#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 turn ターン数,int depth 先読みの深さ
//戻り値:評価値
int T3EBoard::Minmax(int *node, int NextPlayer, int turn, int depth)
{
//printf("depth = %dでMinMax起動\n", depth);
//葉の場合評価値を返す
if (depth == 0) {
//printf("葉なので%dを返します\n", this->CheckWin(node));
return this->CheckWin(node);
}
int NextBoards[BOARD_SIZE*BOARD_SIZE];
int NextBoard[BOARD_SIZE];
int NextNode;
int k = 0; //次の局面格納用変数
//ノードを一つ進める
//次の可能手数を数える
NextNode = this->count_zero(node);
//石を置いた局面を全て格納
for (int i = 0;i < BOARD_SIZE;i++) {
if (node[i] == 0) {
this->SetStone(node, i, NextPlayer, turn);
for (int j = 0;j < BOARD_SIZE;j++) {
NextBoards[k] = node[j];
k++;
}
node[i] = 0;
}
}
k = 0;
int best = INT_MIN;
NextPlayer = 1 - NextPlayer;
if (NextPlayer == PLAYER1)turn++;
for (int i = 0;i < NextNode;i++) {
for (int j = 0;j < BOARD_SIZE;j++) {
NextBoard[j] = NextBoards[k];
k++;
}
//printf("以下の盤面で下のノードいきます\n");
//this->ShowBoard(NextBoard);
int val = this->Minmax(NextBoard, NextPlayer, turn, (depth - 1));
if (NextPlayer == PLAYER1 && best < val) {
best = val;
//printf("☆☆best = %d に更新されました\n", best);
}
if (NextPlayer == PLAYER2 && best < -val) {
best = -val;
//printf("☆☆best = %d に更新されました\n", best);
}
}
//printf("値best = %dを返します\n", best);
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;
}
// 引数配列の可能手数を算出
// 引数:int *Board 手版
//戻り値:可能手数
int T3EBoard::count_zero(int *Board)
{
int Count = 0;
for (int i = 0; i < BOARD_SIZE; i++) {
if (Board[i] == 0)Count++;
}
return Count;
}
//石を置く
//引数:int *Board 局面, int place 置く場所, int NextPlayer 次置く人, int turn ターン数
void T3EBoard::SetStone(int *Board, int place, int NextPlayer, int Turn) {
int sign = NextPlayer == PLAYER1 ? STONE1 : STONE2;
Board[place] = Turn * sign;
// 古いコマを消す
if (Turn > MAX_PIECE_ON_BOARD) {
int deleting = (Turn - MAX_PIECE_ON_BOARD) * sign;
for (int i = 0; i < BOARD_SIZE; i++) {
if (Board[i] == deleting) Board[i] = 0;
}
}
}
//配列の番を表示
void T3EBoard::ShowBoard(int *Board)
{
for (int i = 0; i < BOARD_SIZE; i++) {
std::cout << (Board[i] == 0 ? " " :
(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;
}
}
}
// 人間の手番
// 戻り値:コマを打つ場所
int T3EBoard::Human()
{
int place = 0;
int NextBoard[BOARD_SIZE];
int NextNextPlayer;
int NextTurn = m_Turn;
NextNextPlayer = 1 - m_NextPlayer;
if (NextNextPlayer == PLAYER1)NextTurn++;
for (int i = 0;i < BOARD_SIZE;i++) {
if (m_Board[i] == 0) {
for (int j = 0;j < BOARD_SIZE;j++) {
NextBoard[j] = m_Board[j];
}
SetStone(NextBoard, i, m_NextPlayer, m_Turn);
printf("置く場所[%d]の評価値は[%d]です。\n", i, Minmax(NextBoard, NextNextPlayer, NextTurn, 2));
}
}
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;
}
}
}