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5 changed files with 86 additions and 380 deletions

1
.gitignore vendored
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@ -1,6 +1,5 @@
bin/
doc/
out/
deliverable/
.classpath
.project

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@ -7,7 +7,6 @@
package net.hoo2.auth.labyrinth;
import java.util.ArrayList;
import java.util.function.IntFunction;
/**
@ -25,27 +24,26 @@ class Board {
* The empty constructor for default initialization
*/
Board() {
this.N = 0;
this.S = 0;
this.W = 0;
tiles = null;
supplies =null;
walls = new ArrayList<Edge>();
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
*/
Board(int N, int S) {
assert (N%2 != 0) : "Board's size has to be an odd number.";
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 = 0;
this.W = W;
tiles = new Tile[N*N];
supplies = new Supply[S];
walls = new ArrayList<Edge>();
}
/**
@ -69,7 +67,6 @@ class Board {
// Clone arrays
this.tiles = b.tiles.clone();
this.supplies = b.supplies.clone();
this.walls = b.walls;
}
/** @} */
@ -82,7 +79,7 @@ class Board {
* @param theseusTile
* @param minotaurTile
*/
void createBoard(int theseusTile, int minotaurTile) {
void createBoard(int theseusTile, int minotaurTile) throws Exception {
createTiles();
createSupplies(theseusTile, minotaurTile);
}
@ -223,15 +220,6 @@ class Board {
void setSupplies(Supply[] supplies) { this.supplies= supplies; }
/** @} */
/** @name Sentinel predicates */
/** @{ */
private boolean isLeftSentinel (int tileId) { return (Position.toCol(tileId) == 0); }
private boolean isRightSentinel (int tileId) { return (Position.toCol(tileId) == N-1); }
private boolean isUpSentinel (int tileId) { return (Position.toRow(tileId) == N-1); }
private boolean isDownSentinel (int tileId) { return (Position.toRow(tileId) == 0); }
/** @} */
/**
* @name private functionality of the object
*/
@ -240,11 +228,11 @@ class Board {
/**
* This function creates randomly all the tiles of the board
*/
private void createTiles() {
int wallCount;
wallCount = createBasicTileWalls (); // First create tiles with outer walls
wallCount += createInnerWalls(); // Greedy create as many inner walls we can
W = wallCount;
private void createTiles() throws Exception {
int wallPool = W;
wallPool -= createBasicTileWalls (); // First create tiles with outer walls
if (createInnerWalls(wallPool) > 0) // Create inner walls with the rest of the requested walls
throw new Exception("Can not create the requested number of walls");
}
/**
@ -266,43 +254,13 @@ class Board {
}
}
/**
* Predicate to check if a wall creates a closed room.
*
* This algorithm has a complexity of O(N^2) where N represents the total
* number of tiles it should be used with care.
*
* @param tileId The tileId of the wall where the wall is.
* @param direction The wall's relative direction from the tile.
* @return True if the wall creates a closed room, false otherwise.
*/
private boolean createsClosedRoom (int tileId, int direction) {
// Get a snapshot of the current walls
ArrayList<Edge> w = new ArrayList<Edge>();
for (Edge it : walls)
w.add(new Edge(it));
// Create a graph from the current wall(edge)
// and populate the graph with all the edges we can attach.
Graph g = new Graph(new Edge(tileId, direction));
int size;
do {
size = w.size();
for (int i =0, S=w.size() ; i<S ; ++i)
if (g.attach(w.get(i))) {
w.remove(i);
--i; --S;
}
} while (size != w.size());
// Search if a vertex is attached more than once.
// This means that there is at least 2 links to the same node
// so the graph has a closed loop
for (Edge it : walls) {
if (g.count(it.getV1()) > 1) return true;
if (g.count(it.getV2()) > 1) return true;
}
return false;
}
/** @name Sentinel predicates */
/** @{ */
private boolean isLeftSentinel (int tileId) { return (Position.toCol(tileId) == 0); }
private boolean isRightSentinel (int tileId) { return (Position.toCol(tileId) == N-1); }
private boolean isUpSentinel (int tileId) { return (Position.toRow(tileId) == N-1); }
private boolean isDownSentinel (int tileId) { return (Position.toRow(tileId) == 0); }
/** @} */
/**
* Predicate to check if a tile direction is `Wallable`.
@ -312,7 +270,6 @@ class Board {
* <li>The wall is not the DOWN wall from tile (0, 0).
* <li>There is not already a wall in the desired direction. (Implies no sentinel tile).
* <li>The neighbor in this direction has at most `Const.maxTileWalls -1` walls.
* <li>The wall does not create a closed room (Optional requirement).
