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endgameplayer.cpp
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endgameplayer.cpp
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/*
* Quackle -- Crossword game artificial intelligence and analysis tool
* Copyright (C) 2005-2019 Jason Katz-Brown, John O'Laughlin, and John Fultz.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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, see <http://www.gnu.org/licenses/>.
*/
#include <iostream>
#include "endgameplayer.h"
//#define DEBUG_COMPUTERPLAYER
using namespace Quackle;
EndgamePlayer::EndgamePlayer()
{
m_name = MARK_UV("Speedy Player");
m_id = 2;
}
EndgamePlayer::~EndgamePlayer()
{
}
Move EndgamePlayer::move()
{
return moves(1).back();
}
MoveList EndgamePlayer::moves(int nmoves)
{
if (currentPosition().bag().size() > 0)
{
#ifdef DEBUG_ENDGAME
UVcout << "EndgamePlayer returning statically evaluated play." << endl;
#endif
m_simulator.currentPosition().kibitz(nmoves);
#ifdef DEBUG_ENDGAME
UVcout << "EndgamePlayer returns " << m_simulator.currentPosition().moves() << endl;
#endif
return m_simulator.currentPosition().moves();
}
m_endgame.setPosition(currentPosition());
if (nmoves > 1) return m_endgame.moves(nmoves);
#ifdef DEBUG_ENDGAME
UVcout << "EndgamePlayer solving endgame from position:" << endl;
UVcout << currentPosition() << endl;
#endif
MoveList ret;
Move solution = m_endgame.solve(currentPosition().nestedness());
ret.push_back(solution);
#ifdef DEBUG_ENDGAME
UVcout << "EndgamePlayer returns solved endgame:" << ret << endl;
#endif
return ret;
}
void EndgamePlayer::setDispatch(ComputerDispatch *dispatch)
{
ComputerPlayer::setDispatch(dispatch);
m_endgame.setDispatch(dispatch);
}