Tic Tac Toe done

This commit is contained in:
2023-03-01 21:21:16 -08:00
parent eba27a0040
commit f1a3ee8579
8 changed files with 203 additions and 60 deletions

Submodule lib/SDL updated: 9f8425a7a9...87a83787a3

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@ -17,7 +17,7 @@ enum TicTacToeTileState Dawn::ticTacToeDetermineWinner(
// Check rows
for(i = 0; i < 9; i += 3) {
if(board.at(i) == board.at(i + 1) && board.at(i) == board.at(i + 2) && board.at(i) != 0) {
*winningCombo = { i, (uint8_t)i + 1, (uint8_t)i + 2 };
*winningCombo = { i, (uint8_t)(i + 0x01), (uint8_t)(i + 0x02) };
return board.at(i);
}
}
@ -25,21 +25,102 @@ enum TicTacToeTileState Dawn::ticTacToeDetermineWinner(
// Check columns
for(i = 0; i < 3; i++) {
if(board.at(i) == board.at(i + 3) && board.at(i) == board.at(i + 6) && board.at(i) != 0) {
*winningCombo = { i, (uint8_t)i + 3, (uint8_t)i + 6 };
*winningCombo = { i, (uint8_t)(i + 0x03), (uint8_t)(i + 0x06) };
return board.at(i);
}
}
// Check diagonals
if(board.at(0) == board.at(4) && board.at(0) == board.at(8) && board.at(0) != 0) {
*winningCombo = {0, 4, 8};
*winningCombo = { 0, 0x04, 0x08 };
return board.at(0);
}
if(board.at(2) == board.at(4) && board.at(2) == board.at(6) && board.at(2) != 0) {
*winningCombo = { 2, 4, 6 };
*winningCombo = { 0x02, 0x04, 0x06 };
return board.at(2);
}
return TIC_TAC_TOE_EMPTY;
}
}
int32_t Dawn::ticTacToeGetBoardScore(
std::map<uint8_t, enum TicTacToeTileState> board,
enum TicTacToeTileState player
) {
int32_t score = 0;
uint8_t lines[8][3] = {
{0, 1, 2}, {3, 4, 5}, {6, 7, 8},
{0, 3, 6}, {1, 4, 7}, {2, 5, 8},
{0, 4, 8}, {2, 4, 6}
};
for (uint8_t i = 0; i < 8; i++) {
uint8_t countPlayer = 0;
uint8_t countEmpty = 0;
for (uint8_t j = 0; j < 3; j++) {
if (board[lines[i][j]] == player) {
countPlayer++;
} else if (board[lines[i][j]] == TIC_TAC_TOE_EMPTY) {
countEmpty++;
}
}
if (countPlayer == 2 && countEmpty == 1) {
score += 10;
} else if (countPlayer == 1 && countEmpty == 2) {
score += 1;
}
}
return score;
}
uint8_t Dawn::ticTacToeGetAiMove(
std::map<uint8_t, enum TicTacToeTileState> board,
enum TicTacToeTileState player
) {
std::vector<uint8_t> winningCombo;
// First, check if there's an immediate winning move for the AI
for(uint8_t i = 0; i < 9; i++) {
if(board[i] != TIC_TAC_TOE_EMPTY) continue;
board[i] = player;
if(ticTacToeDetermineWinner(board, &winningCombo) == player) {
board[i] = TIC_TAC_TOE_EMPTY;
return i;
}
board[i] = TIC_TAC_TOE_EMPTY;
}
// Next, check if the player has an immediate winning move and block it
auto opponent = (player == TIC_TAC_TOE_NOUGHT) ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
for(uint8_t i = 0; i < 9; i++) {
if(board[i] != TIC_TAC_TOE_EMPTY) continue;
board[i] = opponent;
if(ticTacToeDetermineWinner(board, &winningCombo) == opponent) {
board[i] = TIC_TAC_TOE_EMPTY;
return i;
}
board[i] = TIC_TAC_TOE_EMPTY;
}
// If neither player has an immediate winning move, use the simple heuristic to choose a move
uint8_t bestMove = -1;
int32_t bestScore = -1000;
for(uint8_t i = 0; i < 9; i++) {
if(board[i] != TIC_TAC_TOE_EMPTY) continue;
board[i] = player;
auto score = ticTacToeGetBoardScore(board, player);
board[i] = TIC_TAC_TOE_EMPTY;
if(score > bestScore) {
bestMove = i;
bestScore = score;
}
}
return bestMove;
}

