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game.c
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301 lines (262 loc) · 8.49 KB
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#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <unistd.h>
#include "game.h"
#include "utils.h"
#include "score.h"
#include <string.h>
//Initiation du mode
void initGame(char ** _grid){
gameOver = 0;
turn= 0;
passCount= 0;
grid = _grid;
KoIncompatibleSlot.X = -1;
//PVP
if(pvp==1){
printf("Player A vs Player B\n");
pvpGameLoop();
}
//PVE
if(pve==1){
//Tirage au sort qui commence en 1er (0=player,1=machine)
int machineFirst = randomInt(1,2);
printf("Starting pve..");
if(machineFirst&&0)
printf("La machine joue en premier ! \n");
else
printf("Vous jouez en premier ! \n");
if(difficulty==1) pveEasyGameLoop();
if(difficulty==2) pveHardGameLoop();
}
endGame();
}
void endTurn(){
//system("@cls||clear");
printGrid(grid);
if(!skipTurn)turn++;
}
void endGame(){
computeScore();
printf("Game's over \n");
}
void pvpGameLoop(){
//Si le nombre de tours est pair alors A joue
//Choix d'une pos sur la grille
while(!gameOver){
printf(">Turn %d\n", turn);
skipTurn = 0;//reset de la variable
//Check si les deux ont passé
if(passCount == 2){//fin du jeu
break;
}
printf("Player %c's turn \n",turn%2 == 0?'A':'B');
//Passer ou jouer
printf("Do you want to pass ?(yes or no)\n");
char choice[3];//max 3 pour "yes"
scanf("%s",choice);
if (choice[0] == 'y'){//pass case
passCount++;
endTurn();
continue;
}
passCount = 0;
//Si le joueur a choisi de jouer
int Y=-1,X=-1; //pos verticale/horizontale
printf("Choose X : \n");//Y
scanf("%d", &X);
printf("Choose Y : \n");//X
scanf("%d", &Y);
if(checkSlot(X,Y) == 0) {
continue;
}
putToken(X,Y);
endTurn();
}
}
void pveEasyGameLoop(){
//Si le nombre de tours est pair alors c'est le tour du joueur
//Choix d'une pos sur la grille
while(!gameOver){
printf(">Turn %d\n", turn);
if(turn%2 == 0){
printf("Player's turn \n") ;
printf("Do you want to pass ?(yes or no)\n");
char choice[3] = " ";//max 3 pour "yes"
scanf("%s",choice);
if(choice[0] == 'y'){//pass case
endTurn();
continue;
}
//Si le joueur a choisi de jouer
int Y=-1,X=-1; //pos verticale/horizontale
printf("Choose X : \n");//Y
scanf("%d", &X);
printf("Choose Y : \n");//X
scanf("%d", &Y);
//Check si le slot est vide
if(checkSlot(X,Y) == 0) continue ;
putToken(X,Y);
endTurn();
}
if (turn%2 == 1){
int Y=randomInt(1,9) , X=randomInt(1,9) ;
if(checkSlot(X,Y) == 0) continue ;
putToken(X,Y);
endTurn();
}
}
}
void pveHardGameLoop(){
while(!gameOver){
printf("*hard mode* \n");
printf(">Turn %d\n", turn);
if(turn%2 == 0){
printf("Player's turn \n") ;
printf("Do you want to pass ?(yes or no)\n");
char choice[3] = " ";//max 3 pour "yes"
scanf("%s",choice);
if(choice[0] == 'y'){//pass case
endTurn();
continue;
}
//Si le joueur a choisi de jouer
int Y=-1,X=-1; //pos verticale/horizontale
printf("Choose X : \n");//Y
scanf("%d", &X);
printf("Choose Y : \n");//X
scanf("%d", &Y);
//Check si le slot est vide
if(checkSlot(X,Y) == 0) continue ;
putToken(X,Y);
endTurn();
}
if (turn%2 == 1){
//tour du solver
play();
endTurn();
}
}
}
void putToken(int X,int Y){
printf("putting token(%d,%d) on the grid..",X,Y);
Token backupTGrid[9][9];
copyMatrix(backupTGrid,tGrid);
grid[Y-1][X-1] = turn%2 == 0?'A':'B';//Indexation de 1 à 9 sur l'ihm
//Définition du token
Token token;
token.side = grid[Y-1][X-1] = turn%2 == 0?'A':'B';
token.X = X-1;
token.Y = Y-1;
//token.freedomDeg = &freedomDeg;
token.surroundingAllies = surroundingAllies;
token.surroundingEnnemies = surroundingEnnemies;
