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corecontroller.cpp
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corecontroller.cpp
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#include "corecontroller.h"
#include <QVector>
#include <QPointF>
#include <QDebug>
#include "abstractgameboardinfo.h"
#include "abstractrule.h"
#include "ball.h"
#include "connections.h"
#include "gamemath.h"
#define RECYCLE_STEPS 10
CoreController::CoreController(
AbstractRule *theRule,
AbstractGameBoardInfo *theGameBoardInfo,
Ball **theBalls) :
balls(theBalls),
gameBoardInfo(theGameBoardInfo),
rule(theRule),
ballCount(theGameBoardInfo->totalBallCounts()),
gestureCoolDown(0),
needTestStableEliminate(true)
{
// Create the space for the ball array if neccessary
if (balls == NULL)
{
balls = new Ball *[ballCount];
for (int i = 0;i < ballCount;++i)
balls[i] = NULL;
}
// Create the space for the two arrays
ballsCurrentIndexToOriginalIndex = new int[ballCount];
ballsOriginalIndexToCurrentIndex = new int[ballCount];
// Reset the 2 arrays above
resetCToOAndOToC();
// Create the space for the recycling balls
recyclingBalls = new QVector<Ball *> *[RECYCLE_STEPS];
for (int i = 0;i < RECYCLE_STEPS;++i)
recyclingBalls[i] = new QVector<Ball *>();
}
void CoreController::resetCToOAndOToC()
{
// Ball i is on the position i
for (int i = 0;i < ballCount;++i)
{
ballsCurrentIndexToOriginalIndex[i] = i;
ballsOriginalIndexToCurrentIndex[i] = i;
}
}
Connections CoreController::testStableEliminate()
{
// Get the result
Connections result = testEliminate(false);
// Emit the result
emit stableEliminateTested(result);
// Return the result
return result;
}
Connections CoreController::testUserMovingEliminate()
{
// Get the result
Connections result = testEliminate(true);
// Emit the result
emit userMovingEliminateTested(result);
// Return the result
return result;
}
Connections CoreController::testEliminate(
bool includingUserMoving)
{
// Initialize the connect
Connections result = Connections(ballCount);
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
{
// If the ball doesn't exist, go to next ball
if (!ballAt(i, includingUserMoving))
continue;
// Test 3 in a line
Ball *firstBall = ballAt(i, includingUserMoving);
for (int j = 0;j < 3;++j)
{
if (result.connectionsOfIndex[i][j] != NULL)
continue;
QVector<int> *currentConnection = new QVector<int>();
int currentIndex = i;
// A complex condition to judge whether the ball can
// be in a connection and whether the ball has the
// same color with the first ball
while (currentIndex != -1 &&
ballAt(currentIndex, includingUserMoving) &&
firstBall->sameColor(
ballAt(currentIndex, includingUserMoving))
&&
(ballAt(currentIndex,
includingUserMoving)->getState() ==
Ball::Stable ||
ballAt(currentIndex,
includingUserMoving)->getState() ==
Ball::AlmostStable ||
ballAt(currentIndex,
includingUserMoving)->getState() ==
Ball::UserReleased ||
(includingUserMoving &&
ballAt(currentIndex,
includingUserMoving)->getState() ==
Ball::UserMoving)))
{
currentConnection->push_back(currentIndex);
currentIndex =
gameBoardInfo->nearbyIndex(currentIndex, j);
}
if (currentConnection->size() < 3)
delete currentConnection;
else
{
result.connections.push_back(currentConnection);
for (int k = 0;k < currentConnection->size();++k)
result.connectionsOfIndex
[currentConnection->at(k)][j] =
currentConnection;
}
}
// Test 6 in a circle
if (gameBoardInfo->canBeRotateCenter(i))
{
bool chainCanBeEliminated = true;
QVector<int> chain =
gameBoardInfo->chainAroundIndex(i);
if (chain.size() == 6)
{
if (ballAt(chain[0], includingUserMoving))
{
Ball *firstBall = balls[chain[0]];
for (int j = 0;j < 6;++j)
{
// A complex condition to judge whether the
// ball can be in a connection and whether the
// ball has the same color with the first ball
if (!ballAt(chain[j], includingUserMoving) ||
