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Game.cs
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302 lines (274 loc) · 10.2 KB
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using System.Diagnostics;
namespace ChineseChess
{
public class Game
{
#region Enums
public enum GameType { TwoPlayers, TwoPlayersHandicap, VsAI, VsAIHandicap }
public enum GameStatus { NotStarted, Started, Ended }
public enum AIDifficulty { Easy, Medium, Hard, Extreme }
#endregion
#region Fields
private readonly Board board;
private readonly GameType type;
private GameStatus status;
private readonly Player player1;
private readonly Player player2;
private Player currentPlayer;
private Board.Side aiPlayerSide;
private Board.Side humanPlayerSide;
private Move? aiPlayerMove;
private readonly List<Move> moves;
private AIDifficulty aiDifficulty;
#endregion
#region Properties
public GameType Type
{
get { return type; }
}
public GameStatus Status
{
get { return status; }
set { status = value; }
}
public Player Player1
{
get { return player1; }
}
public Player Player2
{
get { return player2; }
}
public Player CurrentPlayer
{
get { return currentPlayer; }
}
public Board.Side AIPlayerSide
{
get { return aiPlayerSide; }
set { aiPlayerSide = value; }
}
public Board.Side HumanPlayerSide
{
get { return humanPlayerSide; }
set { humanPlayerSide = value; }
}
public List<Move> Moves
{
get { return moves; }
}
public AIDifficulty Difficulty
{
get { return aiDifficulty; }
}
#endregion
#region Constructor
public Game(Board board, GameType type, Player player1, Player player2, AIDifficulty Difficulty)
{
this.board = board;
this.type = type;
this.player1 = player1;
this.player2 = player2;
aiDifficulty = Difficulty;
currentPlayer = player1;
status = GameStatus.NotStarted;
moves = new List<Move>();
Program.ChessBoard.CurrentPlayerLabel.Text = "";
}
#endregion
#region Methods
public void Start()
{
board.Reset();
currentPlayer = player1;
Program.ChessBoard.UndoButton.Enabled = false;
switch (type)
{
case GameType.TwoPlayers:
Program.ChessBoard.CurrentPlayerLabel.Text = player1.Name;
Program.ChessBoard.CurrentPlayerLabel.ForeColor = Color.Red;
status = GameStatus.Started;
//Enable all the pieces of the current player and disable all the pieces of the opposite side
foreach (Cell cell in board.Cells)
{
if (cell.Piece != null)
{
if (cell.Piece.Side == currentPlayer.Side)
cell.Piece.Image.Enabled = true;
else
cell.Piece.Image.Enabled = false;
}
}
break;
case GameType.TwoPlayersHandicap:
//Show start button
Program.ChessBoard.StatusLabel.Text = "Choose the pieces to remove and press Start.";
Program.ChessBoard.StartButton.Visible = true;
//Enable all the pieces except generals
foreach (Cell cell in board.Cells)
{
if (cell.Piece != null)
{
if (cell.Piece.GetType() != typeof(General))
cell.Piece.Image.Enabled = true;
else
cell.Piece.Image.Enabled = false;
}
}
break;
case GameType.VsAI:
Program.ChessBoard.CurrentPlayerLabel.Text = player1.Name;
Program.ChessBoard.CurrentPlayerLabel.ForeColor = Color.Red;
status = GameStatus.Started;
if (player1.IsAI)
{
aiPlayerSide = player1.Side;
humanPlayerSide = player2.Side;
AIPlayerMove();
}
else
{
aiPlayerSide = player2.Side;
humanPlayerSide = player1.Side;
}
//Enable all the pieces of the current player and disable all the pieces of the opposite side
foreach (Cell cell in board.Cells)
{
if (cell.Piece != null)
{
if (cell.Piece.Side == currentPlayer.Side)
cell.Piece.Image.Enabled = true;
else
cell.Piece.Image.Enabled = false;
}
}
break;
default: //GameType.VsAIHandicap
//Show start button
Program.ChessBoard.StatusLabel.Text = "Choose the pieces to remove and press Start.";
Program.ChessBoard.StartButton.Visible = true;
//Enable all the pieces except generals
foreach (Cell cell in board.Cells)
{
if (cell.Piece != null)
{
if (cell.Piece.GetType() != typeof(General))
cell.Piece.Image.Enabled = true;
else
cell.Piece.Image.Enabled = false;
}
}
break;
}
}
public void SwitchTurn()
{
if (currentPlayer == player1)
{
currentPlayer = player2;
Program.ChessBoard.CurrentPlayerLabel.Text = player2.Name;
Program.ChessBoard.CurrentPlayerLabel.ForeColor = Color.Blue;
}
else
{
currentPlayer = player1;
Program.ChessBoard.CurrentPlayerLabel.Text = player1.Name;
Program.ChessBoard.CurrentPlayerLabel.ForeColor = Color.Red;
}
//If current player is AI, do the AI move
if ((type == GameType.VsAI || type == GameType.VsAIHandicap) && currentPlayer.Side == aiPlayerSide)
AIPlayerMove();
}
public void End(Board.Side winSide)
{
//Declare the winner
if (player1.Side == winSide)
{
MessageBox.Show(player1.Name + " won!", "Game over!", MessageBoxButtons.OK);
}
else
{
MessageBox.Show(player2.Name + " won!", "Game over!", MessageBoxButtons.OK);
}
//Disable all the pieces
foreach (Cell cell in board.Cells)
{
if (cell.Piece != null)
{
cell.Piece.Image.Enabled = false;
}
}
}
private float AlphaBeta(Board.Side side, float alpha, float beta, byte depth, byte maxDepth)
{
if (depth == 0)
{
return board.Evaluate(side);
}
float bestValue;
bestValue = float.NegativeInfinity;
List<Move> moves = board.FindPossibleMoves(side);
foreach (Move testMove in moves)
{
if (bestValue >= beta)
break;
float value;
if (testMove.CapturedPiece != null && testMove.CapturedPiece.GetType() == typeof(General))
{
value = 1000 - (maxDepth - depth);
}
else
{
board.DoMove(testMove, true);
if (side == aiPlayerSide)
{
value = -AlphaBeta(humanPlayerSide, -beta, -alpha, (byte)(depth - 1), maxDepth);
}
else
{
value = -AlphaBeta(aiPlayerSide, -beta, -alpha, (byte)(depth - 1), maxDepth);
}
board.UndoMove(testMove, true);
}
if (bestValue < value)
{
bestValue = value;
if (depth == maxDepth)
aiPlayerMove = new Move(testMove.StartRow, testMove.StartColumn, testMove.EndRow, testMove.EndColumn, testMove.Piece, testMove.CapturedPiece);
}
alpha = Math.Max(alpha, value);
if (beta <= alpha)
break;
}
return bestValue;
}
public void AIPlayerMove()
{
//Set the depth
byte depth = 0;
switch (aiDifficulty)
{
case AIDifficulty.Easy:
depth = 2; break;
case AIDifficulty.Medium:
depth = 3; break;
case AIDifficulty.Hard:
depth = 4; break;
case AIDifficulty.Extreme:
depth = 5; break;
}
//Perform the move
AlphaBeta(aiPlayerSide, float.NegativeInfinity, float.PositiveInfinity, depth, depth);
if (aiPlayerMove != null)
{
board.DoMove(aiPlayerMove);
//Add to moves list
moves.Add(aiPlayerMove);
}
//Switch turn
if (Program.ChessBoard != null && Program.ChessBoard.Game != null && Program.ChessBoard.Game.Status != Game.GameStatus.Ended)
Program.ChessBoard.Game.SwitchTurn();
}
#endregion
}
}