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board.rb
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#Dir[File.expand_path('./pieces', __FILE__) << '/*.rb'].each do |file|
# require file
#end
require './pieces/ou'
require './pieces/kin'
require './pieces/gin'
require './pieces/kei'
require './pieces/kyo'
require './pieces/fu'
require './pieces/hi'
require './pieces/kaku'
require './pieces/nil_piece'
require 'singleton'
require './board_data'
class ExistPiece < StandardError; end
class MissingPiece < StandardError; end
class CannotMove < StandardError; end
class Nifu < StandardError; end
# TODO: ログ機能
# TODO: 待った機能
class Board
include Singleton
attr_reader :order_first, :number_of_moves
attr_accessor :status
def initialize
@data = BoardData.new
# @player[:first][:name] = "" # TODO
# @player[:second][:name] = "" # TODO
@order_list = {}
@order_list[:audience] = Array.new
@order_first = true
@status = :playing
@number_of_moves = 0
end
def connecting id
if @order_list.value? id
if @order_list[:first] == id
puts "reconnect first:#{id}"
return {order: :first, id: id}
elsif @order_list[:second] == id
puts "reconnect second:#{id}"
return {order: :second, id: id}
else
puts "reconnect audience:#{id}"
return {order: :audience, id: id}
end
end
id = rand(1000000).to_s # かぶる可能性
if @order_list[:first] == nil
puts "connect first:#{id}"
@order_list[:first] = id
{order: :first, id: id}
elsif @order_list[:second] == nil
puts "connect second:#{id}"
@order_list[:second] = id
{order: :second, id: id}
else
@order_list[:audience] << id
puts "connect audience:#{id}"
{order: :audience, id: id}
end
end
def disp order
if order == :audience
@data.disp :first
else
@data.disp order
end
end
def move before, after, id
unless exist? before
raise MissingPiece, "動かそうとする駒がありません"
end
orig_piece = @data[before[0], before[1]]
od = order id
if orig_piece.player != od
if od == :audience
p "観戦者は駒を動かす事は出来ません"
return
else
p "自分の駒以外は動かせません"
return
end
end
unless orig_piece.move? before, after
raise CannotMove, "指定場所へは動かせません"
end
if piece(after).player == order(id)
raise ExistPiece, "自分の駒は取れません"
end
rlist = road_list piece(before), before, after
rlist.each do |pos|
if piece(pos).kind != :nil
raise CannotMove, "他の駒は飛び越えられません"
end
end
if exist? after
p captured = @data[after[0], after[1]]
if captured.player == :first
captured.player = :second
captured.grow = false
@data.to_stand :second, captured
else
captured.player = :first
captured.grow = false
@data.to_stand :first, captured
end
end
@data[after[0], after[1]] = @data[before[0], before[1]]
@data[before[0], before[1]] = NilPiece.new
if can_grow? after
if can_next? after
status = {grow: :can}
else
status = {grow: :must}
end
else
status = {grow: :cannot}
end
change_order
status
end
def player? id
if @order_list[:first] == id || @order_list[:second] == id
return true
end
false
end
def order id
if @order_list[:first] == id
return :first
elsif @order_list[:second] == id
return :second
else
return :audience
end
end
def change_order
@number_of_moves += 1
@order_first = @order_first ? false : true
end
def set pos, kind, id
if exist? pos
raise ExistPiece, "駒を打とうとしている場所に駒が存在しています"
end
unless player? id
p "観戦者は駒を動かす事はできません"
return
end
if exist_column_fu?(pos[0], order(id))
raise Nifu, "二歩です"
end
piece = piece_incetance(kind, order(id), false)
if @data.on_stand? order(id), piece
@data.del_piece order(id), piece
else
raise MissingPiece, "駒台に指定の駒がありません"
end
change_order
@data[pos[0], pos[1]] = piece
