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evl.c
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/*
Evaluate the score of the point based on the id.
*/
#include "five_type.h"
#include "five_global.h"
#include <stdio.h>
typedef struct {
uint8_t form[6];
}disvec;
typedef struct {
int16_t value[15][15];
}Value_Table;
typedef struct {
Point* point;
int16_t value;
}Point_info;
typedef struct {
Point_info info[255];
}InfoPOOL;
extern Value_Table local_value[2];
extern disvec getvec(Point p, uint8_t color, Board *local_board);
extern inline Point move(Point p, uint8_t i, uint8_t j);
extern inline uint8_t verify_location(Point p);
extern uint8_t SCOPE;
uint8_t poolcnt = 0;
Board empty_surroundings = { {0} };
inline uint8_t check_ban(disvec* vec, uint8_t color) {
if (!color) {
for (uint8_t i = 3; i < 6; i++) {
if (!(*vec).form[i])
return 1;
}
}
else {
if (!(*vec).form[5]) return 1;
}
return 0;
}
/*Check if the game should stop*/
uint8_t check(Point p, uint8_t color, Board* local_board) {
for (uint8_t i = 0; i < Round; i++) {
if (board.location[PieceOnBoard.record[i].x][PieceOnBoard.record[i].y] == color) {
disvec tmpvec = getvec(PieceOnBoard.record[i], color, local_board);
if (check_ban(&tmpvec, color)) {
printf("Ban triggered!\n");
player = !player;
return 1;
}
if (tmpvec.form[0] == 0) return 1;
}
};
return 0;
}
uint8_t check_win(disvec* vec, uint8_t color) {
//disvec vec = getvec(p, color, local_board);
if (check_ban(vec, color)) {
return 0;
};
for (uint8_t i = 0; i < 3; i++) {
if ((*vec).form[i] == 0) {
return i + 1;
}
}
if (color)
{
if ((*vec).form[3] == 0) return 4;
if ((*vec).form[4] == 0) return 5;
}
return 0;
}
int16_t get_value(Point p, uint8_t color, Board* local_board) {
disvec vec = getvec(p, color, local_board);
int16_t win_value = 0;
int16_t value = 0;
if (check_ban(&vec, color))return 0;
if (win_value = check_win(&vec, color)) {
value += (INT16_MAX >> 1) + (INT16_MAX >> (win_value + 1));
return value;
}
value += vec.form[0] < 4 ? INT16_MAX >> ((8 + 2 * vec.form[0])) : 0;
value += vec.form[1] < 4 ? INT16_MAX >> ((8 + 2 * vec.form[1])) : 0;
value += vec.form[2] < 4 ? INT16_MAX >> ((8 + 2 * vec.form[2])) : 0;
if (color) {
value += vec.form[3] < 4 ? INT16_MAX >> ((8 + 2 * vec.form[3])) : 0;
value += vec.form[4] < 4 ? INT16_MAX >> ((8 + 2 * vec.form[4])) : 0;
}
return value;
}
inline Board get_surroundings(POOL *PieceOnBoard, uint8_t localRound, Board *local_board) {
Board surroundings = empty_surroundings;
for (uint8_t k = 0; k < localRound; k++) {
Point p = (*PieceOnBoard).record[k];
for (uint8_t i = 0; i < 4; i++) {
for (uint8_t j = 0; j < 2; j++) {
Point tmpp = p;
for (uint8_t l = 0; l < SCOPE; l++) {
tmpp = move(tmpp, i, j);
if (verify_location(tmpp) &&
(*local_board).location[tmpp.x][tmpp.y] > 2)
surroundings.location[tmpp.x][tmpp.y] = 1;
}
}
}
}
return surroundings;
}
POOL get_pool(POOL *PieceOnBoard, uint8_t localRound, Board *local_board) {
Board surroundings = get_surroundings(PieceOnBoard,localRound,local_board);
POOL pool = { {0,0} };
poolcnt = 0;
for (uint8_t i = 0; i < 15; i++)
for (uint8_t j = 0; j < 15; j++) {
if (surroundings.location[i][j] == 1) {
Point tmpp = { i,j };
pool.record[poolcnt++] = tmpp;
}
}
return pool;
}
uint8_t iskill(Point p, uint8_t color, Board* local_board) {
disvec vec = getvec(p, color, local_board);
if (vec.form[0] <= 1) return 2;
if (vec.form[1] <= 1) return 1;
return 0;
}
POOL get_seq_kill(POOL* eva_pool, uint8_t color, uint8_t localRound, Board* local_board) {
uint8_t cnt = 0;
POOL seq = { {0,0} };
for (uint8_t i = 0; i < poolcnt; i++) {
if (iskill((*eva_pool).record[i], color, local_board)) {
seq.record[cnt++] = (*eva_pool).record[i];
}
}
poolcnt = cnt;
return seq;
}
InfoPOOL get_info(POOL* pool, uint8_t color, Board * local_board) {
InfoPOOL infop = { 0 };
for (uint8_t i = 0; i < poolcnt; i++) {
Point tmpp = (*pool).record[i];
infop.info[i].point = &(*pool).record[i];
infop.info[i].value = local_value[color].value[tmpp.x][tmpp.y];
}
return infop;
}
void ssort_pool(InfoPOOL* r, uint8_t color, uint8_t len, uint8_t cnt, Board* local_board) {
uint8_t i, j;
Point_info temp;
for (i = 0; i < len; i++)
{
uint8_t max = i;
for (j = i + 1; j < cnt; j++)
{
if ((*r).info[j].value > (*r).info[max].value)
{
max = j;
}
}
if (max != i)
{
temp = (*r).info[max];
(*r).info[max] = (*r).info[i];
(*r).info[i] = temp;
}
}
}