mirror of
https://github.com/2OOP/pism.git
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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>
This commit is contained in:
@@ -1,7 +1,7 @@
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package org.toop.game.Connect4;
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import org.toop.game.TurnBasedGame;
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import org.toop.game.enumerators.GameState;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.game.records.Move;
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import java.util.ArrayList;
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@@ -1,7 +1,7 @@
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package org.toop.game.Connect4;
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import org.toop.game.AI;
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import org.toop.game.enumerators.GameState;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.game.records.Move;
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public class Connect4AI extends AI<Connect4> {
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@@ -0,0 +1,24 @@
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package org.toop.game.GameThreadBehaviour;
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import org.toop.game.players.AbstractPlayer;
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/**
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* Strategy interface for controlling game thread behavior.
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* <p>
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* Defines how a game's execution is started, stopped, and which player is active.
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*/
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public interface GameThreadStrategy {
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/** Starts the game loop or execution according to the strategy. */
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void start();
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/** Stops the game loop or execution according to the strategy. */
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void stop();
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/**
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* Returns the player whose turn it currently is.
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*
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* @return the current active {@link AbstractPlayer}
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*/
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AbstractPlayer getCurrentPlayer();
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}
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@@ -0,0 +1,94 @@
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package org.toop.game.GameThreadBehaviour;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.framework.gameFramework.PlayResult;
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import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
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import org.toop.framework.gameFramework.GUIEvents;
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import org.toop.game.players.AbstractPlayer;
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/**
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* Handles local turn-based game logic at a fixed update rate.
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* <p>
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* Runs a separate thread that executes game turns at a fixed frequency (default 60 updates/sec),
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* applying player moves, updating the game state, and dispatching UI events.
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*/
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public class LocalFixedRateThreadBehaviour extends ThreadBehaviourBase implements Runnable {
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/** All players participating in the game. */
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private final AbstractPlayer[] players;
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/**
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* Creates a fixed-rate behaviour for a local turn-based game.
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*
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* @param game the game instance
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* @param players the list of players in turn order
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*/
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public LocalFixedRateThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
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super(game, players);
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this.players = players;
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}
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/** Starts the game loop thread if not already running. */
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@Override
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public void start() {
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if (isRunning.compareAndSet(false, true)) {
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new Thread(this).start();
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}
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}
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/** Stops the game loop after the current iteration. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Main loop running at a fixed rate.
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* <p>
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* Fetches the current player's move, applies it to the game,
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* updates the UI, and handles game-ending states.
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*/
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@Override
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public void run() {
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final int UPS = 60;
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final long UPDATE_INTERVAL = 1_000_000_000L / UPS;
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long nextUpdate = System.nanoTime();
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while (isRunning.get()) {
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long now = System.nanoTime();
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if (now >= nextUpdate) {
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nextUpdate += UPDATE_INTERVAL;
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AbstractPlayer currentPlayer = getCurrentPlayer();
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int move = currentPlayer.getMove(game.clone());
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PlayResult result = game.play(move);
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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GameState state = result.state();
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switch (state) {
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case WIN, DRAW -> {
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isRunning.set(false);
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new EventFlow().addPostEvent(GUIEvents.GameEnded.class, state == GameState.WIN, result.player()).postEvent();
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}
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case NORMAL, TURN_SKIPPED -> { /* continue */ }
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default -> {
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logger.error("Unexpected state {}", state);
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isRunning.set(false);
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throw new RuntimeException("Unknown state: " + state);
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}
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}
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} else {
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try {
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Thread.sleep(10);
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} catch (InterruptedException ignored) {}
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}
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}
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}
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/** Returns the player whose turn it currently is. */
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@Override
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public AbstractPlayer getCurrentPlayer() {
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return players[game.getCurrentTurn()];
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}
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}
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@@ -0,0 +1,73 @@
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package org.toop.game.GameThreadBehaviour;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.GUIEvents;
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import org.toop.framework.gameFramework.PlayResult;
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import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.game.players.AbstractPlayer;
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/**
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* Handles local turn-based game logic in its own thread.
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* <p>
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* Repeatedly gets the current player's move, applies it to the game,
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* updates the UI, and stops when the game ends or {@link #stop()} is called.
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*/
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public class LocalThreadBehaviour extends ThreadBehaviourBase implements Runnable {
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/**
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* Creates a new behaviour for a local turn-based game.
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*
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* @param game the game instance
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* @param players the list of players in turn order
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*/
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public LocalThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
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super(game, players);
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}
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/** Starts the game loop in a new thread. */
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@Override
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public void start() {
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if (isRunning.compareAndSet(false, true)) {
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new Thread(this).start();
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}
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}
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/** Stops the game loop after the current iteration. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Main game loop: gets the current player's move, applies it,
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* updates the UI, and handles end-of-game states.
