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Copy pathMap.cpp
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1121 lines (1071 loc) · 31.1 KB
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#include "Map.h"
#include <sstream>
#include <climits>
#include <iterator>
/*Map als 2D vector speichern*/
Map::Map(const std::string &map){ //< Map als 2D vector speichern
std::stringstream stream(map.substr(5, map.size()));
std::vector<std::vector<char>> tempField;
std::vector<std::string> words;
std::string word;
while (stream >> word)
words.push_back(word);
players = stoi(words[0]);
stones = stoi(words[1]);
bombs = stoi(words[2]);
strength = stoi(words[3]);
height = stoi(words[4]);
length = stoi(words[5]);
int k = 0;
for (int i = 0; i < height; i++){
std::vector<char> temp;
for (int j = 0; j < length; j++){
temp.push_back(words[i + 6 + j + k][0]);
}
k += length - 1;
tempField.push_back(temp);
}
//In Eindimensionales Array kopieren
field = new char[height*length];
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; x++){
field[y * length + x] = tempField[y][x];
}
}
int numberOfTransitions = words.size() - (6 + height*length);
for (int i = 0; i < numberOfTransitions; i++){
std::vector<unsigned int> trans;
for (int j = 0; j < 7; i++, j++){
std::string temp = words[6 + height*length + i];
if (temp == "<->")
continue;
trans.push_back(stoi(temp));
}
i--;
transitions.push_back(trans);
}
//Liste füllen mit Wahrheitswerten füllen
std::vector< std::vector<bool> > isTransitionTemp;
bool found = false;
for (int y = 0; y < height; y++){
std::vector<bool> temp;
for (int x = 0; x < length; x++){
for (auto transition : transitions){
if ((transition[0] == x && transition[1] == y) || (transition[3] == x && transition[4] == y)){
temp.push_back(true);
found = true;
break; // Da eine Transition an der Stelle befunden, nächstes Feld also überprüfen
}
}
if (!found)
temp.push_back(false);
found = false;
}
isTransitionTemp.push_back(temp);
}
//Kopiere in Array
isTransitionList = new bool[height*length];
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; x++){
isTransitionList[y * length + x] = isTransitionTemp[y][x];
}
}
found = false;
for (int y = 0; y < height; y++){
std::vector<std::vector<std::vector<int>>> partResult;
for (int x = 0; x < length; x++){
std::vector<std::vector<int>> fieldResult; // Vector für Transitionen der Felder
std::vector<int> actualTrans; //Vector für Transitione selbst
if (isTransitionList[y * length + x]){
for (auto transition : transitions){
if (transition[0] == x && transition[1] == y && transition[3] == x && transition[4] == y){
actualTrans.push_back(transition[2]), actualTrans.push_back(transition[3]), actualTrans.push_back(transition[4]); //Transitionswerte speichern
if (transition[5] >= 4)
actualTrans.push_back(transition[5] - 4);
else
actualTrans.push_back(transition[5] + 4);
fieldResult.push_back(actualTrans); // Eine komplette Transition speichern
actualTrans = {};
actualTrans.push_back(transition[5]), actualTrans.push_back(transition[0]), actualTrans.push_back(transition[1]); //Transitionswerte speichern
if (transition[2] >= 4)
actualTrans.push_back(transition[2] - 4);
else
actualTrans.push_back(transition[2] + 4);
fieldResult.push_back(actualTrans); //Eine komplette Transition speichern
}
else if (transition[0] == x && transition[1] == y){
actualTrans.push_back(transition[2]), actualTrans.push_back(transition[3]), actualTrans.push_back(transition[4]); //Transitionswerte speichern
if (transition[5] >= 4)
actualTrans.push_back(transition[5] - 4);
else
actualTrans.push_back(transition[5] + 4);
fieldResult.push_back(actualTrans); // Eine komplette Transition speichern
actualTrans = {};
}
else if (transition[3] == x && transition[4] == y){
