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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 <iostream>

#include "endgameplayer.h"

//#define DEBUG_COMPUTERPLAYER

using namespace Quackle;

EndgamePlayer::EndgamePlayer()
{
	m_name = MARK_UV("Speedy Player");
	m_id = 2;
}

EndgamePlayer::~EndgamePlayer()
{
}

Move EndgamePlayer::move()
{
	return moves(1).back();
}

MoveList EndgamePlayer::moves(int nmoves)
{
	if (currentPosition().bag().size() > 0)
	{
#ifdef DEBUG_ENDGAME
		UVcout << "EndgamePlayer returning statically evaluated play." << endl;
#endif
		m_simulator.currentPosition().kibitz(nmoves);
#ifdef DEBUG_ENDGAME
		UVcout << "EndgamePlayer returns " << m_simulator.currentPosition().moves() << endl;
#endif
		return m_simulator.currentPosition().moves();
	}

	m_endgame.setPosition(currentPosition());
	
    if (nmoves > 1) return m_endgame.moves(nmoves);

#ifdef DEBUG_ENDGAME
	UVcout << "EndgamePlayer solving endgame from position:" << endl;
	UVcout << currentPosition() << endl;
#endif

	MoveList ret;
	Move solution = m_endgame.solve(currentPosition().nestedness());

	ret.push_back(solution);
#ifdef DEBUG_ENDGAME
	UVcout << "EndgamePlayer returns solved endgame:" << ret << endl;
#endif

	return ret;
}

void EndgamePlayer::setDispatch(ComputerDispatch *dispatch)
{
	ComputerPlayer::setDispatch(dispatch);
	m_endgame.setDispatch(dispatch);
}