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game.pl
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:- include('gameUtils.pl').
askForNumPlayers(NumPlayers):-
write('Number of Players :'),
read(NumPlayersTemp), nl,
NumPlayersTemp > 1, NumPlayersTemp < 5,
NumPlayers = NumPlayersTemp .
askForRotation(Orientation):-
write('In which direction do you want to rotate the piece?'),nl,
write('1 - Counterclockwise; 2 - No Rotation; 3 - Clockwise'), nl,
read(OrientationTemp), nl,
OrientationTemp > 0, OrientationTemp < 4,
Orientation = OrientationTemp .
% -----------------------------------------------
% -----------------------------------------------
createPlayersScores(NumPlayers, ScoreStructure):- createPlayersScoreStructure(NumPlayers, [], 1, ScoreStructure).
createPlayersScoreStructure(NumPlayers, TemporaryStructure, Iterator, ScoreStructure):- %Creates the ScoreStructure after all player scores are created
Iterator > NumPlayers,
ScoreStructure = TemporaryStructure.
createPlayersScoreStructure(NumPlayers, TemporaryStructure, Iterator, ScoreStructure):-
IteratorPlus is Iterator + 1,
append(TemporaryStructure, [[Iterator, 0]], NewTemporaryStructure),
createPlayersScoreStructure(NumPlayers, NewTemporaryStructure, IteratorPlus, ScoreStructure).
createPlayerList(NumPlayers, PlayerList):-
NumPlayers > 1, NumPlayers < 5,
createPlayerList(NumPlayers, 1, [], PlayerList).
createPlayerList(NumPlayers, Iterator, TempList, PlayerList):-
NumPlayers =:= Iterator,
append(TempList, [[Iterator, 1]], PlayerList).
createPlayerList(NumPlayers, Iterator, TempList, PlayerList):-
NumPlayers \= Iterator,
IteratorPlus is Iterator + 1,
append(TempList, [[Iterator, 1]], TempListPlus),
createPlayerList(NumPlayers, IteratorPlus, TempListPlus, PlayerList).
% -----------------------------------------------
% -----------------------------------------------
/*
createPlayerScores(ScoreStructure):-
askForNumPlayers(NumPlayers),
createPlayersScoreStructure(NumPlayers, ScoreStructure).*/
% -----------------------------------------------
% -----------------------------------------------
getScore(ScoreStructure, Player, Score):-
Player > 0, Player < 5,
getScore(ScoreStructure, Player, 1, Score).
getScore([], _, _, _):-
write('ScoreStructure error').
getScore([[_ScorePlayer, ScoreNumber] | _RemainingScores], Player, Iterator, Score):-
Player =:= Iterator,
Score = ScoreNumber.
getScore([_ActualScore | RemainingScores], Player, Iterator, Score):-
Player \= Iterator,
IteratorPlus is Iterator + 1,
getScore(RemainingScores, Player, IteratorPlus, Score).
% -----------------------------------------------
% -----------------------------------------------
% RETURNS TRUE EVEN IF PLAYER > ScoreStructureLength
increaseMarkScore(ScoreStructure, Player, NewScoreStructure):-
Player > 0, Player < 5,
increaseMarkScore(ScoreStructure, [], Player, 1, NewScoreStructure).
increaseMarkScore([], TemporaryStructure, _, _, NewScoreStructure):- % Ending condition
NewScoreStructure = TemporaryStructure.
increaseMarkScore([ActualScore | RemainingScores], TemporaryStructure, Player, Iterator, NewScoreStructure):-
Player \= Iterator,
IteratorPlus is Iterator + 1,
append(TemporaryStructure, [ActualScore], NewTemporaryStructure),
increaseMarkScore(RemainingScores, NewTemporaryStructure, Player, IteratorPlus, NewScoreStructure).
increaseMarkScore([[ScorePlayer, ScoreNumber] | RemainingScores], TemporaryStructure, Player, Iterator, NewScoreStructure):-
Player =:= Iterator,
NewScoreNumber is ScoreNumber + 1,
IteratorPlus is Iterator + 1,
append(TemporaryStructure, [[ScorePlayer, NewScoreNumber]], NewTemporaryStructure),
increaseMarkScore(RemainingScores, NewTemporaryStructure, Player, IteratorPlus, NewScoreStructure).
