Update(Tp3): Fix name method but still broken

pull/4/head
Louis DUFOUR 2 years ago
parent 979741d588
commit b78f8ef00b

@ -13,20 +13,20 @@ protocol Rules {
// pas forcément utile si j'utilise pas playedMove
var historic: [Move] { get set }
func static createBoard() -> Board
func static checkBoard( b: Board) throws
static func createBoard() -> Board
static func checkBoard( b: Board) throws
func getNextPlayer() -> Owner
// Donne tout les coups autoriser
func getMoves( board: Board, owner: Owner) -> [Move]
func getMoves( board: Board, owner: Owner) -> [Move]
// Donne tout les coups autoriser à partir d'une cellule
func getMoves( board: Board, owner: Owner, row: Int, column: Int) -> [Move]
func getMoves( board: Board, owner: Owner, row: Int, column: Int) -> [Move]
func isMoveValid( board: Board, row: Int, column: Int, rowArrived: Int, columnArrived: Int) -> Bool
func isMoveValid( board: Board, move: Move) -> Bool
func isGameOver( board: Board, lastMove: Move) -> (Bool, Result)
func isMoveValid( board: Board, row: Int, column: Int, rowArrived: Int, columnArrived: Int) -> Bool
func isMoveValid( board: Board, move: Move) -> Bool
func isGameOver( board: Board, lastMove: Move) -> (Bool, Result)
// permet de stocker le coût qui a été fait. (playedMove)
func playedMove( move: Move, oldBoard: Board, newBoard: Board)
func playedMove(move: Move, oldBoard: Board, newBoard: Board)
}