!firstBall->sameColor(ballAt(chain[j], includingUserMoving)) ||
!(ballAt(chain[j], includingUserMoving)->getState() ==
Ball::Stable ||
ballAt(chain[j], includingUserMoving)->getState() ==
Ball::AlmostStable ||
ballAt(chain[j], includingUserMoving)->getState() ==
Ball::UserReleased ||
(includingUserMoving &&
ballAt(chain[j], includingUserMoving)->getState() ==
Ball::UserMoving)))
{
chainCanBeEliminated = false;
break;
}
}
}
else
chainCanBeEliminated = false;
}
else
chainCanBeEliminated = false;
if (chainCanBeEliminated)
{
// Record the chain
QVector<int> *currentConnection =
new QVector<int>(chain);
result.connectionsOfIndex[i][3] =
currentConnection;
for (int j = 0;j < 6;++j)
result.connectionsOfIndex[chain[j]][4+j/2] =
currentConnection;
result.connections.push_back(currentConnection);
}
}
}
return result;
}
QVector<QPointF> CoreController::newposUnderPos(
QPointF mousePos)
{
// The distance from the center
double maxR = gameBoardInfo->intervalBetweenTwoLayers();
QVector<QPointF> result =
gestureInfluencedIndexsOriginalPos;
// The position of the center
QPointF centerPos = gameBoardInfo->positionOfIndex(rotateCenterIndex);
// The position of the center of the gesture
QPointF gestureCenterPos = centerPos;
// Angles used to calculate the position
double mouseOriginalA =
angle(gestureConfirmPos, gestureCenterPos);
double mouseCurrentA =
angle(mousePos, gestureCenterPos);
double dA = mouseCurrentA - mouseOriginalA;
for (int i = 0;
i < gestureInfluencedIndexsOriginalPos.size();
++i)
{
double a = angle(result[i], centerPos) + dA;
double r = distanceFromTheCenterWithTheAngle(a, maxR);
result[i] = calculatePosition(a, r, centerPos);
}
// Maintain the 2 arrays
maintainCToOAndOToC(result[0]);
return result;
}
int CoreController::maintainCToOAndOToC(QPointF firstPos)
{
// The offset
int offset = 0;
// The min distance from the position given
qreal minDis = 100000;
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
qreal currentDis = distanceOfTwoPoints
(firstPos,
gameBoardInfo->positionOfIndex(
gestureInfluencedIndexs[i]));
if (currentDis < minDis)
{
// Reset offset and maintain minDis if neccessary
minDis = currentDis;
offset = i;
}
}
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
// Maintain the two arrays
int o = gestureInfluencedIndexs[i];
int c = gestureInfluencedIndexs[(i + offset) %
gestureInfluencedIndexs.size()];
ballsOriginalIndexToCurrentIndex[o] = c;
ballsCurrentIndexToOriginalIndex[c] = o;
}
// Return the offset
return offset;
}
void CoreController::eliminate(const QVector<int>& indexs)
{
// The count of the balls eliminated
int count = 0;
for (int i = 0;i < indexs.size();++i)
{
int index = indexs.at(i);
// If the ball exists
if (balls[index])
{
++count;
recyclingBalls[RECYCLE_STEPS - 1]->
push_back(balls[index]);
balls[index] = NULL;
}
}
emit eliminated(count);
}
void CoreController::rotateBegin(int theCenterIndex,
QPointF theMousePosition)
{
// If the operation is allowed
if (!rule->gestureAllowed(AbstractRule::Rotate) ||
!gameBoardInfo->canBeRotateCenter(theCenterIndex) ||
gestureCoolDown != 0)
{
gesture = AbstractRule::BadGesture;
return;
}
// Record some infomation of the rotation
rotateCenterIndex = theCenterIndex;
gestureConfirmPos = theMousePosition;
gesture = AbstractRule::Rotate;
gestureInfluencedIndexs =
gameBoardInfo->chainAroundIndex(rotateCenterIndex);
gestureInfluencedIndexsOriginalPos.clear();
// For each ball influenced,
// if the ball doesn't exist or it's locked,
// the gesture will be a bad one
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
if ((!balls[gestureInfluencedIndexs[i]]) ||
(balls[gestureInfluencedIndexs[i]]->getLocked()) ||
balls[gestureInfluencedIndexs[i]]->getState() != Ball::Stable)
{
gesture = AbstractRule::BadGesture;
gestureInfluencedIndexs.clear();
return;
}
// Set the state of the balls
