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WIP: First draft of the board (Need predicate for wall placement decision)

tags/v1.0b1
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commit
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Se han modificado 5 ficheros con 438 adiciones y 125 borrados
  1. +251
    -5
      src/net/hoo2/auth/labyrinth/Board.java
  2. +76
    -28
      src/net/hoo2/auth/labyrinth/Common.java
  3. +4
    -1
      src/net/hoo2/auth/labyrinth/Game.java
  4. +46
    -45
      src/net/hoo2/auth/labyrinth/Supply.java
  5. +61
    -46
      src/net/hoo2/auth/labyrinth/Tile.java

+ 251
- 5
src/net/hoo2/auth/labyrinth/Board.java Ver fichero

@@ -1,14 +1,260 @@
/**
* @file Board.java
*
* @author Christos Choutouridis AEM:8997
* @email cchoutou@ece.auth.gr
*/

package net.hoo2.auth.labyrinth;

import java.util.function.IntFunction;

/**
* @brief
* This class is the representation of the games's board
*
* The board is the square arrangement of the tiles. This class is also
* the owner of the tile and supply objects.
*/
public class Board {
/** @name Constructors */
/** @{ */

/**
* The empty constructor for default initialization
*/
protected Board() {
this.N = this.S = this.W = 0;
this.tiles = null;
this.supplies =null;
}

/**
* The main constructor for the application
* @param N The size of each edge of the board
* @param S The number of supplies on the board
* @param W The number of walls on the board
*/
protected Board(int N, int S, int W) {
assert (W>= 4*N-1 && W<=(3*N*N+1)/2 )
: "Boards walls has to be in the range [4N-1, (3N^2+1)/2]";

this.N = Session.boardSize = N;
this.S = S;
this.W = W;
tiles = new Tile[N*N];
supplies = new Supply[S];
}

/**
* Deep copy constructor
* @param b The board to copy
*
* @note
* The lack of value semantics in java is (in author's opinion) one of the greatest
* weakness of the language and one of the reasons why it will never be a language
* to care about. To quote Alexander Stepanof's words in "elements of programming" section 1.5:
* "Assignment is a procedure that takes two objects of the same type and makes the first
* object equal to the second without modifying the second".
* In this class we try to cope with this situation knowing that we can not do anything about
* assignment operator. We just add value semantics to the copy constructor and go on with our lifes...
*/
protected Board(Board b) {
// Copy primitives
this.N = b.N;
this.S = b.S;
this.W = b.W;
// Clone arrays
this.tiles = b.tiles.clone();
this.supplies = b.supplies.clone();
}
/** @} */

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

protected void createTiles() {
int wallPool = W;
wallPool -= createBasicTileWalls ();
createInnerWalls(wallPool);
}

protected void createSupplies(int theseusTile, int minotaurTile) {
ShuffledRange rand = new ShuffledRange(0, N*N);
for (int tileId, i=0 ; i<supplies.length ; ++i) {
do
tileId = rand.get();
while (tileId == theseusTile || tileId == minotaurTile);
supplies[i] = new Supply(i, tileId);
}
}

protected void createBoard(int theseusTile, int minotaurTile) {
createTiles();
createSupplies(theseusTile, minotaurTile);
}

protected String[][] getStringRepresentation(int theseusTile, int minotaurTile) {
String[][] frame = new String[2*N+1][N];

for (int row=0 ; row<N ; ++row) {
int col;
for (col =0 ; col<N-1 ; ++col)
renderTile(frame, row, col, theseusTile, minotaurTile);
renderSentinelTile(frame, row, col, theseusTile, minotaurTile);
}
return frame;
}

protected void printBoard (String[][] sBoard) {
for (int i=sBoard.length-1 ; i>=0 ; --i) {
for (String it : sBoard[i])
System.out.print(it);
System.out.println();
}
}

