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package SnakePkg;
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import java.util.Random;
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/**
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* The game's board representation
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* @author Christos Choutouridis 8997
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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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/** Default ctor */
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Board () {
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N = M =0;
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tiles = null;
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snakes = null;
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ladders = null;
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apples = null;
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}
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/**
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* Main constructor
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* We make some simple input checking before memory allocation.
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* @note
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* May throw BadBoardInput
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*/
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Board (int N, int M, int numOfSnakes, int numOfLadders, int numOfApples)
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throws BadBoardInput {
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// Input checking
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if (numOfApples + numOfLadders*2 + numOfSnakes*2 >= N*M/2)
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throw new BadBoardInput("Too many Apples, Snakes and ladders");
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// Init the board object
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setN (N); // Input checked version (may throw)
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setM (M); // Input checked version (may throw)
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tiles = new int[N][M];
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snakes = new Snake[numOfSnakes];
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ladders = new Ladder[numOfLadders];
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apples = new Apple[numOfApples];
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}
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/**
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* Copy constructor. We make a deep copy of B and we trust B's
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* data to be valid
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* @note We don't use clone as long as we don't inherit Cloneable iface
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*/
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Board (Board B) {
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this.N = B.getN();
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this.M = B.getM();
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tiles = new int[N][M];
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snakes = new Snake[B.getSnakes().length];
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ladders = new Ladder[B.getLadders().length];
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apples = new Apple[B.getApples().length];
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// Copy B's guts
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for (int i =0 ; i<N ; ++i)
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for (int j =0 ; j<M ; ++j)
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tiles[i][j] = B.getTiles()[i][j];
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for (int i =0 ; i<B.getSnakes().length ; ++i)
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snakes[i] = B.getSnakes()[i];
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for (int i =0 ; i<B.getLadders().length ; ++i)
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ladders[i] = B.getLadders()[i];
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for (int i =0 ; i<B.getApples().length ; ++i)
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apples[i] = B.getApples()[i];
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}
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/** @} */
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/** @name Get/Set interface */
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/** @{ */
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/** Get value N */
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int getN () { return N; }
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/**
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* Set value N
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* @throws BadBoardInput
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*/
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void setN (int N) throws BadBoardInput {
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// Input checking
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if (N<=0)
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throw new BadBoardInput("N is zero or Less");
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this.N = N;
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}
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/** Get value M */
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int getM () { return M; }
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/**
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* Set value M
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* @throws BadBoardInput
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*/
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void setM (int M) throws BadBoardInput {
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// Input checking
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if (M<=0)
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throw new BadBoardInput("M is zero or Less");
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this.M = M;
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}
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/** Get reference to tiles */
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int[][] getTiles () { return tiles; }
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/**
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* Set tiles (deep copy)
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* @param tiles Source of tiles to use
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* @throws BadBoardInput
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*/
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void setTiles (int[][] tiles) throws BadBoardInput {
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// Input checking
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if (tiles.length != N && tiles[0].length != M)
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throw new BadBoardInput("tiles size missmatch");
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// Check if we need allocation
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if (this.tiles == null)
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this.tiles = new int[N][M];
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// Assign values (deep copy)
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for (int i =0 ; i<N ; ++i)
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for (int j =0 ; j<M ; ++j)
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this.tiles[i][j] = tiles[i][j];
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}
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/** Get reference to snakes */
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Snake[] getSnakes() { return snakes; }
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/**
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* Set snakes (deep copy)
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* @param snakes Source of snakes to use
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* @throws BadBoardInput
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* @note Requires Snake copy contructor
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*/
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void setSnakes(Snake[] snakes) throws BadBoardInput {
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// Check if we need allocation
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if (this.snakes == null)
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this.snakes = new Snake[snakes.length];
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// Input checking
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if (this.snakes.length != snakes.length)
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throw new BadBoardInput("snakes size missmatch");
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// Assign values (deep copy)
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for (int i =0 ; i<this.snakes.length ; ++i)
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this.snakes[i] = new Snake(snakes[i]);
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}
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/** Get reference to ladders */
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Ladder[] getLadders() { return ladders; }
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/**
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* Set ladders (deep copy)
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* @param ladders Source of snakes to use
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* @throws BadBoardInput
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* @note Requires Ladder copy contructor
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*/
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void setLadders (Ladder[] ladders) throws BadBoardInput {
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// Check if we need allocation
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if (this.ladders == null)
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this.ladders = new Ladder[ladders.length];