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*/
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@Override
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public void run() {
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while (isRunning.get()) {
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AbstractPlayer currentPlayer = getCurrentPlayer();
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int move = currentPlayer.getMove(game.clone());
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PlayResult result = game.play(move);
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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GameState state = result.state();
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switch (state) {
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case WIN, DRAW -> {
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isRunning.set(false);
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new EventFlow().addPostEvent(
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GUIEvents.GameEnded.class,
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state == GameState.WIN,
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result.player()
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).postEvent();
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}
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case NORMAL, TURN_SKIPPED -> { /* continue normally */ }
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default -> {
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logger.error("Unexpected state {}", state);
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isRunning.set(false);
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throw new RuntimeException("Unknown state: " + state);
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}
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}
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}
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}
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}
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@@ -0,0 +1,92 @@
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package org.toop.game.GameThreadBehaviour;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.GUIEvents;
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import org.toop.framework.gameFramework.abstractClasses.GameR;
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import org.toop.framework.networking.events.NetworkEvents;
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import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
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import org.toop.framework.gameFramework.interfaces.SupportsOnlinePlay;
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import org.toop.game.players.AbstractPlayer;
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import org.toop.game.players.OnlinePlayer;
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/**
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* Handles online multiplayer game logic.
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* <p>
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* Reacts to server events, sending moves and updating the game state
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* for the local player while receiving moves from other players.
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*/
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public class OnlineThreadBehaviour extends ThreadBehaviourBase implements SupportsOnlinePlay {
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/** The local player controlled by this client. */
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private AbstractPlayer mainPlayer;
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/**
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* Creates behaviour and sets the first local player
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* (non-online player) from the given array.
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*/
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public OnlineThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
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super(game, players);
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this.mainPlayer = getFirstNotOnlinePlayer(players);
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}
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/** Finds the first non-online player in the array. */
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private AbstractPlayer getFirstNotOnlinePlayer(AbstractPlayer[] players) {
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for (AbstractPlayer player : players) {
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if (!(player instanceof OnlinePlayer)) {
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return player;
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}
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}
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throw new RuntimeException("All players are online players");
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}
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/** Starts processing network events for the local player. */
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@Override
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public void start() {
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isRunning.set(true);
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}
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/** Stops processing network events. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Called when the server notifies that it is the local player's turn.
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* Sends the generated move back to the server.
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*/
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@Override
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public void yourTurn(NetworkEvents.YourTurnResponse event) {
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if (!isRunning.get()) return;
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int move = mainPlayer.getMove(game.clone());
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new EventFlow().addPostEvent(NetworkEvents.SendMove.class, event.clientId(), (short) move).postEvent();
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}
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/**
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* Handles a move received from the server for any player.
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* Updates the game state and triggers a UI refresh.
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*/
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@Override
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public void moveReceived(NetworkEvents.GameMoveResponse event) {
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if (!isRunning.get()) return;
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game.play(Integer.parseInt(event.move()));
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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}
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/**
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* Handles the end of the game as notified by the server.
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* Updates the UI to show a win or draw result for the local player.
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*/
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@Override
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public void gameFinished(NetworkEvents.GameResultResponse event) {
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switch(event.condition().toUpperCase()){
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case "WIN" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, mainPlayer.getPlayerIndex()).postEvent();
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case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, TurnBasedGameR.EMPTY).postEvent();
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case "LOSS" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, (mainPlayer.getPlayerIndex() + 1)%2).postEvent();
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default -> {
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logger.error("Invalid condition");
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throw new RuntimeException("Unknown condition");
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}
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}
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}
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}
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@@ -0,0 +1,42 @@
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package org.toop.game.GameThreadBehaviour;
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import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
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import org.toop.framework.networking.events.NetworkEvents;
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import org.toop.game.players.AbstractPlayer;
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/**
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* Online thread behaviour that adds a fixed delay before processing
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* the local player's turn.
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* <p>
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* This is identical to {@link OnlineThreadBehaviour}, but inserts a
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* short sleep before delegating to the base implementation.
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*/
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public class OnlineWithSleepThreadBehaviour extends OnlineThreadBehaviour {
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/**
|
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* Creates the behaviour and forwards the players to the base class.
