implemented the ai vs ai controller
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cpp/src/controller/ai_vs_ai.cpp
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36
cpp/src/controller/ai_vs_ai.cpp
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@ -0,0 +1,36 @@
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#include "ai_vs_ai.hpp"
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#include "controller.hpp"
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#include <thread>
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AIvsAIController::AIvsAIController(Board b, View& v, ai::AI& p1, ai::AI& p2)
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: Controller(b, v),
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p1(p1),
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p2(p2) {}
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void AIvsAIController::start() {
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std::thread view_thread([&]() { view.show(); });
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ai::AI* current_player;
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while (!board.is_terminal()) {
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current_player = board.white_to_play ? &p1 : &p2;
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Move move = current_player->search(board, board.white_to_play);
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make_move(move);
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}
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view_thread.join();
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}
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void AIvsAIController::make_move(Move move) {
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board = board.make_move(move);
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view.update_board(board, -1, {});
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Colour current_colour = board.white_to_play ? White : Black;
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if (board.is_checkmate_for(current_colour))
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view.notify_checkmate(current_colour);
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if (board.is_stalemate_for(current_colour))
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view.notify_stalemate(current_colour);
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}
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void AIvsAIController::on_tile_selected(int, int) {}
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19
cpp/src/controller/ai_vs_ai.hpp
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19
cpp/src/controller/ai_vs_ai.hpp
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#pragma once
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#include "../model/ais/ai.hpp"
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#include "../model/utils/coords.hpp"
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#include "../model/utils/move.hpp"
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#include "../view/view.hpp"
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#include "controller.hpp"
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class AIvsAIController : public Controller {
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ai::AI &p1, &p2;
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protected:
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void make_move(Move) override;
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public:
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AIvsAIController(Board, View&, ai::AI&, ai::AI&);
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void on_tile_selected(int, int) override;
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void start() override;
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};
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@ -8,7 +8,7 @@ class Controller {
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protected:
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Board board;
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View& view;
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virtual void make_move(Move) = 0;
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public:
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Controller(Board, View&);
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@ -13,7 +13,7 @@ class ManualController : public Controller {
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void reset_selection();
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void show_legal_moves(Coords);
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void make_move(Move);
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void make_move(Move) override;
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public:
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ManualController(Board, View&);
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@ -1,3 +1,4 @@
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#include "controller/ai_vs_ai.hpp"
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#include "controller/controller.hpp"
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#include "controller/human_vs_ai.hpp"
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#include "controller/manual.hpp"
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@ -13,10 +14,11 @@ int main(int argc, char* argv[]) {
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Board b = Board::setup_fen_position(pos);
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ai::v0_random ai(std::chrono::milliseconds(500));
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ai::v0_random p1(std::chrono::milliseconds(500));
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ai::v0_random p2(std::chrono::milliseconds(500));
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GUI gui;
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HumanVsAIController manual(b, gui, ai);
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AIvsAIController manual(b, gui, p1, p2);
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Controller& controller = manual;
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