WIP: Report part 1
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@ -1,11 +1,13 @@
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/**
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* @file Board.java
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*
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* @author Christos Choutouridis AEM:8997
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* @email cchoutou@ece.auth.gr
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* @author
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* Christos Choutouridis
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* <cchoutou@ece.auth.gr>
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* AEM:8997
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*/
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package net.hoo2.auth.labyrinth;
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package host.labyrinth;
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import java.util.ArrayList;
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import java.util.function.IntFunction;
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@ -131,7 +133,8 @@ class Board {
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}
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/**
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* Predicate to check if a direction is Walkable
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* Predicate to check if a direction is Walkable.
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*
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* @param tileId The starting tileId.
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* @param direction The desired direction.
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* @return True if it is walkable.
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@ -142,9 +145,10 @@ class Board {
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}
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/**
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* Predicate to check if a direction is Walkable
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* Predicate to check if a direction is Walkable.
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*
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* @param row Row position of the starting tile.
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* @param column Column position of the starting tile.
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* @param col Column position of the starting tile.
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* @param direction The desired direction.
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* @return True if it is walkable.
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*/
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@ -175,7 +179,7 @@ class Board {
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* @return A random direction;
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*/
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int dice () {
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ShuffledRange d = new ShuffledRange(Direction.Begin, Direction.End, Direction.Step);
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ShuffledRange d = new ShuffledRange(DirRange.Begin, DirRange.End, DirRange.Step);
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return d.get();
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}
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@ -205,6 +209,13 @@ class Board {
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*/
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Supply[] getSupplies() { return supplies; }
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/**
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* @note Use it with care. Any use of this function results to what Sean Parent calls "incidental data-structure".
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* <a href="https://github.com/sean-parent/sean-parent.github.io/blob/master/better-code/03-data-structures.md"> see also here</a>
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* @return Reference to inner walls array.
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*/
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ArrayList<Edge> getWalls() { return walls; }
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void setN(int N) { this.N = N; }
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void setS(int S) { this.S = S; }
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void setW(int W) { this.W = W; }
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@ -221,6 +232,14 @@ class Board {
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* Any call to this function will probably add memory for the garbage collector.
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*/
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void setSupplies(Supply[] supplies) { this.supplies= supplies; }
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/**
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* @param walls Reference to walls that we want to act as replacement for the inner walls vector.
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* @note Use with care.
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* Any call to this function will probably add memory for the garbage collector.
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*/
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void setWalls (ArrayList<Edge> walls) { this.walls= walls; }
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/** @} */
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@ -269,16 +288,16 @@ class Board {
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/**
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* Predicate to check if a wall creates a closed room.
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*
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* This algorithm has a complexity of O(N^2logN) where N represents the total
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* This algorithm has a complexity of @f$ O(N^2logN) @f$ where N represents the total
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* number of tiles.
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* It should be used with care.
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*
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* @param tileId The tileId of the wall where the wall is.
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* @param direction The wall's relative direction from the tile.
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* @param tileId The tileId of the wall.
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* @param direction The wall's relative direction.
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* @return True if the wall creates a closed room, false otherwise.
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*/
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private boolean makesClosedRoom (int tileId, int direction) {
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// Get a snapshot list of all the walls (all the walls on the board)
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// Clone the list of all the walls locally.
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ArrayList<Edge> w = new ArrayList<Edge>();
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for (Edge it : walls)
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w.add(new Edge(it));
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@ -288,14 +307,14 @@ class Board {
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int size;
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do {
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size = w.size(); // mark the size (before the pass)
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for (int i =0, S=w.size() ; i<S ; ++i)
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if (g.attach(w.get(i))) { // Can we attach the edge(wall) to the graph ?
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w.remove(i); // If yes remove it from the wall list
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for (int i =0, S=w.size() ; i<S ; ++i) // for each edge(wall) on the local wall list
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if (g.attach(w.get(i))) { // can we attach the edge(wall) to the graph ?
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w.remove(i); // if yes remove it from the local wall list
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--i; --S; // decrease iterator and size to match ArrayList's new values
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}
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} while (size != w.size()); // If the size hasn't change(no new graph leafs) exit
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// Search if a vertex is attached more than once.
