Newer
Older
ss1_TicTacToeEx / TicTacToeEx / T3EBoard.cpp
#include "T3EBoard.h"
#include <iostream>
#include <time.h>
#include <stdlib.h>

// コンストラクタ
T3EBoard::T3EBoard()
{
	srand((unsigned int)clock());
	this->Reset();
}

// デストラクタ
T3EBoard::~T3EBoard()
{
}

// ゲーム初期化
void T3EBoard::Reset()
{
	m_Turn = 1;
	m_NextPlayer = PLAYER1;
	for (int i = 0; i < BOARD_SIZE; i++) {
		m_Board[i] = NONE;
	}
}

// ゲーム進行
void T3EBoard::Play()
{
	// ゲーム初期化
	std::cout << "拡張版○× ゲーム" << std::endl << std::endl;
	std::cout << "先手は 0:人間 1:CPU ?";
	std::cin >> m_Player[PLAYER1];
	std::cout << "後手は 0:人間 1:CPU ?";
	std::cin >> m_Player[PLAYER2];
	std::cout << "始め!" << std::endl;

	// ターン進行
	do {
		// ターン情報
		std::cout << std::endl << "ターン " << m_Turn << std::endl;
		this->ShowBoard();
		std::cout << (m_NextPlayer == PLAYER1 ? "先手" : "後手")
			<< "の番です" << std::endl;

		int place = (m_Player[m_NextPlayer] == PLAYER_HUMAN ? Human() : CPU());
		this->SetStone(place);
		int winner = this->CheckWin();
		if (winner >= 0) {
			this->ShowBoard();
			std::cout << std::endl << (m_NextPlayer == PLAYER1 ? "先手" : "後手") 
				<< " 勝利" << std::endl;
			break;
		}

		// 次の番へ
		m_NextPlayer = 1 - m_NextPlayer;
		if (m_NextPlayer == PLAYER1) m_Turn ++;
		if (m_Turn >= MAX_TURNS) std::cout << std::endl << "引き分け!" << std::endl;
	} while (m_Turn < MAX_TURNS);

	std::cin.ignore(std::cin.rdbuf()->in_avail());	// 入力バッファクリア
	std::cin.get();	// 終了前のキー入力待ち
}

// CPUの思考アルゴリズム
// 戻り値:コマを打つ場所
int T3EBoard::CPU()
{
	int place = 0;
;
	do {
		place = rand() % BOARD_SIZE;
	} while (m_Board[place] != NONE);

	std::cout << "CPU => " << place << std::endl;
	return place;
}

//どの盤面が自分に一番大きい評価をもたらすか確認。
//引数:int node 局面, in turn 手版, int depth 先読みの深さ
//戻り値:評価値
int T3EBoard::Minmax(int *node, int turn, int depth)
{
	//葉の場合評価値を返す
	if (depth == 0) return this->CheckWin(node);

	//ノードを一つ進める
	//this->expand_node(node, NextTurn);

	int best = INT_MIN;
	/*for (int i = 0;i < k;i++) {
		int val = this->Minmax(ai, NextTurn, (depth - 1));
		if (turn == PLAYER1 && best < val) best = val;
		if (turn == PLAYER2 && best < -val)best = -val;
	}*/

	return best;
}

//配列ごとによる勝敗判定
//引数:int *Board 局面
//戻り値;0 未決着 1(PLAYER1) 先手勝利 -1(PLAYER2) 後手勝利
int T3EBoard::CheckWin(int *Board)
{
	int row, col;
	bool check;
	int sign[2] = { STONE1, STONE2 };

	// プレイヤー毎に判定
	for (int player = PLAYER1; player <= PLAYER2; player++) {
		// 斜め方向1
		for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
			if (Board[row * BOARD_WIDTH + row] * sign[player] <= 0) check = false;
		}
		if (check) {
			if (player == PLAYER1)return 1;
			return -1;
		}