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*
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* @param game the online-capable turn-based game
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* @param players the list of local and remote players
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*/
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public OnlineWithSleepThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
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super(game, players);
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}
|
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|
||||
/**
|
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* Waits briefly before handling the "your turn" event.
|
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*
|
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* @param event the network event indicating it's this client's turn
|
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*/
|
||||
@Override
|
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public void yourTurn(NetworkEvents.YourTurnResponse event) {
|
||||
|
||||
try {
|
||||
Thread.sleep(1000);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
super.yourTurn(event);
|
||||
}
|
||||
}
|
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@@ -0,0 +1,57 @@
|
||||
package org.toop.game.GameThreadBehaviour;
|
||||
|
||||
import org.apache.logging.log4j.LogManager;
|
||||
import org.apache.logging.log4j.Logger;
|
||||
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
|
||||
import org.toop.game.players.AbstractPlayer;
|
||||
|
||||
import java.util.concurrent.atomic.AtomicBoolean;
|
||||
|
||||
/**
|
||||
* Base class for thread-based game behaviours.
|
||||
* <p>
|
||||
* Provides common functionality for managing game state and execution:
|
||||
* a running flag, a game reference, and a logger.
|
||||
* Subclasses implement the actual game-loop logic.
|
||||
*/
|
||||
public abstract class ThreadBehaviourBase implements GameThreadStrategy {
|
||||
private final AbstractPlayer[] players;
|
||||
|
||||
/** Indicates whether the game loop or event processing is active. */
|
||||
protected final AtomicBoolean isRunning = new AtomicBoolean();
|
||||
|
||||
/** The game instance controlled by this behaviour. */
|
||||
protected final TurnBasedGameR game;
|
||||
|
||||
/** Logger for the subclass to report errors or debug info. */
|
||||
protected final Logger logger = LogManager.getLogger(this.getClass());
|
||||
|
||||
/**
|
||||
* Creates a new base behaviour for the specified game.
|
||||
*
|
||||
* @param game the turn-based game to control
|
||||
*/
|
||||
public ThreadBehaviourBase(TurnBasedGameR game, AbstractPlayer[] players) {
|
||||
this.game = game;
|
||||
this.players = players;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the player whose turn it currently is.
|
||||
*
|
||||
* @return the current active player
|
||||
*/
|
||||
@Override
|
||||
public AbstractPlayer getCurrentPlayer() {
|
||||
return players[game.getCurrentTurn()];
|
||||
}
|
||||
|
||||
public AbstractPlayer getFirstPlayerWithName(String name) {
|
||||
for (AbstractPlayer player : players){
|
||||
if (player.getName().equals(name)){
|
||||
return player;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
package org.toop.game.enumerators;
|
||||
|
||||
public enum GameState {
|
||||
NORMAL,
|
||||
DRAW,
|
||||
WIN,
|
||||
|
||||
TURN_SKIPPED,
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
package org.toop.game.interfaces;
|
||||
|
||||
import org.toop.game.enumerators.GameState;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.game.records.Move;
|
||||
|
||||
public interface IPlayable {
|
||||
|
||||
51
game/src/main/java/org/toop/game/players/AbstractPlayer.java
Normal file
51
game/src/main/java/org/toop/game/players/AbstractPlayer.java
Normal file
@@ -0,0 +1,51 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.GameR;
|
||||
|
||||
/**
|
||||
* Abstract class representing a player in a game.
|
||||
* <p>
|
||||
* Players are entities that can make moves based on the current state of a game.
|
||||
* This class implements {@link MakesMove} and serves as a base for concrete
|
||||
* player types, such as human players or AI players.
|
||||
* </p>
|
||||
* <p>
|
||||
* Subclasses should override the {@link #getMove(GameR)} method to provide
|
||||
* specific move logic.
|
||||
* </p>
|
||||
*/
|
||||
public abstract class AbstractPlayer implements MakesMove {
|
||||
private int playerIndex = -1;
|
||||
private final String name;
|
||||
protected AbstractPlayer(String name) {
|
||||
this.name = name;
|
||||
}
|
||||
/**
|
||||
* Determines the next move based on the provided game state.
|
||||
* <p>
|
||||
* The default implementation throws an {@link UnsupportedOperationException},
|
||||
* indicating that concrete subclasses must override this method to provide
|
||||
* actual move logic.
|
||||
* </p>
|
||||
*
|
||||
* @param gameCopy a snapshot of the current game state
|
||||
* @return an integer representing the chosen move
|
||||
* @throws UnsupportedOperationException if the method is not overridden
|
||||
*/
|
||||
@Override
|
||||
public int getMove(GameR gameCopy) {
|
||||
throw new UnsupportedOperationException("Not supported yet.");
|
||||
}
|
||||
|
||||
public String getName(){
|
||||
return this.name;
|
||||
}
|
||||
|
||||
public int getPlayerIndex() {
|
||||
return playerIndex;
|
||||
}
|
||||
|
||||
public void setPlayerIndex(int playerIndex) {
|
||||
this.playerIndex = playerIndex;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.AIR;
|
||||
import org.toop.framework.gameFramework.abstractClasses.GameR;
|
||||
|
||||
/**
|
||||
* Represents a player controlled by an AI in a game.
