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authorJason Katz-Brown <jason@airbnb.com>2013-08-25 02:17:13 -0700
committerJason Katz-Brown <jason@airbnb.com>2013-08-25 02:17:13 -0700
commit9306cb60c32082c5403931de0823a9fd5daa196c (patch)
treeca1b6eb695fdf3f0c2294e92416b272164bae642 /computerplayer.cpp
parent8fb2c681cecc01b46b0f4ba02d5cc177c4747b1c (diff)
Initial git commit.
Diffstat (limited to 'computerplayer.cpp')
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diff --git a/computerplayer.cpp b/computerplayer.cpp
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+/*
+ * Quackle -- Crossword game artificial intelligence and analysis tool
+ * Copyright (C) 2005-2006 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 2 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
+ * 02110-1301 USA
+ */
+
+#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);
+}