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authoruruk2013-12-17 22:48:00 +0100
committeruruk2013-12-17 22:48:19 +0100
commit6094a0985fe151d23ca78a6fdd5260c16ec74b05 (patch)
tree5dcd4af57c56848ab7f2891f6fd9ff1ef50f5f88 /engines/avalanche/nim.cpp
parentbccc548e158b9281483f3ba766805075000d9cbb (diff)
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AVALANCHE: Implement Dogfood's "AI" in Nim.
Diffstat (limited to 'engines/avalanche/nim.cpp')
-rw-r--r--engines/avalanche/nim.cpp141
1 files changed, 136 insertions, 5 deletions
diff --git a/engines/avalanche/nim.cpp b/engines/avalanche/nim.cpp
index cae890fbd3..4b2971c556 100644
--- a/engines/avalanche/nim.cpp
+++ b/engines/avalanche/nim.cpp
@@ -49,10 +49,13 @@ void Nim::resetVariables() {
_squeak = false;
_mNum = 0;
_mRow = 0;
+ _lmo = false;
for (int i = 0; i < 3; i++) {
_old[i] = 0;
_stones[i] = 0;
+ _inAp[i] = 0;
+ _r[i] = 0;
}
}
@@ -233,16 +236,144 @@ void Nim::endOfGame() {
}
void Nim::dogFood() {
- warning("STUB: Nim::dogFood()");
+ _lmo = false;
+ byte live = 0;
+ byte sr[3];
+
+ for (int i = 0; i < 3; i++) {
+ if (_stones[i] > 0) {
+ _r[live] = i + 1;
+ sr[live] = _stones[i];
+ live++;
+ }
+ }
+
+ switch (live) {
+ case 1: // Only one is free - so take 'em all!
+ _row = _r[0];
+ _number = _stones[_r[0]];
+ return;
+ case 2: // Two are free - make them equal!
+ if (sr[0] > sr[1]) { // T > b
+ _row = _r[0];
+ _number = sr[0] - sr[1];
+ return;
+ }
+ else if (sr[0] < sr[1]) { // B > t
+ _row = _r[1];
+ _number = sr[1] - sr[0];
+ return;
+ }
+ else { // B = t... oh no, we've lost!
+ _row = _r[0];
+ _number = 1;
+ return;
+ }
+ break;
+ case 3: { // Ho hum... this'll be difficult!
+ // There are three possible courses of action when we have 3 lines left:
+ // 1) Look for 2 equal lines, then take the odd one out.
+ // 2) Look for A.P.s, and capitalise on them.
+ // 3) Go any old where.
+ const byte other[3][2] = { { 2, 3 }, { 1, 3 }, { 1, 2 } };
+
+ for (int i = 0; i < 3; i++) // Look for 2 equal lines.
+ if (_stones[other[i][0]] == _stones[other[i][1]]) {
+ _row = i + 1; // This row.
+ _number = _stones[i]; // All of 'em.
+ return;
+ }
+
+ bool sorted;
+ do {
+ sorted = true;
+ for (int i = 0; i < 2; i++)
+ if (sr[i] > sr[i + 1]) {
+ byte temp = sr[i + 1];
+ sr[i + 1] = sr[i];
+ sr[i] = temp;
+
+ temp = _r[i + 1];
+ _r[i + 1] = _r[i];
+ _r[i] = temp;
+
+ sorted = false;
+ }
+ } while (sorted);
+
+ // Now we look for A.P.s...
+ for (int i = 1; i <= 3; i++) {
+ findAp(i, 1); // There are 3 "1"s.
+ if (_lmo)
+ return; // Cut - out.
+ }
+ findAp(1, 2); // Only "2" possible.
+ if (_lmo)
+ return;
+
+ // A.P.search must have failed - use the default move.
+ _row = _r[2];
+ _number = 1;
+ return;
+ }
+ break;
+ default:
+ break;
+ }
}
bool Nim::find(byte x) {
- warning("STUB: Nim::find()");
- return true;
+ bool ret = false;
+ for (int i = 0; i < 3; i++)
+ if (_stones[i] == x) {
+ ret = true;
+ _inAp[i] = true;
+ }
+ return ret;
}
-void Nim::findAp(byte start, byte stepsize) {
- warning("STUB: Nim::findAp()");
+void Nim::findAp(byte start, byte stepSize) {
+ byte thisOne = 0;
+ byte matches = 0;
+ for (int i = 0; i < 3; i++)
+ _inAp[i] = 0; // Blank 'em all!
+ for (int i = 0; i < 3; i++)
+ if (find(start + i * stepSize))
+ matches++;
+ else
+ thisOne = i;
+
+ // Now..Matches must be 0, 1, 2, or 3.
+ // 0 / 1 mean there are no A.P.s here, so we'll keep looking,
+ // 2 means there is a potential A.P.that we can create (ideal!), and
+ // 3 means that we're already in an A.P. (Trouble!)
+
+ byte ooo; // Odd one out.
+
+ switch (matches) {
+ case 2:
+ for (int i = 0; i < 3; i++) // Find which one didn't fit the A.P.
+ if (!_inAp[i])
+ ooo = i;
+
+ if (_stones[ooo] > (start + thisOne * stepSize)) { // Check if it's possible!
+ // Create an A.P.
+ _row = ooo + 1; // Already calculated.
+ // Start + thisone * stepsize will give the amount we SHOULD have here.
+ _number = _stones[_row - 1] - (start + thisOne * stepSize);
+ _lmo = true;
+ return;
+ }
+ break;
+ case 3: // We're actually IN an A.P! Trouble! Oooh dear.
+ // Take 1 from the largest pile.
+ _row = _r[2];
+ _number = 1;
+ _lmo = true;
+ return;
+ default:
+ break;
+ }
}
} // End of namespace Avalanche