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Board and game are now in a playable condition

tags/v1.0
Christos Houtouridis 6 lat temu
rodzic
commit
1b45948ea4
2 zmienionych plików z 436 dodań i 145 usunięć
  1. +235
    -137
      src/SnakePkg/Board.java
  2. +201
    -8
      src/SnakePkg/Game.java

+ 235
- 137
src/SnakePkg/Board.java Wyświetl plik

@@ -1,15 +1,32 @@
package SnakePkg;
import java.util.Random;
import java.lang.Math;
/**
* The game's board representation
* @class Board
* @brief The game's board representation.
*
* The board in a square collection of tiles numbered in a
* boustrophedon (zig-zag) way. A number of snakes, ladders
* and apples which called elements are placed on the board
* for each game.
*
* @author Christos Choutouridis 8997
* @email cchoutou@ece.auth.gr
*/
public class Board {
/** Constants */
/**@{ */
static final int POINTS_MAX = 20; /**< The maximum absolute number of points for each apple */
static final int POINTS_STEP = 5; /**< The difference between different apple points */
/**@} */
/** @name Constructors */
/** @{ */
/** Default ctor */
/** A doing nothing default constructor
* @warining Avoid using this constructor as it requires all setters(or copy)
* and @ref createBoard() to be called after.
*/
Board () {
N = M =0;
tiles = null;
@@ -19,47 +36,56 @@ public class Board {
}
/**
* Main constructor
* We make some simple input checking before memory allocation.
* @note
* May throw BadBoardInput
* @brief Creates a board for game
*
* This constructor allocates the memory for the board and elements and
* creates a board by placing all required elements on the board.
*
* @param N The row for the board
* @param M The columns of the board
* @param numOfSnakes Number of snakes to place
* @param numOfLadders Number of ladders to place
* @param numOfApples Number of Apples to place
*
* @warning
* We call @ref createBoard() inside this constructor in order for
* the board to be in "playable condition". This is preferable by the author.
* A constructor should(if possible) to leave the object in a usable condition.
* In order to follow the project requirements we create this functionality in a
* separate function @ref createBoard(). We believe that if a user can make a
* mistake he eventually will do it sometime. Here, if we leave the createBoard()
* call to user we are enabling him to make it.
*/
Board (int N, int M, int numOfSnakes, int numOfLadders, int numOfApples)
throws BadBoardInput {
// Input checking
if (numOfApples + numOfLadders*2 + numOfSnakes*2 >= N*M/2)
throw new BadBoardInput("Too many Apples, Snakes and ladders");
Board (int N, int M, int numOfSnakes, int numOfLadders, int numOfApples) {
// Init the board object
setN (N); // Input checked version (may throw)
setM (M); // Input checked version (may throw)
setN (N); // Input checked version (may throw)
setM (M); // Input checked version (may throw)
tiles = new int[N][M];
snakes = new Snake[numOfSnakes];
ladders = new Ladder[numOfLadders];
apples = new Apple[numOfApples];
createBoard (); // Complete board preparation and make all the element memory allocations
}
/**
* Copy constructor. We make a deep copy of B and we trust B's
* data to be valid
* @brief Copy constructor.
* We make a deep copy of B and we trust B's data to be valid.
