WIP: First draft of the board (Need predicate for wall placement decision)
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@ -1,14 +1,260 @@
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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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*/
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package net.hoo2.auth.labyrinth;
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import java.util.function.IntFunction;
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/**
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* @brief
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* This class is the representation of the games's board
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*
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* The board is the square arrangement of the tiles. This class is also
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* the owner of the tile and supply objects.
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*/
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public class Board {
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/** @name Constructors */
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/** @{ */
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/**
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* The empty constructor for default initialization
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*/
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protected Board() {
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this.N = this.S = this.W = 0;
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this.tiles = null;
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this.supplies =null;
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}
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/**
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* The main constructor for the application
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* @param N The size of each edge of the board
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* @param S The number of supplies on the board
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* @param W The number of walls on the board
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*/
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protected Board(int N, int S, int W) {
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assert (W>= 4*N-1 && W<=(3*N*N+1)/2 )
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: "Boards walls has to be in the range [4N-1, (3N^2+1)/2]";
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this.N = Session.boardSize = N;
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this.S = S;
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this.W = W;
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tiles = new Tile[N*N];
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supplies = new Supply[S];
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}
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/**
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* Deep copy constructor
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* @param b The board to copy
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*
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* @note
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* The lack of value semantics in java is (in author's opinion) one of the greatest
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* weakness of the language and one of the reasons why it will never be a language
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* to care about. To quote Alexander Stepanof's words in "elements of programming" section 1.5:
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* "Assignment is a procedure that takes two objects of the same type and makes the first
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* object equal to the second without modifying the second".
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* In this class we try to cope with this situation knowing that we can not do anything about
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* assignment operator. We just add value semantics to the copy constructor and go on with our lifes...
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*/
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protected Board(Board b) {
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// Copy primitives
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this.N = b.N;
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this.S = b.S;
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this.W = b.W;
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// Clone arrays
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this.tiles = b.tiles.clone();
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this.supplies = b.supplies.clone();
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}
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/** @} */
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/** @name Supply's main application interface */
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/** @{ */
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protected void createTiles() {
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int wallPool = W;
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wallPool -= createBasicTileWalls ();
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createInnerWalls(wallPool);
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}
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protected void createSupplies(int theseusTile, int minotaurTile) {
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ShuffledRange rand = new ShuffledRange(0, N*N);
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for (int tileId, i=0 ; i<supplies.length ; ++i) {
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do
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tileId = rand.get();
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while (tileId == theseusTile || tileId == minotaurTile);
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supplies[i] = new Supply(i, tileId);
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}
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}
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protected void createBoard(int theseusTile, int minotaurTile) {
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createTiles();
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createSupplies(theseusTile, minotaurTile);
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}
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protected String[][] getStringRepresentation(int theseusTile, int minotaurTile) {
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String[][] frame = new String[2*N+1][N];
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for (int row=0 ; row<N ; ++row) {
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int col;
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for (col =0 ; col<N-1 ; ++col)
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renderTile(frame, row, col, theseusTile, minotaurTile);
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renderSentinelTile(frame, row, col, theseusTile, minotaurTile);
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}
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return frame;
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}
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protected void printBoard (String[][] sBoard) {
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for (int i=sBoard.length-1 ; i>=0 ; --i) {
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for (String it : sBoard[i])
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System.out.print(it);
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System.out.println();
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}
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}
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int size() { return N; }
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private int N;
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private int S;
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private int W;
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private Tile[] tiles;
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private Supply[] supplies;
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/** @} */
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/**
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* @name Accessor/Mutator interface
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* @note
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* Please consider not to use mutator interface. Its the abstraction killer :(
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*/
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/** @{ */
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protected int getN() { return N; }
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protected int getS() { return S; }
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protected int getW() { return W; }
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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 tiles array.
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*/
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protected Tile[] getTiles() { return tiles; }
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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 supplies array.
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*/
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protected Supply[] getSupplies() { return supplies; }
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protected void setN(int N) { this.N = N; }
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protected void setS(int S) { this.S = S; }
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protected void setW(int W) { this.W = W; }
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/**
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* @param tiles Reference to tiles that we want to act as replacement for the inner tiles array.
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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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protected void setTiles(Tile[] tiles) { this.tiles = tiles; }
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/**
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* @param supplies Reference to supplies that we want to act as replacement for the inner supplies array.
