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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 "GoGame.h"
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#import "Grid.h"
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#import "Piece.h"
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#import "Dispenser.h"
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#import "Stack.h"
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#import "QuartzUtils.h"
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#import "GGBUtils.h"
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@implementation GoGame
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- (id) initWithBoard: (GGBLayer*)board
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{
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self = [super initWithBoard: board];
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if (self != nil) {
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[self setNumberOfPlayers: 2];
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[(Player*)[_players objectAtIndex: 0] setName: @"Red"];
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[(Player*)[_players objectAtIndex: 1] setName: @"White"];
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CGSize size = board.bounds.size;
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CGFloat boardSide = MIN(size.width,size.height);
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RectGrid *grid = [[RectGrid alloc] initWithRows: 9 columns: 9
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frame: CGRectMake(floor((size.width-boardSide)/2),
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floor((size.height-boardSide)/2),
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boardSide,boardSide)];
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_grid = grid;
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grid.backgroundColor = GetCGPatternNamed(@"Wood.jpg");
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grid.borderColor = kTranslucentLightGrayColor;
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grid.borderWidth = 2;
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grid.lineColor = kTranslucentGrayColor;
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grid.cellClass = [GoSquare class];
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[grid addAllCells];
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((GoSquare*)[grid cellAtRow: 2 column: 2]).dotted = YES;
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((GoSquare*)[grid cellAtRow: 6 column: 6]).dotted = YES;
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((GoSquare*)[grid cellAtRow: 2 column: 6]).dotted = YES;
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((GoSquare*)[grid cellAtRow: 6 column: 2]).dotted = YES;
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grid.usesDiagonals = grid.allowsMoves = grid.allowsCaptures = NO;
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[board addSublayer: grid];
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[grid release];
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CGRect gridFrame = grid.frame;
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CGFloat pieceSize = (int)grid.spacing.width & ~1; // make sure it's even
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CGFloat captureHeight = gridFrame.size.height-4*pieceSize;
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_captured[0] = [[Stack alloc] initWithStartPos: CGPointMake(2*pieceSize,0)
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spacing: CGSizeMake(0,pieceSize)
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wrapInterval: floor(captureHeight/pieceSize)
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wrapSpacing: CGSizeMake(-pieceSize,0)];
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_captured[0].frame = CGRectMake(CGRectGetMinX(gridFrame)-3*pieceSize,
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CGRectGetMinY(gridFrame)+3*pieceSize,
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2*pieceSize, captureHeight);
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_captured[0].zPosition = kPieceZ+1;
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[board addSublayer: _captured[0]];
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[_captured[0] release];
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_captured[1] = [[Stack alloc] initWithStartPos: CGPointMake(0,captureHeight)
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spacing: CGSizeMake(0,-pieceSize)
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wrapInterval: floor(captureHeight/pieceSize)
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wrapSpacing: CGSizeMake(pieceSize,0)];
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_captured[1].frame = CGRectMake(CGRectGetMaxX(gridFrame)+pieceSize,
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CGRectGetMinY(gridFrame)+pieceSize,
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2*pieceSize, captureHeight);
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_captured[1].zPosition = kPieceZ+1;
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[board addSublayer: _captured[1]];
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[_captured[1] release];
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[self nextPlayer];
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}
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return self;
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}
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- (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
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{
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if( holder.bit != nil || ! [holder isKindOfClass: [GoSquare class]] )
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return nil;
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NSString *imageName = self.currentPlayer.index ?@"White Ball.png" :@"Red Ball.png";
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CGFloat pieceSize = (int)(_grid.spacing.width * 0.9) & ~1; // make sure it's even
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Piece *stone = [[Piece alloc] initWithImageNamed: imageName scale: pieceSize];
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stone.owner = self.currentPlayer;
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return [stone autorelease];
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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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if( ! [dstHolder isKindOfClass: [Square class]] )
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return NO;
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Square *dst=(Square*)dstHolder;
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// There should be a check here for a "ko" (repeated position) ... exercise for the reader!
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// Check for suicidal move. First an easy check for an empty adjacent space:
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NSArray *neighbors = dst.neighbors;
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for( GridCell *c in neighbors )
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if( c.empty )
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return YES; // there's an empty space
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// If the piece is surrounded, check the neighboring groups' liberties:
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for( GridCell *c in neighbors ) {
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int nLiberties;
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[c getGroup: &nLiberties];
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if( c.bit.unfriendly ) {
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if( nLiberties <= 1 )
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return YES; // the move captures, so it's not suicidal
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} else {
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if( nLiberties > 1 )
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return YES; // the stone joins a group with other liberties
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}
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}
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return NO;
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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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Square *dst=(Square*)dstHolder;
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int curIndex = _currentPlayer.index;
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// Check for captured enemy groups:
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BOOL captured = NO;
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for( GridCell *c in dst.neighbors )
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if( c.bit.unfriendly ) {
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int nLiberties;
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NSSet *group = [c getGroup: &nLiberties];
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if( nLiberties == 0 ) {
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captured = YES;
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for( GridCell *capture in group )
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[_captured[curIndex] addBit: capture.bit]; // Moves piece to POW camp!
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}
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}
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if( captured )
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PlaySound(@"Pop");
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[self nextPlayer];
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}
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// This sample code makes no attempt to detect the end of the game, or count score,
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// both of which are rather complex to decide in Go.
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@end
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