* @param B The board we want to copy
* @note We don't use clone as long as we don't inherit Cloneable iface
* @note This requires Snake, Apple and Ladder copy constructors
*/
Board (Board B) {
this.N = B.getN();
this.M = B.getM();
N = B.getN();
M = B.getM();
tiles = new int[N][M];
snakes = new Snake[B.getSnakes().length];
ladders = new Ladder[B.getLadders().length];
apples = new Apple[B.getApples().length];
// Copy B's guts
for (int i =0 ; i<N ; ++i)
for (int j =0 ; j<M ; ++j)
tiles[i][j] = B.getTiles()[i][j];
for (int i =0 ; i<B.getSnakes().length ; ++i)
snakes[i] = B.getSnakes()[i];
for (int i =0 ; i<B.getLadders().length ; ++i)
ladders[i] = B.getLadders()[i];
for (int i =0 ; i<B.getApples().length ; ++i)
apples[i] = B.getApples()[i];
// Copy B's guts into new memory
setTiles(B.getTiles()); // primitive
copySnakes(B.getSnakes());
copyLadders(B.getLadders());
copyApples(B.getApples());
}
/** @} */
@@ -68,46 +94,27 @@ public class Board {
/** Get value N */
int getN () { return N; }
/**
* Set value N
* @throws BadBoardInput
*/
void setN (int N) throws BadBoardInput {
// Input checking
if (N<=0)
throw new BadBoardInput("N is zero or Less");
this.N = N;
}
/** Set value N */
void setN (int N) { this.N = N; }
/** Get value M */
int getM () { return M; }
/**
* Set value M
* @throws BadBoardInput
*/
void setM (int M) throws BadBoardInput {
// Input checking
if (M<=0)
throw new BadBoardInput("M is zero or Less");
this.M = M;
}
/** Set value M */
void setM (int M) { this.M = M; }
/** Get reference to tiles */
int[][] getTiles () { return tiles; }
/**
* Set tiles (deep copy)
* Set tiles
* @param tiles Source of tiles to use
* @throws BadBoardInput
* @note This has to be called if the board is default constructed
*/
void setTiles (int[][] tiles) throws BadBoardInput {
// Input checking
if (tiles.length != N && tiles[0].length != M)
throw new BadBoardInput("tiles size missmatch");
void setTiles (int[][] tiles) {
// Check if we need allocation
if (this.tiles == null)
this.tiles = new int[N][M];
// Assign values (deep copy)
// Assign values
for (int i =0 ; i<N ; ++i)
for (int j =0 ; j<M ; ++j)
this.tiles[i][j] = tiles[i][j];
@@ -115,59 +122,69 @@ public class Board {
/** Get reference to snakes */
Snake[] getSnakes() { return snakes; }
/**
* Set snakes
* @param snakes Reference to snakes to use
* @note This requires snakes must be allocated elsewhere.
*/
void setSnakes(Snake[] snakes) { this.snakes = snakes; }
/** Get reference to ladders */
Ladder[] getLadders() { return ladders; }
/**
* Set ladders
* @param ladders Reference to ladders to use
* @note This requires ladders must be allocated elsewhere.
*/
void setLadders(Ladder[] ladders) { this.ladders = ladders; }
/** Get reference to apples */
Apple[] getApples() { return apples; }
/**
* Set apples
* @param apples Reference to apples to use
* @note This requires apples must be allocated elsewhere.
*/
void setApples(Apple[] apples) { this.apples = apples; }
/**
* Set snakes (deep copy)
* Copy snakes (deep copy)
* @param snakes Source of snakes to use
* @throws BadBoardInput
* @note Requires Snake copy contructor
* @note Requires Snake copy constructor
* @note This has to be called if the board is default constructed
*/
void setSnakes(Snake[] snakes) throws BadBoardInput {
void copySnakes(Snake[] snakes) {
// Check if we need allocation
if (this.snakes == null)
this.snakes = new Snake[snakes.length];
// Input checking
if (this.snakes.length != snakes.length)
throw new BadBoardInput("snakes size missmatch");
// Assign values (deep copy)
for (int i =0 ; i<this.snakes.length ; ++i)
this.snakes[i] = new Snake(snakes[i]);
}
/** Get reference to ladders */
Ladder[] getLadders() { return ladders; }
/**
* Set ladders (deep copy)
* @param ladders Source of snakes to use
* @throws BadBoardInput
* @note Requires Ladder copy contructor
* Copy ladders (deep copy)
* @param ladders Source of ladders to use
* @note Requires Ladder copy constructor
* @note This has to be called if the board is default constructed
*/
void setLadders (Ladder[] ladders) throws BadBoardInput {
void copyLadders (Ladder[] ladders) {
// Check if we need allocation
if (this.ladders == null)
this.ladders = new Ladder[ladders.length];
// Input checking
if (this.ladders.length != ladders.length)
throw new BadBoardInput("ladders size missmatch");
// Assign values (deep copy)
for (int i =0 ; i<this.ladders.length ; ++i)
this.ladders[i] = new Ladder(ladders[i]);
}
/** Get reference to apples */
Apple[] getApples() { return apples; }
/**
* Set apples (deep copy)
* @param apples Source of snakes to use
