//DONE //given destination --> must have campus of that player on it //given resources static int isLegalBuildGO8(Game g, action a) { int isLegal = TRUE; int player = getWhoseTurn(g); //if path is actual a legal path if(isLegalPathToCamp(a.destination) == FALSE) { isLegal = FALSE; } if(isLegal == TRUE) { if((getGO8s(g, UNI_A) + getGO8s(g, UNI_B) + getGO8s(g, UNI_C)) >= 8) { isLegal = FALSE; } } //if vertex doesnt have campus owned by player if(isLegal == TRUE) { if(getCampus(g, a.destination) != player) { isLegal = FALSE; } } //if not enough resources if(g->students[player][STUDENT_MJ] < 2 || g->students[player][STUDENT_MMONEY] < 3) { isLegal = FALSE; } return isLegal; }
void test3(void) { printf("\n\n\n\n"); action a; int disciplines[] = {2,5,3,5,3,1,4,4,1,4,2,3,2,0,3,5,4,2,1}; int dice[] = {9,10,8,12,6,5,3,11,3,11,4,6,4,7,9,2,8,10,5}; Game g = newGame(disciplines, dice); throwDice(g, 5); a.actionCode = BUILD_CAMPUS; strncpy(a.destination, "RL", PATH_LIMIT - 1); a.destination[PATH_LIMIT - 1] = 0; a.disciplineFrom = -1077724424, a.disciplineTo = 134527641; makeAction(g, a); assert(getCampus(g, "RL") == 1); }
//get the exchange rate for retraining a student int getExchangeRate (Game g, int player, int disciplineFrom, int disciplineTo) { //double check that isLegal is working //assert (disciplineFrom != STUDENT_THD); //paths to different retraining centres path training1, training2; int rate; if (disciplineFrom == STUDENT_MTV) { strcpy (training1, TV1); strcpy (training2, TV2); } else if (disciplineFrom == STUDENT_MMONEY) { strcpy (training1, MONEY1); strcpy (training2, MONEY2); } else if (disciplineFrom == STUDENT_BPS) { strcpy (training1, ENGINEER1); strcpy (training2, ENGINEER2); } else if (disciplineFrom == STUDENT_BQN) { strcpy (training1, SCIENCE1); strcpy (training2, SCIENCE2); } else { strcpy (training1, JOB1); strcpy (training2, JOB2); } //NB player = ARC code e.g. player 1/(UNI_A) = ARC_A if ((getCampus (g, training1) == player) || \ (getCampus (g, training2) == player)) { rate = 2; } else { rate = 3; } return rate; }
// Check a campus can go there static int validNewContents(Game g, path destination, int player) { int i = 0; // double x = 0; // double y = 0; int isValid = FALSE; point newPoint = pathToPoint(destination); assert(newPoint.x >= 0); // point points[POSSIBLE_POINTS]; int adjacent = 0; long pathLength = strlen(destination); path adj[3]; strcpy(adj[0], destination); strcpy(adj[1], destination); strcpy(adj[2], destination); adj[0][pathLength] = 'L'; adj[0][pathLength + 1] = '\0'; adj[1][pathLength] = 'R'; adj[1][pathLength + 1] = '\0'; adj[2][pathLength] = 'B'; adj[2][pathLength + 1] = '\0'; while (i < 3) { point aPoint = pathToPoint(adj[i]); if (aPoint.x >= 0) { if (g->gameBoard->points[aPoint.x][aPoint.y]->contents != 0) { adjacent++; isValid = FALSE; } } edge anEdge = pathToEdgeF(adj[i]); anEdge = findEdgeDetails(anEdge.x, anEdge.y, g); if (anEdge.ARC->uniID == player && adjacent == 0) { isValid = TRUE; } if (anEdge.ARC->uniID == VACANT_ARC) { free(anEdge.ARC); } i++; } if (getCampus(g, destination) != 0) { isValid = FALSE; } return isValid; }
//Tests conditions for G08, which needs a campus + 2MJs + 3M$ int G08Conditions (Game g, action a, int player) { int answer = FALSE; char *path = a.destination; coord vertex = pathMovement (path); coord adj = movement (vertex, BACK); if ((getStudents (g, player, STUDENT_MJ) >= 2) && (getStudents (g, player, STUDENT_MMONEY) >= 3) && (getCampuses (g, player) > 0) && (getGO8s (g, player) < MAX_G08S) && (getCampus (g, a.destination) > 3)) { answer = TRUE; } else { answer = FALSE; } //check if they're inside the boundaries if (answer == TRUE && abs (vertex.x) >= 3 && abs (vertex.y) >= 3 && abs (vertex.z) >= 3) { answer = FALSE; } //Checks for adjacent campuses which would be illegal if (answer == TRUE && g->gameBoard.campus[adj.x][adj.y][adj.z] != NO_ONE) { answer = FALSE; } //Checks that it's a vertex if (answer == TRUE && abs (vertex.x+vertex.y+vertex.z) != 2) { answer = FALSE; } return answer; }
//Returns true/false, tests conditions for campus, // which needs 1 of each but THD or M$, // and no two campuses can be on adjacent vertexes int cmpsConditions (Game g, action a, int player) { int answer = TRUE; char *path = a.destination; coord vertex = pathMovement (path); coord adj = movement (vertex, BACK); if ((getStudents (g, player, STUDENT_BPS) >= 1) && (getStudents (g, player, STUDENT_BQN) >= 1) && (getStudents (g, player, STUDENT_MJ) >= 1) && (getStudents (g, player, STUDENT_MTV) >= 1) && (getCampus (g, a.destination) == VACANT_VERTEX) && (getARC (g, a.destination) != VACANT_ARC)) { answer = TRUE; } else { answer = FALSE; } //check if they're inside the boundaries if (answer == TRUE && abs (vertex.x) >= 3 && abs (vertex.y) >= 3 && abs (vertex.z) >= 3) { answer = FALSE; } //Checks for adjacent campuses which would be illegal if (answer == TRUE && g->gameBoard.campus[adj.x][adj.y][adj.z] != NO_ONE) { answer = FALSE; } //Check that it's an actual vertex if (answer == TRUE && abs (vertex.x+vertex.y+vertex.z) != 2) { answer = FALSE; } return answer; }