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// Search if a vertex is attached to the graph more than once.
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// This means that there is at least 2 links to the same node
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// so the graph has a closed loop
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for (Edge it : walls) {
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@ -365,7 +384,7 @@ class Board {
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return false;
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if (tiles[tileId].hasWalls() >= Const.maxTileWalls)
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return false;
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Range dirs = new Range(Direction.Begin, Direction.End, Direction.Step);
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Range dirs = new Range(DirRange.Begin, DirRange.End, DirRange.Step);
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for (int dir ; (dir = dirs.get()) != Const.noTileId ; )
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if (isWallableDir(tileId, dir))
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return true;
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@ -388,6 +407,7 @@ class Board {
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boolean right = isRightSentinel(i);
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wallCount += ((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0));
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tiles[i] = new Tile (i, up, down, left, right);
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// If we have loopGuard enable we populate walls also.
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if (Session.loopGuard) {
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if (up) walls.add(new Edge(i, Direction.UP));
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if (down) walls.add(new Edge(i, Direction.DOWN));
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@ -404,14 +424,16 @@ class Board {
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*/
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private void createInnerWall(int tileId) {
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// Randomly pick a wallable direction in that tile.
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ShuffledRange randDirections = new ShuffledRange(Direction.Begin, Direction.End, Direction.Step);
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ShuffledRange randDirections = new ShuffledRange(DirRange.Begin, DirRange.End, DirRange.Step);
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int dir;
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do
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dir = randDirections.get();
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while (!isWallableDir(tileId, dir));
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// Add wall to tileId and the adjacent tileId
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Position neighbor = new Position(Position.toRow(tileId), Position.toCol(tileId), dir);
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tiles[tileId].setWall(dir);
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tiles[neighbor.getId()].setWall(Direction.opposite(dir));
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// If we have loopGuard enable we populate walls also.
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if (Session.loopGuard)
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walls.add(new Edge(tileId, dir));
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}
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@ -419,7 +441,6 @@ class Board {
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/**
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* This utility creates the inner walls of the board.
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*
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* @param walls The number of walls to create
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* @return The number of walls failed to create.
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*/
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private int createInnerWalls () {
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/**
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* @file Common.java
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*
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* @author Christos Choutouridis AEM:8997
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* @email cchoutou@ece.auth.gr
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* @author
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* Christos Choutouridis
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* <cchoutou@ece.auth.gr>
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* AEM:8997
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*/
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package net.hoo2.auth.labyrinth;
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package host.labyrinth;
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import java.util.ArrayList;
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import java.util.Collections;
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@ -36,16 +38,31 @@ class Direction {
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static final int RIGHT =3; /**< East direction */
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static final int DOWN =5; /**< South direction */
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static final int LEFT =7; /**< West direction */
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static final int Begin =1; /**< Iterator style begin of range direction (starting north) */
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static final int End =8; /**< Iterator style end of range direction (one place after the last) */
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static final int Step =2; /**< Step for iterator style direction */
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/**
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* Utility to get the opposite
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* Utility to get the opposite direction.
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* @param direction Input direction
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* @return The opposite direction
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*/
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static int opposite (int direction) { return (direction+4)%End; }
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static int opposite (int direction) { return (direction+4)%DirRange.End; }
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}
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/**
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* Helper C++ like enumerator class for direction ranged loops.
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*
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* We can make use of this in loops like:
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* <pre>
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* for (int i=DirRange.Begin ; i<DirRange.End ; i += DirRange.Step) { }
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*
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* or
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*
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* Range directions = new Range(DirRange.Begin, DirRange.End, DirRange.Step);
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* </pre>
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*/
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class DirRange {
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static final int Begin =1; /**< Iterator style begin of range direction (starting north) */
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static final int End =8; /**< Iterator style end of range direction (one place after the last) */
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static final int Step =2; /**< Step for iterator style direction */
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}
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/**
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@ -55,7 +72,7 @@ class Direction {
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* Position is a helper class to enable us cope with the redundant position data (id and coordinates).
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* This class provide both static conversion functionalities between id and coordinates
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* and data representation in the coordinates system.
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* For clarity we adopt a row-column naming convention.
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* For clarity we adopt a tileId convention.