* @throws BadBoardInput
* @note Requires Apple copy contructor
* Copy apples (deep copy)
* @param apples Source of apples to use
* @note Requires Apple copy constructor
* @note This has to be called if the board is default constructed
*/
void setApples (Apple[] apples) throws BadBoardInput {
void copyApples (Apple[] apples) {
// Check if we need allocation
if (this.apples == null)
this.apples = new Apple[apples.length];
// Input checking
if (this.apples.length != apples.length)
throw new BadBoardInput("ladders size missmatch");
// Assign values (deep copy)
for (int i =0 ; i<this.apples.length ; ++i)
this.apples[i] = new Apple(apples[i]);
@@ -176,20 +193,77 @@ public class Board {
/** @name Exposed API members */
/** @{ */
/**
* Check if the tile is a snake head. If so return the snake's
* tails tile. If not return the same tile
* @param tile The tile to check
* @return The result tile
*/
int checkSnake (int tile) {
for (int i =0 ; i<snakes.length ; ++i) {
if (snakes[i].getHeadId() == tile)
return snakes[i].getTailId();
}
return tile;
}
/**
* Check if the tile is a ladder down step. If so return the ladder's
* up step tile. If not return the same tile.
* @note
* This also break the ladder if used
* @param tile The tile to check
* @return The result tile
*/
int checkLadder (int tile) {
for (int i =0 ; i<ladders.length ; ++i) {
if (ladders[i].getDownStepId() == tile &&
ladders[i].getBroken() == false) {
ladders[i].setBroken(true);
return ladders[i].getUpStepId();
}
}
return tile;
}
/**
* Check if the tile is an apple tile. If so eat it and return the score difference
* @param tile The tile to check
* @return The score difference
*/
int checkApple (int tile) {
int ds =0; // delta-score
for (int i =0 ; i<apples.length ; ++i) {
if (apples[i].getAppleTileId() == tile) {
// eat it
ds = apples[i].getPoints();
apples[i].setPoints(0);
}
}
return ds;
}
/**
* Create a playable board for the game
* Create a playable board for the game.
* @warning
* This is not required to be called after construction in order to ensure board's playable
* condition. In fact this function SHOULD NOT CALLED AT ALL.
* The project requirements expect this to be public. The preferable mode would be private.
* @see Board() constructor.
*/
void createBoard () {
_tile_numbering (); // Create tile numbering
_place_snakes (); // Place snakes
_place_apples (); // Place Apples
_place_ladders (); // place ladders
_tileNumbering (); // Create tile numbering
_placeSnakes (); // Place snakes
_placeApples (); // Place Apples
_placeLadders (); // place ladders
}
/**
* make and PRINT element boards
* @brief
* make and print element boards
* This is not required in order for the board to be playable
* It just produce a stdout output for convenience.
*/
void createElementBoard () {
String[][] elementBoardSnakes = new String[N][M];
@@ -212,11 +286,11 @@ public class Board {
/**
* @brief
* Create the tile numbering
* Create the tile numbering in a boustrophedon (zig-zag) way.
* We use a starting point the tile[0][0] and as finish point
* the tile[N-1][M-1]
*/
private void _tile_numbering () {
private void _tileNumbering () {
for (int i=0, tile =1 ; i<N ; ++i) {
if (i%2 == 0) {
// Even row, go right
@@ -234,32 +308,33 @@ public class Board {
/**
* @brief
* Place the snakes on the board
* The only constrain at this point is that snake tails must be
* below heads and in different tiles
* The only constrain at this point is that snake tails must be placed
* below heads and heads must be placed in separate tiles
*/
private void _place_snakes () {
private void _placeSnakes () {
int [] head = new int [snakes.length]; // temporary place holder for heads
int [] tail = new int [snakes.length]; // temporary place holder for tails
for (int i =0, tile =0 ; i<snakes.length ; ++i) {
// Keep getting heads until they are different from the previous
do
tile = (int)(M + Math.random() * (N-1) * M); // Don't use first row for heads
tile = _pickRandom (M+1, M*N); // Don't use first row for heads
while (_search (head, tile) >= 0);
head[i] = tile;
tail[i] = (int)(Math.random() * (head[i] - head[i]%M)); // Don't use heads row and up for tail
snakes[i] = new Snake(i, head[i], tail[i]); // Allocate snake
tail[i] = _pickRandom (1, head[i]-head[i]%M); // Don't use heads row and up for tail
snakes[i] = new Snake(i, head[i], tail[i]); // Allocate snake
}
}
/**
* @brief
* Place apples on the board
* At this point we have snakes. The constrains here are
* The constrains here are
* that apples have to lie on different tiles and not in some
* snake's head
* snake's head.