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@ -13,12 +13,41 @@ namespace Dawn {
TIC_TAC_TOE_CROSS
};
/**
* Determine the winner of the given board.
*
* @param board Tic tac toe board.
* @param winningCombo The output winning combo (if any).
* @return The winning player, or EMPTY if no winner is present.
*/
enum TicTacToeTileState ticTacToeDetermineWinner(
const std::map<uint8_t, enum TicTacToeTileState> board,
std::vector<uint8_t> *winningCombo
);
int32_t ticTacToeGetAiMove(
/**
* Returns the score / value of a given board for the given player. Mostly
* used by the AI to determine whether a given board is better or worse than
* any other.
*
* @param board Board to get the score of.
* @param player Player to get the score for.
* @return The weighted score of this board.
*/
int32_t ticTacToeGetBoardScore(
std::map<uint8_t, enum TicTacToeTileState> board,
enum TicTacToeTileState player
);
/**
* Returns which cell should be used by the given player for their AI as the
* best move for them.
*
* @param board Tic tac toe board.
* @param player Player to get the AI move for.
* @return The recommended cell to fill.
*/
uint8_t ticTacToeGetAiMove(
std::map<uint8_t, enum TicTacToeTileState> board,
enum TicTacToeTileState player
);

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@ -13,8 +13,10 @@ using namespace Dawn;
TicTacToeGame::TicTacToeGame(SceneItem *item) :
SceneItemComponent(item),
winner(TIC_TAC_TOE_EMPTY),
nextMove(TIC_TAC_TOE_NOUGHT)
{}
nextMove(TIC_TAC_TOE_NOUGHT),
gameOver(false)
{
}
void TicTacToeGame::onStart() {
// Map tiles by tile number = tile
@ -26,71 +28,98 @@ void TicTacToeGame::onStart() {
}
useEffect([&]{
if(nextMove != TIC_TAC_TOE_CROSS) return;
std::cout << "AI Move" << std::endl;
}, nextMove);
useEffect([&]{
if(winner == TIC_TAC_TOE_NOUGHT) return;
std::cout << "Winner is " << winner << std::endl;
}, winner);
}, gameOver);
useEvent([&](float_t delta) {
// Only allow player input if it's their turn.
if(nextMove != TIC_TAC_TOE_NOUGHT) return;
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
if(winner != TIC_TAC_TOE_EMPTY) return;
Camera *camera = getScene()->findComponent<Camera>();
if(camera == nullptr) return;
struct Ray3D ray;
ray.origin = camera->transform->getWorldPosition();
ray.direction = camera->getRayDirectionFromScreenSpace(mouse);
// Find the hovered tile (if any)
TicTacToeTile *hovered = nullptr;
auto results = getPhysics()->raycast3DAll(ray);
auto itResult = results.begin();
while(itResult != results.end()) {
auto result = *itResult;
auto tile = result.collider->item->getComponent<TicTacToeTile>();
if(tile == nullptr) {
++itResult;
continue;
bool_t isPlayerMove = nextMove == TIC_TAC_TOE_NOUGHT;
// Get hovered tile (for player move only)
if(isPlayerMove) {
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
struct Ray3D ray;
ray.origin = camera->transform->getWorldPosition();
ray.direction = camera->getRayDirectionFromScreenSpace(mouse);
// Find the hovered tile (if any)
auto results = getPhysics()->raycast3DAll(ray);
auto itResult = results.begin();
while(itResult != results.end()) {
auto result = *itResult;
auto tile = result.collider->item->getComponent<TicTacToeTile>();
if(tile == nullptr) {
++itResult;