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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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protected void setSupplies(Supply[] supplies) { this.supplies= supplies; }
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/** @} */
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private int createBasicTileWalls () {
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int tileCount =0;
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// Create basic tiles and outer walls
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for (int i =0 ; i< tiles.length ; ++i) {
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int r = Position.toRow(i);
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int c = Position.toCol(i);
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boolean up = (r == N-1) ? true : false;
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boolean down = (r == 0 && c != 0) ? true : false;
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boolean left = (c == 0) ? true : false;
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boolean right = (c == N-1) ? true : false;
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tileCount += ((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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}
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return tileCount;
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}
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private int createInnerWalls (int wallPool) {
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// Create inner walls for the rest of the desired walls
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ShuffledRange randTiles = new ShuffledRange(0, N*N);
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for (int tileId, i =0 ; i<wallPool ; ++i) {
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// randomly pick a tile with less than 2 walls
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do {
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tileId = randTiles.get();
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if (tileId == Const.noTileId)
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return 0;
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} while (tiles[tileId].hasWalls() >= 2); //XXX: Predicate : can put wall
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// Randomly pick a not used direction in that tile
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ShuffledRange randDirections = new ShuffledRange(Direction.Begin, Direction.Step, Direction.End);
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Position tilePos = new Position(tileId);
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int dir;
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do
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dir = randDirections.get();
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while (tiles[tileId].hasWall(dir));
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switch (dir) {
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case Direction.UP:
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tiles[tileId].setWalls(true, false, false, false);
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tiles[Position.toID(tilePos.getRow()+1, tilePos.getCol())].setWalls(false, true, false, false);
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break;
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case Direction.DOWN:
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tiles[tileId].setWalls(false, true, false, false);
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tiles[Position.toID(tilePos.getRow()-1, tilePos.getCol())].setWalls(true, false, false, false);
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break;
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case Direction.LEFT:
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tiles[tileId].setWalls(false, false, true, false);
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tiles[Position.toID(tilePos.getRow(), tilePos.getCol()-1)].setWalls(false, false, false, true);
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break;
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case Direction.RIGHT:
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tiles[tileId].setWalls(false, false, false, true);
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tiles[Position.toID(tilePos.getRow(), tilePos.getCol()+1)].setWalls(false, false, true, false);
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break;
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}
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}
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return 0;
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}
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private String getTileBody (int row, int col, int theseusTile, int minotaurTile) {
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int tileId = Position.toID(row, col);
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boolean T = (tileId == theseusTile) ? true : false;
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boolean M = (tileId == minotaurTile) ? true : false;
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int S = tiles[tileId].hasSupply(supplies);
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if (T && !M) return " T ";
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else if (M && !T) return " M ";
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else if (T && M) return "T+M";
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else if (S != Const.noSupply)
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return String.format("s%02d", S+1);
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else return " ";
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}
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private void renderTile(String[][] frame, int row, int col, int theseusTile, int minotaurTile) {
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IntFunction<Integer> toframe = (r)->{ return 2*r+1; };
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int tileId = Position.toID(row, col);
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frame[toframe.apply(row)+1][col] = tiles[tileId].hasWall(Direction.UP) ? "+---" : "+ ";
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frame[toframe.apply(row) ][col] = (tiles[tileId].hasWall(Direction.LEFT)? "|" : " ")
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+ getTileBody(row, col, theseusTile, minotaurTile);
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frame[toframe.apply(row)-1][col] = tiles[tileId].hasWall(Direction.DOWN) ? "+---" : "+ ";
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}
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private void renderSentinelTile(String[][] frame, int row, int col, int theseusTile, int minotaurTile ) {
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IntFunction<Integer> toframe = (r)->{ return 2*r+1; };
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int tileId = Position.toID(row, col);
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frame[toframe.apply(row)+1][col] = tiles[tileId].hasWall(Direction.UP) ? "+---+" : "+ +";
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frame[toframe.apply(row) ][col] = (tiles[tileId].hasWall(Direction.LEFT)? "|" : " ")
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+ getTileBody(row, col, theseusTile, minotaurTile)
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+ (tiles[tileId].hasWall(Direction.RIGHT)? "|" : " ");
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frame[toframe.apply(row)-1][col] = tiles[tileId].hasWall(Direction.DOWN) ? "+---+" : "+ +";
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}
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/** @name Class data */
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/** @{ */
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private int N; /**< The size of each edge of the board */
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private int S; /**< The number of the supplies on the board */
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private int W; /**< The number of walls on the board */
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private Tile[] tiles; /**< Array to hold all the tiles for the board */
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private Supply[] supplies; /**< Array to hold all the supplies on the board */
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/** @} */
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}
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@ -6,10 +6,17 @@
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*/
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package net.hoo2.auth.labyrinth;
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import java.util.ArrayList;
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import java.util.Collections;
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class Const {
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static final int noSupply =-1;
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static final int noTileId =-1;
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}
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/**
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* Application wide object to hold settings like values for the session.
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*/
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class Defaults {
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class Session {
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static int boardSize = 15; /**@< Default board's size (if no one set it via command line) */
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}
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@ -21,26 +28,29 @@ 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;
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static final int End =8;
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static final int Step =2;
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}
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/**
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* @brief
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* An Application wide board position implementation holding just the coordinates
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* An Application wide board position implementation holding just the id coordinate.