void testInitialisation (Game testGame){ action testAction; printf ("Testing initial conditions.\n"); printf ("Testing getDiscipline.\n"); assert (getDiscipline(testGame, 0) == STUDENT_BQN); assert (getDiscipline(testGame, 1) == STUDENT_MMONEY); assert (getDiscipline(testGame, 2) == STUDENT_MJ); assert (getDiscipline(testGame, 3) == STUDENT_MMONEY); assert (getDiscipline(testGame, 4) == STUDENT_MJ); assert (getDiscipline(testGame, 5) == STUDENT_BPS); assert (getDiscipline(testGame, 6) == STUDENT_MTV); assert (getDiscipline(testGame, 7) == STUDENT_MTV); assert (getDiscipline(testGame, 8) == STUDENT_BPS); assert (getDiscipline(testGame, 9) == STUDENT_MTV); assert (getDiscipline(testGame, 10) == STUDENT_BQN); assert (getDiscipline(testGame, 11) == STUDENT_MJ); assert (getDiscipline(testGame, 12) == STUDENT_BQN); assert (getDiscipline(testGame, 13) == STUDENT_THD); assert (getDiscipline(testGame, 14) == STUDENT_MJ); assert (getDiscipline(testGame, 15) == STUDENT_MMONEY); assert (getDiscipline(testGame, 16) == STUDENT_MTV); assert (getDiscipline(testGame, 17) == STUDENT_BQN); assert (getDiscipline(testGame, 18) == STUDENT_BPS); printf ("Testing getDiceValue\n"); assert (getDiceValue(testGame, 0) == 9); assert (getDiceValue(testGame, 1) == 10); assert (getDiceValue(testGame, 2) == 8); assert (getDiceValue(testGame, 3) == 12); assert (getDiceValue(testGame, 4) == 6); assert (getDiceValue(testGame, 5) == 5); assert (getDiceValue(testGame, 6) == 3); assert (getDiceValue(testGame, 7) == 11); assert (getDiceValue(testGame, 8) == 3); assert (getDiceValue(testGame, 9) == 11); assert (getDiceValue(testGame, 10) == 4); assert (getDiceValue(testGame, 11) == 6); assert (getDiceValue(testGame, 12) == 4); assert (getDiceValue(testGame, 13) == 7); assert (getDiceValue(testGame, 14) == 9); assert (getDiceValue(testGame, 15) == 2); assert (getDiceValue(testGame, 16) == 8); assert (getDiceValue(testGame, 17) == 10); assert (getDiceValue(testGame, 18) == 5); printf ("Testing Most ARC\n"); assert (getMostARCs(testGame) == NO_ONE); printf ("Testing most publications\n"); assert (getMostPublications (testGame) == NO_ONE); printf ("Testing turnNumber\n"); assert (getTurnNumber(testGame) == -1); printf ("Testing whoseTurn.\n"); assert (getWhoseTurn (testGame) == NO_ONE); printf("Testing getCampus (content of given vertex) \n"); assert (getCampus (testGame, "RLBLR") == VACANT_VERTEX); assert (getCampus (testGame, "RLBBR") == VACANT_VERTEX); assert (getCampus (testGame, "LRL") == VACANT_VERTEX); printf("Testing getARC (content of given edge) \n"); assert (getARC (testGame, "L") == VACANT_ARC); assert (getARC (testGame, "R") == VACANT_ARC); assert (getARC (testGame, "LR") == VACANT_ARC); assert (getARC (testGame, "RR") == VACANT_ARC); printf ("Testing isLegalAction\n"); assert (isLegalAction (testGame, testAction) == FALSE); printf ("Testing KPI points\n"); assert (getKPIpoints (testGame, UNI_A) == 0); assert (getKPIpoints (testGame, UNI_B) == 0); assert (getKPIpoints (testGame, UNI_C) == 0); printf ("Testing getARCs (number of ARC grants) \n"); assert (getARCs (testGame, UNI_A) == 0); assert (getARCs (testGame, UNI_B) == 0); assert (getARCs (testGame, UNI_C) == 0); printf ("Testing GO8 (number of G08 campus) \n"); assert (getGO8s (testGame, UNI_A) == 0); assert (getGO8s (testGame, UNI_B) == 0); assert (getGO8s (testGame, UNI_C) == 0); printf ("Testing getCampuses (number of normal campuses)\n"); assert (getCampuses (testGame, UNI_A) == 2); assert (getCampuses (testGame, UNI_B) == 2); assert (getCampuses (testGame, UNI_C) == 2); printf ("Testing IPs (number of IP patent) \n"); assert (getIPs(testGame, UNI_A) == 0); assert (getIPs(testGame, UNI_B) == 0); assert (getIPs(testGame, UNI_C) == 0); printf ("Testing publications\n"); assert (getPublications(testGame, UNI_A) == 0); assert (getPublications(testGame, UNI_B) == 0); assert (getPublications(testGame, UNI_C) == 0); printf ("Testing number of students of UNI_A\n"); assert (getStudents (testGame, UNI_A, STUDENT_THD) == 0); assert (getStudents (testGame, UNI_A, STUDENT_BPS) == 3); assert (getStudents (testGame, UNI_A, STUDENT_BQN) == 3); assert (getStudents (testGame, UNI_A, STUDENT_MJ) == 1); assert (getStudents (testGame, UNI_A, STUDENT_MTV) == 1); assert (getStudents (testGame, UNI_A, STUDENT_MMONEY) == 1); printf ("Testing number of students of UNI_B\n"); assert (getStudents (testGame, UNI_B, STUDENT_THD) == 0); assert (getStudents (testGame, UNI_B, STUDENT_BPS) == 3); assert (getStudents (testGame, UNI_B, STUDENT_BQN) == 3); assert (getStudents (testGame, UNI_B, STUDENT_MJ) == 1); assert (getStudents (testGame, UNI_B, STUDENT_MTV) == 1); assert (getStudents (testGame, UNI_B, STUDENT_MMONEY) == 1); printf ("Testing number of students of UNI_C\n"); assert (getStudents (testGame, UNI_C, STUDENT_THD) == 0); assert (getStudents (testGame, UNI_C, STUDENT_BPS) == 3); assert (getStudents (testGame, UNI_C, STUDENT_BQN) == 3); assert (getStudents (testGame, UNI_C, STUDENT_MJ) == 1); assert (getStudents (testGame, UNI_C, STUDENT_MTV) == 1); assert (getStudents (testGame, UNI_C, STUDENT_MMONEY) == 1); printf ("Testing getExchangeRate for UNI_A\n"); assert (getExchangeRate (testGame, UNI_A, STUDENT_BPS, STUDENT_BPS) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BPS, STUDENT_BQN) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BPS, STUDENT_MJ) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BPS, STUDENT_MTV) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BPS, STUDENT_MMONEY) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MMONEY, STUDENT_MMONEY) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MMONEY, STUDENT_BPS) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MMONEY, STUDENT_BQN) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MMONEY, STUDENT_MJ) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MMONEY, STUDENT_MTV) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MTV, STUDENT_MTV) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MTV, STUDENT_BPS) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MTV, STUDENT_BQN) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MTV, STUDENT_MJ) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MTV, STUDENT_MMONEY) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BQN, STUDENT_BQN) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BQN, STUDENT_BPS) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BQN, STUDENT_MJ) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BQN, STUDENT_MTV) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_BQN, STUDENT_MMONEY) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MJ, STUDENT_MJ) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MJ, STUDENT_BPS) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MJ, STUDENT_BQN) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MJ, STUDENT_MTV) == 3); assert (getExchangeRate (testGame, UNI_A, STUDENT_MJ, STUDENT_MMONEY) == 3); printf ("All tests passed\n\n"); }
action decideAction (Game g) { int turn = getWhoseTurn(g); path aiPathARC = {0}; if (turn == UNI_B) { strcpy(aiPathARC, "RRLRLL"); char prev = 'L'; char *next = 0; if (getARC(g, aiPathARC) != NO_ONE) { strcat(aiPathARC, "L"); } else { strcat(aiPathARC, "L"); int i = 0; while (i <= 30 && getARC(g, aiPathARC) != NO_ONE) { if (prev == 'R') { next = "L"; prev = 'L'; } else { next = "R"; prev = 'R'; } strcat(aiPathARC, next); i++; } } } else if (turn == UNI_C) { strcpy(aiPathARC, "LRLRLB"); char prev = 'B'; char *next = 0; int i = 0; while (i <= 30 && getARC(g, aiPathARC) != NO_ONE) { if (prev == 'R') { next = "L"; prev = 'L'; } else if (prev == 'L') { next = "R"; prev = 'R'; } else { next = "L"; prev = 'L'; } strcat(aiPathARC, next); i++; } } else { //for the first arc strcpy(aiPathARC, "R"); char prev = 'R'; char *next = 0; int i = 0; while (i <= 30 && getARC(g, aiPathARC) != NO_ONE) { if (prev == 'R'){ next = "L"; prev = 'L'; } else if (prev == 'L') { next = "R"; prev = 'R'; } else { next = "L"; prev = 'L'; } strcat(aiPathARC, next); i++; } } path aiPathCampus = {0}; //next part is simialer to arc pathing above //but since 2 campuses can't be made adjacent it //works slightly differently //needs to be checked if (turn == UNI_B) { strcpy(aiPathCampus, "RRLRLLL"); char *next = "RL"; int i = 0; while (i <= 30 && getCampus(g, aiPathCampus) != NO_ONE){ strcat(aiPathCampus, next); i++; } } else if (turn == UNI_C) { strcpy(aiPathCampus, "LRLRLB"); char *next = "LR"; int i = 0; while (i <= 30 && getCampus(g, aiPathCampus) != NO_ONE){ strcat(aiPathCampus, next); i++; } } else { strcpy(aiPathCampus, "R"); char *next = "LR"; int i = 0; while (i <= 30 && getCampus(g, aiPathCampus) != NO_ONE) { strcat(aiPathCampus, next); i++; } } action nextAction; int actionChosen = FALSE; if(turn != NO_ONE ) { //Build Campus nextAction.actionCode = BUILD_CAMPUS; strncpy(nextAction.destination, aiPathCampus, PATH_LIMIT); if (isLegalAction(g, nextAction)) { actionChosen = TRUE; } //Build Arc nextAction.actionCode = OBTAIN_ARC; strncpy(nextAction.destination, aiPathARC, PATH_LIMIT); if (!actionChosen && isLegalAction(g, nextAction) == TRUE) { actionChosen = TRUE; } //Spinoff nextAction.actionCode = START_SPINOFF; if (!actionChosen && isLegalAction(g, nextAction) == TRUE) { actionChosen = TRUE; } //before pass when we can we should add something that can //convert students so we can do more of the above actions //(maybe a while loop encompasing all actions) //Pass if (!actionChosen) { nextAction.actionCode = PASS; } } return nextAction; }