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*/
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class Position {
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@ -219,18 +236,21 @@ class ShuffledRange extends Range {
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* This class is the wall representation we use in the room preventing algorithm.
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* In this algorithm we represent the crosses between tiles as nodes (V) of a graph and the
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* walls as edges. So for example:
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* <pre>
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* 12--13--14---15
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* | |
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* 8 9--10 11
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* | | |
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* 4 5 6 7
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* | | |
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* 0 1---2---3
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* </pre>
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* In this example we have a 4x4=16 vertices board(nodes) and 14 edges(walls).
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* To represent the vertices on the board we use the same trick as the tileId
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*
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* _ V = 15
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* /
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* +---+---+---+ We have a 4x4=16 vertices board(nodes) and 14 edges(walls).
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* | | To represent the vertices on the board we use the
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* + +---+ + same trick as the tileId.
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* | | | The edges are represented as vertices pairs.
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* + + + + <.
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* | | | \_ V = 7
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* + +---+---+
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* ^ ^
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* V = 0 V = 3
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* V = Row*(N+1) + Column, where N is the board's tile size.
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*
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* The edges are represented as vertices pairs. For example (0, 4) or (13, 14).
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*
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* @note
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* Beside the fact that we prefer this kind of representation of the walls in
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*/
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class Edge {
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/**
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* This constructor as as the interface between the application's wall
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* This constructor acts as the interface between the application's wall
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* representation and the one based on graph.
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* @param tileId The tile id of the wall.
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* @param direction The direction of the tile where the wall should be.
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* @brief
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* Provides a graph functionality for the room preventing algorithm.
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* We use a graph to represent the wall structure of the walls. This way
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* is easy to find any closed loops. Using graph we transform the problem
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* of the closed room in the problem of finding a non simple graph.
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* its easy to find any closed loops. Using graph we transform the problem
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* of the closed room into the problem of finding a non simple graph.
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*
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* If the board has non connected wall structure then we need more than
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* If the board has non connected wall structure then we would need more than
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* one graph to represent it.
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*
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* An example graph from a board, starting from V=1 is:
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* An example graph we can create from the board bellow, starting from V=1 is:
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* <pre>
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* 6---7 8 (1)
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* | | / \
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@ -327,7 +347,7 @@ class Graph {
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/**
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* Attach an edge into a graph IFF the graph already has a vertex
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* with the same value of one of the vertices of the edge.
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* with the same value as one of the vertices of the edge.
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* @param e The edge to attach.
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* @return The status of the operation.
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* @arg True on success
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@ -348,17 +368,18 @@ class Graph {
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/**
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* Recursive algorithm that tries to attach an edge into a graph
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* IFF the graph already has a vertex.
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* with the same value of one of the vertices of the edge.
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* IFF the graph already has a vertex with the same value as one
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* of the vertices of the edge.
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*
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* @param e The edge to attach.
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* @param count An initial count value to feed to the algorithm.
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* @param count An initial count value to feed the algorithm.
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* @return The status of the operation.
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* @arg True on success
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* @arg False on failure
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*/
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private int tryAttach (Edge e, int count) {
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for (Graph n: E)
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count += n.tryAttach (e, count);
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count = n.tryAttach (e, count);
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if (V == e.getV1()) {
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E.add(new Graph(e.getV2()));
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++count;
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@ -372,7 +393,8 @@ class Graph {
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/**
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* Recursive algorithm that tries to count the number of vertices
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* on the graph with the value of `v`
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* on the graph with the same value as `v`.
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*
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* @param v The vertex to count
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* @param count An initial count value to feed to the algorithm.
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* @return The number of vertices with value `v`
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@ -384,6 +406,7 @@ class Graph {
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return ++count;
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return count;
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}
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private int V; /**< The value of the current vertex/node */
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private ArrayList<Graph> E; /**< A list of all the child nodes */
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}
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/**
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* @file Game.java
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*
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* @author Christos Choutouridis AEM:8997
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* @email cchoutou@ece.auth.gr
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* @author
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* Christos Choutouridis
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* <cchoutou@ece.auth.gr>
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* AEM:8997
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*/
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package net.hoo2.auth.labyrinth;
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/**
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* @mainpage A labyrinth board game
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*
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* @section intro_sec Introduction
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*
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* This is the introduction.