actualTrans.push_back(transition[5]), actualTrans.push_back(transition[0]), actualTrans.push_back(transition[1]); //Transitionswerte speichern
if (transition[2] >= 4)
actualTrans.push_back(transition[2] - 4);
else
actualTrans.push_back(transition[2] + 4);
fieldResult.push_back(actualTrans); //Eine komplette Transition speichern
actualTrans = {};
}
}
}
partResult.push_back(fieldResult); // Transition der Zeilen wird gespeichert
}
TransitionDirections.push_back(partResult);
}
//Coordinaten der Ecksteine Speichern
findFieldValue();
//Anzahl leerer Felder
_emptyFields = 0;
for (int i = 0; i < height*length; i++)
if (field[i] == '0' || field[i] == 'b' || field[i] == 'c' || field[i] == 'i')
_emptyFields++;
}
//Destruktor
Map::~Map(){
//Speicher für Arrays befreien
delete[] field;
delete[] fieldValues;
delete[] isTransitionList;
}
/*Ausgabe Operator überschreiben*/
std::ostream& operator<<(std::ostream& out, const Map &map){ //< Ausgabe Operator überschreiben
out << map.players << std::endl;
out << map.stones << std::endl;
out << map.bombs << " " << map.strength << std::endl;
out << map.height << " " << map.length << std::endl;
for (int y = 0; y < map.height; ++y) {
for (int x = 0; x < map.length; ++x)
out << map.field[y * map.length + x] << " ";
out << std::endl;
}
int transCount = 0;
for (const auto &vec : map.transitions){
for (const auto &i : vec){
out << i << " ";
transCount++;
if (transCount == 3)
out << "<-> ";
}
transCount = 0;
out << std::endl;
}
return out;
}
int Map::GetEmptyFields() const
{
return _emptyFields;
}
void Map::SetEmptyFieldsLower(int x, int y)
{
char value = field[y * length + x];
if (value == '0' || value == 'c' || value == 'b' || value == 'i')
_emptyFields--;
}
int Map::GetBombs() const
{
return bombs;
}
int Map::GetStones() const
{
return stones;
}
int Map::GetStrength() const
{
return strength;
}
int Map::GetPlayers() const
{
return players;
}
int Map::GetHeight() const
{
return height;
}
int Map::GetLength() const
{
return length;
}
//Könnte Speicherleck verursachen sollte aber ungefährlich sein, da Smartpointer mit richtigen Destruktor
std::shared_ptr<char> Map::GetField() const {
std::shared_ptr<char> result(new char[height*length], [](char *p) { delete[] p; });
char *temp = result.get();
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
*temp = field[y * length + x];
++temp;
}
}
return result;
}
void Map::SetField(const std::shared_ptr<char> other) {
char* temp = other.get();
char* fieldPtr = field;
int size = length * height;
for (int i = 0; i < size; ++i, ++temp, ++fieldPtr){
*fieldPtr = *temp;
}
}
int Map::evaluate(const GamePiece &player) {
char playerNr = (char) player.getPlayerNr() + 48;
int myStoneValue = 0, enemyStoneValue = 0;
int size = length * height;
//Temporäre Pointer
double *fieldValuesPtr = fieldValues;
char *fieldPtr = field;
for (int i = 0; i < size; ++i, ++fieldValuesPtr, ++fieldPtr){
char value = *fieldPtr;
if (value > 48 && value < 58){
if (value == playerNr){
myStoneValue += *fieldValuesPtr;
}
else
enemyStoneValue += *fieldValuesPtr;
}
}
std::vector<AIMove> MoveList;
getMoveList(player, MoveList);
return MoveList.size() * 2048 + player.getOverrideStonesNr() * 512 + (myStoneValue - enemyStoneValue);
}
int Map::evaluate(const GamePiece &player, int moveCount) {
char playerNr = (char)player.getPlayerNr() + 48;
int myStoneValue = 0, enemyStoneValue = 0;
int size = length * height;
//Temporäre Pointer
double *fieldValuesPtr = fieldValues;
char *fieldPtr = field;
for (int i = 0; i < size; ++i, ++fieldValuesPtr, ++fieldPtr){
char value = *fieldPtr;
if (value > 48 && value < 58){
if (value == playerNr){
myStoneValue += *fieldValuesPtr;
}
else
enemyStoneValue += *fieldValuesPtr;
