// // Cross-platform free Puyo-Puyo clone. // Copyright (C) 2006, 2007 Emma's Software // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. // #if !defined (AMOEBAX_AI_PLAYER_H) #define AMOEBAX_AI_PLAYER_H #include "IPlayer.h" #include "Grid.h" #include "GridStatus.h" namespace Amoebax { /// /// \class AIPlayer /// \brief Base class for all computer controlled players. /// class AIPlayer: public IPlayer { public: explicit AIPlayer (IPlayer::PlayerSide side, uint32_t timeToWaitForNextMove, uint32_t timeDeviation); virtual void joyMotion (uint8_t joystick, uint8_t axis, int16_t value); virtual void joyDown (uint8_t joystick, uint8_t button); virtual void joyUp (uint8_t joystick, uint8_t button); #if !defined (IS_GP2X_HOST) virtual void keyDown (uint32_t key); virtual void keyUp (uint32_t key); #endif // !IS_GP2X_HOST virtual void loadOptions (void); virtual void update (uint32_t elapsedTime); protected: /// /// \enum Checking /// \brief Tells which pair are we checking for scores. /// enum Checking { /// We are checking the current falling pair. CheckingCurrentFallingPair, /// We are checking the next falling pair. CheckingNextFallingPair, /// We are checking the following falling pair. CheckingFollowingFallingPair }; Checking getWhichPairToCheck (void) const; /// /// \brief Computes the score of a move. /// /// \param result The position result of a move. /// \return The score of that position result. /// virtual int32_t computeScore (const GridStatus::PositionResult &result) const = 0; /// /// \brief Tells if the following falling pair should be checked. /// /// \return \a true if the following falling pair should be checked. /// virtual bool shouldCheckFollowingFallingPair (void) const = 0; /// /// \brief Tells if the next falling pair should be checked. /// /// \return \a true if the next falling pair should be checked. /// virtual bool shouldCheckNextFallingPair (void) const = 0; /// /// \brief Tells if the falling pair should fall at max speed. /// /// \return \a true if the falling pair should fall at max speed /// when it's on the final position. /// virtual bool shouldThePairFall (void) const = 0; /// /// \brief Tells if the satellite should be visible before moving. /// /// \return \a true if the satellite amoeba should be visible /// before the player tries to move the falling pair. /// virtual bool shouldSatelliteBeVisible (void) const = 0; private: /// /// \enum Rotation /// \brief The rotation of the falling pair. /// enum Rotation { /// The satellite is at bottom of main. RotationBottom, /// The satellite is at left of main, same Y as main. RotationLeft, /// The satellite is at right of main, same Y as main. RotationRight, /// The satellite is at top of main. RotationTop }; /// /// \struct Move /// \brief A representation of a possible falling pair position. /// struct Move { /// The position of the main falling amoeba. Grid::FallingAmoeba main; /// The position of the satellite falling amoeba. Grid::FallingAmoeba satellite; /// The rotation. Rotation rotation; }; /// /// \struct State /// \brief The current movement and grid's state of a pair. /// struct State { /// The current movement. Move move; /// The score of the current position. int32_t score; /// The current grid's state. GridStatus gridState; /// The current position of X to check the positions to. int16_t currentX; /// The end position of X to check the positions to. int16_t endX; bool isAtLastPosition (void) const; }; bool canMove (void) const; void checkAllPositionsOf (State &state, const GridStatus &gridState, int32_t parentScore); void checkCurrentFallingPair (void); void checkFollowingFallingPair (void); void checkIfPairIsAvailable (void); void checkNextFallingPair (void); void checkNextPositionOf (State &state, const GridStatus &gridState, int32_t parentScore = 0); void computeNextMove (void); Move getBestMove (void) const; int32_t getBestScore (void) const; bool hasFinalMove (void) const; bool hasPairAtFinalPosition (void) const; void initializeState (State &state, const GridStatus &gridState, int32_t parentScore = 0) const; bool isWaitingNextPair (void) const; void moveLeft (void); void movePairToPosition (void); void moveRight (void); void pairIsAtPosition (void); void rotateClockwise (void); void rotateCounterClockwise (void); void setBestMove (const Move &bestMove, int32_t bestScore); void setHasFinalMove (void); void setPairToCheck (Checking pairToCheck); void setToWaitingNextPair (void); void updateTimeOfNextMove (void); /// The best movement the player has found. Move m_BestMove; /// The score of the best movement. int32_t m_BestScore; /// The falling pair is at the computed position. bool m_FallingPairAtPosition; /// The player has chosen its final movement. bool m_HaveFinalMove; /// The current state of the three falling pairs. State m_PairState[3]; /// Tells which pair are we checking right now for its best move. Checking m_PairToCheck; /// The max. number of milliseconds to add/subtract to the average. uint32_t m_TimeDeviation; /// The time we can make the next movement. uint32_t m_TimeOfNextMove; /// The average time the player waits between moves, in ms. uint32_t m_TimeToWaitForNextMove; /// Tells if we are waiting for the next grid's falling pair. bool m_WaitingNextPair; }; /// /// \brief Tells which pair to check for its best move. /// /// \return The pair to check for its best move. /// inline AIPlayer::Checking AIPlayer::getWhichPairToCheck (void) const { return m_PairToCheck; } } #endif // AMOEBAX_AI_PLAYER_H