示例#1
0
        private void RunAI_Async(object sender, DoWorkEventArgs e)
        {
            TakMove move = AIs[CurrentPlayer].ChooseNextMove();

            Action a = () =>
            {
                ActiveInput.Text = move.ToString();
                btnSubmit_Click(this, new RoutedEventArgs());
            };

            Dispatcher.InvokeAsync(a);
        }
示例#2
0
        /// <summary>
        /// Generate the list of all moves that the stack located at the given coordinate can make
        /// </summary>
        /// <param name="gameState"></param>
        /// <param name="row"></param>
        /// <param name="column"></param>
        /// <returns></returns>
        private static List <TakMove> GenerateStackMoves(TakPiece.PieceColor player, GameState gameState, int row, int column)
        {
            TakMove            m;
            List <TakMove>     moves    = new List <TakMove>();
            PieceStack         stack    = gameState.Board[row, column];
            List <List <int> > allDrops = new List <List <int> >();

            for (int n = 1; n <= Math.Min(stack.Size, gameState.Board.Size); n++) // for 1 to the carry limit of the board
            {
                allDrops.Clear();
                MakeDrops(n, allDrops, new List <int>());

                foreach (List <int> drops in allDrops)
                {
                    m = new TakMove(player, row, column, TakMove.MoveDirection.Left, drops);
                    if (m.IsLegal(gameState))
                    {
                        moves.Add(m);
                    }

                    m = new TakMove(player, row, column, TakMove.MoveDirection.Right, drops);
                    if (m.IsLegal(gameState))
                    {
                        moves.Add(m);
                    }

                    m = new TakMove(player, row, column, TakMove.MoveDirection.Up, drops);
                    if (m.IsLegal(gameState))
                    {
                        moves.Add(m);
                    }
                    m = new TakMove(player, row, column, TakMove.MoveDirection.Down, drops);
                    if (m.IsLegal(gameState))
                    {
                        moves.Add(m);
                    }
                }
            }

            return(moves);
        }
示例#3
0
        /// <summary>
        /// Enumerate all legal moves possible for this player, given the state of the game
        ///
        /// Returned moves are unsorted (and are in fact shuffles to avoid any biases)
        /// </summary>
        /// <param name="player"></param>
        /// <param name="boardState"></param>
        /// <returns></returns>
        public static List <TakMove> EnumerateMoves(TakPiece.PieceColor player, GameState gameState)
        {
            TakMove        m;
            List <TakMove> moves = new List <TakMove>();

            TakPiece.PieceColor otherPlayer = player == TakPiece.PieceColor.Black ? TakPiece.PieceColor.White : TakPiece.PieceColor.Black;

            // first off, we can drop pieces on any open space on the board
            // if we're still evaluating moves it must mean we still have at least 1 piece to place
            for (int i = 0; i < gameState.Board.Size; i++)
            {
                for (int j = 0; j < gameState.Board.Size; j++)
                {
                    if (gameState.Board[i, j].Size == 0)
                    {
                        // from turn 1 on we place our own pieces and can place flats, capstones, or walls
                        if (gameState.TurnNumber > 0)
                        {
                            m = new TakMove(player, i, j, TakPiece.PieceType.Flat);
                            moves.Add(m);

                            m = new TakMove(player, i, j, TakPiece.PieceType.Wall);
                            moves.Add(m);

                            if (gameState[player].NumCapstones > 0)
                            {
                                m = new TakMove(player, i, j, TakPiece.PieceType.Capstone);
                                moves.Add(m);
                            }
                        }
                        else
                        {
                            // on turn 0 we can only place an opposing flat
                            m = new TakMove(otherPlayer, i, j, TakPiece.PieceType.Flat);
                            moves.Add(m);
                        }
                    }
                }
            }

            // generate all possible moves for each stack we own
            // this is only allowed from turn 1 onward
            if (gameState.TurnNumber > 0)
            {
                for (int i = 0; i < gameState.Board.Size; i++)
                {
                    for (int j = 0; j < gameState.Board.Size; j++)
                    {
                        if (gameState.Board[i, j].Owner == player)
                        {
                            List <TakMove> stackMoves = GenerateStackMoves(player, gameState, i, j);

                            foreach (TakMove tm in stackMoves)
                            {
                                moves.Add(tm);
                            }
                        }
                    }
                }
            }

            moves.Shuffle();
            return(moves);
        }
示例#4
0
 public MoveNode(GameState gs, TakMove move) : base()
 {
     Move           = move;
     ResultingState = new GameState(gs);
     move.Apply(ResultingState);
 }
示例#5
0
        /// <summary>
        /// Submit the move, make sure it's legal, and apply it to the state of the game
        ///
        /// Will show a notification if there was an invalid move typed in
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void btnSubmit_Click(object sender, RoutedEventArgs e)
        {
            lblError.Visibility = Visibility.Collapsed;

            try
            {
                TakMove move;

                if (Game.TurnNumber == 0)
                {
                    move = new TakMove(CurrentPlayer == TakPiece.PieceColor.Black ? TakPiece.PieceColor.White : TakPiece.PieceColor.Black, ActiveInput.Text);
                }
                else
                {
                    move = new TakMove(CurrentPlayer, ActiveInput.Text);
                }

                string err;
                if (move.CheckAndApply(Game, out err))
                {
                    ActiveOutput.Text += string.Format("{0:00}. {1}\n", Game.TurnNumber, move);

                    string state = string.Format("{0:00}. {1}\n{2}\n", Game.TurnNumber, move, Board);
                    imgBoard.Source = Bitmap2Source(Board.Draw());

                    if (!Game.GameOver)
                    {
                        if (CurrentPlayer == TakPiece.PieceColor.White)
                        {
                            CurrentPlayer = TakPiece.PieceColor.Black;
                        }
                        else
                        {
                            CurrentPlayer = TakPiece.PieceColor.White;
                            Game.TurnNumber++;
                        }
                    }
                    else
                    {
                        btnSubmit.IsEnabled   = false;
                        ActiveInput.IsEnabled = false;

                        TakPiece.PieceColor?winner = Game.Winner(CurrentPlayer);

                        if (winner != null)
                        {
                            lblError.Content = string.Format("{0} Player Wins!", winner);
                        }
                        else
                        {
                            lblError.Content = "Draw!";
                        }
                        lblError.Visibility = Visibility.Visible;
                    }
                }
                else
                {
                    lblError.Content    = "Illegal move: " + err;
                    lblError.Visibility = Visibility.Visible;
                }
            }
            catch (Exception err)
            {
                lblError.Content    = "Error: " + err.Message;
                lblError.Visibility = Visibility.Visible;
            }
        }