Difference between revisions of "Computer Science/61b/Projects/Network/player/MachinePlayer.java"

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Revision as of 07:32, 22 September 2007

This page contains computer code. Unlike all articles on the lensowiki, which are released under the GFDL, this code is released under the GPL.

Copyright 2006, 2007 Paul Borokhov. All rights reserved.

This code 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.

The code 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

/* MachinePlayer.java */

package player;

/**
 *  An implementation of an automatic Network player.  Keeps track of moves
 *  made by both players.  Can select a move for itself.
 */
public class MachinePlayer extends Player {
	
	private int color;
	private int opponent;
	private int depth;
	private Gameboard board;
	
	public static final int SDEPTH = 2;
	
	// Creates a machine player with the given color.  Color is either 0 (black)
	// or 1 (white).  (White has the first move.)
	public MachinePlayer(int color) {
		this(color, SDEPTH);
	}
	
	// Creates a machine player with the given color and search depth.  Color is
	// either 0 (black) or 1 (white).  (White has the first move.)
	public MachinePlayer(int color, int searchDepth) {
		this.color = color;
		opponent = Gameboard.generateOpponent(color);
		depth = searchDepth;
		board = new Gameboard();
	}
	
	// Returns a new move by "this" player.  Internally records the move (updates
	// the internal game board) as a move by "this" player.
	public Move chooseMove() {
		Move winningmove = board.evalTree(color, depth);
		board.performMove(color, winningmove);
		return winningmove;
	}
	
	// If the Move m is legal, records the move as a move by the opponent
	// (updates the internal game board) and returns true.  If the move is
	// illegal, returns false without modifying the internal state of "this"
	// player.  This method allows your opponents to inform you of their moves.
	public boolean opponentMove(Move m) {
		return board.performMove(opponent, m);
	}
	
	// If the Move m is legal, records the move as a move by "this" player
	// (updates the internal game board) and returns true.  If the move is
	// illegal, returns false without modifying the internal state of "this"
	// player.  This method is used to help set up "Network problems" for your
	// player to solve.
	public boolean forceMove(Move m) {
		return board.performMove(color, m);
	}
	
	public int boardScore() {
		return board.winner();
	}
}