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
balls[gestureInfluencedIndexs[i]]->
setState(Ball::UserMoving);
gestureInfluencedIndexsOriginalPos.push_back(
gameBoardInfo->positionOfIndex(
gestureInfluencedIndexs[i]));
}
}
void CoreController::rotateTransition(
QPointF theMousePosition)
{
if (gesture == AbstractRule::BadGesture ||
!rule->gestureAllowed(AbstractRule::Rotate) ||
gestureCoolDown != 0)
return;
// Get the new positions
QVector<QPointF> newPos =
newposUnderPos(theMousePosition);
// For each ball, set the position
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
balls[gestureInfluencedIndexs[i]]->setPos(newPos[i]);
// Test whether there is any connection
testUserMovingEliminate();
}
void CoreController::rotateEnd()
{
if (gesture == AbstractRule::BadGesture)
return;
// Get the offset
int offset = maintainCToOAndOToC(
balls[gestureInfluencedIndexs[0]]->pos());
// If the balls are on the original position, roll back
if (offset == 0)
{
rotateRollBack();
gestureInfluencedIndexs.clear();
return;
}
// For each ball influenced
// Set the state
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
balls[gestureInfluencedIndexs[i]]->
setState(Ball::UserReleased);
// Set the balls to the new one
Ball **tmp = new Ball*[gameBoardInfo->totalBallCounts()];
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
tmp[i] = balls[ballsCurrentIndexToOriginalIndex[i]];
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
balls[i] = tmp[i];
Connections connections = testStableEliminate();
bool rotateSuccessful =
!rule->gameStepAllowed(AbstractRule::Eliminate);
if (!rotateSuccessful)
{
// Test whether there is any connection
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
if (connections.isInAChain(
gestureInfluencedIndexs[i]))
{
rotateSuccessful = true;
break;
}
}
// If the rotate is successful
if (rotateSuccessful)
{
if (rule->gameStepAllowed(AbstractRule::Eliminate))
{
QVector <int> toEliminate;
for (int i = 0;
i < gameBoardInfo->totalBallCounts();
++i)
if (balls[i])
if (connections.isInAChain(i))
toEliminate.push_back(i);
// Eliminate the balls
eliminate(toEliminate);
}
// Move the balls left
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
int index = gestureInfluencedIndexs[i];
if (balls[index])
translateABallTo(balls[index],
gameBoardInfo->
positionOfIndex(index),
2,
true);
}
// Emit a good move signal
emit goodMove();
}
else
{
// Reset the balls
for (int i = 0;
i < gameBoardInfo->totalBallCounts();
++i)
tmp[i] = balls[ballsOriginalIndexToCurrentIndex[i]];
for (int i = 0;
i < gameBoardInfo->totalBallCounts();
++i)
balls[i] = tmp[i];
rotateRollBack();
// Emit a bad move signal
emit badMove();
}
// Reset the two arrays
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
int index = gestureInfluencedIndexs[i];
ballsCurrentIndexToOriginalIndex[index] = index;
ballsOriginalIndexToCurrentIndex[index] = index;
}
// Release the space
delete [] tmp;
gestureInfluencedIndexs.clear();
}
void CoreController::swap(int from, int to)
{
// If a swap can be tried
if (gestureCoolDown != 0)
return;
if ((!balls[from]) || balls[from]->getLocked())
return;
if ((!balls[to]) || balls[to]->getLocked())
return;
// Record the 2 balls
ballsCurrentIndexToOriginalIndex[from] = to;
ballsCurrentIndexToOriginalIndex[to] = from;
ballsOriginalIndexToCurrentIndex[from] = to;
ballsOriginalIndexToCurrentIndex[to] = from;
gestureInfluencedIndexs.clear();
gestureInfluencedIndexs.push_back(from);
gestureInfluencedIndexs.push_back(to);
// Set the state of the 2 balls
balls[from]->setState(Ball::UserReleased);
balls[to]->setState(Ball::UserReleased);
// Test whether the swap is successful
bool swapSuccessful =
!rule->gameStepAllowed(AbstractRule::Eliminate);
if (!swapSuccessful)
{
Connections connections = testUserMovingEliminate();
if (connections.isInAChain(from) ||
