mirror of
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Demo 5
* fast server connection
* Fixed bugs and oversights
* Renamed asset folder to resource, made resourceLoader more robust. Completed some TODO's, formatting
* AppSettings now also get loaded into the assetmanager
* start to reversi logic
* legal moves now get highlighted in red
* Moves flip dots. all tests pass. can play reversi local.
* Working state. Split AudioManager into 3 different branches for easier testing and srp
* Reworked to now use better defined generics and easier to use API. Added AudioResource to be used in changing volume
* Made all of the updated classes more generic for better flexibility in unittesting
* Added more flexible dependency injection to MusicManager for unittesting. Moved to event driven design for less complex code and lower runtime complexity.
* Split SoundEffectManager from AudioManager. (#171)
Clips no longer create a new clip instance each time they are played. A singular clip is made for each resource and is opened/closed when loaded/unloaded. When a clip is played that is already playing it'll stop playback and start again. Clip volume handling isn't done very well.
* Unit tests for MusicManager.java
* Hotfix for loading clip volume issue (#174)
* Fixed AudioVolumemanager, all volumes calculations are now made in VolumeTypes enum
* Added ability to remove a manager from VolumeTypes
* Removed file no longer in use
* Fixed grammer and spelling mistakes
* Renamed VOLUME to MASTERVOLUME for better naming
* Minor changes in API design
* Renamed VolumeTypes to VolumeControl. Made it thread safe. Added docs to VolumeControl and co.
removed .updateAllVolumes() in favor of auto updating inside enum instead
* Added ErrorProne for potential bugs. Fixed potential bugs.
* Small fixes.
* Removed no more needed code.
* Finished todo's
* Moved restrictedAPI to future release
* Finished todo's
* Moved restrictedAPI to future release
* Changed pom to be correct.
Fixed SnowflakeGenerator not making unique ids.
Changed naming for event implementation.
Automated id getter for events.
Added Error-Prone to all modules.
Added parents to all modules.
Added processors module.
* SoundEffectManager now generic
* Removed ResourceManager from AudioManagers
* Added linelistener to SoundEffectAsset
* commit
* commit ofzo
* Tests for SoundEffectManager
* getLegalMoves logic seems fixed //todo write better tests
* Tests toegevoegd
* punk toegevoegd
* Added shuffling on user request
* Reworked NetworkingClientManager into SRP model.
* Forgot to remove
* Improved API for dependency injection
* Some better docs.
* gui refactor
* fixed merge conflicts
* Added exceptions. Added reconnect attempts and changeable address
* Fixed event bug
* add: reversi game
* add: server chat box
* visual update
* Refactor to make Events easier to work with.
* Quick fix for closing connection.
* Documentation
* Correct client creation and user polling
* begin van audio display
* Polling music event, fires every 1 second
* Updated test.
* Updated timings
* Nuke everything on close.
* Basis Audio Display toegevoegd + standaard CSS toegevoegd
Kan nu zien hoe lang de song duurt, hoe lang ie al bezig is met draaien en de titel (-.mp3)
* Clips now also return positional information
* Skip Button
* Skip Button
* Fixes for garbage code by Omar
* Tiny fix when natural skip
* Small event fix
* Faster event schedule for PlayingMusic event
* test fix
* added method for sorting the flipped pieces by distance to Move.position
* new reversi test (both players no legal moves)
* connect4 with minimax AI
* Toegevoegd:
-Play Button + CSS + Events
-Previous Button + CSS + Events
-Changed interface for AudioResource to include a pause button which works really well with mediaplayer, however now SoundEffectAsset has an unnessescary pause
* Made it so that it indicates with the play/pause button if its paused or played
* add simple flip animations and fixed(?) server somewhat
* fixed tests
* can start game from playerlist screen
* tourney ready
* spam minder
* fixed setgamelabels
* spam minder v2
* canvas changes
* moved score out of game
* can now go to last using previous and being at the first song
* mainview false for sendchallengeview
* moved score out of game
* kleine ui fix
* updated music ma,es
* started working on the widget system
* iets met timing verkeerd temporary fix
* Fixes for garbage code by Omar
* Added replace to reduce boiler plate code
* Manually fallback to the fallback locale when a ResourceBundle is missing a resource key. Fallsback to "MISSING RESOUREC" if it's not present in the fallback.
* Removed unused import and unused parameter
* cool onhover effect for reversi
* Made the GameState enum it's own file and fixed imports
* Removed unused import
* Turned abstract methods into an interface
* Moved the Move record into it's own file, seperated from Game
* Removed unused imports
* Renamed Interface Playtable to IPlayable
* Turned Abstract Method for AI into interface
* Refactored Game to follow encapsulation principle
* Removed unused imports
* Applied encapsulation principle to TurnBasedBame.java
* Privated methods that didn't have to be public
* Reversi: made method private
* Changed checkForEarlyDraw so it doesn't need a game as input.
* Fixed warning "Warning:(27, 12) Copy constructor does not copy field 'mostRecentlyFlippedPieces'", removed unused field
* Made connect4 public method private
* half done with the widget system
* added some comments and made some methods a bit more readable
* widget system almost complete
* Functional code, is now object orientated
* Removed no more needed comments
* started a basis for the tutorials, tic tac toe is almost done with some general stuff still to do.
* rest van de tutorials toegevoegd
* resizable true
* fixed turn skip bug
fixed end score bug
now only shows legal and highlight moves when human
* Squashed commit of the following:
commit a517f2f302baa89f8ef59946a31c7bb59c56770f
Author: Stef <stbuwalda@gmail.com>
Date: Thu Nov 27 15:43:43 2025 +0100
Make it so the game shows "Waiting on ... to make their move". Styling isn't done but it is easier to see who's turn it is. There is a lot of structuring to do in the previous code...
* Fixed compilation errors
* Changed the way turns are being stored in TurnBasedGame.
* Removed views
* Added function input for enabling/disabling localization p/text
* Fix eventbus problems (#265)
* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler
* getAllListeners
* Removed nulls
* Fixed stress tests
* Added docs, no more list creation when adding events to the bus.
* Fixed unsubscribe not working.
* Moved away from deprecated functions
* moved from wildcard to typed
* Moved away from deprecated function
* Debugs for EventBus and fixed unsubscribe all (#266)
* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler
* getAllListeners
* Removed nulls
* Fixed stress tests
* Added docs, no more list creation when adding events to the bus.
* Fixed unsubscribe not working.
* Moved away from deprecated functions
* moved from wildcard to typed
* Moved away from deprecated function
* Added debugging to GlobalEventBus
* Fixed cleaning flow
* Fixed unsubscribe all
* Fixed unsubscribe all
* Removed unused import
* Fix music display not working (#267)
* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler
* getAllListeners
* Removed nulls
* Fixed stress tests
* Added docs, no more list creation when adding events to the bus.
* Fixed unsubscribe not working.
* Moved away from deprecated functions
* moved from wildcard to typed
* Moved away from deprecated function
* Added debugging to GlobalEventBus
* Fixed cleaning flow
* Fixed unsubscribe all
* Fixed unsubscribe all
* Removed unused import
* Added LoadingWidget.java for server feedback
* Replace deprecated with correct function
* Removed loading widget from Server.java
* Fixed old new EventFlow().listen() missing false as third param
* Tutorials to Dev (#264)
* Fixed garbage code
* added a pop button
* Tutorial images now use ImageAsset.java
* Added button to continue and start game. Refactors
* Refactored nextScreen runnable
* Removed unused imports
* Refactored switch statement
* Added documentation
* Removed space
* Added translations
* Added function input for enabling/disabling localization p/text
---------
Co-authored-by: ramollia <>
* Merge new framework into development (#269)
* Created a somewhat generic TurnBasedGame thread. Temporary UI that only works for TicTacToe rn. Added a LocalPlayer with the intent to add more players
* (RANDOM COMMIT) Hope it works
* Changes by bas
* Fixed dependency issues
* Fixed major issue in game deepcopy
* Merge conflict fix
* Removed unused import
* Update GTBGT branch from dev branch (#263)
* started a basis for the tutorials, tic tac toe is almost done with some general stuff still to do.
* rest van de tutorials toegevoegd
* Removed views
* Merge conflict fix
* Removed unused import
---------
Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: ramollia <>
Co-authored-by: Bas Antonius de Jong <49651652+BAFGdeJong@users.noreply.github.com>
* Revert "Update GTBGT branch from dev branch (#263)"
This reverts commit 9134d7e343.
