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Diamond.cpp
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386 lines (284 loc) · 10.1 KB
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#include <iostream>
#include <cctype>
#include <algorithm>
#include "Diamond.h"
using namespace std;
// ======================= Board Constructor =======================
DIAMOND_Board::DIAMOND_Board() : Board(7, 7)
{
for (int i = 0; i < 7; i++) {
for (int j = 0; j < 7; j++) {
bool allowed = false;
if (i == 0 && j == 3) allowed = true;
else if (i == 1 && j >= 2 && j <= 4) allowed = true;
else if (i == 2 && j >= 1 && j <= 5) allowed = true;
else if (i == 3) allowed = true;
else if (i == 4 && j >= 1 && j <= 5) allowed = true;
else if (i == 5 && j >= 2 && j <= 4) allowed = true;
else if (i == 6 && j == 3) allowed = true;
board[i][j] = allowed ? blank_symbol : blocked_space;
}
}
}
// ======================= Update Board =======================
bool DIAMOND_Board::update_board(Move<char>* move)
{
int x = move->get_x();
int y = move->get_y();
char mark = move->get_symbol();
if (x < 0 || x >= 7 || y < 0 || y >= 7)
return false;
if (board[x][y] == blocked_space)
return false;
if (board[x][y] != blank_symbol && mark != 0)
return false;
if (mark == 0) {
board[x][y] = blank_symbol;
n_moves--;
}
else {
board[x][y] = static_cast<char>(toupper(static_cast<unsigned char>(mark)));
n_moves++;
}
return true;
}
// ======================= Helpers =======================
int DIAMOND_Board::count_line(int r, int c, int dx, int dy, char sym)
{
int total = 1;
int rr = r + dx;
int cc = c + dy;
while (rr >= 0 && rr < 7 && cc >= 0 && cc < 7 && board[rr][cc] == sym) {
total++;
rr += dx;
cc += dy;
}
rr = r - dx;
cc = c - dy;
while (rr >= 0 && rr < 7 && cc >= 0 && cc < 7 && board[rr][cc] == sym) {
total++;
rr -= dx;
cc -= dy;
}
return total;
}
// ======================= Win / Draw =======================
bool DIAMOND_Board::is_win(Player<char>* player)
{
char sym = player->get_symbol();
int dx[8] = { 1, -1, 0, 0, 1, 1, -1, -1 };
int dy[8] = { 0, 0, 1, -1, 1, -1, 1, -1 };
bool found3 = false;
bool found4 = false;
int dir3 = -1;
int dir4 = -1;
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != sym)
continue;
if (board[r][c] == blocked_space)
continue;
for (int d = 0; d < 8; d++) {
int count = count_line(r, c, dx[d], dy[d], sym);
if (count == 3 && !found3) {
found3 = true;
dir3 = d;
}
if (count == 4 && !found4) {
found4 = true;
dir4 = d;
}
if (found3 && found4 && dir3 != dir4) {
return true;
}
}
}
}
return false;
}
bool DIAMOND_Board::is_draw(Player<char>* player)
{
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] == blank_symbol)
return false;
}
}
Player<char> p1("p1", 'X', PlayerType::HUMAN);
Player<char> p2("p2", 'O', PlayerType::COMPUTER);
return !is_win(&p1) && !is_win(&p2);
}
bool DIAMOND_Board::game_is_over(Player<char>* player)
{
Player<char> p1("p1", 'X', PlayerType::HUMAN);
Player<char> p2("p2", 'O', PlayerType::COMPUTER);
if (is_win(&p1))
return true;
if (is_win(&p2))
return true;
return is_draw(player);
}
// ======================= Evaluation =======================
int DIAMOND_Board::evaluate(char sym)
{
int score = 0;
Player<char> temp("temp", sym, PlayerType::COMPUTER);
if (is_win(&temp))
return 100000;
int dx[8] = { 1, -1, 0, 0, 1, 1, -1, -1 };
int dy[8] = { 0, 0, 1, -1, 1, -1, 1, -1 };
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != sym)
continue;
for (int d = 0; d < 8; d++) {
int lineLength = count_line(r, c, dx[d], dy[d], sym);
if (lineLength >= 4)
score += 500;
else if (lineLength == 3)
score += 120;
else if (lineLength == 2)
score += 25;
}
}
}
return score;
}
// موجودة عشان الـ header معلنها، لكن الـ AI السريع تحت مش بيعتمد عليها
// عشان نتجنب البطء الشديد في Diamond.
