forked from quackle/quackle
-
Notifications
You must be signed in to change notification settings - Fork 0
/
computerplayer.cpp
110 lines (91 loc) · 2.51 KB
/
computerplayer.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
/*
* Quackle -- Crossword game artificial intelligence and analysis tool
* Copyright (C) 2005-2014 Jason Katz-Brown and John O'Laughlin.
*
* 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 "computerplayer.h"
#include "endgameplayer.h"
using namespace Quackle;
ComputerPlayer::ComputerPlayer()
: m_name(MARK_UV("Computer Player")), m_id(0), m_dispatch(0)
{
m_parameters.secondsPerTurn = 10;
m_parameters.inferring = false;
}
ComputerPlayer::~ComputerPlayer()
{
}
void ComputerPlayer::setDispatch(ComputerDispatch *dispatch)
{
m_dispatch = dispatch;
m_simulator.setDispatch(dispatch);
}
void ComputerPlayer::setPosition(const GamePosition &position)
{
m_simulator.setPosition(position);
}
bool ComputerPlayer::shouldAbort()
{
return m_dispatch && m_dispatch->shouldAbort();
}
void ComputerPlayer::signalFractionDone(double fractionDone)
{
if (m_dispatch)
m_dispatch->signalFractionDone(fractionDone);
}
void ComputerPlayer::considerMove(const Move &move)
{
m_simulator.addConsideredMove(move);
}
void ComputerPlayer::setConsideredMoves(const MoveList &moves)
{
m_simulator.setConsideredMoves(moves);
}
MoveList ComputerPlayer::moves(int /* nmoves */)
{
MoveList ret;
ret.push_back(move());
return ret;
}
///////
StaticPlayer::StaticPlayer()
{
m_name = MARK_UV("Static Player");
m_id = 1;
}
StaticPlayer::~StaticPlayer()
{
}
Move StaticPlayer::move()
{
return m_simulator.currentPosition().staticBestMove();
}
MoveList StaticPlayer::moves(int nmoves)
{
m_simulator.currentPosition().kibitz(nmoves);
return m_simulator.currentPosition().moves();
}
ScalingDispatch::ScalingDispatch(ComputerDispatch *shadow, double scale, double addition)
: m_shadow(shadow), m_scale(scale), m_addition(addition)
{
}
bool ScalingDispatch::shouldAbort()
{
return m_shadow->shouldAbort();
}
void ScalingDispatch::signalFractionDone(double fractionDone)
{
m_shadow->signalFractionDone(fractionDone * m_scale + m_addition);
}