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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /kjumpingcube/brain.h | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kjumpingcube/brain.h')
-rw-r--r-- | kjumpingcube/brain.h | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/kjumpingcube/brain.h b/kjumpingcube/brain.h new file mode 100644 index 00000000..8f270705 --- /dev/null +++ b/kjumpingcube/brain.h @@ -0,0 +1,135 @@ +/* **************************************************************************** + This file is part of the game 'KJumpingCube' + + Copyright (C) 1998-2000 by Matthias Kiefer + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +**************************************************************************** */ +#ifndef BRAIN_H +#define BRAIN_H + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +#include <krandomsequence.h> + +#include "cubebox.h" + +/** @internal */ +struct coordinate +{ + int row; + int column; + + int val; +}; + + +/** +* Class Brain computes a (good) possibility to move +* for a given playingfield. +* +* It puts a value on every cube by looking at its neighbours +* and searches the best cubes to move. It then simulates what would +* happen, if you would click on these cubes. This is done recursively +* to a certain depth and the playingfield will be valued. +* +* @short The games brain +*/ +class Brain +{ +public: + /** + * @param initValue value to initialize the random number generator with + * if no value is given a truly random value is used + */ + Brain(int initValue=0); + + /** + * Computes a good possible move at the given field. + * The index of this Cube is stored in given 'row' and 'column' + * + * @return false if computing was stopped + * @see Brain#stop; + */ + bool getHint(int& row, int& column, CubeBox::Player player, CubeBox field); + + /** stops thinking */ + void stop(); + /** @return true if the Brain is thinking at the moment */ + bool isActive() const; + + /** skill according to Prefs::EnumSkill **/ + void setSkill(int); + int skill() const; + +private: + /** + * checks if a move is possible at cube row,column from player 'player' and + * simulates this move. Then it checks the new playingfield for possible moves + * and calls itself for every possible move until the maximum depth 'maxLevel' + * is reached. + * + * If the maximum depth is reached, it puts a value on the playingfield and returns this. + * @see CubeBox#simulateMove + * @see CubeBox#assessField + * @see Brain#findCubes2Move + * + * @param row,column coordinates of cube to increase + * @param player for which player the cube has to be increased + * @param box playingfield to do the moves on + * @return the value put on the field + */ + double doMove(int row,int column,CubeBox::Player player, CubeBox box); + /** + * Checks the given playingfield, which cubes are favourable to do a move + * by checking every cubes neighbours. And looking for the difference to overflow. + * + * @param c2m Array in which the coordinates of the best cubes to move will be stored + * @param player for which player to check + * @param box playingfield to check + * @param debug if debugmessages should be printed + * @return number of found cubes to move + */ + int findCubes2Move(coordinate* c2m,CubeBox::Player player,CubeBox& box); + /** + * + */ + int assessCube(int row,int column,CubeBox::Player,CubeBox& box) const; + int getDiff(int row,int column, CubeBox::Player player, CubeBox& box) const; + + /** current depth of recursive simulating of the moves */ + int currentLevel; + /** maximum depth of recursive thinking */ + int maxLevel; + /** the player for which to check the moves */ + CubeBox::Player currentPlayer; + + + /** flag, if the engine has to be stopped */ + bool stopped; + /** flag, if the engine is active */ + bool active; + /** skill of the Brain, see Prefs::EnumSkill */ + int _skill; + + /** Sequence generator */ + KRandomSequence random; +}; + +#endif //BRAIN_H |