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GameState.cpp
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#include "GameState.h"
std::random_device GameState::rd;
std::mt19937 GameState::g(GameState::rd());
player_indicator GameState::getBoardStateAt(coord x, coord y)
{
return board[y * BOARD_SIZE + x];
}
void GameState::put(coord x, coord y)
{
board[y * BOARD_SIZE + x] = currentTurn;
}
bool GameState::checkWinnerAfterMove(coord xx, coord yy)
{
//CHECK HORIZONTAL WIN
int horizontal = 0;
for (coord x = xx + 1; x < BOARD_SIZE; x++)
{
if (getBoardStateAt(x, yy) != currentTurn)
break;
horizontal++;
}
for (coord x = xx - 1; x >= 0; x--)
{
if (getBoardStateAt(x, yy) != currentTurn)
break;
horizontal++;
}
if (horizontal >= TO_WIN - 1)
return true;
//CHECK VERTICAL WIN
int vertical = 0;
for (coord y = yy + 1; y < BOARD_SIZE; y++)
{
if (getBoardStateAt(xx, y) != currentTurn)
break;
vertical++;
}
for (coord y = yy - 1; y >= 0; y--)
{
if (getBoardStateAt(xx, y) != currentTurn)
break;
vertical++;
}
if (vertical >= TO_WIN - 1)
return true;
//CHECK DIAGONAL WIN
int diagonal = 0;
for (coord x = xx + 1, y = yy + 1; x < BOARD_SIZE && y < BOARD_SIZE; x++, y++)
{
if (getBoardStateAt(x, y) != currentTurn)
break;
diagonal++;
}
for (coord x = xx - 1, y = yy - 1; x >= 0 && y >= 0; x--, y--)
{
if (getBoardStateAt(x, y) != currentTurn)
break;
diagonal++;
}
if (diagonal >= TO_WIN - 1)
return true;
//CHECK ANTIDIAGONAL WIN
int antidiagonal = 0;
for (coord x = xx - 1, y = yy + 1; x >= 0 && y < BOARD_SIZE; x--, y++)
{
if (getBoardStateAt(x, y) != currentTurn)
break;
antidiagonal++;
}
for (coord x = xx + 1, y = yy - 1; x < BOARD_SIZE && y >= 0; x++, y--)
{
if (getBoardStateAt(x, y) != currentTurn)
break;
antidiagonal++;
}
if (antidiagonal >= TO_WIN - 1)
return true;
return false;
}
GameState::GameState()
{
std::memset(board, NONE, sizeof(board));
}
bool GameState::canMoveHere(coord x, coord y)
{
if (x < 0 || y < 0 || x >= BOARD_SIZE || y >= BOARD_SIZE)
return false;
if (winner != NONE)
return false;
return getBoardStateAt(x, y) == NONE;
}
bool GameState::isBoardFull()
{
for (int i = 0; i < BOARD_SIZE * BOARD_SIZE; i++)
if (board[i] == NONE)
return false;
return true;
}
std::vector<Move> GameState::getAllLegalMoves()
{
std::vector<Move> moves;
for (coord y = 0; y < BOARD_SIZE; y++)
for (coord x = 0; x < BOARD_SIZE; x++)
if (canMoveHere(x, y))
moves.push_back(Move{ x, y });
return moves;
}
void GameState::move(coord x, coord y)
{
put(x, y);
if (checkWinnerAfterMove(x, y))
winner = currentTurn;
else if (isBoardFull())
winner = DRAW;
if (currentTurn == PLAYER_X)
currentTurn = PLAYER_O;
else
currentTurn = PLAYER_X;
}
void GameState::move(const Move & m)
{
move(m.x, m.y);
}
player_indicator GameState::getWinner()
{
return winner;
}
player_indicator GameState::getPreviousTurnIndicator()
{
if (currentTurn == PLAYER_X)
return PLAYER_O;
return PLAYER_X;
}
player_indicator GameState::playRandomGame()
{
if (getWinner() != NONE)
return getWinner();
std::vector<Move> allLegalMoves = getAllLegalMoves();
std::shuffle(allLegalMoves.begin(), allLegalMoves.end(), g);
for (auto& move : allLegalMoves)
{
this->move(move);
if (getWinner() != NONE)
break;
}
return getWinner();
}
GameState::~GameState()
{
}