Source/HexchequerGame.m
author Jens Alfke <jens@mooseyard.com>
Sun Mar 16 15:06:47 2008 -0700 (2008-03-16)
changeset 7 428a194e3e59
parent 1 3eb7be1dd7b6
child 10 6c78cc6bd7a6
permissions -rw-r--r--
Game class now tracks board state and moves, as strings, and can step through its history.
Fixed another bug in Go (you could drag your captured stones back to the board!)
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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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- (Grid*) x_makeGrid
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{
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    HexGrid *grid = [[HexGrid alloc] initWithRows: 9 columns: 9 frame: _board.bounds];
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    _grid = grid;
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    CGPoint pos = grid.position;
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    pos.x = floor((_board.bounds.size.width-grid.frame.size.width)/2);
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    grid.position = pos;
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    grid.allowsMoves = YES;
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    grid.allowsCaptures = NO;      // no land-on captures, that is
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    grid.cellColor = CreateGray(1.0, 0.25);
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    grid.lineColor = kTranslucentLightGrayColor;
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    [grid addCellsInHexagon];
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    for( int y=0; y<9; y++ ) {
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        for( int x=0; x<9; x++ ) {
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            GridCell *cell = [_grid cellAtRow: y column: x];
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            if( cell )
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                [_cells addObject: cell];
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        }
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    }
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    self.stateString = @"111111111111111111-------------------------222222222222222222";
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    [self performSelector: @selector(applyMoveString:) withObject: @"C4D4" afterDelay: 2.0];
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    [self performSelector: @selector(applyMoveString:) withObject: @"G3F3" afterDelay: 5.0];
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    [self performSelector: @selector(applyMoveString:) withObject: @"D4E4" afterDelay: 8.0];
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    [self performSelector: @selector(applyMoveString:) withObject: @"F3D4" afterDelay: 11.0];
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    return grid;
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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 || dst==src.r
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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)   || (src.r.bit.unfriendly  && dst==src.r.r) )
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            return YES;    
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    return dst==src.fl || dst==src.fr
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        || (src.fl.bit.unfriendly && dst==src.fl.fl) || (src.fr.bit.unfriendly && dst==src.fr.fr);
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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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    int playerIndex = self.currentPlayer.index;
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    if( self.currentMove.length==0 )
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        [self.currentMove appendString: src.name];
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    [self.currentMove appendString: 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.row == (playerIndex ?0 :8) )
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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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        Bit *bit = capture.bit;
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        _numPieces[bit.owner.index]--;
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        [bit destroy];
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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) || (dst.fr.bit.unfriendly && dst.fr.fr.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) || (dst.br.bit.unfriendly && dst.br.br.empty)
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                    || (dst.l.bit.unfriendly && dst.l.l.empty) || (dst.r.bit.unfriendly && dst.r.r.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