* </ul>
*
* @note
@ -329,22 +286,12 @@ class Board {
if (tiles[tileId].hasWall(direction))
return false;
switch (direction) {
case Direction.UP:
if (tiles[upTileId.apply(tileId)].hasWalls() >= Const.maxTileWalls) return false;
break;
case Direction.DOWN:
if (tiles[downTileId.apply(tileId)].hasWalls() >= Const.maxTileWalls) return false;
break;
case Direction.LEFT:
if (tiles[leftTileId.apply(tileId)].hasWalls() >= Const.maxTileWalls) return false;
break;
case Direction.RIGHT:
if (tiles[rightTileId.apply(tileId)].hasWalls() >= Const.maxTileWalls) return false;
break;
case Direction.UP: return (tiles[upTileId.apply(tileId)].hasWalls() < Const.maxTileWalls);
case Direction.DOWN: return (tiles[downTileId.apply(tileId)].hasWalls() < Const.maxTileWalls);
case Direction.LEFT: return (tiles[leftTileId.apply(tileId)].hasWalls() < Const.maxTileWalls);
case Direction.RIGHT:return (tiles[rightTileId.apply(tileId)].hasWalls() < Const.maxTileWalls);
}
if (Session.loopGuard && createsClosedRoom(tileId, direction))
return false;
return true;
}
/**
@ -379,22 +326,16 @@ class Board {
* @return The number of walls created from the utility.
*/
private int createBasicTileWalls () {
int wallCount =0;
int tileCount =0;
for (int i =0 ; i< tiles.length ; ++i) {
boolean up = isUpSentinel(i);
boolean down = isDownSentinel(i) && (i != 0);
boolean left = isLeftSentinel(i);
boolean right = isRightSentinel(i);
wallCount += ((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0));
tileCount += ((up?1:0) + (down?1:0) + (left?1:0) + (right?1:0));
tiles[i] = new Tile (i, up, down, left, right);
if (Session.loopGuard) {
if (up) walls.add(new Edge(i, Direction.UP));
if (down) walls.add(new Edge(i, Direction.DOWN));
if (left) walls.add(new Edge(i, Direction.LEFT));
if (right) walls.add(new Edge(i, Direction.RIGHT));
}
}
return wallCount;
return tileCount;
}
/**
@ -411,8 +352,6 @@ class Board {
Position neighbor = new Position(Position.toRow(tileId), Position.toCol(tileId), dir);
tiles[tileId].setWall(dir);
tiles[neighbor.getId()].setWall(Direction.opposite(dir));
if (Session.loopGuard)
walls.add(new Edge(tileId, dir));
}
/**
@ -421,23 +360,23 @@ class Board {
* @param walls The number of walls to create
* @return The number of walls failed to create.
*/
private int createInnerWalls () {
private int createInnerWalls (int walls) {
ShuffledRange randTiles = new ShuffledRange(0, N*N);
for (int tileId, i =0, walls =0, shuffleMark =0 ; true ; ) {
for (int tileId, i =0, shuffleMark =0 ; i<walls ; ++i) {
// randomly pick a wallable tile.
do {
if ((tileId = randTiles.get())== Const.noTileId) {
if (i == shuffleMark) // Wallable tiles exhausted.
return walls;
return walls - i;
else { // Re-shuffle and continue.
randTiles = new ShuffledRange(0, N*N);
shuffleMark =i;
}
}
} while (!isWallable(tileId));
++walls;
createInnerWall(tileId);
}
return 0;
}
/**
@ -456,11 +395,8 @@ class Board {
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 (M) {
if (S == Const.noSupply) return " M ";
else return "M+s";
}
else if (S != Const.noSupply)
return String.format("s%02d", S+1);
else return " ";
@ -522,9 +458,5 @@ class 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 */
private ArrayList<Edge> walls; /**<
* Array to hold all the walls using the edge representation
* required by the closed room preventing algorithm.
*/
/** @} */
}

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@ -23,9 +23,7 @@ class Const {
class Session {
static int boardSize = 15; /**< Default board's size (if no one set it via command line) */
static int supplySize = 4; /**< Default board's supply size (if no one set it via command line) */
static int maxRounds = 100; /**< Default number of rounds per game (if no one set it via command line) */
static boolean loopGuard = false; /**< When true a wall creation guard is added to prevent closed rooms inside the board */
static boolean interactive = false; /**< When true each round of the game requires user input */
static int wallSize = 4*15-1; /**< Default board's wall size (if no one set it via command line) */
}
/**
@ -174,10 +172,13 @@ class Range {
* @return The first item of the range or Const.noTileId if there is none.