}
}
return (moveCount << 11) + (player.getOverrideStonesNr() << 9) + (myStoneValue - enemyStoneValue); //Shifts sollten theoretisch schneller sein
}
void Map::InversionEvent(){
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x)
{
char &element = field[y * length + x];
if (element > '0' && element <= players + 48)
{
int intElement = element - 48;
element = ((intElement % players) + 1) + 48;
}
}
}
}
void Map::findFieldValue(){
std::vector<std::vector<double> > fieldValuesTemp;
for (int y = 0; y < height; ++y){
std::vector<double> temp;
for (int x = 0; x < length; ++x){
int orgX = x, orgY = y;
double fieldValue = 0;
char value = field[y * length + x];
bool isAtBorder[8] = { false, false, false, false, false, false, false, false };
if (!(value == '-')){
for (int dir = 0; dir <= 7; ++dir, x = orgX, y = orgY){
switch (dir){
case 0:
y--;
break;
case 1:
x++;
y--;
break;
case 2:
x++;
break;
case 3:
x++;
y++;
break;
case 4:
y++;
break;
case 5:
x--;
y++;
break;
case 6:
x--;
break;
case 7:
x--;
y--;
break;
}
/*Schräg Auserhalb des Feldes*/
if (((x == -1) || (x == length)) || ((y == -1) || (y == height))){
isAtBorder[dir] = true;
continue;
}
//Wenn innerhalb des Feldes
if ((field[y * length + x] == '-')){
isAtBorder[dir] = true;
continue;
}
}
//Wenn Transition an der Stelle in Bestimmter Richtung dann ist an der Stelle doch eine Diagonale möglich
if (isTransitionList[y * length + x]){
auto TransitionsAtCoordinate = TransitionDirections[y][x];
for (const auto &trans : TransitionsAtCoordinate){
isAtBorder[trans[0]] = false;
}
}
//Hier wird geschaut wieviel Diagonalen es An der Stelle (x/y) nicht existieren
int diagonals = 0;
for (int i = 0; i < 4; ++i){
if (!(isAtBorder[i]) && !(isAtBorder[i + 4])) //Wenn an beiden Enden der Diagonalen freies Feld
++diagonals;
}
//Hier werden die Werte vergeben
switch (diagonals){
//Das ist eine Ecke
case 0:
fieldValue = 5;
break;
case 1:
fieldValue = 3;
break;
case 2:
fieldValue = 1;
break;
case 3:
fieldValue = 1;
break;
//Hier ist ein Steine in der Mitte des Feldes
case 4:
fieldValue = 1;
break;
}
}
//Wenn Koordinate auf x,y ein Loch ist
else
fieldValue = 0;
//Sondersteine: Nicht berücksichtigt da Wert des Feldes sich verändern würde nach besetzen
temp.push_back(fieldValue);
}
fieldValuesTemp.push_back(temp);
}
//Werte in ein Array abspeichern
fieldValues = new double[height * length];
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
fieldValues[y * length + x] = fieldValuesTemp[y][x];
}
}
}
//Achtung erniedrigt Überschreibsteine in player
void Map::getMoveList(const GamePiece &player, std::vector<AIMove> &moves) {
int playerNr = player.getPlayerNr();
int overrideStones = player.getOverrideStonesNr();
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
char actual = field[y * length + x];
_firstX = x, _firstY = y;
AIMove temp;
//Trivial wenn Loch
if (actual == '-')
continue;
//Trivial wenn Expansionsstein und Überschreibstein
else if (actual == 'x'){
if (overrideStones >= 1){
temp.x = x, temp.y = y, temp.bonus = 0;
moves.push_back(temp);
}
continue;
}
//Wenn Spieler und Überschreibstein vorhanden
else if (actual > 48 && actual < 58){
if (overrideStones >= 1){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
moves.push_back(temp);
break;
}
}
}
continue;
}
//Wenn leer oder Inversion
else if (actual == '0' || actual == 'i'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
moves.push_back(temp);
break;
}
}
continue;
}
//Bonus Stein gesetzt
else if (actual == 'b'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 20;
moves.push_back(temp);
temp.bonus = 21;
moves.push_back(temp);
break;
}
}
continue;
}
//Choice Stein gesetzt
else if (actual == 'c'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