continue;
}
hovered = tile;
break;
}
hovered = tile;
break;
}
// Now update the state of each tile, also get the state while we are at it
std::map<uint8_t, enum TicTacToeTileState> tileMap;
// Now update the hover state(s)
auto itTiles = tiles.begin();
uint8_t tilesLeft = 0;
while(itTiles != tiles.end()) {
auto t = itTiles->second;
if(t == hovered) {
if(t->tileState == TIC_TAC_TOE_EMPTY && getGame()->inputManager.isPressed(INPUT_BIND_MOUSE_CLICK)) {
t->tileState = nextMove;
nextMove = nextMove == TIC_TAC_TOE_NOUGHT ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
} else if(t->tileState == TIC_TAC_TOE_EMPTY) {
t->hovered = true;
}
t->hovered = true;
} else {
t->hovered = false;
}
tileMap[itTiles->second->tile] = itTiles->second->tileState;
if(t->tileState == TIC_TAC_TOE_EMPTY) tilesLeft++;
++itTiles;
}
if(tilesLeft == 0) {
winner = TIC_TAC_TOE_EMPTY;
gameOver = true;
return;
}
if(isPlayerMove) {
if(getGame()->inputManager.isPressed(INPUT_BIND_MOUSE_CLICK)) {
this->makeMove(hovered->tile, nextMove);
}
} else if(nextMove != TIC_TAC_TOE_NOUGHT) {
auto board = this->getBoard();
auto move = ticTacToeGetAiMove(board, nextMove);
this->makeMove(move, nextMove);
}
// Determine winner
auto board = this->getBoard();
std::vector<uint8_t> winningCombo;
winner = ticTacToeDetermineWinner(tileMap, &winningCombo);
winner = ticTacToeDetermineWinner(board, &winningCombo);
if(winner != TIC_TAC_TOE_EMPTY) gameOver = true;
}, getScene()->eventSceneUpdate);
}
}
std::map<uint8_t, enum TicTacToeTileState> TicTacToeGame::getBoard() {
std::map<uint8_t, enum TicTacToeTileState> tileMap;
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto t = itTiles->second;
tileMap[t->tile] = t->tileState;
++itTiles;
}
return tileMap;
}
void TicTacToeGame::makeMove(uint8_t tile, enum TicTacToeTileState player) {
this->tiles[tile]->tileState = player;
nextMove = player == TIC_TAC_TOE_NOUGHT ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
}

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@ -11,12 +11,16 @@
namespace Dawn {
class TicTacToeGame : public SceneItemComponent {
public:
StateProperty<TicTacToeTileState> winner;
enum TicTacToeTileState winner;
StateProperty<bool_t> gameOver;
std::map<int32_t, TicTacToeTile*> tiles;
StateProperty<enum TicTacToeTileState> nextMove;
TicTacToeGame(SceneItem *item);
std::map<uint8_t, enum TicTacToeTileState> getBoard();
void makeMove(uint8_t tile, enum TicTacToeTileState player);
void onStart() override;
};
}

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@ -5,6 +5,7 @@
#include "TicTacToeTile.hpp"
#include "scene/SceneItem.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
@ -18,13 +19,13 @@ TicTacToeTile::TicTacToeTile(SceneItem *item) :
void TicTacToeTile::onStart() {
auto cb = [&]{
auto sprite = this->item->getComponent<TiledSprite>();
if(this->hovered) {
if(this->hovered && tileState == TIC_TAC_TOE_EMPTY) {
sprite->setTile(0x03);
} else {
sprite->setTile(tileState);
}
};
useEffect(cb, { &tileState, &hovered });
cb();
}
useEffect(cb, tileState);
useEffect(cb, hovered)();
}

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@ -16,7 +16,6 @@ namespace Dawn {
uint8_t tile;
TicTacToeTile(SceneItem *item);
void onStart() override;
};
}