Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 2a00accfd8 | |||
| e209e5f102 |
15
Makefile
15
Makefile
@@ -1,6 +1,3 @@
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# === Environnements ===
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TEST_ENV = "bin:/usr/share/java/junit.jar:/usr/share/java/hamcrest-core.jar"
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# === Répertoires ===
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SRC_DIR = fr
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BIN_DIR = bin
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@@ -15,16 +12,12 @@ SOURCES := $(shell find $(SRC_DIR) -name "*.java")
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# === Classe principale ===
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MAIN_CLASS = fr.iut_fbleau.Avalam.Main
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# === Classe de test ===
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TEST_CLASS = fr.iut_fbleau.Tests.AvalamBoardTest
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# === Commandes Java ===
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JC = javac
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JCFLAGS = -d $(BIN_DIR) -cp $(TEST_ENV)
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JCFLAGS = -d $(BIN_DIR)
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JAVA = java
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JAVAFLAGS = -cp $(BIN_DIR)
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JAVAFLAGS_TESTS = -cp $(TEST_ENV)
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# === Règle par défaut ===
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all: build
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@@ -50,12 +43,6 @@ run:
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@echo "===> Lancement du jeu Avalam..."
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@$(JAVA) $(JAVAFLAGS) $(MAIN_CLASS)
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# === Tests ===
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test:
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@echo "===> Lancement des tests..."
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@$(JAVA) $(JAVAFLAGS_TESTS) org.junit.runner.JUnitCore $(TEST_CLASS)
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@echo "... Fin des tests."
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# === Nettoyage ===
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clean:
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@echo "===> Suppression des fichiers compilés..."
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@@ -2,7 +2,7 @@ package fr.iut_fbleau.Avalam;
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import fr.iut_fbleau.Bot.AlphaBetaBot;
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// A FAIRE PLUS TARD (PVGOD)
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// import fr.iut_fbleau.Bot.DivineBot;
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import fr.iut_fbleau.Bot.DivineBot;
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import fr.iut_fbleau.Bot.IdiotBot;
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import fr.iut_fbleau.GameAPI.AbstractPly;
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import fr.iut_fbleau.GameAPI.Player;
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@@ -59,6 +59,8 @@ public class AvalamWindow extends JFrame {
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/** Bot Alpha-Beta (utilisé si mode PVALPHA). */
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private final AlphaBetaBot alphaBot;
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private final DivineBot divineBot;
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// A FAIRE PLUS TARD (PVGOD)
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// /** Bot Divin (utilisé si mode PVGOD). */
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// private final DivineBot divineBot;
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@@ -68,7 +70,6 @@ public class AvalamWindow extends JFrame {
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* On garde l'attribut à null pour ne pas casser la compilation,
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* mais toute la logique PVGOD est désactivée/commentée.
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*/
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private final Object divineBot = null;
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/** Indique si une animation de tour de bot est en cours. */
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private boolean botAnimating = false;
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@@ -110,7 +111,7 @@ public class AvalamWindow extends JFrame {
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this.alphaBot = (mode == GameMode.PVALPHA) ? new AlphaBetaBot(botPlayer, depth) : null;
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// A FAIRE PLUS TARD (PVGOD)
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// this.divineBot = (mode == GameMode.PVGOD) ? new DivineBot(botPlayer, depth) : null;
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this.divineBot = (mode == GameMode.PVGOD) ? new DivineBot(botPlayer, depth) : null;
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setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
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setLayout(new BorderLayout());
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@@ -220,11 +221,10 @@ public class AvalamWindow extends JFrame {
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if (mode == GameMode.PVALPHA && alphaBot == null) return;
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// A FAIRE PLUS TARD (PVGOD)
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// if (mode == GameMode.PVGOD && divineBot == null) return;
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if (mode == GameMode.PVGOD && divineBot == null) return;
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// A FAIRE PLUS TARD (PVGOD)
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// Pour l'instant, si PVGOD est sélectionné, on ne joue pas de coup bot.
