예제 #1
0
 // merge in sens invers al parcurgerii miscarilor si calculeaza
 // un punctaj pentru fiecare mutare
 // citez : "Drumurile noastre poate... Se vor intalni vreodata"
 int getPoints(board someBoard, vector<int> mutari, int playerNo) {
   int punctajFinal = 0;
   int posX = someBoard.getPlayerPositionX(playerNo);
   int posY = someBoard.getPlayerPositionY(playerNo); 
   position posXY =  someBoard.getPlayerPosition(playerNo);   
   int mutariPosibile = someBoard.getPossibleMoves(posXY);
   int punctajTemp = awardPoints(mutariPosibile);
   punctajFinal += punctajTemp;
   for (int i = mutari.size() - 1; i >= 0; i--) {
     switch (mutari[i]) {
       case (UP)    : posX ++;
                      mutariPosibile = someBoard.getPossibleMoves(posX,posY);
                      punctajTemp = awardPoints(mutariPosibile);
                      punctajFinal += punctajTemp;
       break;
       case (DOWN)  : posX --;
                      mutariPosibile = someBoard.getPossibleMoves(posX,posY);
                      punctajTemp = awardPoints(mutariPosibile);
                      punctajFinal += punctajTemp;
       break; 
       case (LEFT)  : posY ++;
                      mutariPosibile = someBoard.getPossibleMoves(posX,posY);
                      punctajTemp = awardPoints(mutariPosibile);
                      punctajFinal += punctajTemp;
       break;
       case (RIGHT) : posY --;
                      mutariPosibile = someBoard.getPossibleMoves(posX,posY);
                      punctajTemp = awardPoints(mutariPosibile);
                      punctajFinal += punctajTemp;
       break;
     }        
   }
   return punctajFinal;
 }
예제 #2
0
 // aplica un backtracking amarat pe fiecare dintre cele 4 directii cardinale
 // (la rascruce de vanturi) si calculeaza in momentul in care ajunge la adancimea 
 // maxima (fundul putului) calculeaza un punctaj pentru fiecare mutare
 // din pacate drumul inapoi nu are gropi k ar mai fi taiat din punctaj 
 int getMovePoints(board previousBoard, int currentDepth, vector<int> mutari) {
   position posXYEnemy = previousBoard.getPlayerPosition(2); 
   position posXYMyPlayer = previousBoard.getPlayerPosition(1); 
   if (currentDepth >= maxDepth_ || 
       previousBoard.getPossibleMoves(posXYEnemy) == 0 ||
       previousBoard.getPossibleMoves(posXYMyPlayer) == 0 
       ) {
     return getPoints(previousBoard, mutari, 1 /*Player1*/);    
   } else {
     int maxProfit = 0; 
     for (int i = 0; i < 4; i++) {
       int eachProfit = 0; 
       board tempBoard = previousBoard.copyBoard(); 
       position myPosition = tempBoard.getPlayerPosition(1);
       if (tempBoard.isEmpty(i, myPosition)) {
         tempBoard.doMove(i,1);
         mutari.push_back(i);
         eachProfit = getMovePoints(tempBoard, currentDepth + 1, mutari);
         if (eachProfit > maxProfit) {
           maxProfit = eachProfit;     
         }
         mutari.pop_back(); 
       }
     }
     return maxProfit;
   }
 }