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arbre.h
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#pragma once
#include <string>
#include <iostream>
#include <stdexcept>
#include <vector>
#include <map>
#include <limits>
using namespace std;
// Constant globale en position value =0:
// 1 Case :
const int NW =-6;
const int NE =-5;
const int SE =+5;
const int SW =+4;
// 2 Cases :
const int NW2 = -11;
const int NE2 = -9;
const int SE2 = 11;
const int SW2 = 9;
//=======================Classes used=======================
class Piece;
class Man;
class King;
class Board;
class Move;
class Piece {
protected:
int position;
std::string color;
public:
//Defined Function :
virtual ~Piece(){}
Piece(int pos, std::string col){
position = pos;
color = col;
}
Piece(const Piece& p){
position = p.position;
color = p.color;
}
int getPosition(){return position;}
void setPosition(int pos){position = pos;}
std::string Color(){return color;}
virtual bool isMan() const =0;
virtual bool isKing() const {return !isMan();}
virtual void killFreeMove(Board& B, vector<Move> &possibleMoves) =0;
virtual void killingMove(Board& B, vector<Move> &possibleMoves)=0;
virtual void select(Board& B,vector<Move> &possibleMoves)=0;
virtual Piece* clone()=0;
};
class Man : public Piece {
public:
~Man(){}
Man(int pos, std::string col) : Piece(pos,col){}
Man(const Man& m) : Piece(m.position, m.color){}
virtual bool isMan() const { return true;}
virtual void killFreeMove(Board& B,vector<Move> &possibleMoves);
virtual void killingMove(Board& B, vector<Move> &possibleMoves);
virtual void select(Board& B, vector<Move> &possibleMoves);
virtual Piece* clone();
};
class Move{
private:
vector<int> path;
int kills;
public:
Move() {
kills=-1;
}
Move(const Move& m);
Move(int s, int a, int k){
path.push_back(s);
path.push_back(a);
kills = k;
}
Move(vector<int> path0,int nbKills) {
path=path0;
kills=nbKills;
}
void operator=(const Move& m);
bool operator==(Move& m);
bool operator<(const Move& m) const;
int getStart() {return path[0];}
int getArrival() {return path[path.size()-1];}
int getKills() const {return kills;}
vector<int> getPath() const {return path;}
Move extendMove(Move m);
};
class Board{
std::vector<Piece*> pieces;
public :
Board();
~Board();
Board(const Board& b);
void operator=(const Board& b);
int index_man_here(int pos);
bool isManHere(int pos);
bool isKingHere(int pos);
bool isPieceHere(int pos);
void playMove(const Move& m, bool inSelect=false);
void killAt(int pos);
Piece* getPiece(int index){return pieces[index];}
void turnToKing(int pos);
int nbPieces() const{return pieces.size();}
float evaluateBetter(float manWeight, float kingWeight,float nbMoveWeight, float advancementForwardWeight, float centralWeight, string color);
std::pair<float,Move> bestMoveAlphaBeta2(string color,int depth, float manWeight, float kingWeight,float nbMoveWeight, float centralWeight, float advanceWeight, bool maxNode,float alpha, float beta );
map<int,vector<Move> > playableMoves(string color);
bool endGame();
int timeMatch();
};
class King : public Piece {
public :
~King(){}
virtual bool isMan() const {return false;}
King(int pos, std::string col) : Piece(pos,col){}
King(const King& k) : Piece(k.position, k.color){}
virtual void killFreeMove(Board& B,vector<Move> &possibleMoves);
virtual void killingMove(Board& B, vector<Move> &possibleMoves);
virtual Piece* clone();
virtual void select(Board& b, vector<Move> &possibleMoves);
};
Move getSecond(pair<float, Move> A );