Update(Tp3): VerySimpleRules compile

pull/4/head
Louis DUFOUR 2 years ago
parent b78f8ef00b
commit 1fb9d2da9b

@ -8,36 +8,35 @@
import Foundation import Foundation
struct VerySimpleRules: Rules { struct VerySimpleRules: Rules {
var occurences = [Board: Int]() var occurences = [Board: Int]()
var historic = [Move]() var historic = [Move]()
static func createBoard() -> Board { static func createBoard() -> Board {
var cells = [[Cell]]() var cells = [[Cell]]()
// Configuration initiale du plateau // Configuration initiale du plateau
let initialSetup: [Animal?] = [.lion, .tiger, .rat, .cat, .elephant] let initialSetup: [Animal?] = [.lion, .tiger, .rat, .cat, .elephant]
let rows = 5 let rows = 5
let columns = 5 let columns = 5
for row in 0..<rows { for row in 0..<rows {
var rowCells = [Cell]() var rowCells = [Cell]()
for column in 0..<columns { for column in 0..<columns {
let cellType: CellType = ((row == 0 || row == 4) && column == 2) ? .den : .jungle let cellType: CellType = ((row == 0 || row == 4) && column == 2) ? .den : .jungle
let owner: Owner = row == 0 ? .player1 : (row == 4 ? .player2 : .noOne) let owner: Owner = row == 0 ? .player1 : (row == 4 ? .player2 : .noOne)
var piece: Piece? = nil var piece: Piece? = nil
if owner != .noOne && column < initialSetup.count { if owner != .noOne && column < initialSetup.count {
if let animal = initialSetup[column] { if let animal = initialSetup[column] {
piece = Piece(withOwner: owner, andAnimal: animal) piece = Piece(withOwner: owner, andAnimal: animal)
} }
} }
rowCells.append(Cell(ofType: cellType, ownedBy: owner, withPiece: piece))
rowCells.append(Cell(cellType: cellType, initialOwner: owner, piece: piece))
} }
cells.append(rowCells) cells.append(rowCells)
} }
return Board(withGrid: cells)!
return Board(withGrid: cells)
} }
func getNextPlayer() -> Owner { func getNextPlayer() -> Owner {
@ -50,7 +49,7 @@ struct VerySimpleRules: Rules {
guard b.nbRows == 5, b.nbColumns == 5 else { guard b.nbRows == 5, b.nbColumns == 5 else {
throw InvalidBoardError.badDimensions(b.nbRows, b.nbColumns) throw InvalidBoardError.badDimensions(b.nbRows, b.nbColumns)
} }
// Vérifier la conformité des cellules (e.g., types de cellules, pièces présentes) // Vérifier la conformité des cellules (e.g., types de cellules, pièces présentes)
for row in 0..<b.nbRows { for row in 0..<b.nbRows {
for col in 0..<b.nbColumns { for col in 0..<b.nbColumns {
@ -63,13 +62,12 @@ struct VerySimpleRules: Rules {
} else if cell.cellType != .jungle { } else if cell.cellType != .jungle {
throw InvalidBoardError.badCellType(cell.cellType, row, col) throw InvalidBoardError.badCellType(cell.cellType, row, col)
} }
// Vérifier la conformité des pièces // Vérifier la conformité des pièces
if let piece = cell.piece { if let piece = cell.piece {
if piece.owner != .player1 && piece.owner != .player2 { if piece.owner != .player1 && piece.owner != .player2 {
throw InvalidBoardError.pieceWithNoOwner(piece) throw InvalidBoardError.pieceWithNoOwner(piece)
} }
// Autres vérifications de pièces peuvent être ajoutées ici
} }
} }
} }
@ -77,15 +75,16 @@ struct VerySimpleRules: Rules {
func getMoves(board: Board, owner: Owner) -> [Move] { func getMoves(board: Board, owner: Owner) -> [Move] {
var moves = [Move]() var moves = [Move]()
for row in 0..<board.nbRows { for row in 0..<board.nbRows {
for col in 0..<board.nbColumns { for col in 0..<board.nbColumns {
if let cell = board.grid[row][col], cell.piece?.owner == owner { let cell = board.grid[row][col]
if cell.piece?.owner == owner {
moves.append(contentsOf: getMoves(board: board, owner: owner, row: row, column: col)) moves.append(contentsOf: getMoves(board: board, owner: owner, row: row, column: col))
} }
} }
} }
return moves return moves
} }
@ -94,53 +93,65 @@ struct VerySimpleRules: Rules {
// Directions: haut, bas, gauche, droite // Directions: haut, bas, gauche, droite
let directions = [(-1, 0), (1, 0), (0, -1), (0, 1)] let directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
for (dRow, dCol) in directions { for (dRow, dCol) in directions {
let newRow = row + dRow let newRow = row + dRow
let newCol = column + dCol let newCol = column + dCol
if newRow >= 0, newRow < board.nbRows, newCol >= 0, newCol < board.nbColumns, if newRow >= 0, newRow < board.nbRows, newCol >= 0, newCol < board.nbColumns {
let destinationCell = board.grid[newRow][newCol], let destinationCell = board.grid[newRow][newCol]