//DONE //check for if the special trading spots are taken int getExchangeRate (Game g, int player, int disciplineFrom, int disciplineTo) { //function protection assert(g != NULL); assert(player >= NO_ONE && player <= UNI_C); assert(disciplineFrom > STUDENT_THD && disciplineFrom < NUM_STUDENT_TYPES); assert(disciplineTo >= STUDENT_THD && disciplineTo < NUM_STUDENT_TYPES); int retrainingNum = 3; if(disciplineFrom == STUDENT_BPS) { if((getCampus(g, pathToBPSTrade1) == player) || (getCampus(g, pathToBPSTrade1) == player + 3) || (getCampus(g, pathToBPSTrade2) == player) || (getCampus(g, pathToBPSTrade2) == player + 3)) { retrainingNum = 2; } } else if(disciplineFrom == STUDENT_BQN) { if((getCampus(g, pathToBQNTrade1) == player) || (getCampus(g, pathToBQNTrade1) == player + 3) || (getCampus(g, pathToBQNTrade2) == player) || (getCampus(g, pathToBQNTrade2) == player + 3)) { retrainingNum = 2; } } else if(disciplineFrom == STUDENT_MJ) { if((getCampus(g, pathToMJTrade1) == player) || (getCampus(g, pathToMJTrade1) == player + 3) || (getCampus(g, pathToMJTrade2) == player) || (getCampus(g, pathToMJTrade2) == player + 3)) { retrainingNum = 2; } } else if(disciplineFrom == STUDENT_MTV) { if((getCampus(g, pathToMTVTrade1) == player) || (getCampus(g, pathToMTVTrade1) == player + 3) || (getCampus(g, pathToMTVTrade2) == player) || (getCampus(g, pathToMTVTrade2) == player + 3)) { retrainingNum = 2; } } else if(disciplineFrom == STUDENT_MMONEY) { if((getCampus(g, pathToMMONEYTrade1) == player) || (getCampus(g, pathToMMONEYTrade1) == player + 3) || (getCampus(g, pathToMMONEYTrade2) == player) || (getCampus(g, pathToMMONEYTrade2) == player + 3)) { retrainingNum = 2; } } return retrainingNum; }
int main(int argc, char *argv[]) { int discipline[6] = {STUDENT_THD, STUDENT_BPS, STUDENT_BQN, STUDENT_MJ, STUDENT_MTV, STUDENT_MMONEY} int dice[6] = {1, 2, 3, 4, 5, 6} newGame(*discipline[], dice[]); //Tests void makeAction action a; a.actionCode = BUILD_CAMPUS; a.destination = L; a.disciplineFrom = STUDENT_BPS; a.disciplineTo = STUDENT_MTV; assert(a.actionCode == BUILD_CAMPUS); assert(a.destination == L); assert(a.disciplineFrom == STUDENT_BPS); assert(a.discplineTo == STUDENT_MTV); //Tests void throwDice assert(diceScore >= 2 && diceScore <= 12); //Tests int getDiscipline assert (getDiscipline(Game g, 0) == STUDENT_BGN); assert (getDiscipline(Game g, 1) == STUDENT_MMONEY); assert (getDiscipline(Game g, 2) == STUDENT_MJ); assert (getDiscipline(Game g, 3) == STUDENT_MMONEY); assert (getDiscipline(Game g, 4) == STUDENT_MJ); assert (getDiscipline(Game g, 5) == STUDENT_BPS); assert (getDiscipline(Game g, 6) == STUDENT_MTV); assert (getDiscipline(Game g, 7) == STUDENT_MTV); assert (getDiscipline(Game g, 8) == STUDENT_BPS); assert (getDiscipline(Game g, 9) == STUDENT_MTV); assert (getDiscipline(Game g, 10) == STUDENT_BQN); assert (getDiscipline(Game g, 11) == STUDENT_MJ); assert (getDiscipline(Game g, 12) == STUDENT_BQN); assert (getDiscipline(Game g, 13) == STUDENT_THD); assert (getDiscipline(Game g, 14) == STUDENT_MJ); assert (getDiscipline(Game g, 15) == STUDENT_MMONEY); assert (getDiscipline(Game g, 16) == STUDENT_MTV); assert (getDiscipline(Game g, 17) == STUDENT_BQN); assert (getDiscipline(Game g, 18) == STUDENT_BPS); //Tests int getDiceValue assert (getDiceValue(Game g, 0) == 9); assert (getDiceVale(Game g, 1) == 10); assert (getDicevalue(Game g, 2) == 8); assert (getDiceValue(Game g, 3) == 12); assert (getDiceValue(Game g, 4) == 6); assert (getDiceValue(Game g, 5) == 5); assert (getDiceValue(Game g, 6) == 3); assert (getDiceValue(Game g, 7) == 11); assert (getDiceValue(Game g, 8) == 3); assert (getDiceValue(Game g, 9) == 11); assert (getDiceValue(Game g, 10) == 4); assert (getDiceValue(Game g, 11) == 6); assert (getDiceValue(Game g, 12) == 4); assert (getDiceValue(Game g, 13) == 7); assert (getDiceValue(Game g, 14) == 9); assert (getDiceValue(Game g, 15) == 2); assert (getDiceValue(Game g, 16) == 8); assert (getDiceValue(Game g, 17) == 10); assert (getDiceValue(Game g, 18) == 5); //Tests int getMostARCs (Game g) assert(getMostARCs(newGame) == NO_ONE); //Tests int getMostPublications (Game g) assert(getMostPublications(newGame) == No_ONE); //Tests int getTurnNumber (Game g) assert(getTurnNumber(newGame) == -1); //Tests int getWhoseTurn (Game g) assert(getWhoseTurn(newGame) == NO_ONE); //Tests int getCampus(Game g, path pathToVertex) assert (getCampus(Game g, path {\0}) == CAMPUS_A); assert (getCampus(Game g, path {‘R’, ‘R’, ‘L’, ‘R’, ‘L’,\0}) == CAMPUS_B); assert (getCampus(Game g, path {‘L’, ‘R’, ‘L’, ‘R’, ‘L’, ‘R’,\0}) == CAMPUS_C); //Tests int getARC(Game g, path pathToEdge) assert (getARC(Game g, path {\0}) == VACANT_ARC); assert (getARC(Game g, path {‘R’,\0}) == ARC A); assert (getARC(Game g, path {‘R’, ‘R’, ‘L’, ‘R’, ‘L’, ‘L’,\0}) == ARC B); assert (getARC(Game g, path {‘L’, ‘R’, ‘L’, ‘R’, ‘L’, ‘R’, ‘B’,\0}) == ARC C); //Tests int isLegalAction (Game g, action a) if (actionCode != PASS) { assert (actionCode >= 0 && actionCode <= 7); if (actionCode == BUILD_CAMPUS) { assert ((sizeof(destination)-1)/4 >= 0 && (sizeof(destination) - 1)/4 <= PATH_LIMIT); assert (getCampus(Game g, path destination) == VACANT_VERTEX); assert (getArc(Game g, (destination + 'B')) == ARC_A && getCampus(Game g, (destination + 'L')) == VACANT_VERTEX && getCampus(Game g, (destination + 'R')) == VACANT_VERTEX); assert (students[STUDENT_BPS] >= 1); assert (students[STUDENTS_BQN] >= 1); assert (students[STUDENTS_MJ] >= 1); assert (students[STUDENTS_MTV] >= 1); } if (actionCode == BUILD_GO8) { assert ((sizeof(destination)-1)/4 >= 0 && (sizeof(destination) - 1)/4 <= PATH_LIMIT); assert (getCampus(Game g, path destination) == CAMPUS_A); assert (students[STUDENTS_MJ] >= 2); assert (students[STUDENTS_MMONEY] >= 3); } if (actionCode == OBTAIN_ARC) { assert ((sizeof(destination)-1)/4 >= 0 && (sizeof(destination) - 1)/4 <= PATH_LIMIT); assert (getArc(Game g, (destination + 'B')) == ARC_A); } if (actionCode == START_SPINNOFF) { assert (students[STUDENT_MJ] >= 1); assert (students[STUDENT_MTV] >= 1); assert (students[STUDENT_MMONEY] >= 1); } if (actionCode == RETRAIN_STUDENTS) { assert (students[disciplineFrom] >= getExchangeRate(Game g, int player, int disciplineFrom, int disciplineTo)); assert (disciplineFrom != STUDENT_THD); assert (disciplineTo != STUDENT_THD); }
action decideAction(Game g) { vertex vertices[NUM_INT_VERTICES]; arc arcs[NUM_INT_ARCS]; int currentPlayer = getWhoseTurn(g); int myCampus = 0; int myGO8 = 0; int myARC = 0; if (currentPlayer == UNI_A) { myCampus = CAMPUS_A; myGO8 = GO8_A; myARC = ARC_A; } else if (currentPlayer == UNI_B) { myCampus = CAMPUS_B; myGO8 = GO8_B; myARC = ARC_B; } else if (currentPlayer == UNI_C) { myCampus = CAMPUS_C; myGO8 = GO8_C; myARC = ARC_C; } char allPaths[NUM_INT_VERTICES][PATH_LIMIT] = ALL_PATHS; char arcPaths[NUM_INT_ARCS - NUM_INT_VERTICES][PATH_LIMIT] = ARC_PATHS; // Populate database int i = 0; while (i < NUM_INT_VERTICES) { vertex newVertex; arc newArc; strcpy(newVertex.path, allPaths[i]); strcpy(newArc.path, allPaths[i]); newVertex.object = getCampus(g, allPaths[i]); newArc.object = getARC(g, allPaths[i]); vertices[i] = newVertex; arcs[i] = newArc; i++; } while (i < NUM_INT_ARCS) { arc newArc; strcpy(newArc.path, arcPaths[i - NUM_INT_VERTICES]); newArc.object = getARC(g, newArc.path); arcs[i] = newArc; i++; } // printf("Populated database\n"); // If we have more than 5 campuses, plan for building GO8s // If we have enough resources to build a GO8... // Upgrade the most valued campus to a GO8 // Note that this AI will only build ARCs and campuses together at the same time // If we have enough resources to build an ARC and campus... // Get a list of all the "edge" vertices // Iterate through each connecting edge vertices, and give them a value // based off the hexes they are connected to. // For every campus of already existing resource, a point is subtracted // Their values is summed of the vertices they're connected to, too. // Cumalative values are halved for every vertex travelled to a maximum of 4 jumps // Then pick the highest scoring sub-vertex. // If there are multiple highest scoring sub-vertices, pick the one with the lowest index // Find vertices we own int myVertices[NUM_INT_VERTICES]; // Array of vertices that we own i = 0; int numMyVertices = 0; while (i < NUM_INT_VERTICES) { myVertices[i] = -1; if (vertices[i].object == myCampus || vertices[i].object == myGO8) { myVertices[numMyVertices] = i; numMyVertices++; // printf("%d\n", i); } i++; } // printf("Found our vertices\n"); // Now scan through each vertex and store neighbours // Array of vertices that are accessible and aren't owned fromToArc considerations[NUM_INT_VERTICES][2]; i = 0; int numConsiderations = 0; while (i < numMyVertices) { trio neighbouring = getNeighbouringVertices(myVertices[i]); if (neighbouring.a >= 0 && vertices[neighbouring.a].object == VACANT_VERTEX) { int arcId = getArcIdFromVertices(myVertices[i], neighbouring.a); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { considerations[numConsiderations][0].from = myVertices[i]; considerations[numConsiderations][0].to = neighbouring.a; if (arcs[arcId].object == myARC) { considerations[numConsiderations][0].alreadyOwned = TRUE; } else { considerations[numConsiderations][0].alreadyOwned = FALSE; } numConsiderations++; } } if (neighbouring.b >= 0 && vertices[neighbouring.b].object == VACANT_VERTEX) { int arcId = getArcIdFromVertices(myVertices[i], neighbouring.b); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { considerations[numConsiderations][0].from = myVertices[i]; considerations[numConsiderations][0].to = neighbouring.b; if (arcs[arcId].object == myARC) { considerations[numConsiderations][0].alreadyOwned = TRUE; } else { considerations[numConsiderations][0].alreadyOwned = FALSE; } numConsiderations++; } } if (neighbouring.c >= 0 && vertices[neighbouring.c].object == VACANT_VERTEX) { int arcId = getArcIdFromVertices(myVertices[i], neighbouring.c); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { considerations[numConsiderations][0].from = myVertices[i]; considerations[numConsiderations][0].to = neighbouring.c; if (arcs[arcId].object == myARC) { considerations[numConsiderations][0].alreadyOwned = TRUE; } else { considerations[numConsiderations][0].alreadyOwned = FALSE; } numConsiderations++; } } i++; } fromToArc subConsiderations[NUM_INT_VERTICES][2]; i = 0; int numSubConsiderations = 0; while (i < numConsiderations) { trio neighbouring = getNeighbouringVertices(considerations[i][0].to); if (neighbouring.a >= 0 && vertices[neighbouring.a].object == VACANT_VERTEX) { // Check that it's not within any other verticie if (canBuildCampusOn(vertices, neighbouring.a)) { int arcId = getArcIdFromVertices(considerations[i][0].to, neighbouring.a); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][0] = considerations[i][0]; subConsiderations[numSubConsiderations][1] = considerations[i][1]; subConsiderations[numSubConsiderations][1].from = considerations[i][0].to; subConsiderations[numSubConsiderations][1].to = neighbouring.a; if (arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][1].alreadyOwned = TRUE; } else { subConsiderations[numSubConsiderations][1].alreadyOwned = FALSE; } numSubConsiderations++; } } } if (neighbouring.b >= 0 && vertices[neighbouring.b].object == VACANT_VERTEX) { // Check that it's not within any other verticie if (canBuildCampusOn(vertices, neighbouring.b)) { int arcId = getArcIdFromVertices(considerations[i][0].to, neighbouring.b); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][0] = considerations[i][0]; subConsiderations[numSubConsiderations][1] = considerations[i][1]; subConsiderations[numSubConsiderations][1].from = considerations[i][0].to; subConsiderations[numSubConsiderations][1].to = neighbouring.b; if (arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][1].alreadyOwned = TRUE; } else { subConsiderations[numSubConsiderations][1].alreadyOwned = FALSE; } numSubConsiderations++; } } } if (neighbouring.c >= 0 && vertices[neighbouring.c].object == VACANT_VERTEX) { // Check that it's not within any other verticie if (canBuildCampusOn(vertices, neighbouring.c)) { int arcId = getArcIdFromVertices(considerations[i][0].to, neighbouring.c); if (arcs[arcId].object == VACANT_ARC || arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][0] = considerations[i][0]; subConsiderations[numSubConsiderations][1] = considerations[i][1]; subConsiderations[numSubConsiderations][1].from = considerations[i][0].to; subConsiderations[numSubConsiderations][1].to = neighbouring.c; if (arcs[arcId].object == myARC) { subConsiderations[numSubConsiderations][1].alreadyOwned = TRUE; } else { subConsiderations[numSubConsiderations][1].alreadyOwned = FALSE; } numSubConsiderations++; } } } i++; } // printf("Determined considerations\n"); // Remove duplicate paths to the same vertex i = 0; int numPossibilities = 0; fromToArc possibilities[NUM_INT_VERTICES][2]; while (i < numSubConsiderations) { // First result dominates others, unless it has an alreadyOwned flag // printf("%d: %d\n", i, considerations[i][1].to); int search = subConsiderations[i][1].to; int removeAll = FALSE; if (search >= 0) { possibilities[numPossibilities][0] = subConsiderations[i][0]; possibilities[numPossibilities][1] = subConsiderations[i][1]; int j = 0; while (j < numSubConsiderations) { if (subConsiderations[j][1].to == search) { // Same if (!removeAll && (subConsiderations[j][0].alreadyOwned || subConsiderations[j][1].alreadyOwned)) { // Better option removeAll = TRUE; fromToArc pos1 = subConsiderations[j][0]; fromToArc pos2 = subConsiderations[j][1]; possibilities[numPossibilities][0] = pos1; possibilities[numPossibilities][1] = pos2; subConsiderations[j][1].to = -1; numPossibilities++; } subConsiderations[j][1].to = -1; } j++; } if (!removeAll) { numPossibilities++; } } i++; } // Now get the weight values of each consideration weightedVertex sortedWeights[numPossibilities]; i = 0; while (i < numPossibilities) { int weight = getRecursiveVertexWeight(g, vertices, myVertices, numMyVertices, possibilities[i][1].to); weightedVertex newVertex; newVertex.weight = weight; newVertex.arcPath[0] = possibilities[i][0]; newVertex.arcPath[1] = possibilities[i][1]; sortedWeights[i] = newVertex; i++; } sortWeights(sortedWeights, numPossibilities); // printf("Weighted considerations\n"); // Buy in order of weighting // i = 0; // while (i < numPossibilities) { // printf("%d\n", sortedWeights[i].arcPath[1].to); // i++; // } int attempt = 0; int domination = FALSE; if (numPossibilities == 0) { printf("Reached campus domination\n"); domination = TRUE; } int GO8domination = FALSE; if (domination) { // Build GO8s weightedVertex sortedMyCampuses[numMyVertices]; int numMyCampuses = 0; i = 0; while (i < numMyVertices) { if (vertices[myVertices[i]].object == myCampus) { int weight = getSingleVertexWeight(g, vertices, myVertices, numMyVertices, myVertices[i]); weightedVertex newVertex; newVertex.weight = weight; fromToArc newDestination = {0}; newDestination.to = myVertices[i]; newVertex.arcPath[0] = newDestination; sortedMyCampuses[numMyCampuses] = newVertex; numMyCampuses++; } i++; } sortWeights(sortedMyCampuses, numMyCampuses); int totalGO8s = getGO8s(g, UNI_A) + getGO8s(g, UNI_B) + getGO8s(g, UNI_C); if (numMyCampuses == 0 || totalGO8s >= 8) { printf("Reached GO8 Domiation\n"); GO8domination = TRUE; numMyCampuses = 0; } i = 0; while (i < numMyCampuses) { if (enoughToBuildGO8(g, currentPlayer)) { action go8Action; go8Action.actionCode = BUILD_GO8; strcpy(go8Action.destination, vertices[sortedMyCampuses[i].arcPath[0].to].path); if (isLegalAction(g, go8Action)) { return go8Action; printf("Built GO8 at %d\n", sortedMyCampuses[i].arcPath[0].to); } else { printf("Could not build GO8 at %d\n", sortedMyCampuses[i].arcPath[0].to); } } i++; } } if (GO8domination) { // Wow pls, make spinoffs while (enoughToStartSpinoff(g, currentPlayer)) { action spinoffAction; spinoffAction.actionCode = START_SPINOFF; return spinoffAction; } } while (attempt < numPossibilities && enoughToBuildCampus(g, currentPlayer, sortedWeights[attempt].arcPath)) { int firstArc = getArcIdFromVertices(sortedWeights[attempt].arcPath[0].from, sortedWeights[attempt].arcPath[0].to); if (firstArc < 0) { printf("Could not find path between %d and %d!\n", sortedWeights[attempt].arcPath[0].from, sortedWeights[attempt].arcPath[0].to); } else { if (!sortedWeights[attempt].arcPath[0].alreadyOwned) { action pathAction; pathAction.actionCode = OBTAIN_ARC; strcpy(pathAction.destination, arcs[firstArc].path); if (!isLegalAction(g, pathAction)) { printf("ARC between %d and %d is not legal?\n", sortedWeights[attempt].arcPath[0].from, sortedWeights[attempt].arcPath[0].to); } else { printf("Bought ARC between %d and %d\n", sortedWeights[attempt].arcPath[0].from, sortedWeights[attempt].arcPath[0].to); return pathAction; } } int secondArc = getArcIdFromVertices(sortedWeights[attempt].arcPath[1].from, sortedWeights[attempt].arcPath[1].to); if (secondArc < 0) { printf("Could not find path between %d and %d!\n", sortedWeights[attempt].arcPath[1].from, sortedWeights[attempt].arcPath[1].to); } else { if (!sortedWeights[attempt].arcPath[1].alreadyOwned) { action pathAction; pathAction.actionCode = OBTAIN_ARC; strcpy(pathAction.destination, arcs[secondArc].path); if (!isLegalAction(g, pathAction)) { printf("ARC between %d and %d is not legal?\n", sortedWeights[attempt].arcPath[1].from, sortedWeights[attempt].arcPath[1].to); } else { printf("Bought ARC between %d and %d\n", sortedWeights[attempt].arcPath[1].from, sortedWeights[attempt].arcPath[1].to); return pathAction; } } int vertexId = sortedWeights[attempt].arcPath[1].to; action campusAction; strcpy(campusAction.destination, vertices[vertexId].path); campusAction.actionCode = BUILD_CAMPUS; if (!isLegalAction(g, campusAction)) { printf("Campus at %d is not legal?\n", vertexId); } else { printf("Built campus at %d\n", vertexId); return campusAction; } } } attempt++; } action passAction; passAction.actionCode = PASS; return passAction; }