for (int i = 1; i <= players; i++){
temp.bonus = i;
moves.push_back(temp);
}
break;
}
}
}
}
}
}
void Map::getReducedMoveList(const GamePiece &player, std::vector<AIMove> &moves) {
int playerNr = player.getPlayerNr();
int overrideStones = player.getOverrideStonesNr();
std::vector<AIMove> overrideMoves;
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
char actual = field[y * length + x];
_firstX = x, _firstY = y;
AIMove temp;
//Trivial wenn Loch
if (actual == '-')
continue;
//Trivial wenn Expansionsstein und Überschreibstein
else if (actual == 'x'){
if (overrideStones >= 1){
temp.x = x, temp.y = y, temp.bonus = 0;
overrideMoves.push_back(temp);
}
continue;
}
//Wenn Spieler und Überschreibstein vorhanden
else if (actual > 48 && actual < 58){
if (overrideStones >= 1){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
overrideMoves.push_back(temp);
break;
}
}
}
continue;
}
//Wenn leer oder Inversion
else if (actual == '0' || actual == 'i'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
moves.push_back(temp);
break;
}
}
continue;
}
//Bonus Stein gesetzt
else if (actual == 'b'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 20;
moves.push_back(temp);
temp.bonus = 21;
moves.push_back(temp);
break;
}
}
continue;
}
//Choice Stein gesetzt
else if (actual == 'c'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
for (int i = 1; i <= players; i++){
temp.bonus = i;
moves.push_back(temp);
}
break;
}
}
}
}
}
if (moves.empty())
{
moves = std::move(overrideMoves);
}
/*if (moves.size() < 6)
{
moves.reserve(moves.size() + overrideMoves.size());
std::move(std::begin(overrideMoves), std::end(overrideMoves), std::back_inserter(moves));
overrideMoves.clear();
}*/
}
AIMove Map::GetFirstPossibleMove(const GamePiece &player) {
int playerNr = player.getPlayerNr();
int overrideStones = player.getOverrideStonesNr();
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
char actual = field[y * length + x];
_firstX = x, _firstY = y;
AIMove temp;
//Trivial wenn Loch
if (actual == '-')
continue;
//Trivial wenn Expansionsstein und Überschreibstein
else if (actual == 'x'){
if (overrideStones >= 1){
temp.x = x, temp.y = y, temp.bonus = 0;
return temp;
}
continue;
}
//Wenn Spieler und Überschreibstein vorhanden
else if (actual > 48 && actual < 58){
if (overrideStones >= 1){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
return temp;
break;
}
}
}
continue;
}
//Wenn leer oder Inversion
else if (actual == '0' || actual == 'i'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
return temp;
break;
}
}
continue;
}
//Bonus Stein gesetzt
else if (actual == 'b'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 21;
return temp;
break;
}
}
continue;
}
//Choice Stein gesetzt
else if (actual == 'c'){
for (int dir = 0; dir < 8; dir++){
if (moveDirectionsShort(x, y, playerNr, dir)){
temp.x = x, temp.y = y, temp.bonus = 0;
for (int i = 1; i <= players; i++){
temp.bonus = i;
return temp;
}
break;
}
}
}
}
}
}
bool Map::moveDirectionsShort(int x, int y, int playerNr, int dir, bool flippedStone, bool transitioned) const{
char actual;
int prevX, prevY;
do{
prevX = x, prevY = y;
if (!transitioned){
switch (dir){
case 0:
y--;
break;
case 1:
y--, x++;
break;
case 2:
x++;
break;
case 3:
y++, x++;
break;
case 4:
y++;
break;
case 5:
y++, x--;
break;
case 6:
x--;
break;
case 7:
y--, x--;
break;
}
}
transitioned = false;
//Wenn außerhalb überprüfen ob Transition
if (y < 0 || x < 0 || y >= height || x >= length){
if (isTransitionList[prevY * length + prevX] == true){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return moveDirectionsShort(transition[1], transition[2], playerNr, transition[3], flippedStone, true);
}
}
}
return false;
}
//Zwischenspeichern, da innerhalb des Feldes