|
||||
* <p>
|
||||
* This player uses an {@link AIR} 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 GameR> extends AbstractPlayer {
|
||||
|
||||
/** The AI instance used to calculate moves. */
|
||||
private final AIR<T> ai;
|
||||
|
||||
/**
|
||||
* Constructs a new ArtificialPlayer using the specified AI.
|
||||
*
|
||||
* @param ai the AI instance that determines moves for this player
|
||||
*/
|
||||
public ArtificialPlayer(AIR<T> ai, String name) {
|
||||
super(name);
|
||||
this.ai = ai;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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}
|
||||
*/
|
||||
@Override
|
||||
public int getMove(GameR gameCopy) {
|
||||
return ai.findBestMove((T) gameCopy, 9); // TODO: Make depth configurable
|
||||
}
|
||||
}
|
||||
74
game/src/main/java/org/toop/game/players/LocalPlayer.java
Normal file
74
game/src/main/java/org/toop/game/players/LocalPlayer.java
Normal file
@@ -0,0 +1,74 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.GameR;
|
||||
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
import java.util.concurrent.ExecutionException;
|
||||
|
||||
public class LocalPlayer extends AbstractPlayer {
|
||||
// Future can be used with event system, IF unsubscribeAfterSuccess works...
|
||||
// private CompletableFuture<Integer> LastMove = new CompletableFuture<>();
|
||||
|
||||
private CompletableFuture<Integer> LastMove;
|
||||
|
||||
public LocalPlayer(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getMove(GameR gameCopy) {
|
||||
return getValidMove(gameCopy);
|
||||
}
|
||||
|
||||
public void setMove(int 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 int getMove2(GameR gameCopy) {
|
||||
LastMove = new CompletableFuture<>();
|
||||
int move = -1;
|
||||
try {
|
||||
move = LastMove.get();
|
||||
} catch (InterruptedException | ExecutionException e) {
|
||||
// TODO: Add proper logging.
|
||||
e.printStackTrace();
|
||||
}
|
||||
return move;
|
||||
}
|
||||
|
||||
protected int getValidMove(GameR gameCopy){
|
||||
// Get this player's valid moves
|
||||
int[] validMoves = gameCopy.getLegalMoves();
|
||||
// Make sure provided move is valid
|
||||
// TODO: Limit amount of retries?
|
||||
// TODO: Stop copying game so many times
|
||||
int move = getMove2(gameCopy.clone());
|
||||
while (!contains(validMoves, move)) {
|
||||
System.out.println("Not a valid move, try again");
|
||||
move = getMove2(gameCopy.clone());
|
||||
}
|
||||
return move;
|
||||
}
|
||||
|
||||
/*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;
|
||||
}*/
|
||||
}
|
||||
23
game/src/main/java/org/toop/game/players/MakesMove.java
Normal file
23
game/src/main/java/org/toop/game/players/MakesMove.java
Normal file
@@ -0,0 +1,23 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.GameR;
|
||||
|
||||
/**
|
||||
* Interface representing an entity capable of making a move in a game.
|
||||
* <p>
|
||||
* Any class implementing this interface should provide logic to determine
|
||||
* the next move given a snapshot of the current game state.
|
||||
* </p>
|
||||
*/
|
||||
public interface MakesMove {
|
||||
|
||||
/**
|
||||
* Determines the next move based on the provided game state.
|
||||
*
|
||||
* @param gameCopy a copy or snapshot of the current game state
|
||||
* (never null)
|
||||
* @return an integer representing the chosen move.
|
||||
* The interpretation of this value depends on the specific game.
