1 | /* **************************************************************************** |
2 | This file is part of the game 'KJumpingCube' |
3 | |
4 | Copyright (C) 2012 by Ian Wadham <iandw.au@gmail.com> |
5 | |
6 | This program is free software; you can redistribute it and/or modify |
7 | it under the terms of the GNU General Public License as published by |
8 | the Free Software Foundation; either version 2 of the License, or |
9 | (at your option) any later version. |
10 | |
11 | This program is distributed in the hope that it will be useful, |
12 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
13 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
14 | GNU General Public License for more details. |
15 | |
16 | You should have received a copy of the GNU General Public License |
17 | along with this program; if not, write to the Free Software |
18 | Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
19 | |
20 | **************************************************************************** */ |
21 | #ifndef AI_BASE_H |
22 | #define AI_BASE_H |
23 | |
24 | #include "ai_globals.h" // Include Player enum. |
25 | |
26 | #include <QString> // IDW test. |
27 | |
28 | /** |
29 | * A pure-virtual class that is a base for alternative KJumpinCube AI algorithms. |
30 | */ |
31 | class AI_Base |
32 | { |
33 | public: |
34 | virtual QString whoami() = 0; // IDW test. |
35 | |
36 | AI_Base() {}; |
37 | virtual ~AI_Base() {}; |
38 | |
39 | /** |
40 | * Assess the priority of playing a cube at a particular position. The |
41 | * highest priority cubes are used by the AI_Main class for look-ahead moves |
42 | * and calculating the values of the positions reached. The cube to be |
43 | * assessed has to be neutral or owned by the player who is to move. |
44 | * |
45 | * @param index The index-position of the cube to be assessed |
46 | * @param player The player who is to move |
47 | * @param neighbors The index-positions of the cube's neighbors (array), |
48 | * where a value of -1 means no neighbor on that side |
49 | * @param owners The current owners of the cubes in the box (array) |
50 | * @param values The current point values of the cubes in the box (array) |
51 | * @param maxValues The maximum point values of the cubes in the box (array) |
52 | * |
53 | * @return The priority of a move (always > 0): moves with priority |
54 | * 1 are best and those with priority >= HighValue (999) |
55 | * are worst but may be forced (e.g. when defeat is near). |
56 | */ |
57 | virtual int assessCube (const int index, const Player player, |
58 | const int neighbors [4], const Player owners[], |
59 | const int values[], const int maxValues[]) const = 0; |
60 | |
61 | /** |
62 | * Assess the value of a position reached after trying a move. Moves that |
63 | * lead to the highest values are chosen by the main AI class. |
64 | * |
65 | * @param player The player whose position is to be assessed |
66 | * @param nCubes The number of cubes in the box |
67 | * @param owners The current owners of the cubes in the box (array) |
68 | * @param values The current point values of the cubes in the box (array) |
69 | * |
70 | * @return The value of the position |
71 | */ |
72 | virtual long assessPosition (const Player player, const int nCubes, |
73 | const Player * owners, const int * values |
74 | ) const; |
75 | }; |
76 | |
77 | #endif // AI_BASE_H |
78 | |