actual = field[y * length + x];
//Wenn Loch überprüfe ob Transition
if(actual == '-'){
if (isTransitionList[prevY * length + prevX] == true){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return moveDirectionsShort(transition[1], transition[2], playerNr, transition[3], flippedStone, true);
}
}
}
return false;
}
//Sonderfeld außer Expansionsstein ODER leeres Feld
if ((actual > 58 && actual != 'x') || (actual == '0'))
return false;
if (_firstX == x && _firstY == y)
return false;
//Wenn Gegenspieler oder Expansionsstein dann flippedStone = true
if ((actual > 48 && actual < 58 && actual != (playerNr + 48)) || (actual == 'x'))
flippedStone = true;
//Wenn Steine umgedreht
if ((actual == playerNr + 48) && flippedStone)
return true;
if (actual == playerNr + 48)
return false;
} while (true);
return false;
}
bool Map::CheckMove(int x, int y, int playerNr, int flippedStones[8]){
_firstX = x, _firstY = y;
bool moveAllowed = false;
for (int i = 0; i < 8; i++) //flippedStone initialisieren
flippedStones[i] = 0;
for (int dir = 0; dir <= 7; ++dir){
if (MoveDirection(x, y, playerNr, dir, flippedStones[dir], false))
moveAllowed = true;
}
if (moveAllowed)
return true;
return false;
}
//Geht in die Richtung "dir" und Schreibt die Anzahl der Steine die in der Richtung überschrieben werden in flippedStones
bool Map::MoveDirection(int x, int y, int playerNr, int dir, int &flippedStones, bool transitioned){
int c, k;
//Konstanten, die zu x und y addiert werden, werden festgelegt
switch (dir){
case 0:
c = -1, k = 0;
break;
case 1:
c = -1, k = 1;
break;
case 2:
c = 0, k = 1;
break;
case 3:
c = 1, k = 1;
break;
case 4:
c = 1, k = 0;
break;
case 5:
c = 1, k = -1;
break;
case 6:
c = 0, k = -1;
break;
case 7:
c = -1, k = -1;
break;
}
int prevX, prevY;
do{
prevX = x, prevY = y; // x und y speichern bevor man in eine Richtung geht
if (!transitioned){
y += c;
x += k;
}
transitioned = false;
//Wenn außerhalb überprüfen ob Transition
if (y < 0 || x < 0 || y >= height || x >= length){
if (isTransitionList[prevY * length + prevX] == true){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return MoveDirection(transition[1], transition[2], playerNr, transition[3], flippedStones, true);
}
}
}
flippedStones = 0;
return false;
}
char actual = field[y * length + x];
if (actual == '-'){
if (isTransitionList[prevY * length + prevX]){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return MoveDirection(transition[1], transition[2], playerNr, transition[3], flippedStones, true);
}
}
}
flippedStones = 0;
return false;
}
//Sonderfeld außer Expansionsstein oder leeres Feld
if ((actual > 58 && actual != 'x') || actual == '0'){
flippedStones = 0;
return false;
}
//Wenn Steine umgedreht
if (_firstX == x && _firstY == y){
flippedStones = 0;
return false;
}
//Wenn Gegenspieler oder Expansionsstein dann flippedStone = true HIER WIRD ÜBERSCHRIEBEN
if ((actual > 48 && actual < 58 && actual != playerNr + 48) || (actual == 'x')){
flippedStones++;
continue;
}
if ((actual == playerNr + 48) && flippedStones > 0){
return true;
}
if (actual == playerNr + 48){
flippedStones = 0;
return false;
}
} while (true);
return false;
}
void Map::FlipStones(int x, int y, int bonus, GamePiece &player, int flippedStones[8]){
char actual = field[y * length + x];
int playerNr = player.getPlayerNr();
for (int dir = 0; dir < 8; dir++){
MoveDirectionAndFlip(x, y, playerNr, dir, flippedStones[dir], false);
}
field[y * length + x] = playerNr + 48;
if (actual == 'x' || (actual > 48 && actual < 58)){
player.setOverrideStonesLower();
}
if (actual == 'i'){
InversionEvent();
}
if (actual == 'b'){
if (bonus == 20)
player.setBombsNrHigher();
else
player.setOverrideStonesNrHigher();
}
if (actual == 'c'){
for (int y = 0; y < height; ++y){
