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Clement Lucas
pingouins
Commits
d1cbcd4e
Commit
d1cbcd4e
authored
9 years ago
by
Bariatti Francesco
Browse files
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Created function play
parent
7bbf54c1
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2 changed files
src/game/penguin.cpp
+283
-13
283 additions, 13 deletions
src/game/penguin.cpp
src/game/penguin.hpp
+6
-3
6 additions, 3 deletions
src/game/penguin.hpp
with
289 additions
and
16 deletions
src/game/penguin.cpp
+
283
−
13
View file @
d1cbcd4e
...
...
@@ -7,6 +7,33 @@ namespace game
{
penguin
::
penguin
()
{
//Update moves on all penguins
uint64_t
obstacles
=
(
~
(
state
.
one_fish
|
state
.
two_fish
|
state
.
three_fish
));
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p1_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p2_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p3_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p4_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p1_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p2_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p3_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p4_blue
&
63
);
state
.
nb_moves_red
=
0
;
state
.
nb_moves_blue
=
0
;
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p1_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p2_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p3_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p4_red
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p1_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p2_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p3_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p4_blue
,
obstacles
);
//Change player if the other one can play
if
(
state
.
current_player_red
&&
state
.
nb_moves_blue
>
0
)
state
.
current_player_red
=
false
;
else
if
(
state
.
current_player_red
==
false
&&
state
.
nb_moves_red
>
0
)
state
.
current_player_red
=
true
;
}
shared_ptr
<
game
<
penguin_state
>>
penguin
::
do_copy
()
const
...
...
@@ -68,24 +95,267 @@ namespace game
return
0
;
}
/* The penguin that will move if we want to play the #move_number move in the list of possible moves.
* What this function does:
* Find the penguin that will move.
* Change its total number of moves so that it is relative to that penguin's possible moves and not relative to ALL the penguins' moves.
* Return a pointer to that penguin
* */
uint32_t
*
penguin
::
penguin_that_moves
(
uint16_t
move_number
)
{
if
(
state
.
current_player_red
)
{
if
(((
state
.
p1_red
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p1_red
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p1_red
>>
6
)
&
63
;
if
(((
state
.
p2_red
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p2_red
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p2_red
>>
6
)
&
63
;
if
(((
state
.
p3_red
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p3_red
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p3_red
>>
6
)
&
63
;
uint32_t
*
p
=
&
state
.
p4_red
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
else
{
if
(((
state
.
p1_blue
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p1_blue
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p1_blue
>>
6
)
&
63
;
if
(((
state
.
p2_blue
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p2_blue
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p2_blue
>>
6
)
&
63
;
if
(((
state
.
p3_blue
>>
6
)
&
63
)
>
move_number
)
{
uint32_t
*
p
=
&
state
.
p3_blue
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
move_number
-=
(
state
.
p3_blue
>>
6
)
&
63
;
uint32_t
*
p
=
&
state
.
p4_blue
;
(
*
p
)
=
(
*
p
)
&
0xFFFFF03F
;
//Reset move number for the penguin to 0
(
*
p
)
=
(
*
p
)
|
((
uint32_t
)
move_number
)
<<
6
;
return
p
;
}
}
void
penguin
::
move_penguin
(
uint32_t
*
p
)
{
uint8_t
move_number
=
((
*
p
)
>>
6
)
&
63
;
//Move number for the current penguin
uint32_t
penguin_copy
=
(
*
p
)
>>
12
;
//Direction A
if
((
penguin_copy
&
7
)
>=
move_number
)
{
//Move direction A
(
*
p
)
=
(
7
*
move_number
)
+
((
*
p
)
&
63
);
return
;
}
move_number
-=
penguin_copy
&
7
;
penguin_copy
=
penguin_copy
>>
3
;
if
((
penguin_copy
&
7
)
>=
move_number
)
{
//Move direction B
(
*
p
)
=
(
-
1
*
move_number
)
+
((
*
p
)
&
63
);
return
;
}
move_number
-=
penguin_copy
&
7
;
penguin_copy
=
penguin_copy
>>
3
;
if
((
penguin_copy
&
7
)
>=
move_number
)
{
//Move direction C
(
*
p
)
=
(
-
8
*
move_number
)
+
((
*
p
)
&
63
);
return
;
}
move_number
-=
penguin_copy
&
7
;
penguin_copy
=
penguin_copy
>>
3
;
if
((
penguin_copy
&
7
)
>=
move_number
)
{
//Move direction D
(
*
p
)
=
(
-
7
*
move_number
)
+
((
*
p
)
&
63
);
return
;
}
move_number
-=
penguin_copy
&
7
;
penguin_copy
=
penguin_copy
>>
3
;
if
((
penguin_copy
&
7
)
>=
move_number
)
{
//Move direction E
(
*
p
)
=
(
1
*
move_number
)
+
((
*
p
)
&
63
);
return
;
}
move_number
-=
penguin_copy
&
7
;
penguin_copy
=
penguin_copy
>>
3
;
//Move direction F
(
*
p
)
=
(
8
*
move_number
)
+
((
*
p
)
&
63
);
}
int
penguin
::
update_moves
(
uint32_t
*
p
,
uint64_t
obstacles
)
{
#define IsFree(i) (((obstacles >> (i)) & 1) == 0)
int
pos
=
(
*
p
)
&
63
;
(
*
p
)
=
pos
;
//Reset the penguin to all zeros except the position
int
i
=
pos
;
uint32_t
nbmoves
=
0
;
uint32_t
total_moves
=
0
;
//Direction A
while
(((
i
+
7
)
<
60
)
&&
(
i
%
15
!=
0
)
&&
IsFree
(
i
+
7
))
{
i
+=
7
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
12
;
//Direction B
nbmoves
=
0
;
i
=
pos
;
while
((
i
%
15
!=
0
)
&&
(
i
%
15
!=
8
)
&&
IsFree
(
i
-
1
))
{
i
--
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
15
;
//Direction C
nbmoves
=
0
;
i
=
pos
;
while
((
i
-
8
>
0
)
&&
(
i
%
15
!=
0
)
&&
IsFree
(
i
-
8
))
{
i
-=
8
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
18
;
//Direction D
nbmoves
=
0
;
i
=
pos
;
while
((
i
-
7
>
0
)
&&
(
i
%
15
!=
7
)
&&
IsFree
(
i
-
7
))
{
i
-=
7
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
21
;
//Direction E
nbmoves
=
0
;
i
=
pos
;
while
((
i
%
15
!=
7
)
&&
(
i
%
15
!=
14
)
&&
IsFree
(
i
+
1
))
{
i
++
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
24
;
//Direction F
nbmoves
=
0
;
i
=
pos
;
while
((
i
+
8
<
60
)
&&
(
i
%
15
!=
7
)
&&
IsFree
(
i
+
8
))
{
i
+=
8
;
nbmoves
++
;
total_moves
++
;
}
(
*
p
)
=
(
*
p
)
|
nbmoves
<<
27
;
(
*
p
)
=
(
*
p
)
|
total_moves
<<
6
;
return
total_moves
;
}
//Play the mth move in the possible moves list.
