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prototypes.h
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#ifndef PROTOTYPES_H
#define PROTOTYPES_H
#include "prologin.hh"
#include "action.h"
const int INFINITY = 1000000000;
const int MIN_MAX_DEPTH = 1;
const position DIFF_POS[4] = { position{1,0}, position{0,1}, position{-1,0}, position{0,-1} };
// On pénalise les wipeout et les transmutations sur une case sinon l'algorithme n'avance jamais
const int WIPEOUT_PENALTY = 5;
const int ONE_PENALTY = 5;
const int CATALYSER_BASE_VAL = 8;
bool isValid(position pos);
bool isSide(position pos);
int regionGoldValue(int size, case_type type);
int regionCatalyserValue(int size, case_type type);
position operator+(position p1, position p2);
position operator-(position p1, position p2);
std::vector<echantillon> nextPossibleSamples(echantillon ech);
struct TurnActions
{
std::vector<Action*> actionList;
echantillon echantillonAdv;
int gamePotential;
};
std::pair<Action*, int> chooseBestPlaceSample(bool me, GameSimulator& game, echantillon ech);
TurnActions chooseBestActions(bool me, GameSimulator& game, echantillon ech);
#endif // PROTOTYPES_H