* Fixed frontend not using GameController because of spaghetti code.
* Removed unused imports
* GameCanvas not implements a DrawPlayerMove that can be overridden for specific implementations
* Created an event that will request the controller to refresh the UI.
* ADDED DEPENDENCY. Renamed GameControllers to GameManagers, gameThread is not game controller.
* Attempt at adding an online player. I think it doesn't work because of unsubscriben after success not working
* Multiplayer is functional through OnlineThreadBehaviour. Empty slots are currently represented by -1 in the GUI.
* Removed sout spam, added logger than I can't get to work.
* Idek what these changes are
* Te lang geen commit, sorry
* Multiplayer seems to work pretty well now, hopefully I can add the other games soon.
* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler
* getAllListeners
* Removed nulls
* Inbetween commit of adding Reversi. This is a lot of spaghetti.
* Fixed stress tests
* Fixed typo in NetworkingGameClientHandler that prevented losses from being received
* Missed 2nd typo. Fixed
* Added docs, no more list creation when adding events to the bus.
* Fixed unsubscribe not working.
* Moved away from deprecated functions
* moved from wildcard to typed
* Moved away from deprecated function
* Added debugging to GlobalEventBus
* Fixed cleaning flow
* Fixed unsubscribe all
* Fixed unsubscribe all
* Removed unused import
* Works now with updated EventFlow(). Unsubscribing works. ReversiAIR has an issue where a forced move returns -1 and local play back button doesn't work properly. To be fixed
* Fixed ReversiR issue that caused skip turn desync
* Fixed color mismatch with server and online main player is now correct.
* Added a bunch of java doc and small changes
* Small changes
* Added a new Thread Behaviour to test framework.
* Fixed human error I made in TicTacToeR logic...
* Fixed broken event and wrong player being presented as winner.
* Idk changes
* Fixed PR conflicts
---------
Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: Bas Antonius de Jong <49651652+BAFGdeJong@users.noreply.github.com>
* added back button sounds because SOMEONE fucked it up.....
* 231 connecting to server feedback (#275)
* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler
* getAllListeners
* Removed nulls
* Fixed stress tests
* Added docs, no more list creation when adding events to the bus.
* Fixed unsubscribe not working.
* Moved away from deprecated functions
* moved from wildcard to typed
* Moved away from deprecated function
* Added debugging to GlobalEventBus
* Fixed cleaning flow
* Fixed unsubscribe all
* Fixed unsubscribe all
* Removed unused import
* Added LoadingWidget.java for server feedback
* Imports
* fixed loadingwidget
* Workable LoadingWidget and trying to connect to server
* Removed output
* Small bug temp fix
---------
Co-authored-by: ramollia <>
* Double loading call fix, LoadingWidget docs
* Main menu loader (#277)
* LoadingWidget main menu
* fixed garbage code
* Fixed garbage code 2
* LoadWidget fix, added loading to starting the game. Removed unnecessary console output
---------
Co-authored-by: ramollia <>
* Fixed systems starting, before assets being loaded (I am retarded)
* Added infinite boolean, fixed loading behaviour at startup
* 272 remake game framework interfaces to properly represent vmc (#278)
* Cleaned up a lot of old files and renamed/remade interfaces to better suit the framework
* Broken commit
* Fixed online play
* Better file structure and closer to MVC
* Best fix for white screen at start
* Making threads verbose regarding exceptions
* Loading circle, better loading colors.
* Event bus now testable, improved UI (#284)
* turn updates
* smalle fixes aan turn updates
* better human/ai selector with bot selection and depth on TicTacToeAIR
* depth + thinktime back to AIs, along with a a specific TicTacToeAIRSleep
* fixed overlapping back and disconnect buttons
* Changed to debug instead of info
* changed the transitionNextCustom to be easier to use
* added getAllWidgets to WidgetContainer
* Correct back view
* added replacePrevious in ViewWidget
* added removeIndexFromPreviousChain
* fixed incorrect index counting
* Fixt wrong view order
* Removed todo
* Challenge popups "Fixed"
* Popups now remove themselves
* localize the ChallengePopup text
* made the game text a header instead
* fixed getAllWidgets
* Escape popup
* fixed redundant container
* Escape remove popup
* Working escape menu
* Added find functionality
* Tutorials moved to escape menu
* Escape can't be opened in mainview now
* Can now test the event bus, created testable interfaces
* Logging errors
* Made events and handlers more generic
* Suppress
* Managers now have changeable eventbus
* Tutorials fixed
* Removed import
* Single threaded eventbus
* Fixed wrong eventbus
* Removed get
* Removed old code
* Renaming
* Optimization
* Removed useless comment
* Removed unnecessary imports
* Rename
* Renaming, refactor and type safety
* Rename
* Removed import
---------
Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: ramollia <>
* initSystems now uses latch instead of timer. Moved single threads to Executor
* Safety
* Deleted unnecessary imports
* Code cleanup
* changed "fullscreen exit key combination" from esc to F11
* shitty fix for player selector spacing issue
* shitty fix for player selector spacing issue v2
* fixed reversi colors being switched, causing multiple issues
* Merge bitboards into development (#285)
* added new classes for the games that use bitboards instead. also combined game with turnbasedgame
* (DOES NOT COMPILE) In-between commit
* turn updates
* smalle fixes aan turn updates
* Bitboard implemented with scuffed TicTacToe translation done by game. This should be done by the view.
* Almost done with implementing bitboards. Reversi is broken and artifical players don't work yet.
* better human/ai selector with bot selection and depth on TicTacToeAIR
* fixed getLegalMoves
* depth + thinktime back to AIs, along with a a specific TicTacToeAIRSleep
* fixed overlapping back and disconnect buttons
* Changed to debug instead of info
* changed the transitionNextCustom to be easier to use
* added getAllWidgets to WidgetContainer
* Correct back view
* added replacePrevious in ViewWidget
* added removeIndexFromPreviousChain
* fixed incorrect index counting
* Fixt wrong view order
* fixed? getLegalMoves
* Everything is broken
* Removed todo
* fixed getLegalMoves & getFlips
* Challenge popups "Fixed"
* Fixed local and online play for both games
* Popups now remove themselves
* Removed souts for debugging
* localize the ChallengePopup text
* made the game text a header instead
* made more classes deepClonable.
* fixed getAllWidgets
* Added comment
* Escape popup
* fixed redundant container
* Made all network events async again
* Escape remove popup
* Working escape menu
* Removed old AI and old files. Added a new generic random AI. game no longer deals with translation.
* Drawing of board on canvas is now done from bitboards rather than translating.
* Added a method getWinner() to game interface.Controller now tells gameThreads how to deal with drawing UI and sending a move to server.
