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Board.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace TicTacToe {
public class Board : IPositionable {
// Rules
public IPlayer _p1;
public IPlayer _p2;
public IPlayer[,] _cells;
public bool _ended;
public bool _draw;
public IPlayer _winner;
public IPlayer _next;
public IPlayer _last;
public uint _depth;
// Visual
public Vector2 _pos;
public Vector2 _scale;
public Vector2 _cell_size;
public Vector2 _sep;
public Vector2 _size;
public float _z;
public Vector2 position { get { return _pos; } set { _pos = value; } }
// Mouse
public Tuple<uint, uint> _cell_clicked;
void Initialize() {
_ended = false;
_draw = false;
_depth = 0;
_pos = new Vector2(100.0f, 100.0f);
_scale = new Vector2(1.0f, 1.0f);
_sep = new Vector2(0.2f, 0.2f);
_z = 0.5f;
}
public Board(IPlayer p1, IPlayer p2) {
Initialize();
_p1 = p1;
_p2 = p2;
_last = p2;
_next = p1;
_cell_size = new Vector2(Math.Max(_p1.texture.Height, _p2.texture.Height),
Math.Max(_p1.texture.Width, _p2.texture.Width));
UpdateSize();
_cells = new IPlayer[,] { { null, null, null }, { null, null, null }, { null, null, null } };
}
public Board(Board b) {
// Rules
_p1 = b._p1;
_p2 = b._p2;
_cells = (IPlayer[,])b._cells.Clone();
_ended = b._ended;
_draw = b._draw;
_winner = b._winner;
_next = b._next;
_last = b._last;
_depth = b._depth;
// Visual
_pos = b._pos;
_scale = b._scale;
_cell_size = b._cell_size;
_sep = b._sep;
_size = b._size;
_z = b._z;
}
public void SetMove(uint i, uint j) {
Debug.Assert((!_ended), "Ivalid Move: Game Ended!");
Debug.Assert((_cells[i, j] == null), "Ivalid Move: Invalid cell");
IPlayer p = _next;
_next = _last;
_last = p;
_depth++;
bool line = true, column = true;
bool main = true, inv = true; // Diagonals
bool draw = true;
_cells[i, j] = p;
for (uint n = 0; n < 3; n++) {
for (uint m = 0; m < 3; m++) {
draw &= !(_cells[n, m] == null);
}
column &= (_cells[i, n] == p);
line &= (_cells[n, j] == p);
main &= _cells[n, n] == p;
inv &= _cells[2 - n, n] == p;
}
if (line || column || main || inv) {
_ended = true;
_winner = p;
return;
}
if (draw) {
_ended = true;
_draw = true;
return;
}
}
public void UpdateSize() {
_size = (3 * Vector2.One) * _cell_size * _scale;
}
public void Update(MouseState mouse) {
float x = mouse.Position.ToVector2().X;
float y = mouse.Position.ToVector2().Y;
if (x > _pos.X && x < _pos.X + _size.X &&
y > _pos.Y && y < _pos.Y + _size.Y) {
// Its hovering the board
if (MouseMgr._left_down) {
_cell_clicked = CheckMouse(mouse.Position.ToVector2());
}
}
}
public List<Board> Branches() {
List<Board> list = new List<Board>();
for (uint j = 0; j < 3; j++) {
for (uint i = 0; i < 3; i++) {
if (_cells[i, j] == null) {
Board t = new Board(this);
t.SetMove(i, j);
list.Add(t);
}
}
}
return list;
}
public int Minmax(IPlayer p) {
if (_ended) {
if (_draw) { return 0; }
else if (_winner == p) { return 1; }
return -1;
}
int valor;
List<Board> branches = Branches();
if (_last == p) {
valor = int.MaxValue;
foreach (Board branch in branches) {
valor = Math.Min(valor, branch.Minmax(p));
}
}
else {
valor = int.MinValue;
foreach (Board branch in branches) {
valor = Math.Max(valor, branch.Minmax(p));
}
}
return valor;
}
public bool CheckCell(Vector2 pos, uint i, uint j) {
if (_cells[i, j] != null) {
return false;
}
Vector2 dest = new Vector2(i * _cell_size.X, j * _cell_size.Y);
dest = _pos + (dest * _scale);
return ((pos.X > dest.X) && (pos.X < (dest.X + _cell_size.X)) &&
(pos.Y > dest.Y) && (pos.Y < (dest.Y + _cell_size.Y)));
}
public Tuple<uint, uint> CheckMouse(Vector2 pos) {
for (uint j = 0; j < 3; j++) {
for (uint i = 0; i < 3; i++) {
if (CheckCell(pos, i, j)) {
return new Tuple<uint, uint>(i, j);
}
}
}
return null;
}
public void Draw(GameTime gameTime, SpriteBatch sb) {
DrawLines(sb);
for (uint j = 0; j < 3; j++) {
for (uint i = 0; i < 3; i++) {
Vector2 dest = new Vector2(i * _cell_size.X, j * _cell_size.Y);
dest = _pos + (dest * _scale);
if (_cells[i, j] != null) {
sb.Draw(_cells[i, j].texture,
dest,
null,
Color.White,
0.0f,
Vector2.One,
_scale,
SpriteEffects.None,
0.5f);
}
}
}
}
public void DrawLines(SpriteBatch sb) {
Vector2 h1 = new Vector2(0.0f, _cell_size.Y);
h1 = _pos + (h1 * _scale);
Vector2 h2 = new Vector2(0.0f, _cell_size.Y * 2);
h2 = _pos + (h2 * _scale);
Vector2 v1 = new Vector2(_cell_size.X, 0.0f);
v1 = _pos + (v1 * _scale);
Vector2 v2 = new Vector2(_cell_size.X * 2, 0.0f);
v2 = _pos + (v2 * _scale);
Primitives.DrawLine(sb, h1, h1 + (_size * Vector2.UnitX), Color.White);
Primitives.DrawLine(sb, h2, h2 + (_size * Vector2.UnitX), Color.White);
Primitives.DrawLine(sb, v1, v1 + (_size * Vector2.UnitY), Color.White);
Primitives.DrawLine(sb, v2, v2 + (_size * Vector2.UnitY), Color.White);
}
}
public class Minmax {
public List<Board> _branches;
public List<Board> _wins;
public List<Board> _draws;
public List<Board> _loss;
public Minmax(Board board, IPlayer player) {
_wins = new List<Board>();
_draws = new List<Board>();
_loss = new List<Board>();
_branches = board.Branches();
foreach (Board branch in _branches) {
int ret = branch.Minmax(player);
if (ret > 0) {
_wins.Add(branch);
}
else if (ret == 0) {
_draws.Add(branch);
}
else // ret < 0
{
_loss.Add(branch);
}
}
}
}
}