//Affectation de la team
Team _team;
_team = ConstructTeam();
token.team = _team;
token.team.addMember(&token.team,token);
Team closeAllies;
closeAllies = token.surroundingAllies(&token);
printf("%d allies adjacents , on fait l'union.\n",closeAllies.MembersCount);
//Debug
if(closeAllies.MembersCount>0){
for (int i = 0; i<closeAllies.Members[0].team.MembersCount; i++){
printf("first adjacent team member (%d,%d) \n",closeAllies.Members[0].team.Members[i].X,closeAllies.Members[0].team.Members[i].Y);
}
}
//Union
for(int i = 0; i<closeAllies.MembersCount ; i++){
Team tmp;
tmp = teamUnion(token.team,closeAllies.Members[i].team);
printf("On fait l'union de la team faite , nouvelle longueur : %d \n",tmp.MembersCount);
token.team = tmp;
}
//Mise a jour de la team pour les autres token
for(int i = 0; i<token.team.MembersCount;i++){
token.team.Members[i].team=token.team;
//Actualisation de tGrid
tGrid[token.team.Members[i].X][token.team.Members[i].Y] = token.team.Members[i];
}
//test afficher une team
for (int i = 0; i<token.team.MembersCount; i++){
printf("final team member (%d,%d) \n",token.team.Members[i].X,token.team.Members[i].Y);
}
//KoRule
if(checkCapture(token) || (token.X==KoIncompatibleSlot.X && token.Y==KoIncompatibleSlot.Y)){
printf("KO rule incompatible slot !");
grid[Y-1][X-1] = ' ';
copyMatrix(tGrid,backupTGrid);
skipTurn = 1;
}
//Capture check
printf("checking if any surrounding ennemy can be captured..\n");
Team ennemies;
ennemies = token.surroundingEnnemies(&token);
for(int i =0; i<ennemies.MembersCount; i++){
printf("checking capture for team ");
for (int i = 0; i<token.team.MembersCount; i++){
printf("(%d,%d) ",ennemies.Members[i].X,ennemies.Members[i].Y);
}
printf("\n");
if(checkCapture(ennemies.Members[i])){
printf("capture du token (%d,%d) \n",token.X,token.Y);
capture(ennemies.Members[i]);
}
}
//fin du tour
system("pause");
}
int checkCapture(Token token){
for(int i = 0; i < token.team.MembersCount; i++){
printf("checking capture for token (%d,%d) \n",token.team.Members[i].X,token.team.Members[i].Y);
Team allies;
Team ennemies;
allies = token.team.Members[i].surroundingAllies(&token.team.Members[i]);
ennemies = token.team.Members[i].surroundingEnnemies(&token.team.Members[i]);
int liberty=4;
liberty = liberty - allies.MembersCount;
liberty = liberty - ennemies.MembersCount;
//Pour les tokens aux limites
if(token.team.Members[i].X==0 || token.team.Members[i].X==8) liberty = liberty-1;
if(token.team.Members[i].Y==0 || token.team.Members[i].Y==8) liberty = liberty-1;
printf("token's liberty degree is %d \n",liberty);
if(liberty>0){
printf("le token est libre. \n");
return 0;
}
}
return 1;
}
void capture(Token token){
//Si c'est un seul token, on met en place la règle du KO
if(token.team.MembersCount==1){
KoIncompatibleSlot = token;
}
//Mise à jour des grid
for(int i =0;i<token.team.MembersCount;i++){
grid[token.team.Members[i].Y][token.team.Members[i].X] = ' ';
tGrid[token.team.Members[i].Y][token.team.Members[i].X].X=-1;
tGrid[token.team.Members[i].Y][token.team.Members[i].X].Y=-1;
tGrid[token.team.Members[i].Y][token.team.Members[i].X].side=' ';
}
//Scoring
if(token.side == 'A') BCapturedTokens = BCapturedTokens+token.team.MembersCount;
else ACapturedTokens = ACapturedTokens+token.team.MembersCount;
printGrid(grid);
}
//Verifie si le slot est disponible
int checkSlot(int X,int Y){
printf("checking slot. \n");
if( !((X>=1)&&(X<=9)) || !((Y>=1)&&(X<=9)) ){
printf("Invalid position (%d,%d)!\n",X,Y);
return 0;
}
if(grid[Y-1][X-1] != ' '){
printf("Already taken by %c!\n",grid[Y-1][X-1]);
return 0;
}
//tout est ok
return 1;
}