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bot.c
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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "board.h"
#include "bot.h"
void binaire(int tab[4], int n)
{
if (n < 2)
{
tab[0] = 0;
tab[1] = 0;
tab[2] = 0;
tab[3] = n;
}
else if (n < 4)
{
tab[0] = 0;
tab[1] = 0;
tab[2] = 1;
tab[3] = n % 2;
}
else if (n < 8)
{
tab[0] = 0;
tab[1] = 1;
tab[2] = (n - 4) - 2 >= 0;
tab[3] = n % 2;
}
else
{
tab[0] = 1;
tab[1] = (n - 8) >= 4;
tab[2] = (n - 8 - tab[1] * 4) >= 2;
tab[3] = n % 2;
}
}
bool placement_piece_bot(board game, player *player, piece a_piece, struct bot bot);
piece demande_piece_bot(board game, struct bot bot)
{
piece a_piece;
piece p;
int All_piece[16][4];
enum color color;
enum shape shape;
enum size size;
enum top top;
// On initialise le tableau avec toutes les pièces
for (int i = 0; i < 16; i++)
{
binaire(All_piece[i], i);
}
// On regarde toute les pieces qu'on ne peut pas jouer
int nb_piece_jouable = 16;
for (int i = 0; i < 16; i++)
{
switch (All_piece[i][0])
{
case 0:
color = RED;
break;
case 1:
color = BLUE;
break;
}
switch (All_piece[i][1])
{
case 0:
shape = SQUARE;
break;
case 1:
shape = CIRCULAR;
break;
}
switch (All_piece[i][2])
{
case 0:
size = TALL;
break;
case 1:
size = SHORT;
break;
}
switch (All_piece[i][3])
{
case 0:
top = HOLLOW;
break;
case 1:
top = SOLID;
break;
}
p = get_piece_from_characteristics(size, shape, color, top);
if (is_present_on_board(game, p))
{
nb_piece_jouable--;
for (int j = 0; j < 4; j++)
{
All_piece[i][j] = -1;
}
}
}
int **piece_jouable = malloc(nb_piece_jouable * sizeof(*piece_jouable));
for (int i = 0; i < nb_piece_jouable; i++)
{
piece_jouable[i] = malloc(4 * sizeof(**piece_jouable));
}
int k = 0;
for (int i = 0; i < 16; i++)
{
if (All_piece[i][0] != -1)
{
for (int j = 0; j < 4; j++)
{
piece_jouable[k][j] = All_piece[i][j];
}
k++;
}
}
if (bot.niveau == 1)
{ // On choisit une piece au hasard
int coup = rand() % nb_piece_jouable;
switch (piece_jouable[coup][0])
{
case 0:
color = RED;
break;
case 1:
color = BLUE;
break;
}
switch (piece_jouable[coup][1])
{
case 0:
shape = SQUARE;
break;
case 1:
shape = CIRCULAR;
break;
}
switch (piece_jouable[coup][2])
{
case 0:
size = TALL;
break;
case 1:
size = SHORT;
break;
}
switch (piece_jouable[coup][3])
{
case 0:
top = HOLLOW;
break;
case 1:
top = SOLID;
break;
}
a_piece = get_piece_from_characteristics(size, shape, color, top);
}
else if (bot.niveau == 2)
{
int nb_piece_jouable2 = nb_piece_jouable;
for (int i = 0; i < nb_piece_jouable; i++)
{
board game2 = copy_game(game);
player player2 = PLAYER2;
switch (piece_jouable[i][0])
{
case 0:
color = RED;
break;
case 1:
color = BLUE;
break;
}
switch (piece_jouable[i][1])
{
case 0:
shape = SQUARE;
break;
case 1:
shape = CIRCULAR;
break;
}
switch (piece_jouable[i][2])
{
case 0:
size = TALL;
break;
case 1:
size = SHORT;
break;
}
switch (piece_jouable[i][3])
{
case 0:
top = HOLLOW;
break;
case 1:
top = SOLID;
break;
}
a_piece = get_piece_from_characteristics(size, shape, color, top);
if (placement_piece_bot(game2, &player2, a_piece, bot))
{
nb_piece_jouable2--;
for (int j = 0; j < 4; j++)
