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@@ -20,7 +20,7 @@ BoardState::BoardState()
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}
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}
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-std::vector<BoardState*> BoardState::GetPossibleMoves()
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+std::vector<BoardState*> BoardState::GetPossibleMoves() const
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{
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std::vector<BoardState*> retVal;
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@@ -41,7 +41,7 @@ std::vector<BoardState*> BoardState::GetPossibleMoves()
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return retVal;
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}
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-bool BoardState::IsTerminal()
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+bool BoardState::IsTerminal() const
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{
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// Is the board full?
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if (IsFull())
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@@ -59,7 +59,7 @@ bool BoardState::IsTerminal()
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return false;
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}
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-float BoardState::GetScore()
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+float BoardState::GetScore() const
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{
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// If the board is full, the score is 0
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if (IsFull())
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@@ -77,7 +77,7 @@ float BoardState::GetScore()
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return CalculateHeuristic();
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}
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-bool BoardState::IsFull()
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+bool BoardState::IsFull() const
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{
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bool isFull = true;
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for (int i = 0; i < 6; i++)
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@@ -94,7 +94,7 @@ bool BoardState::IsFull()
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return isFull;
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}
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-int BoardState::GetFourInARow()
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+int BoardState::GetFourInARow() const
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{
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// Returns 1 if yellow wins, -1 if red wins, 0 otherwise
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@@ -184,7 +184,7 @@ int BoardState::GetFourInARow()
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return 0;
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}
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-float BoardState::CalculateHeuristic()
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+float BoardState::CalculateHeuristic() const
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{
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// TODO: You could change this to calculate an actual heuristic
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return 0.0f;
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