| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Fabian 'x3n' Landau | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file Mini4DgameAI.cc | 
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| 31 | @brief Implementation of the Mini4DgameAI class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "Mini4DgameAI.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/config/ConfigValueIncludes.h" | 
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| 38 | #include "core/command/Executor.h" | 
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| 39 | #include "tools/Timer.h" | 
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| 40 |  | 
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| 41 | #include <list> | 
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| 42 |  | 
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| 43 | #include "worldentities/ControllableEntity.h" | 
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| 44 |  | 
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| 45 | #include "Mini4DgameCenterpoint.h" | 
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| 46 |  | 
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| 47 | namespace orxonox | 
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| 48 | { | 
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| 49 | RegisterUnloadableClass(Mini4DgameAI); | 
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| 50 |  | 
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| 51 | //const static float MAX_REACTION_TIME = 0.4f; | 
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| 52 |  | 
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| 53 | /** | 
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| 54 | @brief | 
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| 55 | Constructor. Registers and initializes the object. | 
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| 56 | */ | 
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| 57 | Mini4DgameAI::Mini4DgameAI(Context* context) : Controller(context) | 
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| 58 | { | 
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| 59 | RegisterObject(Mini4DgameAI); | 
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| 60 |  | 
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| 61 | this->setConfigValues(); | 
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| 62 | this->center_ = nullptr; | 
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| 63 | } | 
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| 64 |  | 
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| 65 | /** | 
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| 66 | @brief | 
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| 67 | Destructor. Cleans up the list fo reaction timers. | 
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| 68 | */ | 
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| 69 | Mini4DgameAI::~Mini4DgameAI() | 
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| 70 | { | 
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| 71 |  | 
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| 72 | } | 
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| 73 |  | 
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| 74 | Vector4 Mini4DgameAI::makeMove(float timeout) | 
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| 75 | { | 
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| 76 | this->copyBoard(); | 
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| 77 | std::list<Vector4> possibleMoves = this->getPossibleMoves(); | 
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| 78 |  | 
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| 79 | //TODO: alphabeta ueber possibleMoves | 
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| 80 |  | 
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| 81 | //when timeout | 
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| 82 | Vector4 move = possibleMoves.front(); | 
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| 83 | return move; | 
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| 84 | } | 
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| 85 |  | 
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| 86 | void Mini4DgameAI::copyBoard() | 
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| 87 | { | 
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| 88 | for(int i=0;i<4;i++){ | 
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| 89 | for(int j=0;j<4;j++){ | 
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| 90 | for(int k=0;k<4;k++){ | 
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| 91 | for(int l=0;l<4;l++){ | 
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| 92 | this->board_[i][j][k][l]=this->center_->board[i][j][k][l]; | 
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| 93 | } | 
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| 94 | } | 
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| 95 | } | 
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| 96 | } | 
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| 97 | } | 
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| 98 |  | 
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| 99 | std::list<Vector4> Mini4DgameAI::getPossibleMoves() | 
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| 100 | { | 
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| 101 | std::list<Vector4> possibleMoves = new std::list<Vector4>; | 
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| 102 | for(int i=0;i<4;i++){ | 
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| 103 | for(int j=0;j<4;j++){ | 
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| 104 | for(int k=0;k<4;k++){ | 
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| 105 | for(int l=0;l<4;l++){ | 
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| 106 | if (this->board_[i][j][k][l]==Mini4DgamePlayerColor::none) | 
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| 107 | possibleMoves.push_back(Vector4(i,j,k,l)); | 
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| 108 | } | 
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| 109 | } | 
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| 110 | } | 
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| 111 | } | 
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| 112 | return possibleMoves; | 
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| 113 | } | 
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| 114 | } | 
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