|
||||
*/
|
||||
int getMove(GameR gameCopy);
|
||||
}
|
||||
23
game/src/main/java/org/toop/game/players/OnlinePlayer.java
Normal file
23
game/src/main/java/org/toop/game/players/OnlinePlayer.java
Normal file
@@ -0,0 +1,23 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
/**
|
||||
* 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 extends AbstractPlayer {
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
package org.toop.game.reversi;
|
||||
|
||||
import org.toop.game.TurnBasedGame;
|
||||
import org.toop.game.enumerators.GameState;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.game.records.Move;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
17
game/src/main/java/org/toop/game/reversi/ReversiAIR.java
Normal file
17
game/src/main/java/org/toop/game/reversi/ReversiAIR.java
Normal file
@@ -0,0 +1,17 @@
|
||||
package org.toop.game.reversi;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.AIR;
|
||||
|
||||
import java.util.Arrays;
|
||||
import java.util.Random;
|
||||
|
||||
public final class ReversiAIR extends AIR<ReversiR> {
|
||||
@Override
|
||||
public int findBestMove(ReversiR game, int depth) {
|
||||
int[] moves = game.getLegalMoves();
|
||||
if (moves.length == 0) return -1;
|
||||
|
||||
int inty = new Random().nextInt(0, moves.length);
|
||||
return moves[inty];
|
||||
}
|
||||
}
|
||||
259
game/src/main/java/org/toop/game/reversi/ReversiR.java
Normal file
259
game/src/main/java/org/toop/game/reversi/ReversiR.java
Normal file
@@ -0,0 +1,259 @@
|
||||
package org.toop.game.reversi;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.PlayResult;
|
||||
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
|
||||
|
||||
import java.awt.*;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.HashSet;
|
||||
import java.util.Set;
|
||||
|
||||
|
||||
public final class ReversiR extends TurnBasedGameR {
|
||||
private int movesTaken;
|
||||
private Set<Point> filledCells = new HashSet<>();
|
||||
private int[] mostRecentlyFlippedPieces;
|
||||
|
||||
// TODO: Don't hardcore for two players :)
|
||||
public record Score(int player1Score, int player2Score) {}
|
||||
|
||||
@Override
|
||||
public ReversiR clone() {
|
||||
return new ReversiR(this);
|
||||
}
|
||||
|
||||
public ReversiR() {
|
||||
super(8, 8, 2);
|
||||
addStartPieces();
|
||||
}
|
||||
|
||||
public ReversiR(ReversiR other) {
|
||||
super(other);
|
||||
this.movesTaken = other.movesTaken;
|
||||
this.filledCells = other.filledCells;
|
||||
this.mostRecentlyFlippedPieces = other.mostRecentlyFlippedPieces;
|
||||
}
|
||||
|
||||
|
||||
private void addStartPieces() {
|
||||
this.setBoardPosition(27, 1);
|
||||
this.setBoardPosition(28, 0);
|
||||
this.setBoardPosition(35, 0);
|
||||
this.setBoardPosition(36, 1);
|
||||
updateFilledCellsSet();
|
||||
}
|
||||
private void updateFilledCellsSet() {
|
||||
for (int i = 0; i < 64; i++) {
|
||||
if (this.getBoard()[i] != EMPTY) {
|
||||
filledCells.add(new Point(i % this.getColumnSize(), i / this.getRowSize()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getLegalMoves() {
|
||||
final ArrayList<Integer> legalMoves = new ArrayList<>();
|
||||
int[][] boardGrid = makeBoardAGrid();
|
||||
int currentPlayer = this.getCurrentTurn();
|
||||
Set<Point> adjCell = getAdjacentCells(boardGrid);
|
||||
for (Point point : adjCell){
|
||||
int[] moves = getFlipsForPotentialMove(point,currentPlayer);
|
||||
int score = moves.length;
|
||||
if (score > 0){
|
||||
legalMoves.add(point.x + point.y * this.getRowSize());
|
||||
}
|
||||
}
|
||||
return legalMoves.stream().mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
|
||||
private Set<Point> getAdjacentCells(int[][] boardGrid) {
|
||||
Set<Point> possibleCells = new HashSet<>();
|
||||
for (Point point : filledCells) { //for every filled cell
|
||||
for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++){ //check adjacent cells
|
||||
for (int deltaRow = -1; deltaRow <= 1; deltaRow++){ //orthogonally and diagonally
|
||||
int newX = point.x + deltaColumn, newY = point.y + deltaRow;
|
||||
if (deltaColumn == 0 && deltaRow == 0 //continue if out of bounds
|
||||
|| !isOnBoard(newX, newY)) {
|
||||
continue;
|
||||
}
|
||||
if (boardGrid[newY][newX] == EMPTY) { //check if the cell is empty
|
||||
possibleCells.add(new Point(newX, newY)); //and then add it to the set of possible moves
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return possibleCells;
|
||||
}
|
||||
|
||||
public int[] getFlipsForPotentialMove(Point point, int currentPlayer) {
|
||||
final ArrayList<Integer> movesToFlip = new ArrayList<>();
|
||||