void
penguin
::
play
(
uint16_t
m
)
{
/*uint64_t possible_moves = state.possible_moves;
possible_moves = possible_moves >> 4*m; //A move is coded with 4 bit
uint16_t move = possible_moves & 15; //15 = 1111
//cout << "You choose the possible move number " << m << endl;
//cout << "You choose move " << move << endl;
if (current_player() == CROSS)
state.cross_bitboard |= (((uint16_t) 1) << move);
//Find which penguin will move
uint32_t
*
p
=
penguin_that_moves
(
m
);
uint8_t
position
=
(
*
p
)
&
63
;
//Find the value of the tile the penguin is on and update score
if
((
state
.
one_fish
>>
position
)
&
1
)
{
if
(
current_player
()
==
RED
)
state
.
score_red
+=
1
;
else
state
.
score_blue
+=
1
;
//We replace this tile with an empty one (0 in the bitboard)
state
.
one_fish
=
state
.
one_fish
&
~
(((
uint64_t
)
1
)
<<
position
);
}
else
if
((
state
.
two_fish
>>
position
)
&
1
)
{
if
(
current_player
()
==
RED
)
state
.
score_red
+=
2
;
else
state
.
score_blue
+=
2
;
//We replace this tile with an empty one (0 in the bitboard)
state
.
two_fish
=
state
.
two_fish
&
~
(((
uint64_t
)
1
)
<<
position
);
}
else
state.circle_bitboard |= (((uint16_t) 1) << move);
{
if
(
current_player
()
==
RED
)
state
.
score_red
+=
3
;
else
state
.
score_blue
+=
3
;
//We replace this tile with an empty one (0 in the bitboard)
state
.
three_fish
=
state
.
three_fish
&
~
(((
uint64_t
)
1
)
<<
position
);
}
//Move the current penguin
move_penguin
(
p
);
//Update moves on all penguins
uint64_t
obstacles
=
(
~
(
state
.
one_fish
|
state
.
two_fish
|
state
.
three_fish
));
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p1_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p2_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p3_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p4_red
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p1_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p2_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p3_blue
&
63
);
obstacles
|=
((
uint64_t
)
1
)
<<
(
state
.
p4_blue
&
63
);
state
.
nb_moves_red
=
0
;
state
.
nb_moves_blue
=
0
;
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p1_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p2_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p3_red
,
obstacles
);
state
.
nb_moves_red
+=
update_moves
(
&
state
.
p4_red
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p1_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p2_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p3_blue
,
obstacles
);
state
.
nb_moves_blue
+=
update_moves
(
&
state
.
p4_blue
,
obstacles
);
//Change player if the other one can play
if
(
state
.
current_player_red
&&
state
.
nb_moves_blue
>
0
)
state
.
current_player_red
=
false
;
else
if
(
state
.
current_player_red
==
false
&&
state
.
nb_moves_red
>
0
)
state
.
current_player_red
=
true
;
//State update
state.total_moves++;
update_win();
update_moves();
return;*/
}
string
penguin
::
player_to_string
(
uint8_t
player
)
const
...
...
This diff is collapsed.
Click to expand it.
src/game/penguin.hpp
+
6
−
3
View file @
d1cbcd4e
...
...
@@ -28,7 +28,7 @@ namespace game
int
score_red
=
0
;
int
score_blue
=
0
;
bool
current_player_red
=
tru
e
;
//True if red must play now
bool
current_player_red
=
fals
e
;
//True if red must play now
int
nb_moves_red
=
0
;
//Number of moves the red player can play
int
nb_moves_blue
=
0
;
...
...
@@ -62,9 +62,12 @@ namespace game
private
:
penguin_state
state
;
uint32_t
*
penguin_that_moves
(
uint16_t
move_number
);
void
move_penguin
(
uint32_t
*
p
);
int
update_moves
(
uint32_t
*
p
,
uint64_t
obstacles
);
uint8_t
RED
=
0
;
uint8_t
BLUE
=
1
;
const
uint8_t
RED
=
0
;
const
uint8_t
BLUE
=
1
;
};
std
::
ostream
&
operator
<<
(
std
::
ostream
&
os
,
const
penguin
&
pen
);
...
...
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