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if (mode == GameMode.PVGOD) return;
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botAnimating = true;
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@@ -239,8 +239,7 @@ public class AvalamWindow extends JFrame {
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botMove = alphaBot.giveYourMove(board.safeCopy());
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} else {
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// A FAIRE PLUS TARD (PVGOD)
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// botMove = divineBot.giveYourMove(board.safeCopy());
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botMove = null;
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botMove = divineBot.giveYourMove(board.safeCopy());
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}
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if (botMove == null) {
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@@ -1,37 +0,0 @@
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package fr.iut_fbleau.Avalam;
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import javax.swing.*;
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import java.awt.*;
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/**
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* La classe <code>BackgroundLayer</code>
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*
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* Sous composant de BoardView affichant l’image de fond.
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*/
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public class BackgroundLayer extends JComponent {
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private Image img;
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/**
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* Construit une couche de fond.
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*
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* @param resourcePath chemin de l'image de fond
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*/
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public BackgroundLayer(String resourcePath) {
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img = Toolkit.getDefaultToolkit().getImage(
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getClass().getClassLoader().getResource(resourcePath)
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);
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}
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/**
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* Dessine l'image de fond.
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*
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* @param g contexte graphique
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*/
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@Override
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protected void paintComponent(Graphics g) {
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super.paintComponent(g);
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if (img != null) {
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g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
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}
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}
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}
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@@ -1,159 +1,192 @@
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package fr.iut_fbleau.Avalam;
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import javax.swing.*;
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import java.awt.*;
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/**
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* La classe <code>BoardView</code>
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*
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* Représente la vue principale du plateau Avalam.
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* Elle gère :
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* - l’affichage des tours (PieceLayer)
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* - l’affichage des coups possibles (HighlightLayer)
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* - l’affichage du fond graphique (BackgroundLayer)
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* - les clics via InteractionController
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*
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* Cette classe ne contient aucune logique de règles du jeu.
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*
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* @version 1.0
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* Date :
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* Licence :
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*/
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public class BoardView extends JLayeredPane {
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//Attributs
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/** Référence au moteur Avalam. */
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private AvalamBoard board;
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/** Couche d’affichage du fond. */
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private BackgroundLayer backgroundLayer;
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/** Couche d’affichage des coups possibles. */
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private HighlightLayer highlightLayer;
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/** Couche d’affichage des pièces. */
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private PieceLayer pieceLayer;
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/** Contrôleur des interactions. */
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private InteractionController controller;
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/** Taille d’un pion en pixels. */
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private final int size = 50;
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/** Espacement entre les cases. */
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private final int spacing = 70;
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/** Décalage horizontal du plateau. */
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private final int xBase = 60;
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/** Décalage vertical du plateau. */
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private final int yBase = 60;
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/** Callback vers AvalamWindow pour mise à jour (score, tour, fin). */
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private Runnable boardUpdateCallback;
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//Constructeur
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/**
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* Construit la vue du plateau.
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*
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* @param board moteur du jeu
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* @param boardUpdateCallback callback à appeler après un coup
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*/
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public BoardView(AvalamBoard board, Runnable boardUpdateCallback) {
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this.board = board;
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this.boardUpdateCallback = boardUpdateCallback;
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setLayout(null);
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// Contrôleur
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this.controller = new InteractionController(board, this);
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// Couche fond
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backgroundLayer = new BackgroundLayer("fr/iut_fbleau/Res/BackgroundAvalam.png");
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backgroundLayer.setBounds(0, 0, 725, 725);
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add(backgroundLayer, JLayeredPane.FRAME_CONTENT_LAYER);
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// Couche highlight
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highlightLayer = new HighlightLayer(xBase, yBase, spacing, size);
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add(highlightLayer, JLayeredPane.DEFAULT_LAYER);
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// Couche pièces
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pieceLayer = new PieceLayer();
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add(pieceLayer, JLayeredPane.PALETTE_LAYER);
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setPreferredSize(new Dimension(725, 725));
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refresh();
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}
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//Méthodes
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/**
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* Retourne le contrôleur d'interactions (utile pour simuler les clics du bot).
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*
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* @return contrôleur
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*/
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public InteractionController getController() {
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return controller;
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}
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/**
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* Active/désactive les interactions utilisateur sur le plateau.
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* Utile pendant l'animation du bot pour éviter des clics concurrents.