		// 斜め方向2
		for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
			if (Board[row * BOARD_WIDTH + (BOARD_HEIGHT - 1 - row)] * sign[player] <= 0) check = false;
		}
		if (check) {
			if (player == PLAYER1)return 1;
			return -1;
		}

		// 横方向
		for (row = 0; row < BOARD_HEIGHT; row++) {
			for (col = 0, check = true; col < BOARD_WIDTH; col++) {
				if (Board[row * BOARD_WIDTH + col] * sign[player] <= 0) check = false;
			}
			if (check) {
				if (player == PLAYER1)return 1;
				return -1;
			}
		}

		// 縦方向
		for (col = 0; col < BOARD_WIDTH; col++) {
			for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
				if (Board[row * BOARD_WIDTH + col] * sign[player] <= 0) check = false;
			}
			if (check) {
				if (player == PLAYER1)return 1;
				return -1;
			}
		}
	}

	return 0;

}

// ノードを一つ進める
// 引数:int *Board 局面
//戻り値:一つ局面を進めた局面
int expandnode(int *Board)
{
	return 0;
}

// 人間の手番
// 戻り値:コマを打つ場所
int T3EBoard::Human()
{
	int place = 0;
	while(1) {
		std::cout << "0:左上 1:上 2:右上 3:左 4:中央 5:右 6:左下 7:下 8:右下" << std::endl
			<< "どこに打ちますか? ";
		std::cin >> place;
		if (place >= 0 && place < BOARD_SIZE) {
			if (m_Board[place] == 0) break;
		}
	}

	return place;
}

// 盤にコマを置く
// 引数 int place : 置く位置
void T3EBoard::SetStone(int place)
{
	int sign = m_NextPlayer == PLAYER1 ? STONE1 : STONE2;
	m_Board[place] = m_Turn * sign;

	// 古いコマを消す
	if (m_Turn > MAX_PIECE_ON_BOARD) {
		int deleting = (m_Turn - MAX_PIECE_ON_BOARD) * sign;
		for (int i = 0; i < BOARD_SIZE; i++) {
			if (m_Board[i] == deleting) m_Board[i] = 0;
		}
	}
}

// 勝利判定
// 戻り値:-1 未決着 0(PLAYER1) 先手勝利 1(PLAYER2) 後手勝利
int T3EBoard::CheckWin()
{
	int row, col;
	bool check;
	int sign[2] = {STONE1, STONE2};

	// プレイヤー毎に判定
	for (int player = PLAYER1; player <= PLAYER2; player++) {
		// 斜め方向1
		for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
			if (m_Board[row * BOARD_WIDTH + row] * sign[player] <= 0) check = false;
		}
		if (check) return player;

		// 斜め方向2
		for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
			if (m_Board[row * BOARD_WIDTH + (BOARD_HEIGHT - 1 - row)] * sign[player] <= 0) check = false;
		}
		if (check) return player;

		// 横方向
		for (row = 0; row < BOARD_HEIGHT; row++) {
			for (col = 0, check = true; col < BOARD_WIDTH; col++) {
				if (m_Board[row * BOARD_WIDTH + col] * sign[player] <= 0) check = false;
			}
			if (check) return player;
		}

		// 縦方向
		for (col = 0; col < BOARD_WIDTH; col++) {
			for (row = 0, check = true; row < BOARD_HEIGHT; row++) {
				if (m_Board[row * BOARD_WIDTH + col] * sign[player] <= 0) check = false;
			}
			if (check) return player;
		}
	}

	return -1;
}

// 盤表示
void T3EBoard::ShowBoard()
{
	for (int i = 0; i < BOARD_SIZE; i++) {
		std::cout << (m_Board[i] == 0 ? " " :
			(m_Board[i] > 0 ? "○" : "×"));
		if (i % BOARD_WIDTH < BOARD_WIDTH - 1) {
			std::cout << "│";
		}
		else {
			std::cout << std::endl;
			if (i < BOARD_SIZE - 1) std::cout << "─┼─┼─" << std::endl;
		}
	}
}