*/
int get () {
if (!numbers.isEmpty())
try {
return numbers.remove(0);
}
catch (IndexOutOfBoundsException e) {
return Const.noTileId;
}
}
/** @name protected data types */
/** @{ */
@ -211,179 +212,3 @@ class ShuffledRange extends Range {
Collections.shuffle(numbers);
}
}
/**
* @brief
* A utility class used for room prevent algorithm.
*
* This class is the wall representation we use in the room preventing algorithm.
* In this algorithm we represent the crosses between tiles as nodes (V) of a graph and the
* walls as edges. So for example:
*
* _ V = 15
* /
* +---+---+---+ We have a 4x4=16 vertices board(nodes) and 14 edges(walls).
* | | To represent the vertices on the board we use the
* + +---+ + same trick as the tileId.
* | | | The edges are represented as vertices pairs.
* + + + + <.
* | | | \_ V = 7
* + +---+---+
* ^ ^
* V = 0 V = 3
*
* @note
* Beside the fact that we prefer this kind of representation of the walls in
* the application we use the one that is suggested from the assignment. This is
* used only in room preventing algorithm.
* @note
* Using this kind of representation we don't have any more the "problem"
* of setting the wall in both neighbor tiles.
*/
class Edge {
/**
* This constructor as as the interface between the application's wall
* representation and the one based on graph.
* @param tileId The tile id of the wall.
* @param direction The direction of the tile where the wall should be.
*/
Edge(int tileId, int direction) {
int N = Session.boardSize +1;
switch (direction) {
case Direction.UP:
v1= (Position.toRow(tileId) + 1)*N + Position.toCol(tileId);
v2= (Position.toRow(tileId) + 1)*N + Position.toCol(tileId) + 1;
break;
case Direction.DOWN:
v1= (Position.toRow(tileId))*N + Position.toCol(tileId);
v2= (Position.toRow(tileId))*N + Position.toCol(tileId) + 1;
break;
case Direction.LEFT:
v1= (Position.toRow(tileId))*N + Position.toCol(tileId);
v2= (Position.toRow(tileId) + 1)*N + Position.toCol(tileId);
break;
case Direction.RIGHT:
v1= (Position.toRow(tileId))*N + Position.toCol(tileId) + 1;
v2= (Position.toRow(tileId) + 1)*N + Position.toCol(tileId) +1;
break;
}
}
/** A deep copy contructor */
Edge(Edge e) {
v1 = e.getV1();
v2 = e.getV2();
}
/** Access of the first node of the edge */
int getV1() { return v1; }
/** Access of the second node of the edge */
int getV2() { return v2; }
private int v1; /**< First vertex of the edge */
private int v2; /**< Second vertex of the edge */
}
/**
* @brief
* Provides a graph functionality for the room preventing algorithm.
* We use a graph to represent the wall structure of the walls. This way
* is easy to find any closed loops. Using graph we transform the problem
* of the closed room in the problem of finding a non simple graph.
*
* If the board has non connected wall structure then we need more than
* one graph to represent it.
*
* An example graph from a board, starting from V=1 is:
* <pre>
* 6---7 8 (1)
* | | / \
* 3 4 5 (4) (2)
* | | | \
* 0 1---2 (5)--(8)
* </pre>
*/
class Graph {
/**
* Constructs a node of the graph using the value of a vertex(node).
* @param v The verteg to attach.
*/
Graph (int v) {
V = v;
E = new ArrayList<Graph>();
}
/**
* Constructor that transform an edge into graph.
* @param e The edge to transform.
*/
Graph (Edge e) {
V = e.getV1();
E = new ArrayList<Graph>();
E.add(new Graph(e.getV2()));
}
/** Access to the current vertex */
int getV() { return V; }
/** Access to the links of the current vertex */
ArrayList<Graph> getE() { return E; }
/**
* Attach an edge into a graph IFF the graph already has a vertex
* with the same value of one of the vertices of the edge.
* @param e The edge to attach.
* @return The status of the operation.
* @arg True on success
* @arg False on failure
*/
boolean attach (Edge e) {
return tryAttach(e, 0) > 0;
}
/**
* Counts the number of vertices on the graph with the value of `v`
* @param v The vertex to count
* @return The number of vertices with value `v`
*/
int count (int v) {
return tryCount (v, 0);
}
/**
* Recursive algorithm that tries to attach an edge into a graph
* IFF the graph already has a vertex.
* with the same value of one of the vertices of the edge.
* @param e The edge to attach.
* @param count An initial count value to feed to the algorithm.
* @return The status of the operation.