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*
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* @param enabled true pour activer, false pour désactiver
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*/
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public void setInteractionEnabled(boolean enabled) {
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// Désactive la couche des pièces (boutons) principalement
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pieceLayer.setEnabled(enabled);
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for (Component c : pieceLayer.getComponents()) {
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c.setEnabled(enabled);
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}
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}
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/**
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* Appelé par le contrôleur après un coup.
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*/
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public void onBoardUpdated() {
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if (boardUpdateCallback != null) {
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boardUpdateCallback.run();
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}
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}
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/**
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* Rafraîchit les couches visuelles.
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*/
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public void refresh() {
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pieceLayer.displayGrid(
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boardGrid(),
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xBase, yBase, spacing, size,
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(r, c) -> controller.onPieceClicked(r, c)
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);
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highlightLayer.setLegalMoves(controller.getLegalMoves());
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backgroundLayer.repaint();
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highlightLayer.repaint();
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pieceLayer.repaint();
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repaint();
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}
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/**
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* Récupère la grille depuis le moteur.
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*
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* @return grille 9x9 de tours
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*/
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private Tower[][] boardGrid() {
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Tower[][] grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
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for (int r = 0; r < AvalamBoard.SIZE; r++) {
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for (int c = 0; c < AvalamBoard.SIZE; c++) {
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grid[r][c] = board.getTowerAt(r, c);
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}
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}
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return grid;
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}
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}
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package fr.iut_fbleau.Avalam;
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import javax.swing.*;
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import java.awt.*;
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/**
|
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* La classe <code>BoardView</code>
|
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*
|
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* Représente la vue principale du plateau Avalam.
|
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* Elle gère :
|
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* - l’affichage des tours (PieceLayer)
|
||||
* - l’affichage des coups possibles (HighlightLayer)
|
||||
* - l’affichage du fond graphique
|
||||
* - les clics via InteractionController
|
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*
|
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* Cette classe ne contient aucune logique de règles du jeu.
|
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*
|
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* @version 1.0
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* Date :
|
||||
* Licence :
|
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*/
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public class BoardView extends JLayeredPane {
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//Attributs
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/** Référence au moteur Avalam. */
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private AvalamBoard board;
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/** Couche d’affichage du fond. */
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private BackgroundLayer backgroundLayer;
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/** Couche d’affichage des coups possibles. */
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private HighlightLayer highlightLayer;
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/** Couche d’affichage des pièces. */
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private PieceLayer pieceLayer;
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|
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/** Contrôleur des interactions. */
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private InteractionController controller;
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/** Taille d’un pion en pixels. */
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private final int size = 50;
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|
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/** Espacement entre les cases. */
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private final int spacing = 70;
|
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|
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/** Décalage horizontal du plateau. */
|
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private final int xBase = 60;
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|
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/** Décalage vertical du plateau. */
|
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private final int yBase = 60;
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|
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/** Callback vers AvalamWindow pour mise à jour (score, tour, fin). */
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private Runnable boardUpdateCallback;
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|
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//Constructeur
|
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|
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/**
|
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* Construit la vue du plateau.
|
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*
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* @param board moteur du jeu
|
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* @param boardUpdateCallback callback à appeler après un coup
|
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*/
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public BoardView(AvalamBoard board, Runnable boardUpdateCallback) {
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this.board = board;
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this.boardUpdateCallback = boardUpdateCallback;
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setLayout(null);
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// Contrôleur
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this.controller = new InteractionController(board, this);
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// Couche fond
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backgroundLayer = new BackgroundLayer("fr/iut_fbleau/Res/BackgroundAvalam.png");
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backgroundLayer.setBounds(0, 0, 725, 725);
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add(backgroundLayer, JLayeredPane.FRAME_CONTENT_LAYER);
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// Couche highlight
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highlightLayer = new HighlightLayer(xBase, yBase, spacing, size);
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add(highlightLayer, JLayeredPane.DEFAULT_LAYER);
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// Couche pièces
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pieceLayer = new PieceLayer();
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add(pieceLayer, JLayeredPane.PALETTE_LAYER);
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setPreferredSize(new Dimension(725, 725));
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refresh();
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}
|
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|
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//Méthodes
|
||||
|
||||
/**
|
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* Retourne le contrôleur d'interactions (utile pour simuler les clics du bot).