* Added find functionality
* Added a ChatGPT generated MiniMaxAI based on the old MiniMaxAI but with alpha-beta pruning and heuristics for Reversi
* Removed System-Outs to clean up console
* Update BitGameCanvas.java
* Merge fixes
* Removed unused imports
---------
Co-authored-by: ramollia <>
Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: lieght <49651652+BAFGdeJong@users.noreply.github.com>
* Better limits to generic acceptance
* Will fix tests etc later
---------
Co-authored-by: ramollia <@>
Co-authored-by: Ticho Hidding <tichohidding@gmail.com>
Co-authored-by: Stef <48526421+StefBuwalda@users.noreply.github.com>
Co-authored-by: Stef <stbuwalda@gmail.com>
Co-authored-by: michiel <m.brands.3@st.hanze.nl>
Co-authored-by: ramollia <>
Co-authored-by: tichohidding <58555714+tichohidding@users.noreply.github.com>
This commit is contained in:
committed by
GitHub
parent
afb4844084
commit
8146be16ed
108
game/pom.xml
108
game/pom.xml
@@ -1,8 +1,13 @@
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<project xmlns="http://maven.apache.org/POM/4.0.0">
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<modelVersion>4.0.0</modelVersion>
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<groupId>org.toop</groupId>
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<artifactId>pism_game</artifactId>
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<parent>
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<groupId>org.toop</groupId>
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<artifactId>pism</artifactId>
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<version>0.1</version>
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</parent>
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<artifactId>game</artifactId>
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<version>0.1</version>
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<properties>
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@@ -83,39 +88,78 @@
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<artifactId>slf4j-simple</artifactId>
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<version>2.0.17</version>
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</dependency>
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</dependencies>
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<dependency>
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<groupId>com.google.errorprone</groupId>
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<artifactId>error_prone_core</artifactId>
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<version>2.42.0</version>
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</dependency>
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<dependency>
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<groupId>com.google.errorprone</groupId>
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<artifactId>error_prone_annotations</artifactId>
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<version>2.42.0</version>
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</dependency>
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<dependency>
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<groupId>org.toop</groupId>
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<artifactId>framework</artifactId>
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<version>0.1</version>
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<scope>compile</scope>
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</dependency>
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</dependencies>
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<build>
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<plugins>
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<plugin>
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<groupId>org.apache.maven.plugins</groupId>
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<artifactId>maven-compiler-plugin</artifactId>
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<version>3.14.1</version>
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<configuration>
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<source>25</source>
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<target>25</target>
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<release>25</release>
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||||
<encoding>UTF-8</encoding>
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<!-- <compilerArgs>-->
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||||
<!-- <arg>-XDcompilePolicy=simple</arg>-->
|
||||
<!-- <arg>--should-stop=ifError=FLOW</arg>-->
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||||
<!-- <arg>-Xplugin:ErrorProne</arg>-->
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<!-- </compilerArgs>-->
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<!-- <annotationProcessorPaths>-->
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<!-- <path>-->
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||||
<!-- <groupId>com.google.errorprone</groupId>-->
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<!-- <artifactId>error_prone_core</artifactId>-->
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<!-- <version>2.42.0</version>-->
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<!-- </path>-->
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<!-- <!– Other annotation processors go here.-->
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<!-- If 'annotationProcessorPaths' is set, processors will no longer be-->
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<!-- discovered on the regular -classpath; see also 'Using Error Prone-->
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<!-- together with other annotation processors' below. –>-->
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<!-- </annotationProcessorPaths>-->
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<!-- <fork>true</fork>-->
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</configuration>
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</plugin>
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<plugin>
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<groupId>org.apache.maven.plugins</groupId>
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<artifactId>maven-compiler-plugin</artifactId>
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<version>3.14.1</version>
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<configuration>
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<showWarnings>true</showWarnings>
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<fork>true</fork>
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<executable>${java.home}/bin/javac</executable>
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<source>25</source>
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<target>25</target>
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<release>25</release>
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<encoding>UTF-8</encoding>
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<compilerArgs>
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||||
<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.api=ALL-UNNAMED</arg>
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<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.file=ALL-UNNAMED</arg>
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<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.main=ALL-UNNAMED</arg>
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<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.model=ALL-UNNAMED</arg>
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<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.parser=ALL-UNNAMED</arg>
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||||
<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.processing=ALL-UNNAMED</arg>
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||||
<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.tree=ALL-UNNAMED</arg>
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||||
<arg>-J--add-exports=jdk.compiler/com.sun.tools.javac.util=ALL-UNNAMED</arg>
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<arg>-J--add-opens=jdk.compiler/com.sun.tools.javac.code=ALL-UNNAMED</arg>
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<arg>-J--add-opens=jdk.compiler/com.sun.tools.javac.comp=ALL-UNNAMED</arg>
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<arg>
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-Xplugin:ErrorProne
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</arg>
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<!-- TODO-->
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<!-- -Xep:RestrictedApi:ERROR \-->
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<!-- -XepOpt:RestrictedApi:annotation=org.toop.annotations.TestsOnly \-->
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<!-- -XepOpt:RestrictedApi:allowlistRegex=(?s).*/src/test/java/.*|.*test\.java \-->
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<!-- -XepOpt:RestrictedApi:message=This API is marked @TestsOnly and shouldn't be normally used.-->
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<arg>-XDcompilePolicy=simple</arg>
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<arg>--should-stop=ifError=FLOW</arg>
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</compilerArgs>
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<annotationProcessorPaths>
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<path>
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<groupId>com.google.errorprone</groupId>
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<artifactId>error_prone_core</artifactId>
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<version>2.42.0</version>
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</path>
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</annotationProcessorPaths>
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</configuration>
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<dependencies>
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<dependency>
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<groupId>com.google.errorprone</groupId>
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<artifactId>error_prone_core</artifactId>
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<version>2.42.0</version>
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</dependency>
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</dependencies>
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</plugin>
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<plugin>
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<groupId>com.diffplug.spotless</groupId>
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<artifactId>spotless-maven-plugin</artifactId>
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@@ -1,5 +0,0 @@
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package org.toop.game;
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public abstract class AI<T extends Game> {
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public abstract Game.Move findBestMove(T game, int depth);
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}
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86
game/src/main/java/org/toop/game/BitboardGame.java
Normal file
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game/src/main/java/org/toop/game/BitboardGame.java
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@@ -0,0 +1,86 @@
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package org.toop.game;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.Arrays;
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import java.util.concurrent.atomic.AtomicInteger;
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// There is AI performance to be gained by getting rid of non-primitives and thus speeding up deepCopy
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public abstract class BitboardGame<T extends BitboardGame<T>> implements TurnBasedGame<T> {
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private final int columnSize;
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private final int rowSize;
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private Player<T>[] players;
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// long is 64 bits. Every game has a limit of 64 cells maximum.
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private final long[] playerBitboard;
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private int currentTurn = 0;
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public BitboardGame(int columnSize, int rowSize, int playerCount, Player<T>[] players) {
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this.columnSize = columnSize;
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this.rowSize = rowSize;
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this.players = players;
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this.playerBitboard = new long[playerCount];
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Arrays.fill(playerBitboard, 0L);
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}
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public BitboardGame(BitboardGame<T> other) {
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this.columnSize = other.columnSize;
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this.rowSize = other.rowSize;
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this.playerBitboard = other.playerBitboard.clone();
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this.currentTurn = other.currentTurn;
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this.players = Arrays.stream(other.players)
|
||||
.map(Player<T>::deepCopy)
|
||||
.toArray(Player[]::new);
|
||||
}
|
||||
|
||||
public int getColumnSize() {
|
||||
return this.columnSize;
|
||||
}
|
||||
|
||||
public int getRowSize() {
|
||||
return this.rowSize;
|
||||
}
|
||||
|
||||
public long getPlayerBitboard(int player) {
|
||||
return this.playerBitboard[player];
|
||||
}
|
||||
|
||||
public void setPlayerBitboard(int player, long bitboard) {
|
||||
this.playerBitboard[player] = bitboard;
|
||||
}
|
||||
|
||||
public int getPlayerCount() {
|
||||
return playerBitboard.length;
|
||||
}
|
||||
|
||||
public int getCurrentTurn() {
|
||||
return getCurrentPlayerIndex();
|
||||
}
|
||||
|
||||
public Player<T> getPlayer(int index) {return players[index];}
|
||||
|
||||
public int getCurrentPlayerIndex() {
|
||||
return currentTurn % playerBitboard.length;
|
||||
}
|
||||
|
||||
public int getNextPlayer() {
|
||||
return (currentTurn + 1) % playerBitboard.length;
|
||||
}
|
||||
|
||||
public Player<T> getCurrentPlayer(){
|
||||
return players[getCurrentPlayerIndex()];
|
||||
}
|
||||
|
||||
|
||||
|
||||
@Override
|
||||
public long[] getBoard() {return this.playerBitboard;}
|
||||
|
||||
public void nextTurn() {
|
||||
currentTurn++;
|
||||
}
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
package org.toop.game;
|
||||
|
||||
import java.util.Arrays;
|
||||
|
||||
public abstract class Game {
|
||||
public enum State {
|
||||
NORMAL,
|
||||
DRAW,
|
||||
WIN,
|
||||
}
|
||||
|
||||
public record Move(int position, char value) {}
|
||||
|
||||
public static final char EMPTY = (char) 0;
|
||||
|
||||
public final int rowSize;
|
||||
public final int columnSize;
|
||||
public final char[] board;
|
||||
|
||||
protected Game(int rowSize, int columnSize) {
|
||||
assert rowSize > 0 && columnSize > 0;
|
||||
|
||||
this.rowSize = rowSize;
|
||||
this.columnSize = columnSize;
|
||||
|
||||
board = new char[rowSize * columnSize];
|
||||
Arrays.fill(board, EMPTY);
|
||||
}
|
||||
|
||||
protected Game(Game other) {
|
||||
rowSize = other.rowSize;
|
||||
columnSize = other.columnSize;
|
||||
board = Arrays.copyOf(other.board, other.board.length);
|
||||
}
|
||||
|
||||
public abstract Move[] getLegalMoves();
|
||||
|
||||
public abstract State play(Move move);
|
||||
}
|
||||
3
game/src/main/java/org/toop/game/Move.java
Normal file
3
game/src/main/java/org/toop/game/Move.java
Normal file
@@ -0,0 +1,3 @@
|
||||
package org.toop.game;
|
||||
// TODO: Remove this, only used in ReversiCanvas. Needs to not
|
||||
public record Move(int position, char value) {}
|
||||
@@ -1,27 +0,0 @@
|
||||
package org.toop.game;
|
||||
|
||||
public abstract class TurnBasedGame extends Game {
|
||||
public final int turns;
|
||||
|
||||
protected int currentTurn;
|
||||
|
||||
protected TurnBasedGame(int rowSize, int columnSize, int turns) {
|
||||
super(rowSize, columnSize);
|
||||
assert turns >= 2;
|
||||
this.turns = turns;
|
||||
}
|
||||
|
||||
protected TurnBasedGame(TurnBasedGame other) {
|
||||
super(other);
|
||||
turns = other.turns;
|
||||
currentTurn = other.currentTurn;
|
||||
}
|
||||
|
||||
protected void nextTurn() {
|
||||
currentTurn = (currentTurn + 1) % turns;
|
||||
}
|
||||
|
||||
public int getCurrentTurn() {
|
||||
return currentTurn;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
package org.toop.game.gameThreads;
|
||||
|
||||
import org.toop.framework.eventbus.EventFlow;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
|
||||
import org.toop.framework.gameFramework.view.GUIEvents;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
import java.util.function.Consumer;
|
||||
|
||||
/**
|
||||
* Handles local turn-based game logic at a fixed update rate.