updatePlayerList(Board, Player, [ActualPlayerElem | Rest], NewPlayerList):-
getPlayerMovingPieces(Board, Player, _Pieces, PiecesLength),
updatePlayerListAux(PiecesLength, [ActualPlayerElem | Rest], NewPlayerList). %Passes to the next player, and updates if he can move any piece
updatePlayerListAux(PiecesLength, [[PlayerNumber, _IsAbleToPlay] | Rest], NewPlayerList):-
PiecesLength > 0,
append(Rest, [[PlayerNumber, 1]], NewPlayerList).
updatePlayerListAux(PiecesLength, [[PlayerNumber, _IsAbleToPlay] | Rest], NewPlayerList):-
PiecesLength =:= 0,
write('Cant move more'), nl,
append(Rest, [[PlayerNumber, 0]], NewPlayerList).
checkEndGameAux(PlayerList, Winner):- %Only one can move
list_to_set(PlayerList, PlayerSet),
selectchk([_WinnerPlayer, 1], PlayerSet, Residue1),
\+selectchk([_, 1], Residue1, _Residue2),
%Winner = WinnerPlayer.
Winner = 0. %TODO Temporary! When tree searching is done, this must change
checkEndGameAux(PlayerList, Winner):- %No one can move
list_to_set(PlayerList, PlayerSet),
\+selectchk([_WinnerPlayer, 1], PlayerSet, _Residue1),
Winner = 1.
checkEndGameAux(_PlayerList, Winner):- %2 or more can move
Winner = 0.
% -----------------------------------------------
% -----------------------------------------------
%TODO if the chosen direction is not on the list, it loops infinitely
moveAPiece(Board, ScoreStructure, [], NewBoard, NewScoreStructure, _, HasChangedArea):- %In case the player chooses to pass the turn
NewBoard = Board,
NewScoreStructure = ScoreStructure,
HasChangedArea = 0.
moveAPiece(Board, ScoreStructure, [X, Y], NewBoard, NewScoreStructure, Direction, HasChangedArea):- %No marker -> Increases score
getTile(Board, [_, TileDirection], [X, Y]),
TileDirection \= 0, %It must have a piece in the tile
displayDirectionsToMove(Board, [X, Y]),
read(Direction),
changedArea([X, Y], Direction, HasChangedArea),
moveAPieceAux(Board, ScoreStructure, [X, Y], Direction, NewBoard, NewScoreStructure).
moveAPieceAux(Board, ScoreStructure, [_X, _Y], 0, NewBoard, NewScoreStructure):- %In case of pass
NewBoard = Board,
NewScoreStructure = ScoreStructure.
moveAPieceAux(Board, ScoreStructure, [X, Y], Direction, NewBoard, NewScoreStructure):- %No marker -> Increases score
\+nextTileHasMarker(Board, [X,Y], Direction),
write('movePieceAux: No Marker'), nl,
getPlayer(Board, [X, Y], Player),
write('movePieceAux: got Player'), nl,
movePiece(Board, [X, Y], Direction, NewBoardTemp),
write('movePieceAux: movedPiece'), nl,
increaseMarkScore(ScoreStructure, Player, NewScoreStructureTemp),
write('movePieceAux: increasedScore'), nl,
NewBoard = NewBoardTemp,
NewScoreStructure = NewScoreStructureTemp .
moveAPieceAux(Board, ScoreStructure, [X, Y], Direction, NewBoard, NewScoreStructure):- %Already placed marker -> No increase in score
nextTileHasMarker(Board, [X,Y], Direction),
write('movePieceAux: Has Marker'), nl,
movePiece(Board, [X, Y], Direction, NewBoardTemp),
write('movePieceAux: movedPiece'), nl,
NewBoard = NewBoardTemp,
NewScoreStructure = ScoreStructure .
displayDirectionsToMove(Board, [X, Y]):-
getMovingDirections(Board, [X, Y], Directions),
write('Whats the next direction? '), nl,
displayDirectionsToMoveAux(Directions).
displayDirectionsToMoveAux([]):-
displayDirectionName(0), write(' - '), write(0).
displayDirectionsToMoveAux([Direction | Rest]):-
displayDirectionName(Direction), write(' - '), write(Direction),nl,
displayDirectionsToMoveAux(Rest).
rotateAPiece(Board, _, 0, _, NewBoard):-
NewBoard = Board.
rotateAPiece(Board, Piece, 1, Direction, NewBoard):-
printBoard(Board),
directionToCoordinates(Direction, Piece, NewPiece), %to get the new piece after moveAPiece
askForRotation(Orientation),
rotatePiece(Board, NewPiece, Orientation, NewBoard).
