Created
March 8, 2012 15:39
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Rvrsit simple AI
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nextMove : function() { | |
var me = this, | |
app = Rvrsit.app, | |
currentTurn = me.turn, | |
computerColor = me.computerColor, | |
nextMoves = me.findNextMoves(currentTurn), | |
nextMoveIndex = -1, | |
numVisibleChips = Object.keys(me.visChips).length, | |
nextMove; | |
if (nextMoves.length < 1) { | |
// are all chips visible? | |
if (numVisibleChips == me.boardSize) { | |
// if so, calc score & end game! | |
me.halt = true; | |
Rvrsit.app.fireEvent('endgame', this, this.getScore()); | |
return; | |
} | |
else /*if(currentTurn != computerColor)*/ { | |
// Count the chips. Are all black or white? | |
var score = me.getScore(); | |
// if so, end game | |
if (score.white == 0 || score.black == 0) { | |
app.fireEvent('winner', this, currentTurn, score[currentTurn]); | |
me.halt = true; | |
return; | |
} | |
app.fireEvent('nomoves', this, currentTurn); | |
} | |
} | |
if (me.halt) { | |
return; | |
} | |
if (currentTurn != computerColor || this.mode != 'single') { | |
return; | |
} | |
// hard | |
var moveIdx = 0, | |
flattenedStack, | |
potentialMove, | |
moveCount = 0; | |
for (; moveIdx < nextMoves.length; moveIdx++) { | |
potentialMove = nextMoves[moveIdx]; | |
flattenedStack = me.flattenChipStacks(potentialMove.stacks); | |
if (flattenedStack.length > moveCount) { | |
nextMove = potentialMove; | |
} | |
} | |
if (!nextMove) { | |
return; | |
} | |
me.swapTurn(); | |
var chipsToFlip = me.flattenChipStacks(nextMove.stacks); | |
nextMove.chip.startFlip(currentTurn); | |
nextMove.chip.processChipStacks(currentTurn, chipsToFlip); | |
// debug stuff | |
var chipItemIds = []; | |
Ext.each(chipsToFlip, function(chip, index) { | |
chipItemIds[index] = chip.itemId; | |
}); | |
Rvrsit.app.fireEvent('chipFlips', { | |
turnColor : currentTurn, | |
chipItemIds : chipItemIds | |
}); | |
}, |
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