|
||||
* <p>
|
||||
* Runs a separate thread that executes game turns at a fixed frequency (default 60 updates/sec),
|
||||
* applying player moves, updating the game state, and dispatching UI events.
|
||||
*/
|
||||
public class LocalFixedRateThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements Runnable {
|
||||
|
||||
|
||||
/**
|
||||
* Creates a fixed-rate behaviour for a local turn-based game.
|
||||
*
|
||||
* @param game the game instance
|
||||
*/
|
||||
public LocalFixedRateThreadBehaviour(T game) {
|
||||
super(game);
|
||||
}
|
||||
|
||||
/** Starts the game loop thread if not already running. */
|
||||
@Override
|
||||
public void start() {
|
||||
if (isRunning.compareAndSet(false, true)) {
|
||||
new Thread(this).start();
|
||||
}
|
||||
}
|
||||
|
||||
/** Stops the game loop after the current iteration. */
|
||||
@Override
|
||||
public void stop() {
|
||||
isRunning.set(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Main loop running at a fixed rate.
|
||||
* <p>
|
||||
* Fetches the current player's move, applies it to the game,
|
||||
* updates the UI, and handles game-ending states.
|
||||
*/
|
||||
@Override
|
||||
public void run() {
|
||||
final int UPS = 1;
|
||||
final long UPDATE_INTERVAL = 1_000_000_000L / UPS;
|
||||
long nextUpdate = System.nanoTime();
|
||||
|
||||
while (isRunning.get()) {
|
||||
long now = System.nanoTime();
|
||||
if (now >= nextUpdate) {
|
||||
nextUpdate += UPDATE_INTERVAL;
|
||||
|
||||
Player<T> currentPlayer = game.getPlayer(game.getCurrentTurn());
|
||||
long move = currentPlayer.getMove(game.deepCopy());
|
||||
PlayResult result = game.play(move);
|
||||
|
||||
updateUI();
|
||||
|
||||
GameState state = result.state();
|
||||
switch (state) {
|
||||
case WIN, DRAW -> {
|
||||
isRunning.set(false);
|
||||
new EventFlow().addPostEvent(GUIEvents.GameEnded.class, state == GameState.WIN, result.player()).postEvent();
|
||||
}
|
||||
case NORMAL, TURN_SKIPPED -> { /* continue */ }
|
||||
default -> {
|
||||
logger.error("Unexpected state {}", state);
|
||||
isRunning.set(false);
|
||||
throw new RuntimeException("Unknown state: " + state);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
try {
|
||||
Thread.sleep(10);
|
||||
} catch (InterruptedException ignored) {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
package org.toop.game.gameThreads;
|
||||
|
||||
import org.toop.framework.eventbus.EventFlow;
|
||||
import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
|
||||
import org.toop.framework.gameFramework.view.GUIEvents;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
import java.util.function.Consumer;
|
||||
|
||||
/**
|
||||
* Handles local turn-based game logic in its own thread.
|
||||
* <p>
|
||||
* Repeatedly gets the current player's move, applies it to the game,
|
||||
* updates the UI, and stops when the game ends or {@link #stop()} is called.
|
||||
*/
|
||||
public class LocalThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements Runnable {
|
||||
|
||||
/**
|
||||
* Creates a new behaviour for a local turn-based game.
|
||||
*
|
||||
* @param game the game instance
|
||||
*/
|
||||
public LocalThreadBehaviour(T game) {
|
||||
super(game);
|
||||
}
|
||||
|
||||
/** Starts the game loop in a new thread. */
|
||||
@Override
|
||||
public void start() {
|
||||
if (isRunning.compareAndSet(false, true)) {
|
||||
new Thread(this).start();
|
||||
}
|
||||
}
|
||||
|
||||
/** Stops the game loop after the current iteration. */
|
||||
@Override
|
||||
public void stop() {
|
||||
isRunning.set(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Main game loop: gets the current player's move, applies it,
|
||||
* updates the UI, and handles end-of-game states.
|
||||
*/
|
||||
@Override
|
||||
public void run() {
|
||||
while (isRunning.get()) {
|
||||
Player<T> currentPlayer = game.getPlayer(game.getCurrentTurn());
|
||||
long move = currentPlayer.getMove(game.deepCopy());
|
||||
PlayResult result = game.play(move);
|
||||
|
||||
updateUI();
|
||||
|
||||
GameState state = result.state();
|
||||
switch (state) {
|
||||
case WIN, DRAW -> {
|
||||
isRunning.set(false);
|
||||
new EventFlow().addPostEvent(
|
||||
GUIEvents.GameEnded.class,
|
||||
state == GameState.WIN,
|
||||
result.player()
|
||||
).postEvent();
|
||||
}
|
||||
case NORMAL, TURN_SKIPPED -> { /* continue normally */ }
|
||||
default -> {
|
||||
logger.error("Unexpected state {}", state);
|
||||
isRunning.set(false);
|
||||
throw new RuntimeException("Unknown state: " + state);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
package org.toop.game.gameThreads;
|
||||
|
||||
import org.toop.framework.eventbus.EventFlow;
|
||||
import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
|
||||
import org.toop.framework.gameFramework.view.GUIEvents;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.game.SupportsOnlinePlay;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
import org.toop.game.players.OnlinePlayer;
|
||||
|
||||
/**
|
||||
* Handles online multiplayer game logic.
|
||||
* <p>
|
||||
* Reacts to server events, sending moves and updating the game state
|
||||
* for the local player while receiving moves from other players.
|
||||
*/
|
||||
public class OnlineThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements SupportsOnlinePlay {
|
||||
/**
|
||||
* Creates behaviour and sets the first local player
|
||||
* (non-online player) from the given array.
|
||||
*/
|
||||
public OnlineThreadBehaviour(T game) {
|
||||
super(game);
|
||||
}
|
||||
|
||||
/** Finds the first non-online player in the array. */
|
||||
private int getFirstNotOnlinePlayer(Player<T>[] players) {
|
||||
for (int i = 0; i < players.length; i++) {
|
||||
if (!(players[i] instanceof OnlinePlayer)) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
throw new RuntimeException("All players are online players");
|
||||
}
|
||||
|
||||
/** Starts processing network events for the local player. */
|
||||
@Override
|
||||
public void start() {
|
||||
isRunning.set(true);
|
||||
}
|
||||
|
||||
/** Stops processing network events. */
|
||||
@Override
|
||||
public void stop() {
|
||||
isRunning.set(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the server notifies that it is the local player's turn.