int size() { return N; }

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

/**
* @name Accessor/Mutator interface
* @note
* Please consider not to use mutator interface. Its the abstraction killer :(
*/
/** @{ */
protected int getN() { return N; }
protected int getS() { return S; }
protected int getW() { return W; }
/**
* @note Use it with care. Any use of this function results to what Sean Parent calls "incidental data-structure".
* <a href="https://github.com/sean-parent/sean-parent.github.io/blob/master/better-code/03-data-structures.md"> see also here</a>
* @return Reference to inner tiles array.
*/
protected Tile[] getTiles() { return tiles; }
/**
* @note Use it with care. Any use of this function results to what Sean Parent calls "incidental data-structure".
* <a href="https://github.com/sean-parent/sean-parent.github.io/blob/master/better-code/03-data-structures.md"> see also here</a>
* @return Reference to inner supplies array.
*/
protected Supply[] getSupplies() { return supplies; }

protected void setN(int N) { this.N = N; }
protected void setS(int S) { this.S = S; }
protected void setW(int W) { this.W = W; }

/**
* @param tiles Reference to tiles that we want to act as replacement for the inner tiles array.
* @note Use with care.
* Any call to this function will probably add memory for the garbage collector.
*/
protected void setTiles(Tile[] tiles) { this.tiles = tiles; }
/**
* @param supplies Reference to supplies that we want to act as replacement for the inner supplies array.
* @note Use with care.
* Any call to this function will probably add memory for the garbage collector.
*/
protected void setSupplies(Supply[] supplies) { this.supplies= supplies; }
/** @} */

private int createBasicTileWalls () {
int tileCount =0;
// Create basic tiles and outer walls
for (int i =0 ; i< tiles.length ; ++i) {
int r = Position.toRow(i);
int c = Position.toCol(i);
boolean up = (r == N-1) ? true : false;
boolean down = (r == 0 && c != 0) ? true : false;
boolean left = (c == 0) ? true : false;
boolean right = (c == N-1) ? true : false;
tileCount += ((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0));
tiles[i] = new Tile (i, up, down, left, right);
}
return tileCount;
}

private int createInnerWalls (int wallPool) {
// Create inner walls for the rest of the desired walls
ShuffledRange randTiles = new ShuffledRange(0, N*N);
for (int tileId, i =0 ; i<wallPool ; ++i) {
// randomly pick a tile with less than 2 walls
do {
tileId = randTiles.get();
if (tileId == Const.noTileId)
return 0;
} while (tiles[tileId].hasWalls() >= 2); //XXX: Predicate : can put wall
// Randomly pick a not used direction in that tile
ShuffledRange randDirections = new ShuffledRange(Direction.Begin, Direction.Step, Direction.End);
Position tilePos = new Position(tileId);
int dir;
do
dir = randDirections.get();
while (tiles[tileId].hasWall(dir));
switch (dir) {
case Direction.UP:
tiles[tileId].setWalls(true, false, false, false);
tiles[Position.toID(tilePos.getRow()+1, tilePos.getCol())].setWalls(false, true, false, false);
break;
case Direction.DOWN:
tiles[tileId].setWalls(false, true, false, false);
tiles[Position.toID(tilePos.getRow()-1, tilePos.getCol())].setWalls(true, false, false, false);
break;
case Direction.LEFT:
tiles[tileId].setWalls(false, false, true, false);
tiles[Position.toID(tilePos.getRow(), tilePos.getCol()-1)].setWalls(false, false, false, true);
break;
case Direction.RIGHT:
tiles[tileId].setWalls(false, false, false, true);
tiles[Position.toID(tilePos.getRow(), tilePos.getCol()+1)].setWalls(false, false, true, false);
break;
}
}
return 0;
}

private String getTileBody (int row, int col, int theseusTile, int minotaurTile) {
int tileId = Position.toID(row, col);
boolean T = (tileId == theseusTile) ? true : false;
boolean M = (tileId == minotaurTile) ? true : false;
int S = tiles[tileId].hasSupply(supplies);

if (T && !M) return " T ";
else if (M && !T) return " M ";
else if (T && M) return "T+M";
else if (S != Const.noSupply)
return String.format("s%02d", S+1);
else return " ";
}

private void renderTile(String[][] frame, int row, int col, int theseusTile, int minotaurTile) {
IntFunction<Integer> toframe = (r)->{ return 2*r+1; };