end
def exist_column_fu? column, order
9.times do |row|
pce = @data[column, row]
if pce.player == order && pce.grow == false && pce.class == Fu
return true
end
end
return false
end
def piece_incetance kind, order, grow
case kind
when :ou
Ou.new(order, grow)
when :kin
Kin.new(order, grow)
when :gin
Gin.new(order, grow)
when :kei
Kei.new(order, grow)
when :kyo
Kyo.new(order, grow)
when :fu
Fu.new(order, grow)
when :hi
Hi.new(order, grow)
when :kaku
Kaku.new(order, grow)
end
end
def exist? pos
nil != @data[pos[0], pos[1]].player
end
def piece pos
@data[pos[0], pos[1]]
end
def first? pos
piece(pos).player == :first
end
def can_grow? pos
pce = piece pos
if pce.player == :first
true if pos[1] <= 2
else
true if pos[1] >= 6
end
end
def can_next? pos
pce = piece(pos)
return true if pce.grow == true
case pce.kind
when :kei
if pce.player == :first
false if pos[1] <= 1
else
false if pos[1] >= 7
end
true
when :kyo, :fu
if pce.player == :first
false if pos[1] <= 0
else
false if pos[1] >= 8
end
true
else
true
end
end
def grow_piece pos
piece(pos).grow = true
end
def road_list piece, before, after
mlist = move_list piece, before
rlist = []
orig_dist = Math.sqrt((before[0]-after[0])**2 + (before[1]-after[1])**2).round(2)
mlist.each do |pos|
dist_a_p = Math.sqrt((pos[0]-after[0])**2 + (pos[1]-after[1])**2)
dist_b_p = Math.sqrt((pos[0]-before[0])**2 + (pos[1]-before[1])**2)
sum_dist = (dist_a_p + dist_b_p).round(2)
dist_a_p = dist_a_p.round(2)
dist_b_p = dist_b_p.round(2)
if orig_dist > dist_a_p && dist_a_p != 0 && sum_dist == orig_dist
rlist << pos
end
end
rlist
end
def move_list piece, pos
list = []
9.times do |x|
9.times do |y|
if piece.move? pos, [x, y]
#dist = Math.sqrt((pos[0]-x)**2 + (pos[1]-y)**2)
list << [x, y]
end
end
end
list
end
def check_mate? id
now_order = order id
oute? now_order
# 自分の王の場所を探す
position = ou_enemy_pos now_order
# 王手がかかっているか?
oute_list = get_oute_list(position[:ou], position[:enemy])
return false if oute_list == nil
# 王手をかけている駒を王以外で取れるか
if oute_list.length == 1
if remove_oute(oute_list, position[:friend])
return false
end
end
# 合駒可能か?
if can_guard? oute_list
return false
end
# 王の移動出来る場所を探す
# 動かしてみてもう一度上の処理で撮れる状態か
end
def can_guard? now_order, pos_ou, oute_list
if @data.piece_stand[now_order].length < 1
return false
end
oute_list.each do |enemy|
pce = piece(enemy)
if pce.kind == :fu ||
pce.kind == :kyo ||
pce.kind == :hi ||
pce.kind == :kaku
rlist = road_list(pce, enemy, pos_ou)
rlist.each do |fly_pos|
if piece(fly_pos).kind == nil
# TODO: 駒を置く事が可能か
if exist_column_fu?(pos[0], order(id))
end
end
end
end
end
false
end
def set_piece? pce, pos, now_order
case pce.kind
when :fu
if exist_column_fu?(pos[0], now_order)
false
else
true
end
when :kyo, :kaku, :hi
rlist = road_list(pce, enemy, pos_ou)
rlist.each do |fly_pos|
if piece(fly_pos).kind == nil
end
end
else
true
end
end
def remove_oute oute_list, friend_list
oute_list.each do |enemy|
position[:friend].each do |friend|
if piece(friend).move?(friend, enemy)
return true
end
end
end
false
end
def get_pos now_order
ou = nil
enemy = []
friend = []
9.times do |x|
9.times do |y|
pce = @data[x,y]
if pce.player == now_order
if pce.kind == :ou
ou = [x, y]
else
friend << [x, y]
end
end
if pce.player != now_order
enemy << [x, y]
end
end
end
{ou: ou, friend: friend, enemy: enemy}
end
def get_oute_list ou_pos, enemy_list
oute_list = nil
enemy_list.each do |enemy|
if piece(enemy).move?(enemy, ou_pos)
oute_list << enemy
end
end
oute_list
end
end