* @note We require we have snakes.
*/
private void _place_apples () {
int [] apple_tiles = new int [apples.length]; // temporary placeholder for heads
private void _placeApples () {
int [] apple_tiles = new int [apples.length]; // temporary placeholder for apples
int [] snake_tiles = new int [snakes.length]; // array with snake head tiles
for (int i =0 ; i<snakes.length ; ++i) // Load snake head tiles
snake_tiles[i] = snakes[i].getHeadId();
@@ -268,11 +343,12 @@ public class Board {
// Keep getting tiles until they are different from the previous
// and not in some snake's head
do
tile = (int) (Math.random() * (N * M));
tile = _pickRandom (1, M*N);
while ((_search (apple_tiles, tile) >= 0) ||
(_search (snake_tiles, tile) >= 0));
apple_tiles[i] = tile;
int points = (int)(Math.random() *10) * 5; // get points
// get points
int points = _pickRandom (1, (POINTS_MAX/POINTS_STEP)) * POINTS_STEP;
boolean red = (boolean)(Math.random() >=0.5); // get color
// Allocate apple
if (red)
@@ -285,34 +361,49 @@ public class Board {
/**
* @brief
* Place ladders on board
* At this point we have snakes and apples.
* @note
* We add a constrain for ladder so its up-setp has to be different from a
* snake's head tile. This ensures the each ladder and snake are independent
*
* We add constrains so each ladder's up-step tile has to be different from:
* * A snake's head tile. This ensures ladders and snakes are independent
* * A ladders's down-step. This ensure we eliminate ladder chains.
* * One other ladder's up-step. This is not critical but helps the printElement functionality
*
* We add constrains so each ladder's down-step tile has to be different from:
* * A snake's head tile. This ensures ladders and snakes are independent
* * A ladders's down-step. This is not critical but helps the printElement functionality
* * One other ladder's up-step. This ensure we eliminate ladder chains.
* @note We require we have snakes.
*/
private void _place_ladders () {
int [] upstep = new int [ladders.length]; // temporary place holder for up-steps
int [] downstep = new int [ladders.length]; // temporary place holder for down-step
int [] snake_tiles = new int [snakes.length]; // array with snake head tiles
private void _placeLadders () {
int [] up_step = new int [ladders.length]; // temporary place holder for up-steps
int [] down_step = new int [ladders.length]; // temporary place holder for down-step
int [] snake_tiles= new int [snakes.length]; // array with snake head tiles
for (int i =0 ; i<snakes.length ; ++i) // Load snake head tiles
snake_tiles[i] = snakes[i].getHeadId();
for (int i =0, tile =0 ; i<ladders.length ; ++i) {
// Keep getting up-steps until they are different from the previous
// Keep getting up-steps until they are different from the previous ladder tiles
// and not in some snake's head
do
tile = (int)(M + Math.random() * (N-1) * M); // Don't use first row for heads
while ((_search (upstep, tile) >= 0) ||
(_search (snake_tiles, tile) >= 0));
upstep[i] = tile;
downstep[i] = (int)(Math.random() * (upstep[i] - upstep[i]%M));
//^ Don't use up-step row and up for down-step
ladders[i] = new Ladder (i, upstep[i], downstep[i]); // Allocate ladder
tile = _pickRandom (M+1, M*N); // Don't use first row for up-steps
while ((_search (up_step, tile) >= 0)
|| (_search (down_step, tile) >= 0)
|| (_search (snake_tiles, tile) >= 0));
up_step[i] = tile;
// Keep getting down-steps until they are different from the previous ladder tiles
// and not in some snake's head
do
// Don't use up-step row and up for down-step
tile = _pickRandom (1, up_step[i]-up_step[i]%M);
while ((_search (up_step, tile) >= 0)
|| (_search (down_step, tile) >= 0)
|| (_search (snake_tiles, tile) >= 0));
down_step[i] = tile;