for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++) { //for all directions
|
||||
for (int deltaRow = -1; deltaRow <= 1; deltaRow++) {
|
||||
if (deltaColumn == 0 && deltaRow == 0){
|
||||
continue;
|
||||
}
|
||||
int[] moves = getFlipsInDirection(point,makeBoardAGrid(),currentPlayer,deltaColumn,deltaRow);
|
||||
if (moves != null) { //getFlipsInDirection
|
||||
Arrays.stream(moves).forEach(movesToFlip::add);
|
||||
}
|
||||
}
|
||||
}
|
||||
return movesToFlip.stream().mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
|
||||
private int[] getFlipsInDirection(Point point, int[][] boardGrid, int currentPlayer, int dirX, int dirY) {
|
||||
int opponent = getOpponent(currentPlayer);
|
||||
final ArrayList<Integer> movesToFlip = new ArrayList<>();
|
||||
int x = point.x + dirX;
|
||||
int y = point.y + dirY;
|
||||
|
||||
if (!isOnBoard(x, y) || boardGrid[y][x] != opponent) { //there must first be an opponents tile
|
||||
return null;
|
||||
}
|
||||
|
||||
while (isOnBoard(x, y) && boardGrid[y][x] == opponent) { //count the opponents tiles in this direction
|
||||
|
||||
movesToFlip.add(x+y*this.getRowSize());
|
||||
x += dirX;
|
||||
y += dirY;
|
||||
}
|
||||
if (isOnBoard(x, y) && boardGrid[y][x] == currentPlayer) {
|
||||
return movesToFlip.stream().mapToInt(Integer::intValue).toArray(); //only return the count if last tile is ours
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private boolean isOnBoard(int x, int y) {
|
||||
return x >= 0 && x < this.getColumnSize() && y >= 0 && y < this.getRowSize();
|
||||
}
|
||||
|
||||
private int[][] makeBoardAGrid() {
|
||||
int[][] boardGrid = new int[this.getRowSize()][this.getColumnSize()];
|
||||
for (int i = 0; i < 64; i++) {
|
||||
boardGrid[i / this.getRowSize()][i % this.getColumnSize()] = this.getBoard()[i]; //boardGrid[y -> row] [x -> column]
|
||||
}
|
||||
return boardGrid;
|
||||
}
|
||||
|
||||
private boolean gameOver(){
|
||||
ReversiR gameCopy = clone();
|
||||
return gameCopy.getLegalMoves().length == 0 && gameCopy.skipTurn().getLegalMoves().length == 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public PlayResult play(int move) {
|
||||
/*int[] legalMoves = getLegalMoves();
|
||||
boolean moveIsLegal = false;
|
||||
for (int legalMove : legalMoves) { //check if the move is legal
|
||||
if (move == legalMove) {
|
||||
moveIsLegal = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!moveIsLegal) {
|
||||
return null;
|
||||
}
|
||||
|
||||
int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
|
||||
mostRecentlyFlippedPieces = moves;
|
||||
this.setBoard(move); //place the move on the board
|
||||
for (int m : moves) {
|
||||
this.setBoard(m); //flip the correct pieces on the board
|
||||
}
|
||||
filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
|
||||
nextTurn();
|
||||
if (getLegalMoves().length == 0) { //skip the players turn when there are no legal moves
|
||||
skipMyTurn();
|
||||
if (getLegalMoves().length > 0) {
|
||||
return new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
|
||||
}
|
||||
else { //end the game when neither player has a legal move
|
||||
Score score = getScore();
|
||||
if (score.player1Score() == score.player2Score()) {
|
||||
return new PlayResult(GameState.DRAW, EMPTY);
|
||||
}
|
||||
else {
|
||||
return new PlayResult(GameState.WIN, getCurrentTurn());
|
||||
}
|
||||
}
|
||||
}
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);*/
|
||||
|
||||
// Check if move is legal
|
||||
if (!contains(getLegalMoves(), move)){
|
||||
// Next person wins
|
||||
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1) % 2);
|
||||
}
|
||||
|
||||
// Move is legal, proceed as normal
|
||||
int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
|
||||
mostRecentlyFlippedPieces = moves;
|
||||
this.setBoard(move); //place the move on the board
|
||||
for (int m : moves) {
|
||||
this.setBoard(m); //flip the correct pieces on the board
|
||||
}
|
||||
filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
|
||||
|
||||
nextTurn();
|
||||
|
||||
// Check for forced turn skip
|
||||
if (getLegalMoves().length == 0){
|
||||
PlayResult result;
|
||||
// Check if next turn is also a force skip
|
||||
if (clone().skipTurn().getLegalMoves().length == 0){
|
||||
// Game over
|
||||
int winner = getWinner();
|
||||
result = new PlayResult(winner == EMPTY ? GameState.DRAW : GameState.WIN, winner);
|
||||
}else{
|
||||
// Turn skipped
|
||||
result = new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
|
||||
skipTurn();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);
|
||||
}
|
||||
|
||||