|
||||
* Sends the generated move back to the server.
|
||||
*/
|
||||
@Override
|
||||
public void onYourTurn(long clientId) {
|
||||
if (!isRunning.get()) return;
|
||||
long move = game.getPlayer(game.getCurrentTurn()).getMove(game.deepCopy());
|
||||
sendMove(clientId, move);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles a move received from the server for any player.
|
||||
* Updates the game state and triggers a UI refresh.
|
||||
*/
|
||||
public void onMoveReceived(long move) {
|
||||
if (!isRunning.get()) return;
|
||||
game.play(move);
|
||||
|
||||
updateUI();
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the end of the game as notified by the server.
|
||||
* Updates the UI to show a win or draw result for the local player.
|
||||
*/
|
||||
public void gameFinished(String condition) {
|
||||
switch(condition.toUpperCase()){
|
||||
case "WIN", "LOSS" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, game.getWinner()).postEvent();
|
||||
case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, -1).postEvent();
|
||||
default -> {
|
||||
logger.error("Invalid condition");
|
||||
throw new RuntimeException("Unknown condition");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
package org.toop.game.gameThreads;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.networking.events.NetworkEvents;
|
||||
|
||||
/**
|
||||
* Online thread behaviour that adds a fixed delay before processing
|
||||
* the local player's turn.
|
||||
* <p>
|
||||
* This is identical to {@link OnlineThreadBehaviour}, but inserts a
|
||||
* short sleep before delegating to the base implementation.
|
||||
*/
|
||||
public class OnlineWithSleepThreadBehaviour<T extends TurnBasedGame<T>> extends OnlineThreadBehaviour<T> {
|
||||
|
||||
/**
|
||||
* Creates the behaviour and forwards the players to the base class.
|
||||
*
|
||||
* @param game the online-capable turn-based game
|
||||
*/
|
||||
public OnlineWithSleepThreadBehaviour(T game) {
|
||||
super(game);
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits briefly before handling the "your turn" event.
|
||||
*
|
||||
* @param event the network event indicating it's this client's turn
|
||||
*/
|
||||
@Override
|
||||
public void onYourTurn(long clientId) {
|
||||
|
||||
try {
|
||||
Thread.sleep(50);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
super.onYourTurn(clientId);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
package org.toop.game.games.reversi;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
import org.toop.game.BitboardGame;
|
||||
|
||||
public class BitboardReversi extends BitboardGame<BitboardReversi> {
|
||||
|
||||
public record Score(int black, int white) {}
|
||||
|
||||
private final long notAFile = 0xfefefefefefefefeL;
|
||||
private final long notHFile = 0x7f7f7f7f7f7f7f7fL;
|
||||
|
||||
public BitboardReversi(Player<BitboardReversi>[] players) {
|
||||
super(8, 8, 2, players);
|
||||
|
||||
// Black (player 0)
|
||||
setPlayerBitboard(0, (1L << (3 + 4 * 8)) | (1L << (4 + 3 * 8)));
|
||||
|
||||
// White (player 1)
|
||||
setPlayerBitboard(1, (1L << (3 + 3 * 8)) | (1L << (4 + 4 * 8)));
|
||||
}
|
||||
|
||||
public BitboardReversi(BitboardReversi other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
public long getLegalMoves() {
|
||||
final long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
final long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
long legalMoves = 0L;
|
||||
|
||||
// north & south
|
||||
legalMoves |= computeMoves(player, opponent, 8, -1L);
|
||||
legalMoves |= computeMoves(player, opponent, -8, -1L);
|
||||
|
||||
// east & west
|
||||
legalMoves |= computeMoves(player, opponent, 1, notAFile);
|
||||
legalMoves |= computeMoves(player, opponent, -1, notHFile);
|
||||
|
||||
// north-east & north-west & south-east & south-west
|
||||
legalMoves |= computeMoves(player, opponent, 9, notAFile);
|
||||
legalMoves |= computeMoves(player, opponent, 7, notHFile);
|
||||
legalMoves |= computeMoves(player, opponent, -7, notAFile);
|
||||
legalMoves |= computeMoves(player, opponent, -9, notHFile);
|
||||
|
||||
return legalMoves;
|
||||
}
|
||||
|
||||
public long getFlips(long move) {
|
||||
final long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
final long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
long flips = 0L;
|
||||
|
||||
// north & south
|
||||
flips |= computeFlips(move, player, opponent, 8, -1L);
|
||||
flips |= computeFlips(move, player, opponent, -8, -1L);
|
||||
|
||||
// east & west
|
||||
flips |= computeFlips(move, player, opponent, 1, notAFile);
|
||||
flips |= computeFlips(move, player, opponent, -1, notHFile);
|
||||
|
||||
// north-east & north-west & south-east & south-west
|
||||
flips |= computeFlips(move, player, opponent, 9, notAFile);
|
||||
flips |= computeFlips(move, player, opponent, 7, notHFile);
|
||||
flips |= computeFlips(move, player, opponent, -7, notAFile);
|
||||
flips |= computeFlips(move, player, opponent, -9, notHFile);
|
||||
|
||||
return flips;
|
||||
}
|
||||
|
||||
@Override
|
||||
public BitboardReversi deepCopy() {return new BitboardReversi(this);}
|
||||
|
||||
public PlayResult play(long move) {
|
||||
final long flips = getFlips(move);
|
||||
|
||||
long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
player |= move | flips;
|
||||
opponent &= ~flips;
|
||||
|
||||
setPlayerBitboard(getCurrentPlayerIndex(), player);
|
||||
setPlayerBitboard(getNextPlayer(), opponent);
|
||||
|
||||
nextTurn();
|
||||
|
||||
final long nextLegalMoves = getLegalMoves();
|
||||
|
||||
if (nextLegalMoves == 0) {
|
||||
nextTurn();
|
||||
|
||||
final long skippedLegalMoves = getLegalMoves();
|
||||
|
||||
if (skippedLegalMoves == 0) {
|
||||
int winner = getWinner();
|
||||
|
||||
if (winner == -1) {
|
||||
return new PlayResult(GameState.DRAW, -1);
|
||||
}
|
||||
|
||||
return new PlayResult(GameState.WIN, winner);
|
||||
}
|
||||
|
||||
return new PlayResult(GameState.TURN_SKIPPED, getCurrentPlayerIndex());
|
||||
}
|
||||
|
||||
return new PlayResult(GameState.NORMAL, getCurrentPlayerIndex());
|
||||
}
|
||||
|
||||
public Score getScore() {
|
||||
return new Score(
|
||||
Long.bitCount(getPlayerBitboard(0)),
|
||||
Long.bitCount(getPlayerBitboard(1))
|
||||
);
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
final long black = getPlayerBitboard(0);
|
||||
final long white = getPlayerBitboard(1);
|
||||
|
||||
final int blackCount = Long.bitCount(black);
|
||||
final int whiteCount = Long.bitCount(white);
|
||||
|
||||
if (blackCount == whiteCount){
|
||||
return -1;
|
||||
}
|
||||
else if (blackCount > whiteCount){
|
||||
return 0;
|
||||
}
|
||||
else{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
private long computeMoves(long player, long opponent, int shift, long mask) {
|
||||
long moves = shift(player, shift, mask) & opponent;
|
||||
long captured = moves;
|
||||
|
||||
while (moves != 0) {
|
||||
moves = shift(moves, shift, mask) & opponent;
|
||||
captured |= moves;
|
||||
}
|
||||
|
||||
long landing = shift(captured, shift, mask);
|
||||
return landing & ~(player | opponent);
|
||||
}
|
||||
|
||||
private long computeFlips(long move, long player, long opponent, int shift, long mask) {
|
||||
long flips = 0L;
|
||||
long pos = move;
|
||||
|
||||
while (true) {
|
||||
pos = shift(pos, shift, mask);
|
||||
if (pos == 0) return 0L;
|
||||
|
||||
if ((pos & opponent) != 0) flips |= pos;
|
||||
