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CongoBoard.cs
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CongoBoard.cs
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using System;
using System.Collections.Generic;
public class CongoBoard
{
// really this is all a board is LOL
// inspired by sunfish, capital letters are "to move"
// uses array instead of string though, makes it a little easier to reason about
public char[,] board;
public static CongoBoard initial()
{
CongoBoard cb = new CongoBoard();
char[,] board = new char[7, 7];
board[0, 0] = 'g'; board[1, 0] = 'm'; board[2, 0] = 'e'; board[3, 0] = 'l'; board[4, 0] = 'e'; board[5, 0] = 'c'; board[6, 0] = 'z';
board[0, 1] = 'p'; board[1, 1] = 'p'; board[2, 1] = 'p'; board[3, 1] = 'p'; board[4, 1] = 'p'; board[5, 1] = 'p'; board[6, 1] = 'p';
board[0, 5] = 'P'; board[1, 5] = 'P'; board[2, 5] = 'P'; board[3, 5] = 'P'; board[4, 5] = 'P'; board[5, 5] = 'P'; board[6, 5] = 'P';
board[0, 6] = 'G'; board[1, 6] = 'M'; board[2, 6] = 'E'; board[3, 6] = 'L'; board[4, 6] = 'E'; board[5, 6] = 'C'; board[6, 6] = 'Z';
cb.board = board;
return cb;
}
// no obvious way to make this faster. could conv char[,] to string but that is a last resort.
public CongoBoard duplicate()
{
CongoBoard cb = new CongoBoard();
cb.board = board.Clone() as char[,];
return cb;
}
// these pieces are on the team that's to move
public bool active(char c)
{
return c == 'P' || c == 'G' || c == 'M' || c == 'E' || c == 'L' || c == 'C' || c == 'Z' || c == 'S';
}
public bool inRiver(int y)
{
return y == 3;
}
// print the board state to a string
public string printBoard()
{
string printed = "";
for (int y = 0; y != 7; ++y)
{
for (int x = 0; x != 7; ++x)
{
if (board[x, y] != '\0')
{
printed += board[x, y].ToString();
}
else
{
printed += " ";
}
}
printed += "\n";
}
return printed;
}
// is given square part of the board
public static bool inBounds(int x, int y)
{
return x >= 0 && x < 7 && y >= 0 && y < 7;
}
// precached moves for faster move generation
static private int[][] pawnMoves =
{
new int[] {-1, -1},
new int[] { 0, -1},
new int[] { 1, -1}
};
static private int[][] superPawnMoves =
{
new int[] {-1, -1},
new int[] { 0, -1},
new int[] { 1, -1},
new int[] { 1, 0},
new int[] {-1, 0}
};
static private int[][] superPawnRetreats =
{
new int[] {-1, 1},
new int[] { 0, 1},
new int[] { 1, 1},
};
static private int[][] zebraMoves =
{
new int[] {-2, -1},
new int[] {-2, 1},
new int[] {-1, -2},
new int[] {-1, 2},
new int[] {1, -2},
new int[] {1, 2},
new int[] {2, -1},
new int[] {2, 1},
};
static private int[][] adjacent =
{
new int[] {-1, -1},
new int[] {0, -1},
new int[] {1, -1},
new int[] {-1, 0},
new int[] {1, 0},
new int[] {-1, 1},
new int[] {0, 1},
new int[] {1, 1},
};
static int[][] jumpMoves =
{
new int[] {-2, 0},
new int[] {0, 2},
new int[] {0, -2},
new int[] {2, 0},
new int[] {-2, 2},
new int[] {-2, -2},
new int[] {2, -2},
new int[] {2, 2},
};
static int[][] elephantMoves =
{
new int[] {1,0},
new int[] {2,0},
new int[] {-1,0},
new int[] {-2,0},
new int[] {0,1},
new int[] {0,2},
new int[] {0,-1},
new int[] {0,-2}
};
static int[][] legalLionLocations =
{
new int[] {2,4},
new int[] {2,5},
new int[] {2,6},
new int[] {3,4},
new int[] {3,5},
new int[] {3,6},
new int[] {4,4},
new int[] {4,5},
new int[] {4,6},
};
private CongoBoard movePiece(int oldX, int oldY, int newX, int newY, int[] drowningPiece)
{
CongoBoard newBoard = duplicate();
newBoard.board[newX, newY] = newBoard.board[oldX,oldY];
newBoard.board[oldX, oldY] = '\0';
// drown the piece if it was not moved
if(drowningPiece[0] == oldX && drowningPiece[1] == oldY)
{
// piece is saved if it moved out of water.