private ReversiR skipTurn(){
|
||||
nextTurn();
|
||||
return this;
|
||||
}
|
||||
|
||||
private int getOpponent(int currentPlayer){
|
||||
return (currentPlayer + 1)%2;
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
int player1Score = 0, player2Score = 0;
|
||||
for (int count = 0; count < this.getRowSize() * this.getColumnSize(); count++) {
|
||||
if (this.getBoard()[count] == 0) {
|
||||
player1Score += 1;
|
||||
}
|
||||
if (this.getBoard()[count] == 1) {
|
||||
player2Score += 1;
|
||||
}
|
||||
}
|
||||
return player1Score == player2Score? -1 : player1Score > player2Score ? 0 : 1;
|
||||
}
|
||||
private int[] sortMovesFromCenter(Integer[] moves, int center) { //sorts the pieces to be flipped for animation purposes
|
||||
int centerX = center%this.getColumnSize();
|
||||
int centerY = center/this.getRowSize();
|
||||
Arrays.sort(moves, (a, b) -> {
|
||||
int dxA = a%this.getColumnSize() - centerX;
|
||||
int dyA = a/this.getRowSize() - centerY;
|
||||
int dxB = b%this.getColumnSize() - centerX;
|
||||
int dyB = b/this.getRowSize() - centerY;
|
||||
|
||||
int distA = dxA * dxA + dyA * dyA;
|
||||
int distB = dxB * dxB + dyB * dyB;
|
||||
|
||||
return Integer.compare(distA, distB);
|
||||
});
|
||||
return Arrays.stream(moves).mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
public int[] getMostRecentlyFlippedPieces() {
|
||||
return mostRecentlyFlippedPieces;
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ package org.toop.game.tictactoe;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import org.toop.game.TurnBasedGame;
|
||||
import org.toop.game.enumerators.GameState;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.game.records.Move;
|
||||
|
||||
public final class TicTacToe extends TurnBasedGame {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import org.toop.game.AI;
|
||||
import org.toop.game.enumerators.GameState;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.game.records.Move;
|
||||
|
||||
public final class TicTacToeAI extends AI<TicTacToe> {
|
||||
|
||||
103
game/src/main/java/org/toop/game/tictactoe/TicTacToeAIR.java
Normal file
103
game/src/main/java/org/toop/game/tictactoe/TicTacToeAIR.java
Normal file
@@ -0,0 +1,103 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.abstractClasses.AIR;
|
||||
import org.toop.framework.gameFramework.PlayResult;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
|
||||
/**
|
||||
* AI implementation for playing Tic-Tac-Toe.
|
||||
* <p>
|
||||
* This AI uses a recursive minimax-like strategy with a limited depth to
|
||||
* evaluate moves. It attempts to maximize its chances of winning while
|
||||
* minimizing the opponent's opportunities. Random moves are used in the
|
||||
* opening or when no clear best move is found.
|
||||
* </p>
|
||||
*/
|
||||
public final class TicTacToeAIR extends AIR<TicTacToeR> {
|
||||
|
||||
/**
|
||||
* Determines the best move for the given Tic-Tac-Toe game state.
|
||||
* <p>
|
||||
* Uses a depth-limited recursive strategy to score each legal move and
|
||||
* selects the move with the highest score. If no legal moves are available,
|
||||
* returns -1. If multiple moves are equally good, picks one randomly.
|
||||
* </p>
|
||||
*
|
||||
* @param game the current Tic-Tac-Toe game state
|
||||
* @param depth the depth of lookahead for evaluating moves (non-negative)
|
||||
* @return the index of the best move, or -1 if no moves are available
|
||||
*/
|
||||
@Override
|
||||
public int findBestMove(TicTacToeR game, int depth) {
|
||||
assert game != null;
|
||||
assert depth >= 0;
|
||||
final int[] legalMoves = game.getLegalMoves();
|
||||
|
||||
// If there are no moves, return -1
|
||||
if (legalMoves.length == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If first move, pick a corner
|
||||
if (legalMoves.length == 9) {
|
||||
return switch ((int)(Math.random() * 4)) {
|
||||
case 0 -> legalMoves[2];
|
||||
case 1 -> legalMoves[6];
|
||||
case 2 -> legalMoves[8];
|
||||
default -> legalMoves[0];
|
||||
};
|
||||
}
|
||||
|
||||
int bestScore = -depth;
|
||||
int bestMove = -1;
|
||||
|
||||
// Calculate Move score of each move, keep track what moves had the best score
|
||||
for (final int move : legalMoves) {
|
||||
final int score = getMoveScore(game, depth, move, true);
|
||||
|
||||
if (score > bestScore) {
|
||||
bestMove = move;
|
||||
bestScore = score;
|
||||
}
|
||||
}
|
||||
return bestMove != -1 ? bestMove : legalMoves[(int)(Math.random() * legalMoves.length)];
|
||||
}
|
||||
|
||||
/**
|
||||
* Recursively evaluates the score of a potential move using a minimax-like approach.
