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Init commit with some seed code

tags/v1.0b1
commit
8e3a9a35a8
8 ha cambiato i file con 546 aggiunte e 0 eliminazioni
  1. +5
    -0
      .gitignore
  2. BIN
      ds_project_2020-2021_PartA.pdf
  3. +14
    -0
      src/net/hoo2/auth/labyrinth/Board.java
  4. +99
    -0
      src/net/hoo2/auth/labyrinth/Common.java
  5. +21
    -0
      src/net/hoo2/auth/labyrinth/Game.java
  6. +5
    -0
      src/net/hoo2/auth/labyrinth/Player.java
  7. +178
    -0
      src/net/hoo2/auth/labyrinth/Supply.java
  8. +224
    -0
      src/net/hoo2/auth/labyrinth/Tile.java

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.gitignore Vedi File

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bin/
doc/
deliverable/
.classpath
.project

BIN
ds_project_2020-2021_PartA.pdf Vedi File


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src/net/hoo2/auth/labyrinth/Board.java Vedi File

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package net.hoo2.auth.labyrinth;

public class Board {



int size() { return N; }

private int N;
private int S;
private int W;
private Tile[] tiles;
private Supply[] supplies;
}

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src/net/hoo2/auth/labyrinth/Common.java Vedi File

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/**
* @file Common.java
*
* @author Christos Choutouridis AEM:8997
* @email cchoutou@ece.auth.gr
*/
package net.hoo2.auth.labyrinth;

/**
* Application wide object to hold settings like values for the session.
*/
class Defaults {
static int boardSize = 15; /**@< Default board's size (if no one set it via command line) */
}

/**
* Helper C++-like enumerator class to hold direction
*/
class Direction {
static final int UP =1; /**< North direction */
static final int RIGHT =3; /**< East direction */
static final int DOWN =5; /**< South direction */
static final int LEFT =7; /**< West direction */
}

/**
* @brief
* An Application wide board position implementation holding just the coordinates
*
* Position is a helper class to enable us cope with the redundant position data (id and coordinates).
* This class provide both static conversion functionalities between id and coordinates
* and data representation in the coordinates system.
*/
class Position {

/**
* Basic constructor from coordinates
* @param x The x coordinate
* @param y The y coordinate
*/
protected Position(int x, int y) {
this.x = x;
this.y = y;
}

/**
* Basic constructor from Id
* @param tileId The id of tile
*/
protected Position(int tileId) {
this.x = toX(tileId);
this.y = toY(tileId);
}

/** @name non-static API */
/** @{ */
protected int getX() { return x; } /**< Read access to x coordinate */
protected int getY() { return y; } /**< Read access to y coordinate */
protected int getID(){ return toID(x, y); } /**< Virtual read access to id coordinate */
/** @} */

/** @name Static convention utilities */
/** @{ */
/**
* Takes x and y coordinates and return the calculated Id coordinate
* @param x The x coordinate
* @param y The y coordinate
* @return The converted value
*/
protected static int toID(int x, int y) {
return y * Defaults.boardSize + x;
}

/**
* Takes Id coordinate and return the corresponding x coordinate
* @param id The id coordinate
* @return The x coordinate
*/
protected static int toX(int id){
return id % Defaults.boardSize;
}
/**
* Takes Id coordinate and return the corresponding y coordinate
* @param id The id coordinate
* @return The y coordinate
*/
protected static int toY(int id) {
return id / Defaults.boardSize;
}
/** @} */

/** @name private data types */
/** @{ */
private int x; /**< The x coordinate of the constructed Position object */
private int y; /**< The y coordinate of the constructed Position object */
/** @} */
}



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src/net/hoo2/auth/labyrinth/Game.java Vedi File

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/**
* @file Game.java
*
* @author Christos Choutouridis AEM:8997
* @email cchoutou@ece.auth.gr
*/

package net.hoo2.auth.labyrinth;

/**
*
*/
public class Game {

public static void main(String[] args) {
// TODO Auto-generated method stub
System.out.println("Lets begin");

}

}

+ 5
- 0
src/net/hoo2/auth/labyrinth/Player.java Vedi File

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package net.hoo2.auth.labyrinth;

class Player {

}

+ 178
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src/net/hoo2/auth/labyrinth/Supply.java Vedi File

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/**
* @file Supply.java
*
* @author Christos Choutouridis AEM:8997
* @email cchoutou@ece.auth.gr
*/

package net.hoo2.auth.labyrinth;

/**
* @brief
* This class is the representation of the supplies in the game
*
* Supplies are the game "goodies". They placed randomly in the board.
* In each tile there can be only one supply. The player has to collect all
* of them in order to complete the game successfully.
*/
class Supply {

/** @name Constructors */
/** @{ */

/**
* The main constructor of the Supply constructed from (x,y)
*
* @param id The Id of the created supply
* @param x The x coordinate to place the supply
* @param y The y coordinate to place the supply
*/
protected Supply(int id, int x, int y) {
// Boundary checks
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
assert (x >= 0 && x< Defaults.boardSize) : "Y coordinate must be in the range [0, Defaults.boardSize)";