% -----------------------------------------------
% -----------------------------------------------
createBoard(2, Scores, Board, ScoresAfterInit):-
Board = [[[2, 9],[0, 0],[1, 8],[0, 0],[0, 0],[0, 0],[2, 8],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[1, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[2, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[1, 2],[0, 0],[0, 0],[0, 0],[2, 2],[0, 0],[1, 1]]],
increaseMarkScore(Scores, 1, Scores1),
increaseMarkScore(Scores1, 1, Scores2),
increaseMarkScore(Scores2, 1, Scores3),
increaseMarkScore(Scores3, 1, Scores4),
increaseMarkScore(Scores4, 2, Scores5),
increaseMarkScore(Scores5, 2, Scores6),
increaseMarkScore(Scores6, 2, Scores7),
increaseMarkScore(Scores7, 2, ScoresAfterInit).
createBoard(3, Scores, Board, ScoresAfterInit):-
Board = [[[0, 0],[0, 0],[1, 8],[0, 0],[0, 0],[0, 0],[2, 8],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[1, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[2, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[3, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[3, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[1, 2],[0, 0],[3, 2],[0, 0],[2, 2],[0, 0],[0, 0]]],
increaseMarkScore(Scores, 1, Scores1),
increaseMarkScore(Scores1, 1, Scores2),
increaseMarkScore(Scores2, 1, Scores3),
increaseMarkScore(Scores3, 2, Scores4),
increaseMarkScore(Scores4, 2, Scores5),
increaseMarkScore(Scores5, 2, Scores6),
increaseMarkScore(Scores6, 3, Scores7),
increaseMarkScore(Scores7, 3, Scores8),
increaseMarkScore(Scores8, 3, ScoresAfterInit).
createBoard(4, Scores, Board, ScoresAfterInit):-
Board = [[[0, 0],[0, 0],[1, 8],[0, 0],[4, 8],[0, 0],[2, 8],[0, 0],[0, 0]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[4, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[4, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[1, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[2, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[3, 6],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[3, 4]],
[[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0],[0, 0]],
[[0, 0],[0, 0],[1, 2],[0, 0],[3, 2],[0, 0],[2, 2],[0, 0],[0, 0]]],
increaseMarkScore(Scores, 1, Scores1),
increaseMarkScore(Scores1, 1, Scores2),
increaseMarkScore(Scores2, 1, Scores3),
increaseMarkScore(Scores3, 2, Scores4),
increaseMarkScore(Scores4, 2, Scores5),
increaseMarkScore(Scores5, 2, Scores6),
increaseMarkScore(Scores6, 3, Scores7),
increaseMarkScore(Scores7, 3, Scores8),
increaseMarkScore(Scores8, 3, Scores9),
increaseMarkScore(Scores9, 4, Scores10),
increaseMarkScore(Scores10, 4, Scores11),
increaseMarkScore(Scores11, 4, ScoresAfterInit).
createBoard(_, _, _, _).
% -----------------------------------------------
% -----------------------------------------------
choosePiece(Board, Player, Piece):-
getPlayerMovingPieces(Board, Player, Pieces, PiecesLength),
write('Which piece do you want to move? '), nl,
displayPiecesToChoose(Pieces),
read(PieceChosen),
PieceChosen > -1, PieceChosen < PiecesLength + 1,
%member(PieceChosen, Pieces), TODO
choosePieceAux(Pieces, PieceChosen, Piece).
choosePieceAux(_, 0, Piece):-
Piece = [].
