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Rules.cpp
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Rules.cpp
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// file Rules.cpp
#include <cstdlib>
#include <time.h>
#include <iostream>
#include "Rules.h"
//---------------------------------------------------------------
// This rule says if there is only one square left, take it
int Rule1::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
// Seed the random sequencer for any of the following rules
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
if ( 1 == available_moves.size() )
{
IntSet::const_iterator it = available_moves.begin();
return_value = *it;
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This rule says that if the center square is available, take it
int Rule2::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
if ( available_moves.count(8) )
{
return_value = 8;
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This rule says that if the human has taken the 8 square
// pick an even square
int Rule3::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
if ( ( 8 == available_moves.size() ) && ( human_p->hasMoved(8) ) )
{
return_value = 2 * (rand() % 4);
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This rule says that if the computer has the 9, and the human has
// one other, pick ((human + 3) mod 8)
int Rule4::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
if ( ( 7 == available_moves.size() ) && ( computer_p->hasMoved(8) ) )
{
int human_move = 1;
while ( ( human_move < 8 ) && ( available_moves.count(human_move) ) )
human_move++;
return_value = ( ( human_move + 3 ) % 8 );
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This rule says that if the computer has the center, and the human has
// two other even, pick an odd square
int Rule5::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
if ( ( 6 == available_moves.size() ) &&
( computer_p->hasMoved(8) ) &&
( ( ( human_p->hasMoved(0) ) && ( human_p->hasMoved(4))) ||
( ( human_p->hasMoved(2) ) && ( human_p->hasMoved(6))) )
)
{
return_value = (2 * (rand() % 4)) + 1;
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This rule says that if the computer has the center, and the human has
// an odd and an even, pick a square based on a formula
int Rule6::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
bool odd_found = false;
int odd_move = 1;
while ( ( false == odd_found ) && ( odd_move < 8 ) )
{
odd_found = human_p->hasMoved(odd_move);
odd_move += 2;
}
odd_move -= 2; // reset after coming out of loop
bool even_found = false;
int even_move = 0;
while ( ( false == even_found ) && ( even_move < 8 ) )
{
even_found = human_p->hasMoved(even_move);
even_move += 2;
}
even_move -= 2; // set back to how it was tested
if ( ( 6 == available_moves.size() ) &&
( computer_p->hasMoved(8) ) &&
( odd_found ) &&
( even_found )
)
{
if ( odd_move == ( ( even_move + 3) % 8 ) )
return_value = ( ( odd_move + 2 ) % 8 );
else if ( odd_move == ( ( even_move + 5) % 8 ) )
return_value = ( ( even_move + 3 ) % 8 );
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// If the computer has an even square, and the human has the center
// and another even square, pick an even square one more than
// the computer's square.
int Rule7::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
bool even_found = false;
int computer_move = 0;
while ( ( false == even_found ) && ( computer_move < 8 ) )
{
even_found = computer_p->hasMoved(computer_move);
computer_move += 2;
}
computer_move -= 2; // Reset the counter after ending the loop
if ( ( 6 == available_moves.size() ) &&
( human_p->hasMoved(8) ) &&
( even_found ) &&
( human_p->hasMoved((computer_move + 4) % 8) )
)
{
return_value = ( (computer_move + 2) % 8 );
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This one has the computer at the center and the human with two odd
// moves. Need to pick one greater than the greater of the two
// human moves.
int Rule8::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
int return_value = 0;
IntSet available_moves = game_p->getAvailable();
int odd_found = 0;
int human_move = 1;
while ( ( 2 > odd_found ) && ( human_move < 8 ) )
{
if ( human_p->hasMoved(human_move) )
odd_found++;
human_move += 2;
}
human_move -= 2; // Reset the counter after ending the loop
if ( ( 6 == available_moves.size() ) &&
( computer_p->hasMoved(8) ) &&
( 2 == odd_found )
)
{
return_value = (( human_move + 1 ) % 8 );
}
else if ( NULL != next_m_p )
{
return_value = next_m_p->getMove(human_p, computer_p, game_p);
}
return return_value;
}
//---------------------------------------------------------------
// This should be the last in the chain. It says just take any
// available move.
int LastRule::getMove(const Player* human_p,
const Player* computer_p,
const Game* game_p)
{
IntSet available_moves = game_p->getAvailable();
int position = ( rand() % available_moves.size() );
IntSet::const_iterator it = available_moves.begin();
for( int i = 0; i < position; i++ ) it++;
return *it;
}
//---------------------------------------------------------------