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*
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* etc...
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*/
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package host.labyrinth;
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import java.util.Scanner;
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@ -28,8 +39,8 @@ public class Game {
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int nextRound() { return ++round; }
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/**
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* Utility to hold the execution of the program waiting for user input.
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* This is true only if the user passed the interactive flag.
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* Utility to hold the execution of the program waiting for user input.
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* This is true only if the user passed the interactive flag.
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*/
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void waitUser () {
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if(Session.interactive) {
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package net.hoo2.auth.labyrinth;
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/**
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* @file Player.java
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*
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* @author
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* Christos Choutouridis
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* <cchoutou@ece.auth.gr>
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* AEM:8997
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*/
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package host.labyrinth;
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/**
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* @brief
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@ -11,9 +19,12 @@ class Player {
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/**
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* Create a new player and put him at the row-column coordinates
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* @param id The id of the player
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* @param name The name of the player
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* @param board Reference to the board of the game
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* @param id The id of the player
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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* @param row The row coordinate of initial player position
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* @param column The column coordinate of initial player's position
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*/
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Player(int id, String name, boolean champion, Board board, int row, int column) {
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this.playerId = id;
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/**
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* Create a new player and put him at the row-column coordinates
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* @param id The id of the player
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* @param name The name of the player
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* @param board Reference to the board of the game
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* @param id The id of the player
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* @param name The name of the player
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* @param champion Flag to indicate if a player is a `champion`
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* @param board Reference to the board of the game
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* @param tileId The tileId coordinate of player's initial position
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*/
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Player(int id, String name, boolean champion, Board board, int tileId) {
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this.playerId = id;
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@ -105,6 +118,7 @@ class Player {
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int getScore () { return score; }
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int getX() { return x; }
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int getY() { return y; }
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boolean getChampion(){ return champion; }
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void setPlayerId(int id) { playerId = id; }
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void setName(String name) { this.name = name; }
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@ -118,6 +132,10 @@ class Player {
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assert (y >= 0 && y< Session.boardSize) : "Y(row) coordinate must be in the range [0, Session.boardSize)";
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this.y = y;
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}
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void setChampion (boolean champion) {
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this.champion = champion;
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}
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/** @} */
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/** @name Class data */
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@ -1,11 +1,13 @@
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/**
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* @file Supply.java
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*
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* @author Christos Choutouridis AEM:8997
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* @email cchoutou@ece.auth.gr
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* @author
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* Christos Choutouridis
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* <cchoutou@ece.auth.gr>
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* AEM:8997
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*/
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package net.hoo2.auth.labyrinth;
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package host.labyrinth;
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/**
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* @brief
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@ -76,7 +78,7 @@ class Supply {
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int supplyId () { return supplyId; }
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/**
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* Set the supplyId
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* @param sId The Id to set
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* @param sID The Id to set
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* @return The supplyId
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* @note This function also returns the supplyId to help in chained expressions.
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||||
*/
|
@ -1,11 +1,13 @@
|
||||
/**
|
||||
* @file Tile.java
|
||||
*
|
||||
* @author Christos Choutouridis AEM:8997
|
||||
* @email cchoutou@ece.auth.gr
|
||||
* @author
|
||||
* Christos Choutouridis
|
||||
* <cchoutou@ece.auth.gr>
|
||||
* AEM:8997
|
||||
*/
|
||||
|
||||
package net.hoo2.auth.labyrinth;
|
||||
package host.labyrinth;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
@ -132,7 +134,7 @@ class Tile {
|
||||
|
||||
/**
|
||||
* Sets the tile's wall in the requested direction.
|
||||
* @param up The direction for the wall.
|
||||
* @param direction The direction for the wall.
|
||||
*/
|
||||
void setWall (int direction) {
|
||||
switch (direction) {
|
||||
@ -145,7 +147,7 @@ class Tile {
|
||||
|
||||
/**
|
||||
* Clears the tile's wall in the requested direction.
|
||||
* @param up The direction for the wall
|
||||
* @param direction The direction for the wall
|
||||
*/
|
||||
void clearWall (int direction) {
|
||||
switch (direction) {
|
Loading…
x
Reference in New Issue
Block a user