int DIAMOND_Board::minimax(int depth, bool isMax, char aiSym, char humanSym)
{
Player<char> tempAI("AI", aiSym, PlayerType::COMPUTER);
Player<char> tempHuman("Human", humanSym, PlayerType::HUMAN);
if (is_win(&tempAI))
return 10000 - depth;
if (is_win(&tempHuman))
return -10000 + depth;
if (depth == 0)
return evaluate(aiSym) - evaluate(humanSym);
int best = isMax ? -999999 : 999999;
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != blank_symbol)
continue;
board[r][c] = isMax ? aiSym : humanSym;
int value = minimax(depth - 1, !isMax, aiSym, humanSym);
board[r][c] = blank_symbol;
if (isMax)
best = max(best, value);
else
best = min(best, value);
}
}
return best;
}
// ======================= Fast AI =======================
Move<char>* DIAMOND_Board::get_best_move(char aiSym, char humanSym)
{
aiSym = static_cast<char>(toupper(static_cast<unsigned char>(aiSym)));
humanSym = static_cast<char>(toupper(static_cast<unsigned char>(humanSym)));
// 1. لو الـ AI يقدر يكسب دلوقتي، يلعب حركة المكسب فورًا
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != blank_symbol)
continue;
board[r][c] = aiSym;
Player<char> aiPlayer("AI", aiSym, PlayerType::COMPUTER);
bool canWin = is_win(&aiPlayer);
board[r][c] = blank_symbol;
if (canWin) {
cout << "[Computer found a winning move at (" << r << "," << c << ")]\n";
return new Move<char>(r, c, aiSym);
}
}
}
// 2. لو اللاعب يقدر يكسب الحركة الجاية، الـ AI يمنعه
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != blank_symbol)
continue;
board[r][c] = humanSym;
Player<char> humanPlayer("Human", humanSym, PlayerType::HUMAN);
bool humanCanWin = is_win(&humanPlayer);
board[r][c] = blank_symbol;
if (humanCanWin) {
cout << "[Computer blocks your winning move at (" << r << "," << c << ")]\n";
return new Move<char>(r, c, aiSym);
}
}
}
// 3. تقييم سريع لكل خانة فاضية:
// - يقوي خطوط الـ AI
// - يقلل فرص اللاعب
// - يفضل المنتصف والخانات المهمة
int bestScore = -999999;
int bestX = -1;
int bestY = -1;
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] != blank_symbol)
continue;
board[r][c] = aiSym;
int aiScore = evaluate(aiSym);
int humanScore = evaluate(humanSym);
board[r][c] = blank_symbol;
int centerBonus = 0;
// تفضيل الخانات القريبة من منتصف الدايموند
int distanceFromCenter = abs(r - 3) + abs(c - 3);
if (distanceFromCenter == 0)
centerBonus = 80;
else if (distanceFromCenter == 1)
centerBonus = 50;
else if (distanceFromCenter == 2)
centerBonus = 25;
else
centerBonus = 5;
int totalScore = aiScore - humanScore + centerBonus;
if (totalScore > bestScore) {
bestScore = totalScore;
bestX = r;
bestY = c;
}
}
}
// 4. لو لسبب ما مفيش best move، اختار أول خانة فاضية
if (bestX == -1 || bestY == -1) {
for (int r = 0; r < 7; r++) {
for (int c = 0; c < 7; c++) {
if (board[r][c] == blank_symbol) {
bestX = r;
bestY = c;
break;
}
}
if (bestX != -1)
break;
}
}
cout << "[Computer plays at (" << bestX << "," << bestY << ")]\n";
return new Move<char>(bestX, bestY, aiSym);
}
// ======================= UI =======================
DIAMOND_UI::DIAMOND_UI()
: UI<char>("Welcome to DIAMOND", 3)
{
}
Player<char>* DIAMOND_UI::create_player(string& name, char symbol, PlayerType type)
{
cout << "Creating " << (type == PlayerType::HUMAN ? "human" : "computer")
<< " player: " << name << " (" << symbol << ")\n";
return new Player<char>(name, symbol, type);
}
Move<char>* DIAMOND_UI::get_move(Player<char>* player)
{
if (player->get_type() == PlayerType::HUMAN) {
int x, y;
cout << "\nEnter x y (0..6): ";
cin >> x >> y;
return new Move<char>(x, y, player->get_symbol());
}
DIAMOND_Board* db = dynamic_cast<DIAMOND_Board*>(player->get_board_ptr());
char aiSym = player->get_symbol();
char humanSym = (aiSym == 'X' ? 'O' : 'X');
return db->get_best_move(aiSym, humanSym);
}