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*
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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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*/
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class Position {
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/**
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* Basic constructor from coordinates
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* @param x The x coordinate
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* @param y The y coordinate
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* Basic constructor from col-row coordinates
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* @param row The row coordinate
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* @param col The column coordinate
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*/
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protected Position(int x, int y) {
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this.x = x;
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this.y = y;
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protected Position(int row, int col) {
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this.id = toID(row, col);
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}
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/**
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@ -48,52 +58,90 @@ class Position {
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* @param tileId The id of tile
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*/
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protected Position(int tileId) {
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this.x = toX(tileId);
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this.y = toY(tileId);
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this.id = tileId;
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}
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/** @name non-static API */
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/** @{ */
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protected int getX() { return x; } /**< Read access to x coordinate */
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protected int getY() { return y; } /**< Read access to y coordinate */
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protected int getID(){ return toID(x, y); } /**< Virtual read access to id coordinate */
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protected int getRow() { return toRow(id); } /**< Read access to virtual row coordinate */
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protected int getCol() { return toCol(id); } /**< Read access to virtual column coordinate */
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protected int getId() { return id; } /**< Read access to id coordinate */
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/** @} */
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/** @name Static convention utilities */
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/** @{ */
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/**
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* Takes x and y coordinates and return the calculated Id coordinate
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* @param x The x coordinate
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* @param y The y coordinate
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* Takes row and column coordinates and return the calculated Id coordinate
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* @param row The row coordinate
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* @param col The column coordinate
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* @return The converted value
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*/
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protected static int toID(int x, int y) {
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return y * Defaults.boardSize + x;
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protected static int toID(int row, int col) {
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return row * Session.boardSize + col;
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}
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/**
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* Takes Id coordinate and return the corresponding x coordinate
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* Takes Id coordinate and return the corresponding row coordinate
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* @param id The id coordinate
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* @return The x coordinate
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* @return The row coordinate
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*/
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protected static int toX(int id){
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return id % Defaults.boardSize;
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protected static int toRow(int id){
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return id / Session.boardSize;
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}
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/**
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* Takes Id coordinate and return the corresponding y coordinate
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* Takes Id coordinate and return the corresponding column coordinate
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* @param id The id coordinate
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* @return The y coordinate
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* @return The column coordinate
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*/
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protected static int toY(int id) {
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return id / Defaults.boardSize;
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protected static int toCol(int id) {
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return id % Session.boardSize;
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}
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/** @} */
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/** @name private data types */
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/** @{ */
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private int x; /**< The x coordinate of the constructed Position object */
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private int y; /**< The y coordinate of the constructed Position object */
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private int id; /**< The id coordinate of the constructed Position object */
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/** @} */
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}
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class ShuffledRange {
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ShuffledRange() {
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numbers = new ArrayList<Integer>();
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}
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ShuffledRange(int begin, int end) {
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numbers = new ArrayList<Integer>();
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init (begin, end);
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}
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ShuffledRange(int begin, int step, int end) {
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numbers = new ArrayList<Integer>();
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init (begin, step, end);
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}
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void init (int begin, int end) {
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numbers.clear();
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for (int i=begin ; i<end ; ++i)
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numbers.add(i);
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Collections.shuffle(numbers);
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}
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void init (int begin, int step, int end) {
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numbers.clear();
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for (int i=begin ; i<end ; i+=step)
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numbers.add(i);
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Collections.shuffle(numbers);
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}
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int get () {
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try {
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return numbers.remove(0);
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}
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catch (IndexOutOfBoundsException e) {
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return Const.noTileId;
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}
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}
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private ArrayList<Integer> numbers;
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}
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@ -15,7 +15,10 @@ public class Game {
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public static void main(String[] args) {
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// TODO Auto-generated method stub
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System.out.println("Lets begin");
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Board board = new Board(7, 3, 42);
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board.createBoard(0, Position.toID(3, 3));
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String[][] frame = board.getStringRepresentation(0, Position.toID(3, 3));
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board.printBoard(frame);
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}
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}
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@ -21,39 +21,40 @@ class Supply {
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/** @{ */
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/**
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* The main constructor of the Supply constructed from (x,y)
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* The main constructor of the Supply constructed from (row,column)
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*
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* @param id The Id of the created supply
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* @param x The x coordinate to place the supply
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* @param y The y coordinate to place the supply
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* @param row The row coordinate to place the supply
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* @param col The column coordinate to place the supply
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*/
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protected Supply(int id, int x, int y) {
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protected Supply(int id, int row, int col) {
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// Boundary checks
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assert (x >= 0 && x< Defaults.boardSize) : "X coordinate must be in the range [0, Defaults.boardSize)";
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assert (x >= 0 && x< Defaults.boardSize) : "Y coordinate must be in the range [0, Defaults.boardSize)";
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assert (row >= 0 && row< Session.boardSize) : "Row coordinate must be in the range [0, Session.boardSize)";
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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.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);
|
||||
|
||||
}
|
||||
/** @} */
|
||||
|
@ -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 */
|
||||
|
Loading…
x
Reference in New Issue
Block a user