|
||||
*
|
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* @return contrôleur
|
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*/
|
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public InteractionController getController() {
|
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return controller;
|
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}
|
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|
||||
/**
|
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* Active/désactive les interactions utilisateur sur le plateau.
|
||||
* Utile pendant l'animation du bot pour éviter des clics concurrents.
|
||||
*
|
||||
* @param enabled true pour activer, false pour désactiver
|
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*/
|
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public void setInteractionEnabled(boolean enabled) {
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// Désactive la couche des pièces (boutons) principalement
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pieceLayer.setEnabled(enabled);
|
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for (Component c : pieceLayer.getComponents()) {
|
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c.setEnabled(enabled);
|
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}
|
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}
|
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|
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/**
|
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* Appelé par le contrôleur après un coup.
|
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*/
|
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public void onBoardUpdated() {
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if (boardUpdateCallback != null) {
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boardUpdateCallback.run();
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}
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}
|
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|
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/**
|
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* Rafraîchit les couches visuelles.
|
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*/
|
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public void refresh() {
|
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|
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pieceLayer.displayGrid(
|
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boardGrid(),
|
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xBase, yBase, spacing, size,
|
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(r, c) -> controller.onPieceClicked(r, c)
|
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);
|
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|
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highlightLayer.setLegalMoves(controller.getLegalMoves());
|
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|
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backgroundLayer.repaint();
|
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highlightLayer.repaint();
|
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pieceLayer.repaint();
|
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repaint();
|
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}
|
||||
|
||||
/**
|
||||
* Récupère la grille depuis le moteur.
|
||||
*
|
||||
* @return grille 9x9 de tours
|
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*/
|
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private Tower[][] boardGrid() {
|
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Tower[][] grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
|
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|
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for (int r = 0; r < AvalamBoard.SIZE; r++) {
|
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for (int c = 0; c < AvalamBoard.SIZE; c++) {
|
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grid[r][c] = board.getTowerAt(r, c);
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}
|
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}
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return grid;
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}
|
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|
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//Affichage
|
||||
|
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/**
|
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* Composant affichant l’image de fond.
|
||||
*/
|
||||
private static class BackgroundLayer extends JComponent {
|
||||
private Image img;
|
||||
|
||||
/**
|
||||
* Construit une couche de fond.
|
||||
*
|
||||
* @param resourcePath chemin de l'image de fond
|
||||
*/
|
||||
public BackgroundLayer(String resourcePath) {
|
||||
img = Toolkit.getDefaultToolkit().getImage(
|
||||
getClass().getClassLoader().getResource(resourcePath)
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Dessine l'image de fond.
|
||||
*
|
||||
* @param g contexte graphique
|
||||
*/
|
||||
@Override
|
||||
protected void paintComponent(Graphics g) {
|
||||
super.paintComponent(g);
|
||||
if (img != null) {
|
||||
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,22 +1,185 @@
|
||||
package fr.iut_fbleau.Bot;
|
||||
|
||||
import fr.iut_fbleau.Avalam.AvalamBoard;
|
||||
import fr.iut_fbleau.Avalam.AvalamPly;
|
||||
import fr.iut_fbleau.Avalam.Color;
|
||||
import fr.iut_fbleau.Avalam.Tower;
|
||||
import fr.iut_fbleau.GameAPI.AbstractGamePlayer;
|
||||
import fr.iut_fbleau.GameAPI.AbstractPly;
|
||||
import fr.iut_fbleau.GameAPI.IBoard;
|
||||
import fr.iut_fbleau.GameAPI.Player;
|
||||
import fr.iut_fbleau.GameAPI.Result;
|
||||
import fr.iut_fbleau.Avalam.*;
|
||||
import fr.iut_fbleau.GameAPI.*;
|
||||
|
||||
import java.util.*;
|
||||
|
||||
/**
|
||||
* Bot "Divin" (fort) pour Avalam.