for (int x = 0; x < length; ++x){
char &element = field[y * length + x];
if (element == bonus + 48)
element = playerNr + 48;
else if (element == playerNr + 48)
element = bonus + 48;
}
}
}
}
void Map::Set(int x, int y, int bonus, GamePiece &player){
int flippedStones[8];
CheckMove(x, y, player.getPlayerNr(), flippedStones);
FlipStones(x, y, bonus, player, flippedStones);
}
//Überschreibt gemäß der Anzahl StonesToFlip und der Richtung
void Map::MoveDirectionAndFlip(int x, int y, int playerNr, int dir, int StonesToFlip, bool transitioned){
int c, k;
//Konstanten, die zu x und y addiert werden, werden festgelegt
switch (dir){
case 0:
c = -1, k = 0;
break;
case 1:
c = -1, k = 1;
break;
case 2:
c = 0, k = 1;
break;
case 3:
c = 1, k = 1;
break;
case 4:
c = 1, k = 0;
break;
case 5:
c = 1, k = -1;
break;
case 6:
c = 0, k = -1;
break;
case 7:
c = -1, k = -1;
break;
}
int prevX, prevY;
for (; StonesToFlip > 0; StonesToFlip--){
prevX = x, prevY = y; // x und y speichern bevor man in eine Richtung geht
if (!transitioned){
y += c;
x += k;
}
transitioned = false;
//Wenn außerhalb überprüfen ob Transition
if (y < 0 || x < 0 || y >= height || x >= length){
if (isTransitionList[prevY * length + prevX] == true){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return MoveDirectionAndFlip(transition[1], transition[2], playerNr, transition[3], StonesToFlip, true);
}
}
}
return;
}
char actual = field[y * length + x];
if (actual == '-'){
if (isTransitionList[prevY * length + prevX]){
auto allTransitions = TransitionDirections[prevY][prevX];
for (auto transition : allTransitions){
if (dir == transition[0]){
return MoveDirectionAndFlip(transition[1], transition[2], playerNr, transition[3], StonesToFlip, true);
}
}
}
return;
}
//Ich weis dass ich überschreiben darf solange ich innerhalb des Feldes bin
field[y * length + x] = playerNr + 48;
}
}
int Map::CheckForWin(int playerNr) const {
int stones[] = { 0, 0, 0, 0, 0, 0, 0, 0 };
char *fieldPtr = field;
int size = length * height;
char value;
for (int i = 0; i < size; ++i, ++fieldPtr){
value = *fieldPtr;
if (value > 48 && value < 58){
++stones[value - 49];
}
}
for (int i = 0; i < 8; ++i){
if (i + 1 != playerNr){
if (stones[playerNr - 1] < stones[i])
return INT_MIN + 1;
}
}
return INT_MAX - 1;
}
int Map::CountStones(int playerNr) const {
char *fieldPtr = field;
int size = length * height;
int myStones = 0, enemyStones = 0;
char value;
char playerChar = playerNr + 48;
for (int i = 0; i < size; ++i, ++fieldPtr){
value = *fieldPtr;
if (value > 48 && value < 58){
if (value == playerChar)
++myStones;
else
++enemyStones;
}
}
return myStones - enemyStones;
}
namespace std {
template <> struct hash<std::pair<int, int>> {
inline size_t operator()(const std::pair<int, int> &v) const {
std::hash<int> int_hasher;
return int_hasher(v.first) ^ int_hasher(v.second);
}
};
}
int Map::Bomb(int x, int y) {
std::unordered_map<std::pair<int, int>, int> coordinates;
coordinates.insert({{ x, y }, strength});
Bombing(x, y, strength, coordinates);
for (const auto &coordinate : coordinates) {
field[coordinate.first.first + coordinate.first.second * length] = '-';
}
return 0;
}
//Schreibt in coordinates alle Felder die von der Bombe erwischt wurden
void Map::Bombing(int x, int y, int strengthLeft, std::unordered_map<std::pair<int, int>, int> &coordinates) {
if (strengthLeft == 0)
return;
int prevX = x, prevY = y;
for (int dir = 0; dir <= 7; ++dir, x = prevX, y = prevY) {
int c, k;
//Konstanten, die zu x und y addiert werden, werden festgelegt
switch (dir){
case 0:
c = -1, k = 0;
break;
case 1:
c = -1, k = 1;
break;
case 2:
c = 0, k = 1;
break;
case 3:
c = 1, k = 1;
break;
case 4:
c = 1, k = 0;
break;
case 5:
c = 1, k = -1;
break;