%choosePieceAux([], _, _):- write('choosePieceAux: wrong index'), fail.
choosePieceAux([Piece | _Rest], 1, PieceChosen):-
PieceChosen = Piece.
choosePieceAux([_Piece | Rest], DecreasingIndex, PieceChosen):-
DecreasingIndex \= 1,
DecreasingIndexMinus is DecreasingIndex - 1,
choosePieceAux(Rest, DecreasingIndexMinus, PieceChosen).
displayPiecesToChoose(Pieces):- displayPiecesToChoose(Pieces, 1).
displayPiecesToChoose([], 1):-
write('0 - Pass'), nl .
displayPiecesToChoose([], _Iterator).
displayPiecesToChoose([Piece | Rest], Iterator):-
write(Iterator), write(' - '), write(Piece), nl,
IteratorPlus is Iterator + 1,
displayPiecesToChoose(Rest, IteratorPlus).
% -----------------------------------------------
% -----------------------------------------------
turn(Board, Scores, Player, NewBoard, NewScores):-
printBoard(Board),
write('Player '), write(Player), write(' turn: '), nl,
choosePiece(Board, Player, PieceChosen),
moveAPiece(Board, Scores, PieceChosen, NewBoard1, NewScores, Direction, HasChangedArea),
write('HAS CHANGED AREA' ), write(HasChangedArea), nl,
rotateAPiece(NewBoard1, PieceChosen, HasChangedArea, Direction, NewBoard),
write('turn: Rotated piece'), nl .
gameCycle(Board, Scores, [[ActualPlayer, IsAbleToPlay] | RemainingPlayerList], Winner, FinalWinner):-
Winner =:= 0,
% PlayerList = [[ActualPlayer, IsAbleToPlay] | RemainingPlayerList], %TODO Just for code readability, but should i remove it(performance)
%write(PlayerList),nl,
turn(Board, Scores, ActualPlayer, NewBoard, NewScores),
updatePlayerList(NewBoard, ActualPlayer, [[ActualPlayer, IsAbleToPlay] | RemainingPlayerList], NewPlayerList),
write('gameCycle: updated player list'), nl,
checkEndGame(NewPlayerList, NewWinner),
gameCycle(NewBoard, NewScores, NewPlayerList, NewWinner, FinalWinner).
gameCycle(Board, Scores, _, Winner, FinalWinner):-
Winner \= 0,
getWinner(Scores, FinalWinner),
printBoard(Board).
game :-
%TODO Presentation + Instructions
askForNumPlayers(NumPlayers),
createPlayersScores(NumPlayers, Scores),
createBoard(NumPlayers, Scores, Board, ScoresAfterInit),
createPlayerList(NumPlayers, PlayerList),
gameCycle(Board, ScoresAfterInit, PlayerList, 0, FinalWinner),
nl, nl,
displayFinalWinner(FinalWinner).
%TODO Ciclo de jogo
%TODO Turno (Verificacao, Escolher Peca, Escolher Direcao, (Escolher Rotacao), Next)
%TODO Funcao que verifica se ha casas ainda por conquistar, segundo uma das 3 direcoes
%TODO So acabar o jogo quando nenhuma peça se puder mexer
%TODO Aumentar a robustez do codigo. Em casos de input invalido, repetir a instrucao
% -----------------------------------------------
% -----------------------------------------------
lessScore([_Player1, Score1], [_Player2, Score2]):-
Score1 < Score2.
getSecondPlace(Scores, SecondPlace):-
max_member(lessScore, WinningPair, Scores),
delete(Scores, WinningPair, SecondScores),
max_member(lessScore, SecondPlace, SecondScores).
getVictoriousPlayer(Scores, WinningPair):-
max_member(lessScore, WinningPair, Scores).
getWinner(Scores, Winner):-
getVictoriousPlayer(Scores, WinningPair),
getSecondPlace(Scores, SecondPlacePair),
getWinnerAux(WinningPair, SecondPlacePair, Winner).
getWinnerAux([_FirstPlace, Score1], [_SecondPlace, Score2], Winner):-
Score1 = Score2,
Winner = 0.
getWinnerAux([FirstPlace, Score1], [_SecondPlace, Score2], Winner):-
Score1 \= Score2,
Winner = FirstPlace.
displayFinalWinner(0):-
write('#######################################################'), nl,
write('######### IT´S A #########'), nl,
write('######### DRAW #########'), nl,
write('#######################################################'), nl .
displayFinalWinner(FinalWinner):-
FinalWinner \= 0,
write('#######################################################'), nl,
write('######### WINNER #########'), nl,
write('######### PLAYER '), write(FinalWinner), write(' #########'), nl,
write('#######################################################'), nl .