//returns path to campus to be built //returns NULL if cannot find a place to build static char * determineCampusPath(Game g, int player) { char * pathToCampus = malloc(PATH_LIMIT); pathToCampus = NULL; if (player == UNI_A) { if (getARC(g, "RL") == UNI_A) { if (getCampus(g, "RLL") || getCampus(g, "RLR") || getCampus(g, "RLB") || getCampus(g, "RL")) { } else { pathToCampus = "RL"; } } else if (getARC(g, "RLRLRLRLRLLLR") == UNI_A) { if (getCampus(g, "RLRLRLRLRLLLRL") || getCampus(g, "RLRLRLRLRLLLRR") || getCampus(g, "RLRLRLRLRLLLRB") || getCampus(g, "RLRLRLRLRLLLR")) { } else { pathToCampus = "RLRLRLRLRLLLR"; } } } else if (player == UNI_B) { if (getARC(g, "LRLRRLRLL") == UNI_B) { if (getCampus(g, "LRLRRLRLL") || getCampus(g, "LRLRRLRLR") || getCampus(g, "LRLRRLRLB") || getCampus(g, "LRLRRLRL")) { } else { pathToCampus = "LRLRRLRL"; } } if (getARC(g, "LRLRRLRLLL") == UNI_B) { if (getCampus(g, "LRLRRLRLLLL") || getCampus(g, "LRLRRLRLLLB") || getCampus(g, "LRLRRLRLLL")) { } else { pathToCampus = "LRLRRLRLLL"; } } } else if (player == UNI_C) { if (getARC(g, "RRLLRLRRLLLL") == UNI_C) { if (getCampus(g, "RRLLRLRRLLLL") || getCampus(g, "RRLLRLRRLLLLR") || getCampus(g, "RRLLRLRRLLLLB") || getCampus(g, "RRLLRLRRLLLLL")) { } else { pathToCampus = "RRLLRLRRLLLL"; } } if (getARC(g, "RRLLRLRRLLLLRL") == UNI_C) { if (getCampus(g, "RRLLRLRRLLLLRL") || getCampus(g, "RRLLRLRRLLLLRLL") || getCampus(g, "RRLLRLRRLLLLRLR") || getCampus(g, "RRLLRLRRLLLLRLB")) { } else { pathToCampus = "RRLLRLRRLLLLRL"; } } } return pathToCampus; }
int main(int argc, char *argv[]) { int disciplines[] = DEFAULT_DISCIPLINES; disciplines[2] = STUDENT_BPS; disciplines[7] = STUDENT_BPS; disciplines[11] = STUDENT_BQN; disciplines[16] = STUDENT_BQN; int dice[] = DEFAULT_DICE; int i = 0; int automation = TRUE; int diceRoll = 1; char *vertices[54]; char *sides[72]; //nanosecond seeding struct timespec ts; clock_gettime(CLOCK_MONOTONIC, &ts); populatePaths(vertices); populateSides(sides); printf("Automatic(1) or Human(0): "); scanf("%d", &automation); //seeding starts now srand((time_t)ts.tv_nsec); Game g = newGame(disciplines, dice); action a; while(getKPILeader(g) < 150 && getTurnNumber(g) < 9003) { if(automation == FALSE) { printf("Enter dice roll: "); scanf("%d", &diceRoll); } else { diceRoll = rand() % 10 + 2; } throwDice(g, diceRoll); printf("diceRoll = %d\n", diceRoll); printf("\n"); printf("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"); printf("Turn: %d\n", getTurnNumber(g)); printf("Player %d's turn\n", getWhoseTurn(g)); printf("\n"); printf("You have %d ARCs\n", getARCs(g, getWhoseTurn(g))); i = 0; while(i < 72) { if(getARC(g, sides[i]) == getWhoseTurn(g)) { printf("You have an ARC on %s\\0\n", sides[i]); } i++; } printf("You have %d Campuses\n", getCampuses(g, getWhoseTurn(g))); printf("You have %d GO8s\n", getGO8s(g, getWhoseTurn(g))); i = 0; while(i < 54) { if(getCampus(g, vertices[i]) == getWhoseTurn(g)) { printf("You have a campus on %s\\0\n", vertices[i]); } if(getCampus(g, vertices[i]) == getWhoseTurn(g) + 3) { printf("You have a GO8 on %s\\0\n", vertices[i]); } i++; } printf("You have %d Publications\n", getPublications(g, getWhoseTurn(g))); printf("You have %d IP Patents\n", getIPs(g, getWhoseTurn(g))); printf("\n"); printf("Students:\n"); printf("You have %d THD Students\n", getStudents(g, getWhoseTurn(g), STUDENT_THD)); printf("You have %d BPS Students\n", getStudents(g, getWhoseTurn(g), STUDENT_BPS)); printf("You have %d BQN Students\n", getStudents(g, getWhoseTurn(g), STUDENT_BQN)); printf("You have %d MJ Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MJ)); printf("You have %d MTV Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MTV)); printf("You have %d MMONEY Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MMONEY)); printf("\n"); if(automation == FALSE) { a = getHumanAction(); } else { a = getAIAction(g); } while(a.actionCode != PASS) { if(isLegalAction(g, a)) { if(a.actionCode == START_SPINOFF) { if(rand() % 3 > 1) { a.actionCode = OBTAIN_IP_PATENT; } else { a.actionCode = OBTAIN_PUBLICATION; } } makeAction(g, a); } else { printf("Illegal Action"); } printf("\n"); printf("Player %d's turn\n", getWhoseTurn(g)); printf("You have %d ARCs\n", getARCs(g, getWhoseTurn(g))); printf("You have %d Campuses\n", getCampuses(g, getWhoseTurn(g))); printf("You have %d GO8s\n", getGO8s(g, getWhoseTurn(g))); printf("You have %d Publications\n", getPublications(g, getWhoseTurn(g))); printf("You have %d IP Patents\n", getIPs(g, getWhoseTurn(g))); printf("\n"); printf("Students:\n"); printf("You have %d THD Students\n", getStudents(g, getWhoseTurn(g), STUDENT_THD)); printf("You have %d BPS Students\n", getStudents(g, getWhoseTurn(g), STUDENT_BPS)); printf("You have %d BQN Students\n", getStudents(g, getWhoseTurn(g), STUDENT_BQN)); printf("You have %d MJ Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MJ)); printf("You have %d MTV Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MTV)); printf("You have %d MMONEY Students\n", getStudents(g, getWhoseTurn(g), STUDENT_MMONEY)); printf("\n"); if(automation == FALSE) { a = getHumanAction(); } else { a = getAIAction(g); } } printf("Player 1 KPI points : %d\n", getKPIpoints(g, UNI_A)); printf("Player 2 KPI points : %d\n", getKPIpoints(g, UNI_B)); printf("Player 3 KPI points : %d\n", getKPIpoints(g, UNI_C)); } printf("Winner: Player %d\n", getWinner(g)); disposeGame(g); return EXIT_SUCCESS; }