* @arg True on success
* @arg False on failure
*/
private int tryAttach (Edge e, int count) {
for (Graph n: E)
count += n.tryAttach (e, count);
if (V == e.getV1()) {
E.add(new Graph(e.getV2()));
++count;
}
if (V == e.getV2()) {
E.add(new Graph(e.getV1()));
++count;
}
return count;
}
/**
* Recursive algorithm that tries to count the number of vertices
* on the graph with the value of `v`
* @param v The vertex to count
* @param count An initial count value to feed to the algorithm.
* @return The number of vertices with value `v`
*/
private int tryCount (int v, int count) {
for (Graph n: E)
count = n.tryCount (v, count);
if (V == v)
return ++count;
return count;
}
private int V; /**< The value of the current vertex/node */
private ArrayList<Graph> E; /**< A list of all the child nodes */
}

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@ -7,38 +7,17 @@
package net.hoo2.auth.labyrinth;
import java.util.Scanner;
/**
* Main application class. This class is the only public interface of
* the entire game.
*/
public class Game {
/**< An empty constructor */
Game() {
scan = new Scanner(System.in);
}
Game() {} /**< An empty constructor */
/** @name Player main application interface */
/** @{ */
/** Utility to get current round of the game */
int round () { return round; }
/** Utility to increase and get the increased round of the game */
int nextRound() { return ++round; }
/**
* Utility to hold the execution of the program waiting for user input.
* This is true only if the user passed the interactive flag.
*/
void waitUser () {
if(Session.interactive) {
System.out.println("Press enter to continue...");
scan.nextLine();
}
}
/** @{ */
/**
* @name Accessor/Mutator interface
* @note
@ -52,14 +31,15 @@ public class Game {
/** @name Game's data */
/** @{ */
private int round; /**< Holds the round of the game */
private Scanner scan; /**< Input handle used in interactive mode */
private int round;
/** @} */
/**
* Command line argument handler
* Main game loop
*/
static boolean getArguments (String[] args) {
boolean ret = true;
for (int i =0 ; i<args.length ; ++i) {
switch (args[i]) {
case "-b":
@ -68,80 +48,59 @@ public class Game {
Session.boardSize = Integer.parseInt(args[++i]);
break;
case "-w":
case "--walls":
if (i+1 < args.length)
Session.wallSize = Integer.parseInt(args[++i]);
break;
case "-s":
case "--suplies":
if (i+1 < args.length)
Session.supplySize = Integer.parseInt(args[++i]);
break;
case "-r":
case "--rounds":
if (i+1 < args.length)
Session.maxRounds = Integer.parseInt(args[++i]);
break;
case "--norooms":
Session.loopGuard = true;
break;
case "-i":
case "--interactive":
Session.interactive = true;
break;
default:
ret = false;
case "-h":
case "--help":
System.out.println("Labyrinth Game");
System.out.println("");
System.out.println("Usage:");
System.out.println("labyrinth [-b|--board <Num>] [-s|--supplies <Num>] [-r|--rounds <Num>] [--norooms] [-i|--interactive]");
System.out.println("labyrinth [-b|--board <Num>] [-w|--walls <Num>] [-s|--supplies <Num>]");
System.out.println("or");
System.out.println("labyrinth -h|--help");
System.out.println("\nOptions\n");
System.out.println("-b | --board:\n Sets the size of board's edge.\n");
System.out.println("-s | --supplies:\n Sets the number of supplies on the board.\n");
System.out.println("-r | --rounds:\n Sets the maximum number of rounds of the game.\n");
System.out.println("--norooms:\n Prevents the creation of closed rooms inside the board.\n");
System.out.println("-i | --interactive:\n Each round requires user input in order to continue.\n");
System.out.println("-h | --help:\n Print this and exits.");
return false;
System.out.println("");
System.out.println("\t-b | --board: Sets the size of board's edge.");
System.out.println("\t-w | --walls: Sets the number of walls on the board.");
System.out.println("\t-s | --supplies: Sets the number of supplies on the board.");
System.out.println("\t-h | --help: Print this and exit");
break;
}
}
return true;
return ret;
}
/**
* Main game loop
*/
public static void main(String[] args) {
try {
// Get command line options
if (!Game.getArguments(args)) throw new Exception("");
Game.getArguments(args);
// Create a game, a board and 2 players.