ladders[i] = new Ladder (i, up_step[i], down_step[i]); // Allocate ladder
}
}
/**
* Make element array of snakes
* Make element array of snakes as required by the project
* @param elemSnakes
*/
private void _makeElementSnakes (String[][] elemSnakes) {
@@ -339,7 +430,7 @@ public class Board {
}
/**
* Make element array of ladders
* Make element array of ladders as required by the project
* @param elemLadders
*/
private void _makeElementLadders (String[][] elemLadders) {
@@ -366,7 +457,7 @@ public class Board {
}
/**
* Make element array of apples
* Make element array of apples as required by the project
* @param elemApples
*/
private void _makeElementApples (String[][] elemApples) {
@@ -401,10 +492,12 @@ public class Board {
* @note
* As long as we use tiles[0][0] for first tile, this method
* has to print in reverse Y-axis order. For ex:
* <pre>
* 16 15 14 13
* 09 10 11 12
* 08 07 06 05
* 01 02 03 04
* </pre>
*/
private void _printElement (String[][] elem, String caption) {
System.out.print(caption);
@@ -418,6 +511,16 @@ public class Board {
System.out.println("");
}
/**
* Pick a random tile in range [from..to]
* @param from The first tile to consider
* @param to The last tile to consider
* @return The random pick
*/
private int _pickRandom (int from, int to) {
return from + (int)(Math.random() * (to - from));
}
/** Search algorithm
* @param array Array to search
* @param elem Element of type T to find inside of array
@@ -433,19 +536,14 @@ public class Board {
}
/**@} */
/** @name Data members (private) */
/** @name Data members */
/** @{ */
private int N; //!< Board's row count
private int M; //!< Board's Column count
private int[][] tiles; //!< Board's tiles
private Snake[] snakes; //!< Board's snakes
private Ladder[] ladders; //!< Board's ladders
private Apple[] apples; //!< Board's apples
private int N; /**< Board's row count */
private int M; /**< Board's Column count */
private int[][] tiles; /**< Board's tiles */
private Snake[] snakes; /**< Board's snakes */
private Ladder[] ladders; /**< Board's ladders */
private Apple[] apples; /**< Board's apples */
/** @} */
}
class BadBoardInput extends Exception {
BadBoardInput() {}
BadBoardInput(String str) { super(str); }
//static final long SerialVersionUIDAdder = 0;
}

+ 201
- 8
src/SnakePkg/Game.java Wyświetl plik

@@ -1,17 +1,210 @@
package SnakePkg;
/**
* @mainpage
* @title Snake game project. -- Part 1 --
*
* This is the code documentation page of the Snake game project.
* Listed are:
* * All used classes
* * All member functions
* * All data members
*
* @author Christos Choutouridis 8997
* @email cchoutou@ece.auth.gr
*/
import java.lang.Math;
import java.util.ArrayList;
/**
* @class Game
*
* @brief This is the main control class of the game.
*
* This class includes the main function.Using this class's api
* the user can create a board, register players and roll the game.
*
* @author Christos Choutouridis 8997
* @email cchoutou@ece.auth.gr
*/
public class Game {
/** Constants */
/**@{ */
static final int MAX_PLAYERS = 4; /**< The maximum number of allowed players in the game */
/**@} */
/** Private data members */
/** @{ */
private int round; /**< The current round of the game */
private Board board; /**< A reference to board */
private ArrayList<Player> players; /**< A reference to players */
/** @} */
public static void main(String[] args) {
try {
Board b = new Board(10, 20, 3, 6, 6);
b.createBoard();
b.createElementBoard();
/** private api */
/** @{ */
/**
* Dice functionality
* @return An integer in the range [1 .. 6]
*/
private int _dice () {
return (int)(1 + Math.random()*5);
}
/**
* Search the players already in the players vector and compare their turn to play
* with the result of a dice. If there is another one with the same dice result return true.
