Source/HexchequerGame.m
author Jens Alfke <jens@mooseyard.com>
Mon Jul 14 21:00:15 2008 -0700 (2008-07-14)
changeset 16 28392c9a969f
parent 15 73f8c889f053
child 20 7c9ecb09a612
permissions -rw-r--r--
Tweaks and fixes, including renaming Game's "board" property/ivar to "table", which is less confusing.
Released as part of Your Move 1.0a2.
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/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
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    http://developer.apple.com/samplecode/GeekGameBoard/
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    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
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    Redistribution and use in source and binary forms, with or without modification, are permitted
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    provided that the following conditions are met:
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    * Redistributions of source code must retain the above copyright notice, this list of conditions
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      and the following disclaimer.
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    * Redistributions in binary form must reproduce the above copyright notice, this list of
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      conditions and the following disclaimer in the documentation and/or other materials provided
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      with the distribution.
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    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
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    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
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    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
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    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
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    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
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    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
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    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#import "HexchequerGame.h"
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#import "HexGrid.h"
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#import "Piece.h"
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#import "QuartzUtils.h"
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#import "GGBUtils.h"
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@implementation HexchequerGame
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- (void) setUpBoard
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{
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    // Create a hex grid and rotate it 30 degrees so the cells are edge-up:
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    CGRect tableBounds = _table.bounds;
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    CGFloat s = tableBounds.size.height / 9;
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    HexGrid *board = [[HexGrid alloc] initWithRows: 9 columns: 9
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                                           spacing: CGSizeMake(s,s)
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                                          position: GetCGRectCenter(tableBounds)];
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    board.anchorPoint = CGPointMake(0.47,0.5);  // Missing half-cells on right edge perturb center pt
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    [board setValue: [NSNumber numberWithDouble: M_PI/6] forKeyPath: @"transform.rotation"];
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    _board = board;
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    [_table addSublayer: _board];
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    board.allowsMoves = YES;
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    board.allowsCaptures = NO;      // no land-on captures, that is
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    board.cellColor = CreateGray(1.0, 0.25);
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    board.lineColor = kTranslucentLightGrayColor;
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    board.reversed = ! [[self.players objectAtIndex: 0] isLocal];
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    [board addCellsInHexagon];
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}
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- (NSString*) initialStateString
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{
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      return @"1111-1111--1111---1111-----------------2222---2222--2222-2222";
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}
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- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
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{
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    Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder;
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    if( [bit valueForKey: @"King"] )
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        if( dst==src.bl || dst==src.br || dst==src.l
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           || (src.bl.bit.unfriendly && dst==src.bl.bl) || (src.br.bit.unfriendly && dst==src.br.br)
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           || (src.l.bit.unfriendly  && dst==src.l.l) )
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            return YES;    
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    return dst==src.fl || dst==src.fr || dst==src.r
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            || (src.fl.bit.unfriendly && dst==src.fl.fl) 
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            || (src.fr.bit.unfriendly && dst==src.fr.fr) 
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            || (src. r.bit.unfriendly && dst==src. r. r);
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}
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- (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
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{
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    Hex *src=(Hex*)srcHolder, *dst=(Hex*)dstHolder;
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    Turn *turn = self.currentTurn;
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    if( turn.move.length==0 )
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        [turn addToMove: src.name];
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    [turn addToMove: @"-"];
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    [turn addToMove: dst.name];
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    BOOL isKing = ([bit valueForKey: @"King"] != nil);    
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    PlaySound(isKing ?@"Funk" :@"Tink");
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    // "King" a piece that made it to the last row:
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    if( dst.fr == nil )
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        if( ! isKing ) {
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            PlaySound(@"Blow");
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            bit.scale = 1.4;
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            [bit setValue: @"King" forKey: @"King"];
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            // don't set isKing flag - piece can't capture again after being kinged.
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        }
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    // Check for a capture:
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    Hex *capture = nil;
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    if(dst==src.fl.fl)
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        capture = src.fl;
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    else if(dst==src.fr.fr)
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        capture = src.fr;
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    else if(dst==src.bl.bl)
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        capture = src.bl;
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    else if(dst==src.br.br)
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        capture = src.br;
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    else if(dst==src.l.l)
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        capture = src.l;
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    else if(dst==src.r.r)
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        capture = src.r;
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    if( capture ) {
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        PlaySound(@"Pop");
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        [turn addToMove: @"!"];
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        [capture destroyBit];
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        // Now check if another capture is possible. If so, don't end the turn:
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        if( (dst.fl.bit.unfriendly && dst.fl.fl.empty) 
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                || (dst.fr.bit.unfriendly && dst.fr.fr.empty) 
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                || (dst. r.bit.unfriendly && dst. r. r.empty) )
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            return;
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        if( isKing )
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            if( (dst.bl.bit.unfriendly && dst.bl.bl.empty)
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                    || (dst.br.bit.unfriendly && dst.br.br.empty)
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                    || (dst.l.bit.unfriendly && dst.l.l.empty) )
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                return;
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    }
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    [self endTurn];
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}
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@end