else if ((pos & player) != 0) return flips;
|
||||
else return 0L;
|
||||
}
|
||||
}
|
||||
|
||||
private long shift(long bit, int shift, long mask) {
|
||||
return shift > 0 ? (bit << shift) & mask : (bit >>> -shift) & mask;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,103 @@
|
||||
package org.toop.game.games.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
import org.toop.game.BitboardGame;
|
||||
|
||||
public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
private final long[] winningLines = {
|
||||
0b111000000L, // top row
|
||||
0b000111000L, // middle row
|
||||
0b000000111L, // bottom row
|
||||
0b100100100L, // left column
|
||||
0b010010010L, // middle column
|
||||
0b001001001L, // right column
|
||||
0b100010001L, // diagonal
|
||||
0b001010100L // anti-diagonal
|
||||
};
|
||||
|
||||
public BitboardTicTacToe(Player<BitboardTicTacToe>[] players) {
|
||||
super(3, 3, 2, players);
|
||||
}
|
||||
public BitboardTicTacToe(BitboardTicTacToe other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
public long getLegalMoves() {
|
||||
final long xBitboard = getPlayerBitboard(0);
|
||||
final long oBitboard = getPlayerBitboard(1);
|
||||
|
||||
final long taken = (xBitboard | oBitboard);
|
||||
return (~taken) & 0x1ffL;
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
return getCurrentPlayerIndex();
|
||||
}
|
||||
|
||||
public PlayResult play(long move) {
|
||||
// Player loses if move is invalid
|
||||
if ((move & getLegalMoves()) == 0 || Long.bitCount(move) != 1){
|
||||
return new PlayResult(GameState.WIN, getNextPlayer());
|
||||
}
|
||||
|
||||
// Move is legal, make move
|
||||
long playerBitboard = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
playerBitboard |= move;
|
||||
|
||||
setPlayerBitboard(getCurrentPlayerIndex(), playerBitboard);
|
||||
|
||||
// Check if current player won
|
||||
if (checkWin(playerBitboard)) {
|
||||
return new PlayResult(GameState.WIN, getCurrentPlayerIndex());
|
||||
}
|
||||
|
||||
// Proceed to next turn
|
||||
nextTurn();
|
||||
|
||||
|
||||
// Check for early draw
|
||||
if (getLegalMoves() == 0L || checkEarlyDraw()) {
|
||||
return new PlayResult(GameState.DRAW, -1);
|
||||
}
|
||||
|
||||
// Nothing weird happened, continue on as normal
|
||||
return new PlayResult(GameState.NORMAL, -1);
|
||||
}
|
||||
|
||||
private boolean checkWin(long board) {
|
||||
for (final long line : winningLines) {
|
||||
if ((board & line) == line) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private boolean checkEarlyDraw() {
|
||||
final long xBitboard = getPlayerBitboard(0);
|
||||
final long oBitboard = getPlayerBitboard(1);
|
||||
|
||||
final long taken = (xBitboard | oBitboard);
|
||||
final long empty = (~taken) & 0x1FFL;
|
||||
|
||||
for (final long line : winningLines) {
|
||||
if (((line & xBitboard) != 0 && (line & oBitboard) != 0)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((line & empty) != 0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public BitboardTicTacToe deepCopy() {
|
||||
return new BitboardTicTacToe(this);
|
||||
}
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
package org.toop.game.othello;
|
||||
|
||||
import org.toop.game.TurnBasedGame;
|
||||
|
||||
public final class Othello extends TurnBasedGame {
|
||||
Othello() {
|
||||
super(8, 8, 2);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Move[] getLegalMoves() {
|
||||
return new Move[0];
|
||||
}
|
||||
|
||||
@Override
|
||||
public State play(Move move) {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
package org.toop.game.othello;
|
||||
|
||||
import org.toop.game.AI;
|
||||
import org.toop.game.Game;
|
||||
|
||||
public final class OthelloAI extends AI<Othello> {
|
||||
@Override
|
||||
public Game.Move findBestMove(Othello game, int depth) {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.player.*;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
|
||||
/**
|
||||
* Represents a player controlled by an AI in a game.
|
||||
* <p>
|
||||
* This player uses an {@link AbstractAI} instance to determine its moves. The generic
|
||||
* parameter {@code T} specifies the type of {@link GameR} the AI can handle.
|
||||
* </p>
|
||||
*
|
||||
* @param <T> the specific type of game this AI player can play
|
||||
*/
|
||||
public class ArtificialPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
|
||||
/** The AI instance used to calculate moves. */
|
||||
private final AI<T> ai;
|
||||
|
||||
/**
|
||||
* Constructs a new ArtificialPlayer using the specified AI.
|
||||
*
|
||||
* @param ai the AI instance that determines moves for this player
|
||||
*/
|
||||
public ArtificialPlayer(AI<T> ai, String name) {
|
||||
super(name);
|
||||
this.ai = ai;
|
||||
}
|
||||
|
||||
public ArtificialPlayer(ArtificialPlayer<T> other) {
|
||||
super(other);
|
||||
this.ai = other.ai.deepCopy();
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines the next move for this player using its AI.
|
||||
* <p>
|
||||
* This method overrides {@link AbstractPlayer#getMove(GameR)}. Because the AI is
|
||||
* typed to {@code T}, a runtime cast is required. It is the caller's
|
||||
* responsibility to ensure that {@code gameCopy} is of type {@code T}.
|
||||
* </p>
|
||||
*
|
||||
* @param gameCopy a copy of the current game state
|
||||
* @return the integer representing the chosen move
|
||||
* @throws ClassCastException if {@code gameCopy} is not of type {@code T}
|
||||
*/
|
||||
public long getMove(T gameCopy) {
|
||||
return ai.getMove(gameCopy);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ArtificialPlayer<T> deepCopy() {
|
||||
return new ArtificialPlayer<T>(this);
|
||||
}
|
||||
}
|
||||
86
game/src/main/java/org/toop/game/players/LocalPlayer.java
Normal file
86
game/src/main/java/org/toop/game/players/LocalPlayer.java
Normal file
@@ -0,0 +1,86 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractPlayer;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
import java.util.concurrent.ExecutionException;
|
||||
|
||||
public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
// Future can be used with event system, IF unsubscribeAfterSuccess works...
|
||||
// private CompletableFuture<Integer> LastMove = new CompletableFuture<>();
|
||||
|
||||
private CompletableFuture<Long> LastMove;
|
||||
|
||||
public LocalPlayer(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
public LocalPlayer(LocalPlayer<T> other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T gameCopy) {
|
||||
return getValidMove(gameCopy);
|
||||
}
|
||||
|
||||
public void setMove(long move) {
|
||||
LastMove.complete(move);
|
||||
}
|
||||
|
||||
// TODO: helper function, would like to replace to get rid of this method
|
||||
public static boolean contains(int[] array, int value){
|
||||
for (int i : array) if (i == value) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private long getMove2(T gameCopy) {
|
||||
LastMove = new CompletableFuture<>();
|
||||
long move = 0;
|
||||
try {
|
||||
move = LastMove.get();
|
||||
System.out.println(Long.toBinaryString(move));
|
||||
} catch (InterruptedException | ExecutionException e) {
|
||||
// TODO: Add proper logging.
|
||||
e.printStackTrace();
|
||||
}
|
||||
return move;
|
||||
}
|
||||
|
||||
protected long getValidMove(T gameCopy){
|
||||
// Get this player's valid moves
|
||||
long validMoves = gameCopy.getLegalMoves();
|
||||
// Make sure provided move is valid
|
||||
// TODO: Limit amount of retries?