Game game = new Game();
Board board = new Board(Session.boardSize, Session.supplySize);
Player T = new Player(1, "Theseus", true, board, 0);
Player M = new Player(2, "Minotaur", false, board, Position.toID(Session.boardSize/2, Session.boardSize/2));
Board board = new Board(Session.boardSize, Session.supplySize, Session.wallSize);
Player T = new Player(1, "Theseus", board, 0);
Player M = new Player(2, "Minotaur", board, Position.toID(Session.boardSize/2, Session.boardSize/2));
// Populate data to the board
board.createBoard(T.playerTileId(), M.playerTileId());
// Initial board printout
System.out.println("Initial board: " + (game.round()));
board.printBoard(
board.getStringRepresentation(T.playerTileId(), M.playerTileId())
);
game.waitUser ();
// Main game loop
// The game
while (true) {
int[] m;
System.out.println();
System.out.println("State after round: " + (game.round()+1));
System.out.println("Round: " + (game.round()+1));
// Player moves
m = T.move(T.playerTileId());
System.out.println(T.getName() + ":\t tileId =" + m[0] + " (" + m[1] + ", " + m[2] + ")");
m = M.move(M.playerTileId());
@ -150,7 +109,7 @@ public class Game {
board.getStringRepresentation(T.playerTileId(), M.playerTileId())
);
// Loop termination cases
// Termination cases
if (T.getScore() == 4) {
System.out.println(T.getName() + " Wins!!! Score =" + T.getScore());
System.exit(0);
@ -159,15 +118,13 @@ public class Game {
System.out.println(M.getName() + " Wins!!! Score =" + M.getScore());
System.exit(0);
}
if (!(game.nextRound() < Session.maxRounds)) {
if (!(game.nextRound() < 100)) {
System.out.println("New day has come... Tie!!!");
System.exit(0);
}
game.waitUser ();
}
}
catch (Exception e) {
// We don't handle exceptions. Print error and exit with error status.
System.out.println(e.getMessage());
System.exit(1);
}

View File

@ -6,7 +6,7 @@ package net.hoo2.auth.labyrinth;
* This class represents the game's player
*/
class Player {
/** @name Constructors */
/** @name Contructors */
/** @{ */
/**
@ -15,14 +15,13 @@ class Player {
* @param name The name of the player
* @param board Reference to the board of the game
*/
Player(int id, String name, boolean champion, Board board, int row, int column) {
Player(int id, String name, Board board, int row, int column) {
this.playerId = id;
this.name = name;
this.board = board;
this.score = 0;
this.x = column;
this.y = row;
this.champion = champion;
}
/**
@ -31,14 +30,13 @@ class Player {
* @param name The name of the player
* @param board Reference to the board of the game
*/
Player(int id, String name, boolean champion, Board board, int tileId) {
Player(int id, String name, Board board, int tileId) {
this.playerId = id;
this.name = name;
this.board = board;
this.score = 0;
this.x = Position.toCol(tileId);
this.y = Position.toRow(tileId);
this.champion = champion;
}
/** @} */
@ -48,9 +46,9 @@ class Player {
/**
* Player's move.
*
* A player first throws a dice to get a random direction. Then checks if the direction
* is walkable. If it is, then goes to that tile and update player's data.
* If the player is a champion then he also picks up a possible supply from the tile.
* A player first throw a dice to get a random direction. Then checks if the direction
* is walkable. If it is, then goes to that tile, pick up a possible supply on the tile
* and update player's data.
*
* @param id The id of the starting tile.
* @return An array containing player's final position and possible supply of that position.
@ -63,7 +61,7 @@ class Player {
* </ul>
*/
int[] move(int id) {
// Initialize return array with the current data
// Init return array with the current data
int[] ret = {id, Position.toRow(id), Position.toCol(id), Const.noSupply};
int diceDirection = board.dice(); // throw the dice
@ -73,8 +71,7 @@ class Player {
ret[0] = next.getId(); // Update player's and return data
ret[1] = y = next.getRow();
ret[2] = x = next.getCol();
// In case of a champion player, try also to pick a supply
if (champion && (ret[3] = board.tryPickSupply(next.getId())) != Const.noSupply) {
if ((ret[3] = board.tryPickSupply(next.getId())) != Const.noSupply) {
++score; // keep score
System.out.println(name + ":\t*Found a supply. [score: " + score + "]");
}
@ -84,11 +81,8 @@ class Player {
return ret;
}
/** Utility to access player's tileID */
int playerTileId() { return Position.toID(y, x); }
/** Utility to access player's row position (row coordinate) */
int playerRow() { return y; }
/** Utility to access player's column position (column coordinate) */
int playerCol() { return x; }
/** @} */
@ -128,6 +122,5 @@ class Player {
private int score; /**< The current score of the player */
private int x; /**< The column coordinate of the player on the board */
private int y; /**< The row coordinate of the player on the board */
private boolean champion; /**< Champion indicate a player who plays against the Minotaur */
/** @} */
}