connections.isInAChain(to))
swapSuccessful = true;
}
if (swapSuccessful)
{
// Move 2 balls to the new position
moveToNewPos();
// Emit a good move signal
emit goodMove();
}
else
{
// Roll back the 2 balls
swapRollBack(from, to);
// Emit a bad move signal
emit badMove();
}
}
void CoreController::flameAt(int index)
{
// Get the index of the balls influenced
QVector <int> influencedIndexs = gameBoardInfo->chainAroundIndex(index);
influencedIndexs.push_back(index);
// Eliminate the balls
eliminate(influencedIndexs);
}
void CoreController::starAt(int index)
{
// Get the index of the balls influenced
QVector <int> influencedIndexs;
influencedIndexs.push_back(index);
for (int i = 0;i < 6;++i)
{
int current = gameBoardInfo->nearbyIndex(index, i);
while (current != -1)
{
influencedIndexs.push_back(current);
current = gameBoardInfo->nearbyIndex(current, i);
}
}
// Eliminate the balls
eliminate(influencedIndexs);
}
void CoreController::fillAllBlanks()
{
if (!rule->gameStepAllowed(AbstractRule::AutoRotate))
return;
// Auto rotate at the very beginning
autoRotate();
if (!rule->gameStepAllowed(AbstractRule::FillWithNewBalls))
return;
// Get the indexes which are blank
QList <int> blankIndexes;
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
if (!balls[i])
blankIndexes.push_back(i);
// Record the indexes locked at this time
QList <int> lockedIndexes;
int index;
do
{
// Unlock the balls
foreach (index, blankIndexes)
if (balls[index])
balls[index]->setLocked(false);
lockedIndexes.clear();
// Create the balls
foreach (index, blankIndexes)
{
// Set the color of te ball and whether it's locked
if (!balls[index])
balls[index] = new Ball((Ball::Color)(rand() % 6));
else
balls[index]->setColor((Ball::Color)(rand() % 6));
if (!rule->endlessFill())
{
bool setToLock = lockedIndexes.size() < 2 &&
((rand() % 100) > 5);
balls[index]->setLocked(setToLock);
if (setToLock)
lockedIndexes.push_back(index);
}
}
} while (rule->endlessFill() && (!blankIndexes.isEmpty()) && hint() < 0);
// Set the balls to the correct position
foreach (index, blankIndexes)
balls[index]->setPos(gameBoardInfo->positionOfIndex(
gameBoardInfo->firstOfChain(index)));
// Reset the 2 arrays
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
{
ballsOriginalIndexToCurrentIndex[i] = i;
ballsCurrentIndexToOriginalIndex[i] = i;
}
}
void CoreController::autoRotate()
{
const QVector<QVector<int> >& cs =
gameBoardInfo->chains();
for (int i = 0;i < gameBoardInfo->chainNumber();++i)
{
const QVector<int>& originalChain = cs.at(i);
int needRotateCount = 0;
int currentFillPos = originalChain.size() - 1;
for (int j = currentFillPos;j >= 0;--j)
{
Ball *ball = balls[originalChain.at(j)];
// If the ball doesn't exist
if (!ball)
{
++needRotateCount;
continue;
}
if (ball->getState() == Ball::Stable)
ball->setPos(gameBoardInfo->positionOfIndex(originalChain.at(j)));
switch (ball->getState())
{
case Ball::UserMoving:
// Break the user's operation
if (needRotateCount != 0)
{
rotateRollBack();
gestureInfluencedIndexs.clear();
}
case Ball::UserReleased:
// A stable ball
case Ball::Stable:
// An almost stable ball
case Ball::AlmostStable:
// A ball moved by the system
case Ball::SystemMoving:
if (needRotateCount == 0)
break;
{
// Current ball index
int current = originalChain.at(j);
// Target position index
int target = originalChain.at(
j + needRotateCount);
// Rotate the ball to the target position
rotateABallTo(ball,
gameBoardInfo->
positionOfIndex(target),
gameBoardInfo->centerPos(),
5,
true,
i);
// Set the balls
balls[target] = balls[current];
balls[current] = NULL;
}
break;
case Ball::JustCreated:
{
// Start position index
int current = originalChain.at(0);
// Target position index
int target = originalChain.at(
j + needRotateCount);
// Set the balls to the start position
ball->setPos(gameBoardInfo->
positionOfIndex(current));