// Initialization
this.supplyId =id;
this.x =x;
this.y =y;
this.supplyTileId = Position.toID(x, y);
}

/**
* A second constructor of the Supply constructed from supplyTileId
*
* @param id The Id of the created supply
* @param tileId The linear combination of (x, y)
*/
protected Supply(int id, int tileId) {
// Boundary check
assert (id >= 0 && id <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
// Initialization
this.supplyId =id;
this.supplyTileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
}

/**
* A deep copy constructor.
*/
protected Supply (Supply s) {
this.supplyId = s.supplyId;
this.x = s.x;
this.y = s.y;
this.supplyTileId = s.supplyTileId;
// We achieve deep copy as the members are all primitives.
}
/** @} */

/** @name Supply's main application interface */
/** @{ */

/** @return the supplyId */
protected int supplyId () { return supplyId; }
/**
* Set the supplyId
* @param sId The Id to set
* @return The supplyId
* @note This function also returns the supplyId to help in chained expressions.
*/
protected int supplyId (int sID) { return supplyId = sID; }

/**
* @return the position of the supply as a Position object
* @see Position
*/
protected Position position () { return new Position (x, y); }

/**
* Set the position of the supply from a (x, y) pair
* @param x The x coordinate of the tile
* @param y The y coordinate of the tile
* @return the position of the supply as a Position object
* @note This function also returns the supplyId to help in chained expressions.
* @see Position
*/
protected Position position (int x, int y) {
// Boundary checks
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
assert (x >= 0 && x< Defaults.boardSize) : "Y coordinate must be in the range [0, Defaults.boardSize)";
Position p = new Position (x, y);
this.x = x;
this.y = y;
this.supplyTileId = p.getID();
return p;
}

/**
* Set the position of the supply from a tileId
* @param tileId The tileId position
* @return The position of the supply as Position object
* @note This function also returns the supplyId to help in chained expressions.
* @see Position
*/
protected int position (int tileId) {
// Boundary check
assert (tileId >= 0 && tileId <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
this.supplyTileId = tileId;
return supplyTileId;
}

/** @return The supplyTileId */
protected int positionId () { return supplyTileId; }

/** @} */

/**
* @name Accessor/Mutator interface
* @note
* Please consider not to use mutator interface. Its the abstraction killer :(
* We have added a bit of logic however, in order to make it a bit more safe.
*/
/** @{ */
protected int getSupplyId () { return supplyId; }
protected int getX() { return x; }
protected int getY() { return y; }
protected int getSupplyTileId(){ return supplyTileId; }

protected void setSupplyId(int Id) { supplyId = Id; }
protected void setX(int x) {
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
this.x = x;
this.supplyTileId = Position.toID(this.x, this.y);
}
protected void setY(int y) {
assert (y >= 0 && y< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
this.y = y;
this.supplyTileId = Position.toID(this.x, this.y);
}
protected void setSupplyTileId(int tileId) {
assert (tileId >= 0 && tileId <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
this.supplyTileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);

}
/** @} */

/** @name Class data */
/** @{ */
private int supplyId; /**< The unique identifier of the tile. This must not be confused with TileID */
private int x; /**< The x coordinate of the tile as if the board lies in the 1st quadrant */
private int y; /**< The y coordinate of the tile as if the board lies in the 1st quadrant */
private int supplyTileId; /**< The Id of the tile on the board, in witch the supply is located */
/**
* @warning
* We can calculate tileId from (x,y) so having both (x,y) and tile ID is error
* prone and not a good practice. Its easy to get them out of sync (code smell).
* We implement it just because its in the requirements of the assignment.
* @see Tile.tileId
*/
/** @} */
}

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src/net/hoo2/auth/labyrinth/Tile.java Vedi File

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/**
* @file Tile.java
*
* @author Christos Choutouridis AEM:8997
* @email cchoutou@ece.auth.gr
*/

package net.hoo2.auth.labyrinth;

/**
* @brief
* This class is the representation of the board's tile
*
* Tiles are arranged on the board in square shape and they're identified by
* an ID. This ID is the linear combination of x and y coordinate of the tile.
*/
class Tile {

/** @name Constructors */
/** @{ */

/**
* The main constructor of the Tile constructed from (x,y)
*
* @param x The x coordinate to place the Tile
* @param y The y coordinate to place the Tile
* @param up The existence of wall north of the tile
* @param down The existence of wall south of the tile
* @param left The existence of wall left of the tile
* @param right The existence of wall right of the tile
*/
protected Tile(int x, int y, boolean up, boolean down, boolean left, boolean right) {
// Boundary checks
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
assert (x >= 0 && x< Defaults.boardSize) : "Y coordinate must be in the range [0, Defaults.boardSize)";