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// Input checking
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if (this.ladders.length != ladders.length)
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throw new BadBoardInput("ladders size missmatch");
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// Assign values (deep copy)
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for (int i =0 ; i<this.ladders.length ; ++i)
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this.ladders[i] = new Ladder(ladders[i]);
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}
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/** Get reference to apples */
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Apple[] getApples() { return apples; }
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/**
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* Set apples (deep copy)
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* @param apples Source of snakes to use
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* @throws BadBoardInput
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* @note Requires Apple copy contructor
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*/
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void setApples (Apple[] apples) throws BadBoardInput {
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// Check if we need allocation
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if (this.apples == null)
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this.apples = new Apple[apples.length];
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// Input checking
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if (this.apples.length != apples.length)
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throw new BadBoardInput("ladders size missmatch");
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// Assign values (deep copy)
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for (int i =0 ; i<this.apples.length ; ++i)
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this.apples[i] = new Apple(apples[i]);
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}
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/** @} */
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/** @name Exposed API members */
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/** @{ */
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/**
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* Create a playable board for the game
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*/
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void createBoard () {
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_tile_numbering (); // Create tile numbering
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_place_snakes (); // Place snakes
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_place_apples (); // Place Apples
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_place_ladders (); // place ladders
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}
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/**
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* make and PRINT element boards
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*/
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void createElementBoard () {
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String[][] elementBoardSnakes = new String[N][M];
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String[][] elementBoardLadders = new String[N][M];
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String[][] elementBoardApples = new String[N][M];
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_makeElementSnakes (elementBoardSnakes);
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_makeElementLadders (elementBoardLadders);
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_makeElementApples (elementBoardApples);
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_printElement (elementBoardSnakes, "elementBoardSnakes");
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_printElement (elementBoardLadders, "elementBoardLadders");
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_printElement (elementBoardApples, "elementBoardApples");
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}
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/** @} */
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/** @name Private api */
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/**@{ */
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/**
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* @brief
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* Create the tile numbering
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* We use a starting point the tile[0][0] and as finish point
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* the tile[N-1][M-1]
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*/
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private void _tile_numbering () {
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for (int i=0, tile =1 ; i<N ; ++i) {
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if (i%2 == 0) {
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// Even row, go right
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for (int j=0 ; j<M ; ++j)
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tiles[i][j] = tile++;
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}
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else {
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// Odd row, go left
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for (int j=M-1 ; j>=0 ; --j)
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tiles[i][j] = tile++;
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}
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}
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}
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/**
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* @brief
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* Place the snakes on the board
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* The only constrain at this point is that snake tails must be
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* below heads and in different tiles
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*/
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private void _place_snakes () {
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int [] head = new int [snakes.length]; // temporary place holder for heads
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int [] tail = new int [snakes.length]; // temporary place holder for tails
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for (int i =0, tile =0 ; i<snakes.length ; ++i) {
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// Keep getting heads until they are different from the previous
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do
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tile = (int)(M + Math.random() * (N-1) * M); // Don't use first row for heads
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while (_search (head, tile) >= 0);
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head[i] = tile;
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tail[i] = (int)(Math.random() * (head[i] - head[i]%M)); // Don't use heads row and up for tail
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snakes[i] = new Snake(i, head[i], tail[i]); // Allocate snake
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}
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}
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/**
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* @brief
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* Place apples on the board
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* At this point we have snakes. The constrains here are
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* that apples have to lie on different tiles and not in some
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* snake's head
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*/
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private void _place_apples () {
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int [] apple_tiles = new int [apples.length]; // temporary placeholder for heads
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int [] snake_tiles = new int [snakes.length]; // array with snake head tiles
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for (int i =0 ; i<snakes.length ; ++i) // Load snake head tiles
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snake_tiles[i] = snakes[i].getHeadId();
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for (int i =0, tile =0 ; i<apples.length ; ++i) {
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// Keep getting tiles until they are different from the previous
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// and not in some snake's head
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do
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tile = (int) (Math.random() * (N * M));
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while ((_search (apple_tiles, tile) >= 0) ||
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(_search (snake_tiles, tile) >= 0));
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apple_tiles[i] = tile;
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int points = (int)(Math.random() *10) * 5; // get points
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boolean red = (boolean)(Math.random() >=0.5); // get color
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// Allocate apple
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if (red)
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apples[i] = new Apple(i, tile, "red", points);
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else
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apples[i] = new Apple(i, tile, "black", -points);
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}
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}
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/**
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* @brief
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* Place ladders on board
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* At this point we have snakes and apples.