// Rotate the ball to the target position
rotateABallTo(ball,
gameBoardInfo->
positionOfIndex(target),
gameBoardInfo->centerPos(),
10,
true,
i);
}
}
}
}
}
bool CoreController::advance()
{
// Calculate the CD
if (gestureCoolDown > 0)
--gestureCoolDown;
bool lastneedTestStableEliminate = needTestStableEliminate;
// Advance each ball
for (int i = 0;i < ballCount;++i)
if (balls[i])
needTestStableEliminate = balls[i]->advance() || needTestStableEliminate;
if (rule->gameStepAllowed(AbstractRule::Eliminate) ==
false)
return (!lastneedTestStableEliminate) && needTestStableEliminate;
// Recalculate the recycling balls
for (int i = 0;i < recyclingBalls[0]->size();++i)
delete recyclingBalls[0]->at(i);
delete recyclingBalls[0];
for (int i = 0;i < RECYCLE_STEPS - 1;++i)
recyclingBalls[i] = recyclingBalls[i + 1];
recyclingBalls[RECYCLE_STEPS - 1] =
new QVector<Ball *>();
bool eliminated = false;
if (needTestStableEliminate)
{
// Test the stable eliminations
Connections connections = testStableEliminate();
QVector <int> toEliminate;
for (int i = 0;i < gameBoardInfo->totalBallCounts();++i)
if (balls[i])
if (connections.isInAChain(i))
toEliminate.push_back(i);
if (toEliminate.size() > 0)
{
eliminated = true;
// Eliminate the balls
eliminate(toEliminate);
}
needTestStableEliminate = false;
}
fillAllBlanks();
// Fill all blanks
return eliminated ||
((!lastneedTestStableEliminate) &&
needTestStableEliminate);
}
void CoreController::moveToNewPos()
{
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
int originalIndex = gestureInfluencedIndexs[i];
if (balls[originalIndex])
{
// Translate the ball to the correct position
translateABallTo(balls[originalIndex],
gameBoardInfo->positionOfIndex(
ballsOriginalIndexToCurrentIndex
[originalIndex]),
3,
true);
// Set the state of the ball
balls[gestureInfluencedIndexs[i]]->setState(Ball::SystemMoving);
}
}
// Reset the balls
Ball **tmpBalls = new Ball *[ballCount];
for (int i = 0;i < ballCount;++i)
tmpBalls[i] =
balls[ballsCurrentIndexToOriginalIndex[i]];
for (int i = 0;i < ballCount;++i)
balls[i] = tmpBalls[i];
delete [] tmpBalls;
// Maintain the 2 arrays
resetCToOAndOToC();
}
void CoreController::rotateRollBack()
{
gesture = AbstractRule::BadGesture;
for (int i = 0;i < gestureInfluencedIndexs.size();++i)
{
int currentIndex = gestureInfluencedIndexs[i];
// Rotate the ball to the correct position
rotateABallTo(balls[gestureInfluencedIndexs[i]],
gameBoardInfo->
positionOfIndex(currentIndex),
gameBoardInfo->
positionOfIndex(rotateCenterIndex),
5,
false,
1);
// Set the state of the ball
balls[gestureInfluencedIndexs[i]]->
setState(Ball::SystemMoving);
}
// Maintain the 2 arrays
resetCToOAndOToC();
// Set the CD
gestureCoolDown = 5;
}
void CoreController::swapRollBack(int from, int to)
{
// Some complex calculation to calculate the positions
// the balls should be at
int halfSteps = 5;
QPointF fromPos = gameBoardInfo->positionOfIndex(from);
double fromX = fromPos.x();
double fromY = fromPos.y();
QPointF toPos = gameBoardInfo->positionOfIndex(to);
double toX = toPos.x();
double toY = toPos.y();
if (balls[from])
balls[from]->stopPositions.clear();
if (balls[to])
balls[to]->stopPositions.clear();
// Move to the new position
for (int i = 0;i < halfSteps;++i)
{
if (balls[from])
balls[from]->stopPositions.push_back(
QPointF((fromX * (halfSteps - i) + toX * i) /
halfSteps,
(fromY * (halfSteps - i) + toY * i) /
halfSteps));
if (balls[to])
balls[to]->stopPositions.push_back(
QPointF((toX * (halfSteps - i) + fromX * i) /
halfSteps,
(toY * (halfSteps - i) + fromY * i) /
halfSteps));
}
// Move back to the original position
for (int i = 1;i < halfSteps;++i)
{
if (balls[from])
balls[from]->stopPositions.push_back(
balls[from]->stopPositions[halfSteps - i]);
if (balls[to])
balls[to]->stopPositions.push_back(
balls[to]->stopPositions[halfSteps - i]);