{
piece_jouable[i][j] = -1;
}
}
destroy_game(game2);
}
if (nb_piece_jouable2 > 0)
{
int **piece_jouable2 = malloc(nb_piece_jouable2 * sizeof(*piece_jouable2));
for (int i = 0; i < nb_piece_jouable2; i++)
{
piece_jouable2[i] = malloc(4 * sizeof(**piece_jouable2));
}
int k = 0;
for (int i = 0; i < nb_piece_jouable; i++)
{
if (piece_jouable[i][0] != -1)
{
for (int j = 0; j < 4; j++)
{
piece_jouable2[k][j] = piece_jouable[i][j];
}
k++;
}
}
int coup = rand() % nb_piece_jouable2;
switch (piece_jouable2[coup][0])
{
case 0:
color = RED;
break;
case 1:
color = BLUE;
break;
}
switch (piece_jouable2[coup][1])
{
case 0:
shape = SQUARE;
break;
case 1:
shape = CIRCULAR;
break;
}
switch (piece_jouable2[coup][2])
{
case 0:
size = TALL;
break;
case 1:
size = SHORT;
break;
}
switch (piece_jouable2[coup][3])
{
case 0:
top = HOLLOW;
break;
case 1:
top = SOLID;
break;
}
a_piece = get_piece_from_characteristics(size, shape, color, top);
}
else
{
int coup = rand() % nb_piece_jouable;
switch (piece_jouable[coup][0])
{
case 0:
color = RED;
break;
case 1:
color = BLUE;
break;
}
switch (piece_jouable[coup][1])
{
case 0:
shape = SQUARE;
break;
case 1:
shape = CIRCULAR;
break;
}
switch (piece_jouable[coup][2])
{
case 0:
size = TALL;
break;
case 1:
size = SHORT;
break;
}
switch (piece_jouable[coup][3])
{
case 0:
top = HOLLOW;
break;
case 1:
top = SOLID;
break;
}
a_piece = get_piece_from_characteristics(size, shape, color, top);
}
}
return a_piece;
}
bool placement_piece_bot(board game, player *player, piece a_piece, struct bot bot) // Renvoie 1 si le bot gagne avec cette piece
{
enum return_code code = POSITION;
switch (*player)
{
case (PLAYER1):
*player = PLAYER2;
break;
case (PLAYER2):
*player = PLAYER1;
break;
case (NO_PLAYER):
printf("WARNING, aucun joueur n'a été selectionné");
break;
}
int nb_emplacement = 0;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
piece a_piece = get_piece(game, i, j);
if (a_piece == NULL)
{
nb_emplacement++;
}
}
}
int **emplacement = malloc(nb_emplacement * sizeof(*emplacement));
for (int i = 0; i < nb_emplacement; i++)
{
emplacement[i] = malloc(2 * sizeof(**emplacement));
}
int k = 0;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
piece a_piece = get_piece(game, i, j);
if (a_piece == NULL)
{
emplacement[k][0] = i;
emplacement[k][1] = j;
k++;
}
}
}
int find = 0;
if (bot.niveau == 1)
{ // Le bot joue aléatoirement
int coup = rand() % nb_emplacement;
code = place_piece(game, emplacement[coup][0], emplacement[coup][1], a_piece);
}
else if (bot.niveau == 2)
{ // Le bot cherche si il peut gagner en un coup
for (int i = 0; i < nb_emplacement; i++)
{
board game2 = copy_game(game);
place_piece(game2, emplacement[i][0], emplacement[i][1], a_piece);
if (has_winner(game2))
{
code = place_piece(game, emplacement[i][0], emplacement[i][1], a_piece);
find = 1;
break;
}
destroy_game(game2);
}
if (find == 0)
{
int coup = rand() % nb_emplacement;
code = place_piece(game, emplacement[coup][0], emplacement[coup][1], a_piece);
}
}
if (code != SUCCESS)
{
printf("Il y a eu un problème lors du placement de la pièce\n");
while (1)
{
}
}
if (find == 1)
{
return 1;
}
return 0;
}