int tileId = Position.toID(row, col);
frame[toframe.apply(row)+1][col] = tiles[tileId].hasWall(Direction.UP) ? "+---" : "+ ";
frame[toframe.apply(row) ][col] = (tiles[tileId].hasWall(Direction.LEFT)? "|" : " ")
+ getTileBody(row, col, theseusTile, minotaurTile);
frame[toframe.apply(row)-1][col] = tiles[tileId].hasWall(Direction.DOWN) ? "+---" : "+ ";
}


private void renderSentinelTile(String[][] frame, int row, int col, int theseusTile, int minotaurTile ) {
IntFunction<Integer> toframe = (r)->{ return 2*r+1; };

int tileId = Position.toID(row, col);
frame[toframe.apply(row)+1][col] = tiles[tileId].hasWall(Direction.UP) ? "+---+" : "+ +";
frame[toframe.apply(row) ][col] = (tiles[tileId].hasWall(Direction.LEFT)? "|" : " ")
+ getTileBody(row, col, theseusTile, minotaurTile)
+ (tiles[tileId].hasWall(Direction.RIGHT)? "|" : " ");
frame[toframe.apply(row)-1][col] = tiles[tileId].hasWall(Direction.DOWN) ? "+---+" : "+ +";
}

/** @name Class data */
/** @{ */
private int N; /**< The size of each edge of the board */
private int S; /**< The number of the supplies on the board */
private int W; /**< The number of walls on the board */
private Tile[] tiles; /**< Array to hold all the tiles for the board */
private Supply[] supplies; /**< Array to hold all the supplies on the board */
/** @} */
}

+ 76
- 28
src/net/hoo2/auth/labyrinth/Common.java Ver fichero

@@ -6,10 +6,17 @@
*/
package net.hoo2.auth.labyrinth;

import java.util.ArrayList;
import java.util.Collections;

class Const {
static final int noSupply =-1;
static final int noTileId =-1;
}
/**
* Application wide object to hold settings like values for the session.
*/
class Defaults {
class Session {
static int boardSize = 15; /**@< Default board's size (if no one set it via command line) */
}

@@ -21,26 +28,29 @@ class Direction {
static final int RIGHT =3; /**< East direction */
static final int DOWN =5; /**< South direction */
static final int LEFT =7; /**< West direction */
static final int Begin =1;
static final int End =8;
static final int Step =2;
}

/**
* @brief
* An Application wide board position implementation holding just the coordinates
* An Application wide board position implementation holding just the id coordinate.
*
* 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.
* For clarity we adopt a row-column naming convention.
*/
class Position {

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

/**
@@ -48,52 +58,90 @@ class Position {
* @param tileId The id of tile
*/
protected Position(int tileId) {
this.x = toX(tileId);
this.y = toY(tileId);
this.id = 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 */
protected int getRow() { return toRow(id); } /**< Read access to virtual row coordinate */
protected int getCol() { return toCol(id); } /**< Read access to virtual column coordinate */
protected int getId() { return id; } /**< 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
* Takes row and column coordinates and return the calculated Id coordinate
* @param row The row coordinate
* @param col The column coordinate
* @return The converted value
*/
protected static int toID(int x, int y) {
return y * Defaults.boardSize + x;
protected static int toID(int row, int col) {
return row * Session.boardSize + col;
}

/**
* Takes Id coordinate and return the corresponding x coordinate
* Takes Id coordinate and return the corresponding row coordinate
* @param id The id coordinate
* @return The x coordinate
* @return The row coordinate
*/
protected static int toX(int id){
return id % Defaults.boardSize;
protected static int toRow(int id){
return id / Session.boardSize;
}
/**
* Takes Id coordinate and return the corresponding y coordinate
* Takes Id coordinate and return the corresponding column coordinate
* @param id The id coordinate
* @return The y coordinate
* @return The column coordinate
*/
protected static int toY(int id) {
return id / Defaults.boardSize;
protected static int toCol(int id) {
return id % Session.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 */
private int id; /**< The id coordinate of the constructed Position object */
/** @} */
}

class ShuffledRange {

ShuffledRange() {
numbers = new ArrayList<Integer>();
}

ShuffledRange(int begin, int end) {
numbers = new ArrayList<Integer>();
init (begin, end);
}