|
||||
*
|
||||
*
|
||||
* Objectif : trop fort. */
|
||||
public class DivineBot{
|
||||
* Bot "Divin" (alpha-beta + évaluateur pondéré).
|
||||
* * Idée :
|
||||
* - Utilise l'algorithme Alpha-Beta pour anticiper les coups.
|
||||
* - Évalue les plateaux non terminaux en accordant plus d'importance aux tours hautes.
|
||||
*/
|
||||
public class DivineBot extends AbstractGamePlayer {
|
||||
|
||||
}
|
||||
// Attributs
|
||||
|
||||
/** Joueur contrôlé par ce bot (PLAYER1 ou PLAYER2). */
|
||||
private final Player me;
|
||||
|
||||
/** Profondeur maximale de recherche avant évaluation. */
|
||||
private final int maxDepth;
|
||||
|
||||
/** Générateur aléatoire pour choisir parmi les meilleurs coups équivalents. */
|
||||
private final Random rng = new Random();
|
||||
|
||||
// Constructeur
|
||||
|
||||
/**
|
||||
* Construit le bot Divine.
|
||||
*
|
||||
* @param p joueur contrôlé par ce bot
|
||||
* @param maxDepth profondeur de l'arbre de recherche
|
||||
*/
|
||||
public DivineBot(Player p, int maxDepth) {
|
||||
super(p);
|
||||
this.me = p;
|
||||
this.maxDepth = Math.max(1, maxDepth);
|
||||
}
|
||||
|
||||
// Méthodes
|
||||
|
||||
/**
|
||||
* Méthode principale de décision du bot.
|
||||
* Explore le premier niveau de l'arbre et lance les appels Alpha-Beta.
|
||||
* * @param board état actuel du jeu
|
||||
* @return le meilleur coup calculé (AbstractPly)
|
||||
*/
|
||||
@Override
|
||||
public AbstractPly giveYourMove(IBoard board) {
|
||||
|
||||
if (board == null || board.isGameOver()) return null;
|
||||
|
||||
List<AbstractPly> moves = listMoves(board);
|
||||
if (moves.isEmpty()) return null;
|
||||
|
||||
boolean isMax = board.getCurrentPlayer() == me;
|
||||
|
||||
int bestValue = isMax ? Integer.MIN_VALUE : Integer.MAX_VALUE;
|
||||
List<AbstractPly> bestMoves = new ArrayList<>();
|
||||
|
||||
int alpha = Integer.MIN_VALUE;
|
||||
int beta = Integer.MAX_VALUE;
|
||||
|
||||
for (AbstractPly m : moves) {
|
||||
IBoard next = board.safeCopy();
|
||||
next.doPly(m);
|
||||
|
||||
// Appel récursif pour évaluer la suite du coup
|
||||
int value = alphaBeta(next, maxDepth - 1, alpha, beta);
|
||||
|
||||
if (isMax) {
|
||||
if (value > bestValue) {
|
||||
bestValue = value;
|
||||
bestMoves.clear();
|
||||
bestMoves.add(m);
|
||||
} else if (value == bestValue) {
|
||||
bestMoves.add(m);
|
||||
}
|
||||
alpha = Math.max(alpha, bestValue);
|
||||
} else {
|
||||
if (value < bestValue) {
|
||||
bestValue = value;
|
||||
bestMoves.clear();
|
||||
bestMoves.add(m);
|
||||
} else if (value == bestValue) {
|
||||
bestMoves.add(m);
|
||||
}
|
||||
beta = Math.min(beta, bestValue);
|
||||
}
|
||||
}
|
||||
|
||||
// Retourne un coup au hasard parmi les meilleurs ex-aequo
|
||||
return bestMoves.get(rng.nextInt(bestMoves.size()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Algorithme récursif de recherche avec élagage Alpha-Beta.