}
// Maintain the 2 arrays
resetCToOAndOToC();
// Set the CD
gestureCoolDown = halfSteps * 2;
}
void CoreController::translateABallTo(Ball *ball,
QPointF des,
int steps,
bool plain)
{
QVector<QPointF> stopPositions;
if (!ball)
return;
// Some simple calculation to calculate the positions
// the ball should be at
QPointF fromPos = ball->pos();
double fromX = fromPos.x();
double fromY = fromPos.y();
double toX = des.x();
double toY = des.y();
double dis = distanceOfTwoPoints(fromPos, des);
for (int i = 0;i < steps;++i)
{
double dy = 0;
if (!plain)
dy = dis * 3 * bridgeY(1.0 * (steps - i) / steps);
stopPositions.push_back(
QPointF((fromX * i + toX * (steps - i)) / steps,
(fromY * i + toY * (steps - i)) / steps - dy));
}
for (int i = 0;i < ball->stopPositions.size();++i)
stopPositions.push_back(ball->stopPositions[i]);
ball->stopPositions = stopPositions;
}
void CoreController::rotateABallTo(Ball *ball,
QPointF toPos,
QPointF centerPos,
int steps,
bool forceFillDirection,
int distance)
{
if (!ball)
return;
// QPointF lastPos = ball->pos();
// if (!ball->stopPositions.isEmpty())
// lastPos = ball->stopPositions[0];
// if (distanceOfTwoPoints(lastPos, toPos) < 3)
// return;
// Some complex calculation to calculate the positions
// the ball should be at
// The distance from the center
double maxR = gameBoardInfo->intervalBetweenTwoLayers();
ball->stopPositions.clear();
ball->setState(Ball::SystemMoving);
QPointF fromPos = ball->pos();
if (!ball->stopPositions.isEmpty())
fromPos = ball->stopPositions[0];
double currentA = angle(fromPos, centerPos);
double finalA = angle(toPos, centerPos);
double tmp = currentA + PI;
if (tmp > 2 * PI)
tmp -= 2 * PI;
double clockwiseAngleDis = currentA - finalA;
if (clockwiseAngleDis < 0)
clockwiseAngleDis += 2 * PI;
bool clockwise = forceFillDirection ||
(clockwiseAngleDis < PI);
double& angleDis = clockwiseAngleDis;
angleDis = clockwise ?
clockwiseAngleDis :
2 * PI - clockwiseAngleDis;
ball->stopPositions.push_back(toPos);
int j = steps - 1;
for (int i = 1;i < steps;++i,--j)
{
// Calculate the angle and the distance and set the
// position
double tmpA = currentA + (angleDis * j / (steps - 1)) *
(clockwise ? -1 : 1);
double tmpR =
distance *
distanceFromTheCenterWithTheAngle(tmpA, maxR);
ball->stopPositions.push_back(calculatePosition(
tmpA, tmpR, centerPos));
}
}
int CoreController::hint()
{
// Code made by VincentQiuuu!!!
int totalBallCounts = gameBoardInfo->totalBallCounts();
// A copy of the balls
Ball **copiedBalls = new Ball*[totalBallCounts];
for (int i = 0;i < totalBallCounts;++i)
copiedBalls[i] = balls[i];
// Whether the balls have benn tried
bool triedIndexes[totalBallCounts];
for (int i = 0;i < totalBallCounts;++i)
triedIndexes[i] = false;
// Try the balls one by one according to a random order
for (int i = 0;i < totalBallCounts;++i)
{
int randIndex = rand() % (totalBallCounts - i);
int p = -1;
for (int j = 0;j < randIndex + 1;++j)
{
++p;
while (triedIndexes[p])
++p;
}
int tryingIndex = p;
triedIndexes[tryingIndex] = true;
// Test rotate
if (rule->gestureAllowed(AbstractRule::Rotate) &&
gameBoardInfo->canBeRotateCenter(tryingIndex))
{
// The chain around the ball
int chain[6];
for (int j = 0;j < 6;++j)
chain[j] = gameBoardInfo->
nearbyIndex(tryingIndex, j);
// Calculate whether all the balls exist and not
// locked
bool allOccupied = true;
for (int j = 0;j < 6;++j)
{
if (chain[j] == -1 ||
copiedBalls[chain[j]] == NULL ||
copiedBalls[chain[j]]->getLocked())
{
allOccupied = false;
break;
}
}
if (allOccupied)
{
// For each offset
for (int j = 0;j < 6;++j)
{
Ball *ball1 = copiedBalls[chain[0]];
// Set the balls and check
for (int k = 0;k < 5;++k)
copiedBalls[chain[k]] =
copiedBalls[chain[k+1]];
copiedBalls[chain[5]] = ball1;
if ( j != 6 )
for (int k = 0;k < 6;++k)
if (check(copiedBalls, chain[k]))
{