ShuffledRange(int begin, int step, int end) {
numbers = new ArrayList<Integer>();
init (begin, step, end);
}

void init (int begin, int end) {
numbers.clear();
for (int i=begin ; i<end ; ++i)
numbers.add(i);
Collections.shuffle(numbers);
}

void init (int begin, int step, int end) {
numbers.clear();
for (int i=begin ; i<end ; i+=step)
numbers.add(i);
Collections.shuffle(numbers);
}

int get () {
try {
return numbers.remove(0);
}
catch (IndexOutOfBoundsException e) {
return Const.noTileId;
}
}

private ArrayList<Integer> numbers;
}

+ 4
- 1
src/net/hoo2/auth/labyrinth/Game.java Ver fichero

@@ -15,7 +15,10 @@ public class Game {
public static void main(String[] args) {
// TODO Auto-generated method stub
System.out.println("Lets begin");

Board board = new Board(7, 3, 42);
board.createBoard(0, Position.toID(3, 3));
String[][] frame = board.getStringRepresentation(0, Position.toID(3, 3));
board.printBoard(frame);
}

}

+ 46
- 45
src/net/hoo2/auth/labyrinth/Supply.java Ver fichero

@@ -21,39 +21,40 @@ class Supply {
/** @{ */

/**
* The main constructor of the Supply constructed from (x,y)
* The main constructor of the Supply constructed from (row,column)
*
* @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
* @param row The row coordinate to place the supply
* @param col The column coordinate to place the supply
*/
protected Supply(int id, int x, int y) {
protected Supply(int id, int row, int col) {
// 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)";
assert (row >= 0 && row< Session.boardSize) : "Row coordinate must be in the range [0, Session.boardSize)";
assert (col >= 0 && col< Session.boardSize) : "Column coordinate must be in the range [0, Session.boardSize)";

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

/**
* 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)
* @param tileId The linear combination of (row, column)
*/
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)";
assert (id >= 0 && id <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";

// Initialization
this.supplyId =id;
this.supplyId = id;
this.supplyTileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
this.x = Position.toCol(tileId);
this.y = Position.toRow(tileId);
}

/**
@@ -85,24 +86,25 @@ class Supply {
* @return the position of the supply as a Position object
* @see Position
*/
protected Position position () { return new Position (x, y); }
protected Position position () { return new Position (supplyTileId); }

/**
* 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
* Set the position of the supply from a (row, column) pair
* @param row The row coordinate of the tile
* @param col The column 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.
* @note This function also returns the Position to help in chained expressions.
* @see Position
*/
protected Position position (int x, int y) {
protected Position position (int row, int col) {
// 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();
assert (row >= 0 && row< Session.boardSize) : "Row coordinate must be in the range [0, Session.boardSize)";
assert (col >= 0 && col< Session.boardSize) : "Column coordinate must be in the range [0, Session.boardSize)";

Position p = new Position (row, col);
this.x = p.getCol(); // =col;
this.y = p.getRow(); // =row;
this.supplyTileId = p.getId();
return p;
}

@@ -110,21 +112,20 @@ class Supply {
* 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.
* @note This function also returns the Position to help in chained expressions.
* @see Position
*/
protected int position (int tileId) {
protected Position 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;
}
assert (tileId >= 0 && tileId <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";

/** @return The supplyTileId */
protected int positionId () { return supplyTileId; }
Position p = new Position (tileId);
this.x = p.getCol();
this.y = p.getRow();
this.supplyTileId = p.getId(); // =tileId;
return p;
}

/** @} */

@@ -142,21 +143,21 @@ class Supply {

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)";
assert (x >= 0 && x< Session.boardSize) : "X coordinate must be in the range [0, Session.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)";
assert (y >= 0 && y< Session.boardSize) : "X coordinate must be in the range [0, Session.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)";
assert (tileId >= 0 && tileId <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";
this.supplyTileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
this.x = Position.toCol(tileId);
this.y = Position.toRow(tileId);

