                {
                    queue_points.Enqueue(gridPoints[(int)point_adj.x, (int)point_adj.y]);
                }
            }

            // Mark GoPoint as checked
            hash_group.Add(point_curr);
        }

        // If we run out of points to check without having found an empty spot, this group is captured
        return(true);
    }