destinationCell.piece?.owner != owner { if destinationCell.piece?.owner != owner {
moves.append(Move(owner: owner, rowOrigin: row, columnOrigin: column, rowDestination: newRow, columnDestination: newCol)) moves.append(Move(owner: owner, rowOrigin: row, columnOrigin: column, rowDestination: newRow, columnDestination: newCol))
}
} }
return moves
} }
return moves return moves
} }
func isMoveValid(board: Board, move: Move) -> Bool { func isMoveValid(board: Board, move: Move) -> Bool {
// Vérifier si les coordonnées de destination sont valides // Vérifier si les coordonnées de destination sont valides
if move.rowDestination < 0 || move.rowDestination >= board.nbRows || if move.rowDestination < 0 || move.rowDestination >= board.nbRows ||
move.columnDestination < 0 || move.columnDestination >= board.nbColumns { move.columnDestination < 0 || move.columnDestination >= board.nbColumns {
return false return false
} }
// Vérifier si la case de destination est occupée par une pièce du même joueur // Vérifier si la case de destination est occupée par une pièce du même joueur
if let destinationCell = board.grid[move.rowDestination][move.columnDestination], let destinationCell = board.grid[move.rowDestination][move.columnDestination]
let piece = destinationCell.piece, if let piece = destinationCell.piece, piece.owner == move.owner {
piece.owner == move.owner {
return false return false
} }
// Autres vérifications spécifiques au jeu peuvent être ajoutées ici // Autres vérifications spécifiques au jeu peuvent être ajoutées ici
// ... // ...
return true return true
} }
func isMoveValid(board: Board, row: Int, column: Int, rowArrived: Int, columnArrived: Int) -> Bool { func isMoveValid(board: Board, row: Int, column: Int, rowArrived: Int, columnArrived: Int) -> Bool {
<#code#> let move = Move(owner: board.grid[row][column].piece?.owner ?? .noOne,
rowOrigin: row,
columnOrigin: column,
rowDestination: rowArrived,
columnDestination: columnArrived)
return isMoveValid(board: board, move: move)
} }
func isGameOver(board: Board, lastMove: Move) -> (Bool, Result) { func isGameOver(board: Board, lastMove: Move) -> (Bool, Result) {
// Vérifier si la tannière de l'adversaire a été atteinte // Vérifier si la tannière de l'adversaire a été atteinte
let opponent = lastMove.owner == .player1 ? .player2 : .player1 var opponent: Owner
if let destinationCell = board.grid[lastMove.rowDestination][lastMove.columnDestination], if lastMove.owner == .player1 {
destinationCell.cellType == .den, destinationCell.initialOwner == opponent { opponent = .player2
} else {
opponent = .player1
}
let destinationCell = board.grid[lastMove.rowDestination][lastMove.columnDestination]
if destinationCell.cellType == .den, destinationCell.initialOwner == opponent {
return (true, .winner(lastMove.owner, .denReached)) return (true, .winner(lastMove.owner, .denReached))
} }
// Vérifier si l'adversaire n'a plus de pièces // Vérifier si l'adversaire n'a plus de pièces
let hasOpponentPieces = board.grid.flatMap { $0 }.contains { cell in let hasOpponentPieces = board.grid.flatMap { $0 }.contains { cell in
guard let piece = cell.piece else { return false } guard let piece = cell.piece else { return false }
@ -149,19 +160,26 @@ struct VerySimpleRules: Rules {
if !hasOpponentPieces { if !hasOpponentPieces {
return (true, .winner(lastMove.owner, .noMorePieces)) return (true, .winner(lastMove.owner, .noMorePieces))
} }
// Vérifier si l'adversaire ne peut plus bouger // Vérifier si l'adversaire ne peut plus bouger
let opponentMoves = getMoves(board: board, owner: opponent) let opponentMoves = getMoves(board: board, owner: opponent)
if opponentMoves.isEmpty { if opponentMoves.isEmpty {
return (true, .winner(lastMove.owner, .noMovesLeft)) return (true, .winner(lastMove.owner, .noMovesLeft))
} }
// Si aucune condition de victoire n'est remplie, la partie n'est pas encore terminée // Si aucune condition de victoire n'est remplie, la partie n'est pas encore terminée
return (false, .notFinished) return (false, .notFinished)
} }
func playedMove(move: Move, oldBoard: Board, newBoard: Board) { func playedMove(move: Move, oldBoard: Board, newBoard: Board) {
<#code#> // ToDo
// Ajouter le mouvement à l'historique
// historic.append(move)
// Mise à jour du comptage des occurrences pour le nouveau plateau
// occurences[newBoard, default: 0] += 1
} }
} }

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