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* @note
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* We add a constrain for ladder so its up-setp has to be different from a
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* snake's head tile. This ensures the each ladder and snake are independent
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*/
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private void _place_ladders () {
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int [] upstep = new int [ladders.length]; // temporary place holder for up-steps
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int [] downstep = new int [ladders.length]; // temporary place holder for down-step
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int [] snake_tiles = new int [snakes.length]; // array with snake head tiles
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for (int i =0 ; i<snakes.length ; ++i) // Load snake head tiles
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snake_tiles[i] = snakes[i].getHeadId();
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for (int i =0, tile =0 ; i<ladders.length ; ++i) {
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// Keep getting up-steps until they are different from the previous
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// and not in some snake's head
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do
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tile = (int)(M + Math.random() * (N-1) * M); // Don't use first row for heads
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while ((_search (upstep, tile) >= 0) ||
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(_search (snake_tiles, tile) >= 0));
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upstep[i] = tile;
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downstep[i] = (int)(Math.random() * (upstep[i] - upstep[i]%M));
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//^ Don't use up-step row and up for down-step
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ladders[i] = new Ladder (i, upstep[i], downstep[i]); // Allocate ladder
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}
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}
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/**
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* Make element array of snakes
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* @param elemSnakes
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*/
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private void _makeElementSnakes (String[][] elemSnakes) {
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int [] head_tiles = new int [snakes.length]; // array with snake head tiles
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int [] tail_tiles = new int [snakes.length]; // array with snake head tiles
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int sn =-1;
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// Load snake head tiles
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for (int i =0 ; i<snakes.length ; ++i) {
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head_tiles[i] = snakes[i].getHeadId();
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tail_tiles[i] = snakes[i].getTailId();
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}
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// Search all tiles for snake heads and tails
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for (int i =0; i<N ; ++i) {
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for (int j =0 ; j<M ; ++j) {
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if ((sn = _search (head_tiles, tiles[i][j])) >= 0)
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elemSnakes[i][j] = "SH" + sn;
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else if ((sn = _search (tail_tiles, tiles[i][j])) >= 0)
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elemSnakes[i][j] = "ST" + sn;
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else
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elemSnakes[i][j] = "___";
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}
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}
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}
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/**
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* Make element array of ladders
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* @param elemLadders
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*/
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private void _makeElementLadders (String[][] elemLadders) {
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int [] up_tiles = new int [ladders.length]; // array with ladder up-step tiles
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int [] down_tiles = new int [ladders.length]; // array with ladder down-step tiles
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int sn =-1;
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// Load ladder tiles
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for (int i =0 ; i<ladders.length ; ++i) {
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up_tiles[i] = ladders[i].getUpStepId();
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down_tiles[i] = ladders[i].getDownStepId();
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}
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// Search all tiles for snake heads and tails
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for (int i =0; i<N ; ++i) {
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for (int j =0 ; j<M ; ++j) {
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if ((sn = _search (up_tiles, tiles[i][j])) >= 0)
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elemLadders[i][j] = "LU" + sn;
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else if ((sn = _search (down_tiles, tiles[i][j])) >= 0)
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elemLadders[i][j] = "LD" + sn;
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else
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elemLadders[i][j] = "___";
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}
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}
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}
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/**
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* Make element array of apples
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* @param elemApples
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*/
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private void _makeElementApples (String[][] elemApples) {
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int [] red_tiles = new int [apples.length]; // array with red apple tiles
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int [] black_tiles = new int [apples.length]; // array with black apple tiles
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int sn =-1;
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// Load apple tiles
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for (int i =0 ; i<apples.length ; ++i) {
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if (apples[i].getColor() == "red")
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red_tiles[i] = apples[i].getAppleTileId();
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else
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black_tiles[i] = apples[i].getAppleTileId();
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}
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// Search all tiles for snake heads and tails
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for (int i =0; i<N ; ++i) {
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for (int j =0 ; j<M ; ++j) {
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if ((sn = _search (red_tiles, tiles[i][j])) >= 0)
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elemApples[i][j] = "AR" + sn;
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else if ((sn = _search (black_tiles, tiles[i][j])) >= 0)
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elemApples[i][j] = "AB" + sn;
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else
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elemApples[i][j] = "___";
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}
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}
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}
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/**
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* Print element array
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* @param elem The element array to print
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* @param caption The caption
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* @note
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* As long as we use tiles[0][0] for first tile, this method
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* has to print in reverse Y-axis order. For ex:
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* 16 15 14 13
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* 09 10 11 12
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* 08 07 06 05
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* 01 02 03 04
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*/
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private void _printElement (String[][] elem, String caption) {
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System.out.print(caption);
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for (int i=N-1 ; i>=0 ; --i) {
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System.out.println("");
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System.out.print(" ");
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for (int j =0 ; j<M ; ++j)
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System.out.print(elem[i][j] + " ");
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}
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|
System.out.println("");
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|
System.out.println("");
|
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|
}
|
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|
|
/** Search algorithm
|
|
|
|
|
|
* @param array Array to search
|
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|
|
* @param elem Element of type T to find inside of array
|
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|
|
* @return The status of the operation
|
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|
|
* @arg -1 Element not found
|
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|
|
* @arg >=0 Element found
|
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|
|
*/
|
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|
|
private int _search (int[] array, int elem) {
|
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|
for (int i=0 ; i<array.length ; ++i)
|
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|
|
if (elem == array[i])
|
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|
|
return i;
|
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|
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|
|
return -1;
|
|
|
|
|
|
}
|
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|
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|
|
/**@} */
|
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|
|
/** @name Data members (private) */
|
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|
|
/** @{ */
|
|
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|
|
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;
|
|
|
|
|
|
}
|