|
||||
// TODO: Stop copying game so many times
|
||||
long move = getMove2(gameCopy.deepCopy());
|
||||
while ((validMoves & move) == 0) {
|
||||
System.out.println("Not a valid move, try again");
|
||||
move = getMove2(gameCopy.deepCopy());
|
||||
}
|
||||
return move;
|
||||
}
|
||||
|
||||
@Override
|
||||
public LocalPlayer<T> deepCopy() {
|
||||
return new LocalPlayer<T>(this.getName());
|
||||
}
|
||||
|
||||
/*public void register() {
|
||||
// Listening to PlayerAttemptedMove
|
||||
new EventFlow().listen(GUIEvents.PlayerAttemptedMove.class, event -> {
|
||||
if (!LastMove.isDone()) {
|
||||
LastMove.complete(event.move()); // complete the future
|
||||
}
|
||||
}, true); // auto-unsubscribe
|
||||
}
|
||||
|
||||
// This blocks until the next move arrives
|
||||
public int take() throws ExecutionException, InterruptedException {
|
||||
int move = LastMove.get(); // blocking
|
||||
LastMove = new CompletableFuture<>(); // reset for next move
|
||||
return move;
|
||||
}*/
|
||||
}
|
||||
165
game/src/main/java/org/toop/game/players/MiniMaxAI.java
Normal file
165
game/src/main/java/org/toop/game/players/MiniMaxAI.java
Normal file
@@ -0,0 +1,165 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
private final int maxDepth;
|
||||
private final Random random = new Random();
|
||||
|
||||
public MiniMaxAI(int depth) {
|
||||
this.maxDepth = depth;
|
||||
}
|
||||
|
||||
public MiniMaxAI(MiniMaxAI<T> other) {
|
||||
this.maxDepth = other.maxDepth;
|
||||
}
|
||||
|
||||
@Override
|
||||
public MiniMaxAI<T> deepCopy() {
|
||||
return new MiniMaxAI<>(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
if (legalMoves == 0) return 0;
|
||||
|
||||
List<Long> bestMoves = new ArrayList<>();
|
||||
int bestScore = Integer.MIN_VALUE;
|
||||
int aiPlayer = game.getCurrentTurn();
|
||||
|
||||
long movesLoop = legalMoves;
|
||||
while (movesLoop != 0) {
|
||||
long move = 1L << Long.numberOfTrailingZeros(movesLoop);
|
||||
T copy = game.deepCopy();
|
||||
PlayResult result = copy.play(move);
|
||||
|
||||
int score;
|
||||
switch (result.state()) {
|
||||
case WIN -> score = (result.player() == aiPlayer ? maxDepth : -maxDepth);
|
||||
case DRAW -> score = 0;
|
||||
default -> score = getMoveScore(copy, maxDepth - 1, false, aiPlayer, Integer.MIN_VALUE, Integer.MAX_VALUE);
|
||||
}
|
||||
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
bestMoves.clear();
|
||||
bestMoves.add(move);
|
||||
} else if (score == bestScore) {
|
||||
bestMoves.add(move);
|
||||
}
|
||||
|
||||
movesLoop &= movesLoop - 1;
|
||||
}
|
||||
|
||||
long chosenMove = bestMoves.get(random.nextInt(bestMoves.size()));
|
||||
return chosenMove;
|
||||
}
|
||||
|
||||
/**
|
||||
* Recursive minimax with alpha-beta pruning and heuristic evaluation.
|
||||
*
|
||||
* @param game Current game state
|
||||
* @param depth Remaining depth
|
||||
* @param maximizing True if AI is maximizing, false if opponent
|
||||
* @param aiPlayer AI's player index
|
||||
* @param alpha Alpha value
|
||||
* @param beta Beta value
|
||||
* @return score of the position
|
||||
*/
|
||||
private int getMoveScore(T game, int depth, boolean maximizing, int aiPlayer, int alpha, int beta) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
|
||||
// Terminal state
|
||||
PlayResult lastResult = null;
|
||||
if (legalMoves == 0) {
|
||||
lastResult = new PlayResult(GameState.DRAW, -1);
|
||||
}
|
||||
|
||||
// If the game is over or depth limit reached, evaluate
|
||||
if (depth <= 0 || legalMoves == 0) {
|
||||
if (lastResult != null) return 0;
|
||||
return evaluateBoard(game, aiPlayer);
|
||||
}
|
||||
|
||||
int bestScore = maximizing ? Integer.MIN_VALUE : Integer.MAX_VALUE;
|
||||
long movesLoop = legalMoves;
|
||||
|
||||
while (movesLoop != 0) {
|
||||
long move = 1L << Long.numberOfTrailingZeros(movesLoop);
|
||||
T copy = game.deepCopy();
|
||||
PlayResult result = copy.play(move);
|
||||
|
||||
int score;
|
||||
switch (result.state()) {
|
||||
case WIN -> score = (result.player() == aiPlayer ? depth : -depth);
|
||||
case DRAW -> score = 0;
|
||||
default -> score = getMoveScore(copy, depth - 1, !maximizing, aiPlayer, alpha, beta);
|
||||
}
|
||||
|
||||
if (maximizing) {
|
||||
bestScore = Math.max(bestScore, score);
|
||||
alpha = Math.max(alpha, bestScore);
|
||||
} else {
|
||||
bestScore = Math.min(bestScore, score);
|
||||
beta = Math.min(beta, bestScore);
|
||||
}
|
||||
|
||||
// Alpha-beta pruning
|
||||
if (beta <= alpha) break;
|
||||
|
||||
movesLoop &= movesLoop - 1;
|
||||
}
|
||||
|
||||
return bestScore;
|
||||
}
|
||||
|
||||
/**
|
||||
* Simple heuristic evaluation for Reversi-like games.
|
||||
* Positive = good for AI, Negative = good for opponent.
|
||||
*
|
||||
* @param game Game state
|
||||
* @param aiPlayer AI's player index
|
||||
* @return heuristic score
|
||||
*/
|
||||
private int evaluateBoard(T game, int aiPlayer) {
|
||||
long[] board = game.getBoard();
|
||||
int aiCount = 0;
|
||||
int opponentCount = 0;
|
||||
|
||||
// Count pieces for AI vs opponent
|
||||
for (int i = 0; i < board.length; i++) {
|
||||
long bits = board[i];
|
||||
for (int j = 0; j < 64; j++) {
|
||||
if ((bits & (1L << j)) != 0) {
|
||||
// Assume player 0 occupies even indices, player 1 occupies odd
|
||||
if ((i * 64 + j) % game.getPlayerCount() == aiPlayer) aiCount++;
|
||||
else opponentCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mobility (number of legal moves)
|
||||
int mobility = Long.bitCount(game.getLegalMoves());
|
||||
|
||||
// Corner control (top-left, top-right, bottom-left, bottom-right)
|
||||
int corners = 0;
|
||||
long[] cornerMasks = {1L << 0, 1L << 7, 1L << 56, 1L << 63};
|
||||
for (long mask : cornerMasks) {
|
||||
for (long b : board) {
|
||||
if ((b & mask) != 0) corners += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Weighted sum
|
||||
return (aiCount - opponentCount) + 2 * mobility + 5 * corners;
|
||||
}
|
||||
}
|
||||
36
game/src/main/java/org/toop/game/players/OnlinePlayer.java
Normal file
36
game/src/main/java/org/toop/game/players/OnlinePlayer.java
Normal file
@@ -0,0 +1,36 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractPlayer;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
/**
|
||||
* Represents a player controlled remotely or over a network.
|
||||
* <p>
|
||||
* This class extends {@link AbstractPlayer} and can be used to implement game logic
|
||||
* where moves are provided by an external source (e.g., another user or a server).
|
||||
* Currently, this class is a placeholder and does not implement move logic.
|
||||
* </p>
|
||||
*/
|
||||
public class OnlinePlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
|
||||
/**
|
||||
* Constructs a new OnlinePlayer.
|
||||
* <p>
|
||||
* Currently, no additional initialization is performed. Subclasses or
|
||||
* future implementations should provide mechanisms to receive moves from
|
||||
* an external source.