}
/** @} */


+ 61
- 46
src/net/hoo2/auth/labyrinth/Tile.java Ver fichero

@@ -20,24 +20,24 @@ class Tile {
/** @{ */

/**
* The main constructor of the Tile constructed from (x,y)
* The main constructor of the Tile constructed from (row,column)
*
* @param x The x coordinate to place the Tile
* @param y The y coordinate to place the Tile
* @param row The row coordinate to place the Tile
* @param col The column 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) {
protected Tile(int row, int col, 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)";
assert (row >= 0 && row< Session.boardSize) : "Row coordinate must be in the range [0, Session.boardSize)";
assert (col >= 0 && col< Session.boardSize) : "Column coordinate must be in the range [0, Session.boardSize)";

// Initialization
this.tileId = Position.toID(x, y);
this.x =x;
this.y =y;
this.tileId = Position.toID(row, col);
this.x =col;
this.y =row;
this.up = up;
this.down = down;
this.left = left;
@@ -55,12 +55,12 @@ class 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)";
assert (id >= 0 && id <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";
// Initialization
this.tileId = id;
this.x =Position.toX(id);
this.y =Position.toY(id);
this.x =Position.toCol(id);
this.y =Position.toRow(id);
this.up = up;
this.down = down;
this.left = left;
@@ -89,24 +89,25 @@ class Tile {
* @return the position of the tile as a Position object
* @see Position
*/
protected Position position () { return new Position (x, y); }
protected Position position () { return new Position (tileId); }

/**
* 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
* Set the position of the tile from a (row, column) pair
* @param row The row coordinate of the tile
* @param col The column 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) {
protected Position position (int row, int col) {
// 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();
assert (row >= 0 && row< Session.boardSize) : "Row coordinate must be in the range [0, Session.boardSize)";
assert (col >= 0 && col< Session.boardSize) : "Column coordinate must be in the range [0, Session.boardSize)";

Position p = new Position (row, col);
this.x = p.getCol(); // =col;
this.y = p.getRow(); // =row;
this.tileId = p.getId();
return p;
}

@@ -117,18 +118,17 @@ class Tile {
* @note This function also returns the supplyId to help in chained expressions.
* @see Position
*/
protected int position (int tileId) {
protected Position 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;
}
assert (tileId >= 0 && tileId <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";

/** @return The tileId */
protected int positionId () { return tileId; }
Position p = new Position (tileId);
this.x = p.getCol();
this.y = p.getRow();
this.tileId = p.getId(); // =tileId;
return p;
}

/**
* Set the tile's walls
@@ -141,10 +141,11 @@ class Tile {
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;

this.up = (up) ? true : this.up;
this.down = (down) ? true : this.down;
this.left = (left) ? true : this.left;
this.right = (right)? true : this.right;
}

/**
@@ -162,6 +163,20 @@ class Tile {
return false;
}

/**
* Checks if the tile has walls and return the number of them
* @return The number of walls
*/
protected int hasWalls () {
return ((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0));
}

protected int hasSupply (Supply[] supplies) {
for (Supply s: supplies)
if (s.position().getId() == position().getId())
return s.getSupplyId();
return Const.noSupply;
}
/** @} */

/**
@@ -180,19 +195,19 @@ class Tile {
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)";
assert (tileId >= 0 && tileId <= Position.toID(Session.boardSize-1, Session.boardSize-1))
: "TileId must be in the range of [0, Session.boardSize^2)";
this.tileId = tileId;
this.x = Position.toX(tileId);
this.y = Position.toY(tileId);
this.x = Position.toCol(tileId);
this.y = Position.toRow(tileId);
}
protected void setX(int x) {
assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
assert (x >= 0 && x< Session.boardSize) : "X coordinate must be in the range [0, Session.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)";
assert (y >= 0 && y< Session.boardSize) : "Y coordinate must be in the range [0, Session.boardSize)";
this.y = y;
this.tileId = Position.toID(this.x, this.y);
}
@@ -208,8 +223,8 @@ class Tile {
* 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 int x; /**< The x coordinate(column) of the tile as if the board lies in the 1st quadrant */
private int y; /**< The y coordinate(row) 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 */


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