*
* @param turn The dice result to check in order to find player's turn to play
* @param players Reference to already register players
* @return True if there is another player with the same dice result
*/
private boolean _search (int die, ArrayList<Player> players) {
for (int i =0; i<players.size() ; ++i)
if (players.get(i).getTurn() == die)
return true;
return false;
}
/** @} */
/** Constructors */
/** @{ */
/** Default doing nothing constructor */
Game () {
round = 0;
board = new Board();
players = new ArrayList<>();
}
/**
* @brief The main constructor
* This constructor create a board and prepares the board for the game.
* After this call the user can call @ref registerPlayer()
* @param N The row for the board
* @param M The columns of the board
* @param numOfSnakes Number of snakes to place
* @param numOfLadders Number of ladders to place
* @param numOfApples Number of Apples to place
*/
Game (int N, int M, int numOfSnakes, int numOfLadders, int numOfApples) {
round = 0;
// delegate constructors
board = new Board (N, M, numOfSnakes, numOfLadders, numOfApples);
players = new ArrayList<>();
board.createElementBoard(); //Not critical, but placed here as project requirement
}
/** @} */
/** Get/Set interface */
/** @{ */
int getRound () { return round; }
void setRound (int round) { this.round = round; }
/** Get reference to board */
Board getBoard () { return board; }
/** Set board
* @param board Reference to board to use
* @note This requires board must be allocated elsewhere.
*/
void setBoard (Board board) {
this.board = board;
}
/** Get reference to players */
ArrayList<Player> getPlayers() { return players; }
/**
* Set players
* @param players Reference to players to use
* @note This requires players must be allocated elsewhere.
*/
void setPlayers(ArrayList<Player> players) {
this.players = players;
}
/** @} */
/** Public functionality */
/** @{ */
/**
* Register a player to the game
* @param playerId The player ID to use
* @param name The player name to use
* @return The status of the operation
*/
boolean registerPlayer (int playerId, String name) {
if (players.size() >= MAX_PLAYERS)
return false;
players.add(new Player(playerId, name, board));
return true;
}
/**
* @brief Set the playing order of players
* This function emulates the classic roll of dice to decide which player
* plays first which second and so on.
*/
void playOrder () {
int d;
for (int i =0 ; i<players.size() ; ++i) {
do
// Keep rolling the dice as the die belongs to another user
d = _dice();
while (_search (d, players));
players.get(i).setTurn(d);
}
catch(Exception e){
System.out.println("Exception caught:" + e.getMessage());
// Sort players vector
players.sort((p1, p2) -> Integer.compare(p1.getTurn(), p2.getTurn()));
}
/**
* A game round. In each round every player plays when is its turn
*
* @return The winner if we have one, or null
*/
Player round () {
int [] mret;
++round; // keep track of round
// traverse the players vector and move each player on the board
// using a dice throw
for (int i =0 ; i<players.size() ; ++i) {
mret = players.get(i).move (players.get(i).getTile(), _dice());
if (mret[0]>= board.getN()*board.getM())
// The first one here is the winner
return players.get(i);
}
return null; // No one finished yet
}
/** @} */
/**
* @brief Main
* As the requirements of the project suggested.
* We:
* * Create a game
* * Manually create a board
* * Register 2 players (John Doe for now)
* * Place a predefined number of snakes, ladders and apples
* * Deploy the game by calling @ref playOrder() and @ref round()
* At the end we print the results and exit
*/
public static void main(String[] args) {
Game game = new Game(20, 10, 3, 3, 6); // Board creation
game.registerPlayer(1, "Player 1"); // Player registration
game.registerPlayer(2, "Player 2");
game.playOrder(); // Choose play order
Player winner;
do // Keep going until someone finishes
winner = game.round ();
while (winner == null);
// Print the results
System.out.println("Game finished.");
System.out.println("Rounds played: " + game.getRound());
System.out.println("Winner: " + winner.getName() + ". Score: " + winner.getScore());
for (int i=0 ; i<game.getPlayers().size() ; ++i) {
// Loop all the non-winning players
Player p = game.getPlayers().get(i);
if (p != winner)
System.out.println(p.getName() + ". Score: " + p.getScore());
}
}
}

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