// Initialization
this.tileId = Position.toID(x, y);
this.x =x;
this.y =y;
this.up = up;
this.down = down;
this.left = left;
this.right = right;
}

/**
* The main constructor of the Tile constructed from tileId
*
* @param id The tileId to place the Tile
* @param up The existence of wall north of the tile
* @param down The existence of wall south of the tile
* @param left The existence of wall left of the tile
* @param right The existence of wall right of the tile
*/
protected Tile(int id, boolean up, boolean down, boolean left, boolean right) {
// Boundary check
assert (id >= 0 && id <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
// Initialization
this.tileId = id;
this.x =Position.toX(id);
this.y =Position.toY(id);
this.up = up;
this.down = down;
this.left = left;
this.right = right;
}

/**
* A deep copy constructor.
*/
protected Tile (Tile t) {
this.tileId = t.tileId;
this.x = t.x;
this.y = t.y;
this.up = t.up;
this.down = t.down;
this.left = t.left;
this.right = t.right;
// We achieve deep copy as the members are all primitives.
}
/** @} */

/** @name Supply's main application interface */
/** @{ */

/**
* @return the position of the tile as a Position object
* @see Position
*/
protected Position position () { return new Position (x, y); }

/**
* Set the position of the tile from a (x, y) pair
* @param x The x coordinate of the tile
* @param y The y coordinate of the tile
* @return the position of the supply as a Position object
* @note This function also returns the supplyId to help in chained expressions.
* @see Position
*/
protected Position position (int x, int y) {
// Boundary checks
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
assert (x >= 0 && x< Defaults.boardSize) : "Y coordinate must be in the range [0, Defaults.boardSize)";
Position p = new Position (x, y);
this.x = x;
this.y = y;
this.tileId = p.getID();
return p;
}

/**
* Set the position of the tile from a tileId
* @param tileId The tileId position
* @return The position of the supply as Position object
* @note This function also returns the supplyId to help in chained expressions.
* @see Position
*/
protected int position (int tileId) {
// Boundary check
assert (tileId >= 0 && tileId <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
this.tileId = tileId;
return tileId;
}

/** @return The tileId */
protected int positionId () { return tileId; }

/**
* Set the tile's walls
* @param up Request for north wall (winter is coming)
* @param down Request for south wall
* @param left Request for west wall
* @param right Request for east wall
*/
protected void setWalls (boolean up, boolean down, boolean left, boolean right) {
assert (
((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0)) <=2
) : "A tile can have at most 2 walls";
this.up = up;
this.down = down;
this.left = left;
this.right = right;
}

/**
* Checks if the tile has wall in the requested direction
* @param direction The direction to check
* @return True if there is a wall
*/
protected boolean hasWall (int direction) {
switch (direction) {
case Direction.UP: return up;
case Direction.RIGHT: return right;
case Direction.DOWN: return down;
case Direction.LEFT: return left;
}
return false;
}

/** @} */

/**
* @name Accessor/Mutator interface
* @note
* Please consider not to use mutator interface. Its the abstraction killer :(
* We have added a bit of logic however, in order to make it a bit more safe.
*/
/** @{ */
protected int getTileId () { return tileId; }
protected int getX () { return x; }
protected int getY () { return y; }
protected boolean getUp () { return up; }
protected boolean getDown () { return down; }
protected boolean getLeft () { return left; }
protected boolean getRight () { return right; }

protected void setTileId(int tileId) {
assert (tileId >= 0 && tileId <= Position.toID(Defaults.boardSize-1, Defaults.boardSize-1))
: "TileId must be in the range of [0, Defaults.boardSize^2)";
this.tileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
}
protected void setX(int x) {
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
this.x = x;
this.tileId = Position.toID(this.x, this.y);
}
protected void setY(int y) {
assert (y >= 0 && y< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
this.y = y;
this.tileId = Position.toID(this.x, this.y);
}
protected void setUp(boolean up) { this.up = up; }
protected void setDown(boolean down) { this.down = down; }
protected void setRight(boolean right) { this.right = right; }
protected void setLeft(boolean left) { this.left = left; }
/** @} */

/** @name Class data */
/** @{ */
private int tileId; /**<
* The unique identifier of the tile. This is the linear combination of
* x and y coordinates of the tile
*/
private int x; /**< The x coordinate of the tile as if the board lies in the 1st quadrant */
private int y; /**< The y coordinate of the tile as if the board lies in the 1st quadrant */
private boolean up; /**< Indicator of a wall in the north side of the tile */
private boolean down; /**< Indicator of a wall in the south side of the tile */
private boolean left; /**< Indicator of a wall in the left side of the tile */
private boolean right; /**< Indicator of a wall in the right side of the tile */
/**
* @warning
* We can calculate tileId from (x,y) so having both (x,y) and tile ID is error
* prone and not a good practice. Its easy to get them out of sync(code smell).
* We implement it just because its in the requirements of the assignment.
* @see Supply.supplyTileId
*/
}

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