|
||||
*/
|
||||
private int alphaBeta(IBoard board, int depth, int alpha, int beta) {
|
||||
|
||||
// Cas de base : fin de partie ou limite de profondeur atteinte
|
||||
if (board.isGameOver()) return terminalValue(board);
|
||||
if (depth == 0) return evaluate(board);
|
||||
|
||||
boolean isMax = board.getCurrentPlayer() == me;
|
||||
|
||||
for (AbstractPly m : listMoves(board)) {
|
||||
IBoard next = board.safeCopy();
|
||||
next.doPly(m);
|
||||
|
||||
int val = alphaBeta(next, depth - 1, alpha, beta);
|
||||
|
||||
if (isMax) {
|
||||
alpha = Math.max(alpha, val);
|
||||
if (alpha >= beta) break; // Coupure Beta
|
||||
} else {
|
||||
beta = Math.min(beta, val);
|
||||
if (alpha >= beta) break; // Coupure Alpha
|
||||
}
|
||||
}
|
||||
|
||||
return isMax ? alpha : beta;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calcule la valeur de l'état final (Victoire / Défaite).
|
||||
*/
|
||||
private int terminalValue(IBoard board) {
|
||||
Result r = board.getResult();
|
||||
if (r == null) return 0;
|
||||
|
||||
if (r == Result.DRAW) return 0;
|
||||
|
||||
boolean botIsP1 = (me == Player.PLAYER1);
|
||||
// Si le bot gagne, valeur positive élevée, sinon valeur négative
|
||||
return ((r == Result.WIN) == botIsP1) ? 100000 : -100000;
|
||||
}
|
||||
|
||||
/**
|
||||
* Heuristique évoluée pour Avalam :
|
||||
* Calcule un score basé sur le contrôle des tours et leur hauteur.
|
||||
* Les tours de hauteur 5 sont prioritaires car elles sont bloquées.
|
||||
*/
|
||||
private int evaluate(IBoard board) {
|
||||
|
||||
if (!(board instanceof AvalamBoard)) return 0;
|
||||
AvalamBoard b = (AvalamBoard) board;
|
||||
|
||||
Color myColor = (me == Player.PLAYER1) ? Color.YELLOW : Color.RED;
|
||||
Color oppColor = (myColor == Color.YELLOW) ? Color.RED : Color.YELLOW;
|
||||
|
||||
int score = 0;
|
||||
|
||||
for (int r = 0; r < AvalamBoard.SIZE; r++) {
|
||||
for (int c = 0; c < AvalamBoard.SIZE; c++) {
|
||||
|
||||
Tower t = b.getTowerAt(r, c);
|
||||
if (t == null) continue;
|
||||
|
||||
int h = t.getHeight();
|
||||
|
||||
// Pondération selon la hauteur (heuristique "Divine")
|
||||
int value =
|
||||
(h == 5) ? 1000 :
|
||||
(h == 4) ? 300 :
|
||||
(h == 3) ? 120 :
|
||||
(h == 2) ? 40 : 10;
|
||||
|
||||
if (t.getColor() == myColor) score += value;
|
||||
else score -= value;
|
||||
}
|
||||
}
|
||||
return score;
|
||||
}
|
||||
|
||||
/**
|
||||
* Génère la liste de tous les coups possibles sur le plateau donné.
|
||||
*/
|
||||
private List<AbstractPly> listMoves(IBoard board) {
|
||||
List<AbstractPly> moves = new ArrayList<>();
|
||||
board.iterator().forEachRemaining(moves::add);
|
||||
return moves;
|
||||
}
|
||||
}
|
||||
@@ -1,122 +0,0 @@
|
||||
package fr.iut_fbleau.Tests;
|
||||
|
||||
import fr.iut_fbleau.GameAPI.AbstractPly;
|
||||
import fr.iut_fbleau.GameAPI.Player;
|
||||
|
||||
import fr.iut_fbleau.Avalam.AvalamBoard;
|
||||
import fr.iut_fbleau.Avalam.AvalamPly;
|
||||
import fr.iut_fbleau.Avalam.Tower;
|
||||
import fr.iut_fbleau.Avalam.Color;
|
||||
|
||||
import org.junit.Before;
|
||||
import org.junit.Test;
|
||||
//import org.mockito.Mockito; //À retirer si Mockito absent
|
||||
|
||||
import static org.junit.Assert.*;
|
||||
|
||||
/**
|
||||
* La classe <code>AvalamBoardTest</code> test si la méthode isLegal() fonctionne comme prévu.