|
||||
*
|
||||
* @param game the current Tic-Tac-Toe game state
|
||||
* @param depth remaining depth to evaluate
|
||||
* @param move the move to evaluate
|
||||
* @param maximizing true if the AI is to maximize score, false if minimizing
|
||||
* @return the score of the move
|
||||
*/
|
||||
private int getMoveScore(TicTacToeR game, int depth, int move, boolean maximizing) {
|
||||
final TicTacToeR copy = game.clone();
|
||||
final PlayResult result = copy.play(move);
|
||||
|
||||
GameState state = result.state();
|
||||
|
||||
switch (state) {
|
||||
case DRAW: return 0;
|
||||
case WIN: return maximizing ? depth + 1 : -depth - 1;
|
||||
}
|
||||
|
||||
if (depth <= 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
final int[] legalMoves = copy.getLegalMoves();
|
||||
int score = maximizing ? depth + 1 : -depth - 1;
|
||||
|
||||
for (final int 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;
|
||||
}
|
||||
}
|
||||
118
game/src/main/java/org/toop/game/tictactoe/TicTacToeR.java
Normal file
118
game/src/main/java/org/toop/game/tictactoe/TicTacToeR.java
Normal file
@@ -0,0 +1,118 @@
|
||||
package org.toop.game.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.PlayResult;
|
||||
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Objects;
|
||||
|
||||
public final class TicTacToeR extends TurnBasedGameR {
|
||||
private int movesLeft;
|
||||
|
||||
public TicTacToeR() {
|
||||
super(3, 3, 2);
|
||||
movesLeft = this.getBoard().length;
|
||||
}
|
||||
|
||||
public TicTacToeR(TicTacToeR other) {
|
||||
super(other);
|
||||
movesLeft = other.movesLeft;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getLegalMoves() {
|
||||
final ArrayList<Integer> legalMoves = new ArrayList<Integer>();
|
||||
|
||||
for (int i = 0; i < this.getBoard().length; i++) {
|
||||
if (Objects.equals(this.getBoard()[i], EMPTY)) {
|
||||
legalMoves.add(i);
|
||||
}
|
||||
}
|
||||
return legalMoves.stream().mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
|
||||
@Override
|
||||
public PlayResult play(int move) {
|
||||
// NOT MY ASSERTIONS - Stef
|
||||
assert move >= 0 && move < this.getBoard().length;
|
||||
|
||||
// Player loses if move is invalid
|
||||
if (!contains(getLegalMoves(), move)) {
|
||||
// Next player wins
|
||||
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1)%2); // TODO: Make this a generic method like getNextPlayer() or something similar.
|
||||
}
|
||||
|
||||
// Move is valid, make move.
|
||||
this.setBoard(move);
|
||||
movesLeft--;
|
||||
nextTurn();
|
||||
|
||||
// Check if current player won TODO: Make this generic?
|
||||
// Not sure why I am checking for ANY win when only current player should be able to win.
|
||||
int t = checkForWin();
|
||||
if (t != EMPTY) {
|
||||
return new PlayResult(GameState.WIN, t);
|
||||
}
|
||||
|
||||
// Check for (early) draw
|
||||
if (movesLeft <= 3) {
|
||||
if (checkForEarlyDraw()) {
|
||||
return new PlayResult(GameState.DRAW, EMPTY);
|
||||
}
|
||||
}
|
||||
|
||||
// Nothing weird happened, continue on as normal
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);
|
||||
}
|
||||
|
||||
private int checkForWin() {
|
||||
// Horizontal
|
||||
for (int i = 0; i < 3; i++) {
|
||||
|
||||
final int index = i * 3;
|
||||
|
||||
if (!Objects.equals(this.getBoard()[index], EMPTY)
|
||||
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 1])
|
||||
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 2])) {
|
||||
return this.getBoard()[index];
|
||||
}
|
||||
}
|
||||
|
||||
// Vertical
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (!Objects.equals(this.getBoard()[i], EMPTY) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 3]) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 6])) {
|
||||
return this.getBoard()[i];
|
||||
}
|
||||
}
|
||||
|
||||
// B-Slash
|
||||
if (!Objects.equals(this.getBoard()[0], EMPTY) && Objects.equals(this.getBoard()[0], this.getBoard()[4]) && Objects.equals(this.getBoard()[0], this.getBoard()[8])) {
|
||||
return this.getBoard()[0];
|
||||
}
|
||||
|
||||
// F-Slash
|
||||
if (!Objects.equals(this.getBoard()[2], EMPTY) && Objects.equals(this.getBoard()[2], this.getBoard()[4]) && Objects.equals(this.getBoard()[2], this.getBoard()[6]))
|
||||
return this.getBoard()[2];
|
||||
|
||||
// Default return
|
||||
return EMPTY;
|
||||
}
|
||||
|
||||
private boolean checkForEarlyDraw() {
|
||||
for (final int move : this.getLegalMoves()) {
|
||||
final TicTacToeR copy = this.clone();
|
||||
|
||||
if (copy.play(move).state() == GameState.WIN || !copy.checkForEarlyDraw()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public TicTacToeR clone() {
|
||||
return new TicTacToeR(this);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user