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source: code/branches/presentationHS14/src/modules/mini4Dgame/Mini4DgameAI.cc @ 10256

Last change on this file since 10256 was 10121, checked in by richtero, 10 years ago

finished getWinner function which checks if somebody has won and started on the AI.

File size: 2.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file Mini4DgameAI.cc
31    @brief Implementation of the Mini4DgameAI class.
32*/
33
34#include "Mini4DgameAI.h"
35
36#include "core/CoreIncludes.h"
37#include "core/config/ConfigValueIncludes.h"
38#include "core/command/Executor.h"
39#include "tools/Timer.h"
40
41#include <list>
42
43#include "worldentities/ControllableEntity.h"
44
45#include "Mini4DgameCenterpoint.h"
46
47namespace orxonox
48{
49    RegisterUnloadableClass(Mini4DgameAI);
50
51    //const static float MAX_REACTION_TIME = 0.4f;
52
53    /**
54    @brief
55        Constructor. Registers and initializes the object.
56    */
57    Mini4DgameAI::Mini4DgameAI(Context* context) : Controller(context)
58    {
59        RegisterObject(Mini4DgameAI);
60
61        this->setConfigValues();
62        this->center_ = 0;
63    }
64
65    /**
66    @brief
67        Destructor. Cleans up the list fo reaction timers.
68    */
69    Mini4DgameAI::~Mini4DgameAI()
70    {
71
72    }
73
74    Vector4 Mini4DgameAI::makeMove(float timeout)
75    {
76        this->copyBoard();
77        std::list<Vector4> possibleMoves = this->getPossibleMoves();
78
79        //TODO: alphabeta ueber possibleMoves
80
81        //when timeout
82        Vector4 move = possibleMoves.front();
83        return move;
84    }
85
86    void Mini4DgameAI::copyBoard()
87    {
88                for(int i=0;i<4;i++){
89                        for(int j=0;j<4;j++){
90                                for(int k=0;k<4;k++){
91                                        for(int l=0;l<4;l++){
92                                                this->board_[i][j][k][l]=this->center_->board[i][j][k][l];
93                                        }
94                                }
95                        }
96                }
97    }
98
99    std::list<Vector4> Mini4DgameAI::getPossibleMoves()
100    {
101        std::list<Vector4> possibleMoves = new std::list<Vector4>;
102        for(int i=0;i<4;i++){
103                        for(int j=0;j<4;j++){
104                                for(int k=0;k<4;k++){
105                                        for(int l=0;l<4;l++){
106                                                if (this->board_[i][j][k][l]==mini4DgamePlayerColor::none)
107                                                        possibleMoves.push_back(Vector4(i,j,k,l));
108                                        }
109                                }
110                        }
111                }
112        return possibleMoves;
113    }
114
115    /**
116    @brief
117        Is called each tick.
118        Implements the behavior of the PongAI (i.e. its intelligence).
119    @param dt
120        The time that has elapsed since the last tick.
121    */
122    void Mini4DgameAI::tick(float dt)
123    {
124
125    }
126}
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