|
||||
*/
|
||||
public class AvalamBoardTest {
|
||||
|
||||
private Tower[][] grid;
|
||||
private AvalamBoard board;
|
||||
|
||||
@Before
|
||||
public void setUp() {
|
||||
grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
|
||||
// Par défaut, current player sera PLAYER1 via constructeur sans joueur
|
||||
board = new AvalamBoard(grid);
|
||||
}
|
||||
|
||||
/*
|
||||
@Test //À retirer si Mockito absent
|
||||
public void nonAvalamPly_returnsFalse() {
|
||||
AbstractPly fake = Mockito.mock(AbstractPly.class); // instance non-AvalamPly
|
||||
assertFalse(board.isLegal(fake));
|
||||
}*/
|
||||
|
||||
@Test
|
||||
public void outOfBounds_returnsFalse() {
|
||||
grid[2][2] = new Tower(1, Color.YELLOW);
|
||||
grid[2][3] = new Tower(1, Color.RED);
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, -1, 2, 2, 3);
|
||||
assertFalse(board.isLegal(p));
|
||||
|
||||
AvalamPly p2 = new AvalamPly(Player.PLAYER1, 2, 2, 9, 3);
|
||||
assertFalse(board.isLegal(p2));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void sameCell_returnsFalse() {
|
||||
grid[4][4] = new Tower(1, Color.YELLOW);
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 4, 4, 4, 4);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void emptySourceOrDest_returnsFalse() {
|
||||
// source null
|
||||
grid[3][3] = null;
|
||||
grid[3][4] = new Tower(1, Color.RED);
|
||||
AvalamPly p1 = new AvalamPly(Player.PLAYER1, 3, 3, 3, 4);
|
||||
assertFalse(board.isLegal(p1));
|
||||
|
||||
// dest null
|
||||
grid[5][5] = new Tower(1, Color.YELLOW);
|
||||
grid[5][6] = null;
|
||||
AvalamPly p2 = new AvalamPly(Player.PLAYER1, 5, 5, 5, 6);
|
||||
assertFalse(board.isLegal(p2));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void sourceNotOwned_returnsFalse() {
|
||||
// current player = PLAYER1 -> color must be YELLOW
|
||||
grid[2][2] = new Tower(1, Color.RED); // not owned
|
||||
grid[2][3] = new Tower(1, Color.YELLOW);
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 2, 2, 2, 3);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void notAdjacent_returnsFalse() {
|
||||
grid[0][0] = new Tower(1, Color.YELLOW);
|
||||
grid[0][2] = new Tower(1, Color.RED);
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 0, 0, 0, 2);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void sameColor_returnsFalse() {
|
||||
grid[6][6] = new Tower(1, Color.YELLOW);
|
||||
grid[6][7] = new Tower(1, Color.YELLOW); // same color as source
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 6, 6, 6, 7);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void tooTallAfterMerge_returnsFalse() {
|
||||
grid[1][1] = new Tower(3, Color.YELLOW);
|
||||
grid[1][2] = new Tower(3, Color.RED); // 3+3 = 6 > MAX_HEIGHT (5)
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 1, 1, 1, 2);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void validMove_returnsTrue() {
|
||||
grid[4][4] = new Tower(2, Color.YELLOW); // owned by PLAYER1
|
||||
grid[4][5] = new Tower(2, Color.RED); // opposite color
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER1, 4, 4, 4, 5);
|
||||
assertTrue(board.isLegal(p));
|
||||
}
|
||||
|
||||
@Test
|
||||
public void currentPlayerMismatchInPlyDoesNotAffectOwnershipCheck() {
|
||||
// Even if AvalamPly is constructed with a player value, isLegal uses board.getCurrentPlayer()
|
||||
grid[7][7] = new Tower(1, Color.YELLOW); // owned by PLAYER1 (board default)
|
||||
grid[7][8] = new Tower(1, Color.RED);
|
||||
// Construct ply with PLAYER2 explicitly — ownership check should still compare to board.getCurrentPlayer()
|
||||
AvalamPly p = new AvalamPly(Player.PLAYER2, 7, 7, 7, 8);
|
||||
assertFalse(board.isLegal(p));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user