@ -10,8 +10,8 @@ import Foundation
struct VerySimpleRules: Rules {
var occurences = [Board: Int]()
var historic = [Move]()
func createBoard() -> Board {
static func createBoard() -> Board {
var cells = [[Cell]]()
// Configuration initiale du plateau
@ -28,7 +28,7 @@ struct VerySimpleRules: Rules {
if owner != .noOne && column < initialSetup.count {
if let animal = initialSetup[column] {
piece = Piece(owner: owner, animal: animal)
piece = Piece(withOwner: owner, andAnimal: animal)
}
}
@ -37,10 +37,15 @@ struct VerySimpleRules: Rules {
cells.append(rowCells)
}
return Board(grid: cells)
return Board(withGrid: cells)
}
func checkBoard(_ b: Board) throws {
func getNextPlayer() -> Owner {
// Implémentation basée sur l'historique des coups
return historic.last?.owner == .player1 ? .player2 : .player1
}
static func checkBoard(b: Board) throws {
// Vérifier les dimensions du plateau
guard b.nbRows == 5, b.nbColumns == 5 else {
throw InvalidBoardError.badDimensions(b.nbRows, b.nbColumns)
@ -69,92 +74,94 @@ struct VerySimpleRules: Rules {
}
}
}
func getNextPlayer() -> Owner {
// Implémentation basée sur l'historique des coups
return historic.last?.owner == .player1 ? .player2 : .player1
}
func getMoves(_ board: Board, _ owner: Owner) -> [Move] {
func getMoves(board: Board, owner: Owner) -> [Move] {
var moves = [Move]()
for row in 0..<board.nbRows {
for col in 0..<board.nbColumns {
if let cell = board.grid[row][col], cell.piece?.owner == owner {
moves.append(contentsOf: getMoves(board, owner, row, col))
moves.append(contentsOf: getMoves(board: board, owner: owner, row: row, column: col))
}
}
}
return moves
}
func getMoves(_ board: Board, _ owner: Owner, _ row: Int, _ column: Int) -> [Move] {
var moves = [Move]()
// Directions: haut, bas, gauche, droite
let directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
for (dRow, dCol) in directions {
let newRow = row + dRow
let newCol = column + dCol
if newRow >= 0, newRow < board.nbRows, newCol >= 0, newCol < board.nbColumns,
let destinationCell = board.grid[newRow][newCol],
destinationCell.piece?.owner != owner {
moves.append(Move(owner: owner, rowOrigin: row, columnOrigin: column, rowDestination: newRow, columnDestination: newCol))
}
func getMoves(board: Board, owner: Owner, row: Int, column: Int) -> [Move] {
var moves = [Move]()
// Directions: haut, bas, gauche, droite
let directions = [(-1, 0), (1, 0), (0, -1), (0, 1)]
for (dRow, dCol) in directions {
let newRow = row + dRow
let newCol = column + dCol
if newRow >= 0, newRow < board.nbRows, newCol >= 0, newCol < board.nbColumns,
let destinationCell = board.grid[newRow][newCol],
destinationCell.piece?.owner != owner {
moves.append(Move(owner: owner, rowOrigin: row, columnOrigin: column, rowDestination: newRow, columnDestination: newCol))
}
return moves
}
func isMoveValid(_ board: Board, _ move: Move) -> Bool {
// Vérifier si les coordonnées de destination sont valides
if move.rowDestination < 0 || move.rowDestination >= board.nbRows ||
move.columnDestination < 0 || move.columnDestination >= board.nbColumns {
return false
}
return moves
}
func isMoveValid(board: Board, move: Move) -> Bool {
// Vérifier si les coordonnées de destination sont valides
if move.rowDestination < 0 || move.rowDestination >= board.nbRows ||
move.columnDestination < 0 || move.columnDestination >= board.nbColumns {
return false
}
// Vérifier si la case de destination est occupée par une pièce du même joueur
if let destinationCell = board.grid[move.rowDestination][move.columnDestination],
let piece = destinationCell.piece,
piece.owner == move.owner {
return false
}
// Vérifier si la case de destination est occupée par une pièce du même joueur
if let destinationCell = board.grid[move.rowDestination][move.columnDestination],
let piece = destinationCell.piece,
piece.owner == move.owner {
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 isGameOver(_ board: Board, _ lastMove: Move) -> (Bool, Result) {
// Vérifier si la tannière de l'adversaire a été atteinte
let opponent = lastMove.owner == .player1 ? .player2 : .player1
if let destinationCell = board.grid[lastMove.rowDestination][lastMove.columnDestination],
destinationCell.cellType == .den, destinationCell.initialOwner == opponent {
return (true, .winner(lastMove.owner, .denReached))
}
// Vérifier si l'adversaire n'a plus de pièces
let hasOpponentPieces = board.grid.flatMap { $0 }.contains { cell in
guard let piece = cell.piece else { return false }
return piece.owner == opponent
}
if !hasOpponentPieces {
return (true, .winner(lastMove.owner, .noMorePieces))
}
func isMoveValid(board: Board, row: Int, column: Int, rowArrived: Int, columnArrived: Int) -> Bool {
<#code#>
}
func isGameOver(board: Board, lastMove: Move) -> (Bool, Result) {
// Vérifier si la tannière de l'adversaire a été atteinte
let opponent = lastMove.owner == .player1 ? .player2 : .player1
if let destinationCell = board.grid[lastMove.rowDestination][lastMove.columnDestination],
destinationCell.cellType == .den, destinationCell.initialOwner == opponent {
return (true, .winner(lastMove.owner, .denReached))
}
// Vérifier si l'adversaire ne peut plus bouger
let opponentMoves = getMoves(board, opponent)
if opponentMoves.isEmpty {
return (true, .winner(lastMove.owner, .noMovesLeft))
}
// Vérifier si l'adversaire n'a plus de pièces
let hasOpponentPieces = board.grid.flatMap { $0 }.contains { cell in
guard let piece = cell.piece else { return false }
return piece.owner == opponent
}
if !hasOpponentPieces {
return (true, .winner(lastMove.owner, .noMorePieces))
}
// Si aucune condition de victoire n'est remplie, la partie n'est pas encore terminée
return (false, .notFinished)
// Vérifier si l'adversaire ne peut plus bouger
let opponentMoves = getMoves(board: board, owner: opponent)
if opponentMoves.isEmpty {
return (true, .winner(lastMove.owner, .noMovesLeft))
}
// Si aucune condition de victoire n'est remplie, la partie n'est pas encore terminée
return (false, .notFinished)
}
func playedMove(move: Move, oldBoard: Board, newBoard: Board) {
<#code#>
}
}

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