|
||||
*/
|
||||
public OnlinePlayer(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
public OnlinePlayer(OnlinePlayer<T> other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Player<T> deepCopy() {
|
||||
return new OnlinePlayer<>(this);
|
||||
}
|
||||
}
|
||||
38
game/src/main/java/org/toop/game/players/RandomAI.java
Normal file
38
game/src/main/java/org/toop/game/players/RandomAI.java
Normal file
@@ -0,0 +1,38 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
|
||||
public class RandomAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
public RandomAI() {
|
||||
super();
|
||||
}
|
||||
|
||||
@Override
|
||||
public RandomAI<T> deepCopy() {
|
||||
return new RandomAI<T>();
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
int move = new Random().nextInt(Long.bitCount(legalMoves));
|
||||
return nthBitIndex(legalMoves, move);
|
||||
}
|
||||
|
||||
public static long nthBitIndex(long bb, int n) {
|
||||
while (bb != 0) {
|
||||
int tz = Long.numberOfTrailingZeros(bb);
|
||||
if (n == 0) {
|
||||
return 1L << tz;
|
||||
}
|
||||
bb &= bb - 1; // clear the least significant 1
|
||||
n--;
|
||||
}
|
||||
return 0L; // not enough 1s
|
||||
}
|
||||
}
|
||||
@@ -1,100 +0,0 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import org.toop.game.TurnBasedGame;
|
||||
|
||||
public final class TicTacToe extends TurnBasedGame {
|
||||
private int movesLeft;
|
||||
|
||||
public TicTacToe() {
|
||||
super(3, 3, 2);
|
||||
movesLeft = board.length;
|
||||
}
|
||||
|
||||
public TicTacToe(TicTacToe other) {
|
||||
super(other);
|
||||
movesLeft = other.movesLeft;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Move[] getLegalMoves() {
|
||||
final ArrayList<Move> legalMoves = new ArrayList<>();
|
||||
final char currentValue = getCurrentValue();
|
||||
|
||||
for (int i = 0; i < board.length; i++) {
|
||||
if (board[i] == EMPTY) {
|
||||
legalMoves.add(new Move(i, currentValue));
|
||||
}
|
||||
}
|
||||
|
||||
return legalMoves.toArray(new Move[0]);
|
||||
}
|
||||
|
||||
@Override
|
||||
public State play(Move move) {
|
||||
assert move != null;
|
||||
assert move.position() >= 0 && move.position() < board.length;
|
||||
assert move.value() == getCurrentValue();
|
||||
|
||||
board[move.position()] = move.value();
|
||||
movesLeft--;
|
||||
|
||||
if (checkForWin()) {
|
||||
return State.WIN;
|
||||
}
|
||||
|
||||
nextTurn();
|
||||
|
||||
if (movesLeft <= 2) {
|
||||
if (movesLeft <= 0 || checkForEarlyDraw(this)) {
|
||||
return State.DRAW;
|
||||
}
|
||||
}
|
||||
|
||||
return State.NORMAL;
|
||||
}
|
||||
|
||||
private boolean checkForWin() {
|
||||
// Horizontal
|
||||
for (int i = 0; i < 3; i++) {
|
||||
final int index = i * 3;
|
||||
|
||||
if (board[index] != EMPTY
|
||||
&& board[index] == board[index + 1]
|
||||
&& board[index] == board[index + 2]) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertical
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (board[i] != EMPTY && board[i] == board[i + 3] && board[i] == board[i + 6]) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// B-Slash
|
||||
if (board[0] != EMPTY && board[0] == board[4] && board[0] == board[8]) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// F-Slash
|
||||
return board[2] != EMPTY && board[2] == board[4] && board[2] == board[6];
|
||||
}
|
||||
|
||||
private boolean checkForEarlyDraw(TicTacToe game) {
|
||||
for (final Move move : game.getLegalMoves()) {
|
||||
final TicTacToe copy = new TicTacToe(game);
|
||||
|
||||
if (copy.play(move) == State.WIN || !checkForEarlyDraw(copy)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private char getCurrentValue() {
|
||||
return currentTurn == 0 ? 'X' : 'O';
|
||||
}
|
||||
}
|
||||
@@ -1,68 +0,0 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import org.toop.game.AI;
|
||||
import org.toop.game.Game;
|
||||
|
||||
public final class TicTacToeAI extends AI<TicTacToe> {
|
||||
@Override
|
||||
public Game.Move findBestMove(TicTacToe game, int depth) {
|
||||
assert game != null;
|
||||
assert depth >= 0;
|
||||
|
||||
final Game.Move[] legalMoves = game.getLegalMoves();
|
||||
|
||||
if (legalMoves.length <= 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (legalMoves.length == 9) {
|
||||
return switch ((int)(Math.random() * 4)) {
|
||||
case 1 -> legalMoves[2];
|
||||
case 2 -> legalMoves[6];
|
||||
case 3 -> legalMoves[8];
|
||||
default -> legalMoves[0];
|
||||
};
|
||||
}
|
||||
|
||||
int bestScore = -depth;
|
||||
Game.Move bestMove = null;
|
||||
|
||||
for (final Game.Move move : legalMoves) {
|
||||
final int score = getMoveScore(game, depth, move, true);
|
||||
|
||||
if (score > bestScore) {
|
||||
bestMove = move;
|
||||
bestScore = score;
|
||||
}
|
||||
}
|
||||
|
||||
return bestMove != null? bestMove : legalMoves[(int)(Math.random() * legalMoves.length)];
|
||||
}
|
||||
|
||||
private int getMoveScore(TicTacToe game, int depth, Game.Move move, boolean maximizing) {
|
||||
final TicTacToe copy = new TicTacToe(game);
|
||||
final Game.State state = copy.play(move);
|
||||
|
||||
switch (state) {
|
||||
case Game.State.DRAW: return 0;
|
||||
case Game.State.WIN: return maximizing? depth + 1 : -depth - 1;
|
||||
}
|
||||
|
||||
if (depth <= 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
final Game.Move[] legalMoves = copy.getLegalMoves();
|
||||
int score = maximizing? depth + 1 : -depth - 1;
|
||||
|
||||
for (final Game.Move next : legalMoves) {
|
||||
if (maximizing) {
|
||||
score = Math.min(score, getMoveScore(copy, depth - 1, next, false));
|
||||
} else {
|
||||
score = Math.max(score, getMoveScore(copy, depth - 1, next, true));
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import static org.junit.jupiter.api.Assertions.*;
|
||||
|
||||
import java.util.Set;
|
||||
import org.junit.jupiter.api.BeforeEach;
|
||||
import org.junit.jupiter.api.Test;
|
||||
import org.toop.game.Game;
|
||||
|
||||
class TicTacToeAITest {
|
||||
private TicTacToe game;
|
||||
private TicTacToeAI ai;
|
||||
|
||||
@BeforeEach
|
||||
void setup() {
|
||||
game = new TicTacToe();
|
||||
ai = new TicTacToeAI();
|
||||
}
|
||||
|
||||
@Test
|
||||
void testBestMove_returnWinningMoveWithDepth1() {
|
||||
// X X -
|
||||
// O O -
|
||||
// - - -
|
||||
game.play(new Game.Move(0, 'X'));
|
||||
game.play(new Game.Move(3, 'O'));
|
||||
game.play(new Game.Move(1, 'X'));
|
||||
game.play(new Game.Move(4, 'O'));
|
||||
|
||||
final Game.Move move = ai.findBestMove(game, 1);
|
||||
|
||||
assertNotNull(move);
|
||||
assertEquals('X', move.value());
|
||||
assertEquals(2, move.position());
|
||||
}
|
||||
|
||||
@Test
|
||||
void testBestMove_blockOpponentWinDepth1() {
|
||||
// - - -
|
||||
// O - -
|
||||
// X X -
|
||||
game.play(new Game.Move(6, 'X'));
|
||||
game.play(new Game.Move(3, 'O'));
|
||||
game.play(new Game.Move(7, 'X'));
|
||||
|
||||
final Game.Move move = ai.findBestMove(game, 1);
|
||||
|
||||
assertNotNull(move);
|
||||
assertEquals('O', move.value());
|
||||
assertEquals(8, move.position());
|
||||
}
|
||||
|
||||
@Test
|
||||
void testBestMove_preferCornerOnEmpty() {
|
||||
final Game.Move move = ai.findBestMove(game, 0);
|
||||
|
||||
assertNotNull(move);
|
||||
assertEquals('X', move.value());
|
||||
assertTrue(Set.of(0, 2, 6, 8).contains(move.position()));
|
||||
}
|
||||
|
||||
@Test
|
||||
void testBestMove_findBestMoveDraw() {
|
||||
// O X -
|
||||
// - O X
|
||||
// X O X
|
||||
game.play(new Game.Move(1, 'X'));
|
||||
game.play(new Game.Move(0, 'O'));
|
||||
game.play(new Game.Move(5, 'X'));
|
||||
game.play(new Game.Move(4, 'O'));
|
||||
game.play(new Game.Move(6, 'X'));
|
||||
game.play(new Game.Move(7, 'O'));
|
||||
game.play(new Game.Move(8, 'X'));
|
||||
|
||||
final Game.Move move = ai.findBestMove(game, game.getLegalMoves().length);
|
||||
|
||||
assertNotNull(move);
|
||||
assertEquals('O', move.value());
|
||||
assertEquals(2, move.position());
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user