if(newY == 3)
{
// piece drowned lol
newBoard.board[newX, newY] = '\0';
}
}
// -1 => no piece drowning
else if (drowningPiece[0] != -1)
{
// piece drowned lol
newBoard.board[drowningPiece[0], drowningPiece[1]] = '\0';
}
return newBoard;
}
public List<CongoBoard> generatePMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in pawnMoves)
{
int newX = x + p[0];
int newY = y + p[1];
if (inBounds(newX, newY) && !active(board[newX, newY]))
{
var nbState = movePiece(x, y, newX, newY, drowningPiece);
if(newY == 0)
{
nbState.board[newX, newY] = 'S';
}
boards.Add(nbState);
}
}
if(y < 3)
{
// Across the river it may retreat one or two squares straight backwards, but it may neither capture nor jump a piece in doing so.
if (board[x, y + 1] == '\0')
{
boards.Add(movePiece(x, y, x, y + 1, drowningPiece));
if (board[x, y + 2] == '\0')
{
boards.Add(movePiece(x, y, x, y + 2, drowningPiece));
}
}
}
return boards;
}
// A superpawn has the additional power to move & capture one square sideways.
// It may now retreat one or two squares straight or diagonally backwards,
// and this ability no longer depends on its position with regard to the river.
public List<CongoBoard> generateSMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in superPawnMoves)
{
int newX = x + p[0];
int newY = y + p[1];
if (inBounds(newX, newY) && !active(board[newX, newY]))
{
boards.Add(movePiece(x, y, newX, newY, drowningPiece));
}
}
foreach (var p in superPawnRetreats)
{
if (inBounds(x + p[0], y + p[1]) && board[x + p[0], y + p[1]] == '\0')
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
if (inBounds(x + p[0]*2, y + p[1]*2) && board[x + p[0]*2, y + p[1]*2] == '\0')
{
boards.Add(movePiece(x, y, x + p[0] * 2, y + p[1] * 2, drowningPiece));
}
}
}
return boards;
}
public List<CongoBoard> generateGMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in adjacent)
{
if (inBounds(x + p[0], y + p[1]) && board[x + p[0], y + p[1]] == '\0')
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
foreach (var p in jumpMoves)
{
if (inBounds(x + p[0], y + p[1]) && !active(board[x + p[0], y + p[1]]))
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
return boards;
}
public List<CongoBoard> generateMMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in adjacent)
{
if (inBounds(x + p[0], y + p[1]) && board[x + p[0], y + p[1]] == '\0')
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
boards.AddRange(generateMonkeyJumps(x,y, drowningPiece));
return boards;
}
// given a boardstate with monkey M to move, generate all possible resulting boardstates for that monkey
private List<CongoBoard> generateMonkeyJumps(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in jumpMoves)
{
// place in bounds, landing place is clear, jump target exists, jump target is inactive
if (inBounds(x + p[0], y + p[1]) && board[x + p[0], y + p[1]] == '\0' && board[x + (p[0]/2), y + (p[1]/2)] != '\0' && !active(board[x + (p[0] / 2), y + (p[1] / 2)]))
{
CongoBoard newBoard = movePiece(x, y, x + p[0], y + p[1], drowningPiece);
newBoard.board[x + (p[0]/2), y + (p[1]/2)] = '\0';
boards.Add(newBoard);
// jump was successful - search for double jump
boards.AddRange(newBoard.generateMonkeyJumps(x + (p[0]), y + (p[1]), drowningPiece));
}
}
return boards;
}
public List<CongoBoard> generateEMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in elephantMoves)
{
if (inBounds(x + p[0], y + p[1]) && !active(board[x + p[0], y + p[1]]))
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
return boards;
}
public List<CongoBoard> generateLMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in adjacent)
{
bool legal = false;
foreach(var lll in legalLionLocations)
{
if (lll[0] == (x + p[0]) && lll[1] == (y + p[1]))
{
legal = true;
break;
}
}
if (legal)
{
if (inBounds(x + p[0], y + p[1]) && !active(board[x + p[0], y + p[1]]))
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
}
// move like a pawn until we hit the opposing lion (special jump move)
foreach (var p in adjacent)
{
int[] pointer = new int[2] { x + p[0], y + p[1] };
while(inBounds(pointer[0],pointer[1]))
{
// if this is enemy lion break
if (board[pointer[0], pointer[1]] == 'l')
{
boards.Add(movePiece(x, y, pointer[0], pointer[1], drowningPiece));
break;
}
// if something is here break
if (board[pointer[0], pointer[1]] != '\0')
{
break;
}
pointer = new int[2] { pointer[0] + p[0], pointer[1] + p[1] };
}
}
return boards;
}
public List<CongoBoard> generateCMoves(int x, int y, int[] drowningPiece)
{
// croc basic move
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in adjacent)
{
if (inBounds(x + p[0], y + p[1]) && !active(board[x + p[0], y + p[1]]))
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
if (inRiver(y))
{
// only do if adj unblocked (this has already been added to move list)
if (inBounds(x + 1, y) && board[x + 1, y] == '\0')
{
// adjanct space clear; iterate
int itr = 2;
while (inBounds(x + itr, y))
{
// nothing
if (board[x + itr, y] == '\0')
{
boards.Add(movePiece(x, y, x + itr, y, drowningPiece));
}
// enemy
else if (!active(board[x + itr, y]))
{
boards.Add(movePiece(x, y, x + itr, y, drowningPiece));
break;
}
// friendly
else
{
break;
}
itr += 1;
}
}
// only do if adj unblocked (this has already been added to move list)
if (inBounds(x - 1, y) && board[x - 1, y] == '\0')
{
int itr = -2;
while (inBounds(x + itr, y))
{
// nothing
if (board[x + itr, y] == '\0')
{
boards.Add(movePiece(x, y, x + itr, y, drowningPiece));
}
// enemy
else if (!active(board[x + itr, y]))
{
boards.Add(movePiece(x, y, x + itr, y, drowningPiece));
break;
}
// friendly
else
{
break;
}
itr -= 1;
}
}
}
else
{
// croc "rush" move
int itr = 0;
itr += Math.Sign(3 - y);
// only do if adj unblocked (this has already been added to move list) and we aren't adj to the river
if (inBounds(x, y + itr) && board[x, y + itr] == '\0' && y != 2 && y != 4)
{
// clear path to river, check two spaces out
itr += Math.Sign(3 - y);
while (true)
{
// break if we hit a friendly
if (active(board[x, y + itr]))
{
break;
}
// this is a legal move
boards.Add(movePiece(x, y, x, y + itr, drowningPiece));
// if we are in the river, or hit an enemy, break
if (inRiver(y + itr) || board[x, y + itr] != '\0')
{
break;
}
itr += Math.Sign(3 - y);
}
}
}
return boards;
}
public List<CongoBoard> generateZMoves(int x, int y, int[] drowningPiece)
{
List<CongoBoard> boards = new List<CongoBoard>();
foreach (var p in zebraMoves)
{
if (inBounds(x + p[0], y + p[1]) && !active(board[x + p[0], y + p[1]]))
{
boards.Add(movePiece(x, y, x + p[0], y + p[1], drowningPiece));
}
}
return boards;
}
// 30% runtime (could be made faster)
public CongoBoard flipBoard()
{
CongoBoard newBoard = new CongoBoard();
newBoard.board = new char[7, 7];
for (int y = 0; y != 7; ++y)
{
for (int x = 0; x != 7; ++x)
{
var c = board[6 - x, 6 - y];
if (c == '\0')
{
continue;
}
// lower to upper
if (c < 91)
{
newBoard.board[x, y] = (char)(c + ' ');
}
else
{
newBoard.board[x, y] = (char)(c - ' ');
}
}
}
return newBoard;
}
public int[] identifyDrowningPiece()
{
for (int x = 0; x != 7; ++x)
{
char piece = board[x, 3];
if(active(piece) && piece != 'C')
{
return new int[] { x, 3 };
}
}
return new int[] { -1, -1};
}
public List<CongoBoard> movesForPiece(int x, int y, int[] drowningPiece)
{
switch (board[x, y])
{
case '\0': return null;
// Lion moves will win or lose games.
case 'L': return generateLMoves(x, y, drowningPiece);
// Elephants and crocodiles seem to be more powerful pieces (guessing);
case 'E': return generateEMoves(x, y, drowningPiece);
case 'C': return generateCMoves(x, y, drowningPiece);
// Monkeys often have very strong moves, but situational
case 'M': return generateMMoves(x, y, drowningPiece);
// Giraffes and Zebras somewhat boring
case 'G': return generateGMoves(x, y, drowningPiece);
case 'Z': return generateZMoves(x, y, drowningPiece);
// Most pawn moves are quiet
case 'S': return generateSMoves(x, y, drowningPiece);
case 'P': return generatePMoves(x, y, drowningPiece);
}
return null;
}
public List<CongoBoard> generateMoves()
{
List<CongoBoard> generated = new List<CongoBoard>();
var drowningPiece = identifyDrowningPiece();
for (int y = 0; y != 7; ++y)
{
for (int x = 0; x != 7; ++x)
{
var moves = movesForPiece(x, y, drowningPiece);
if (moves != null)
{
generated.AddRange(moves);
}
}
}
return generated;
}
}