task 13 progress, 3 task passed this point
Signed-off-by: Immanuel Alvaro Bhirawa <u7280427@anu.edu.au>
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@ -1,5 +1,6 @@
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package comp1110.ass2;
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import java.lang.module.FindException;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.HashSet;
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@ -625,6 +626,24 @@ public class BlueLagoon {
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return state.toString();
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}
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public static void main(String[] args) {
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applyMove(GameData.DEFAULT_GAME, "S 0,2");
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}
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/**
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* Given a state string and a move string, apply the move to the board.
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* <p>
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* If the move ends the phase, apply the end of phase rules.
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* <p>
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* Advance current player to the next player in turn order that has a valid
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* move they can make.
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*
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* @param stateString a string representing a game state
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* @param moveString a string representing the current player's move
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* @return a string representing the new state after the move is applied to the board
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*/
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// 2 phases, exploration and settlement
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/**
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* Given a state string and a move string, apply the move to the board.
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* <p>
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@ -644,23 +663,96 @@ public class BlueLagoon {
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int x = Integer.parseInt(coordStr.split(",")[0]);
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int y = Integer.parseInt(coordStr.split(",")[1]);
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Coord coord = new Coord(x, y);
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state.placePiece(coord, pieceType);
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if ( isMoveValid(stateString, moveString)) state.placePiece(coord, pieceType);
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if (state.isPhaseOver()){
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state.scorePhase();
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if (state.getCurrentPhase() == 'E') {
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state.scorePhase();
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state.cleanBoard();
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state.distributeResources();
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state.nextPhase();
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}
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}
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state.nextPlayer();
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while (!state.getCurrentPlayer().canPlay(state)) {
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else if (state.getCurrentPhase() == 'S') {
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state.scorePhase();
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state.nextPlayer();
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}
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}
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state.nextPlayer();
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// while (!state.getCurrentPlayer().canPlay(state)) {
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// state.nextPlayer();
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// }
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return state.toString();
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}
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// /**
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// * Get the current phase
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// * Returns 'E' for exploration, 'S' for settlement, 'O' for game over
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// * @return char current phase
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// */
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// public char getCurrentPhase() {
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// if (currentPhase == 0) return 'E';
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// else if (currentPhase == 1) return 'S';
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// else return 'O'; // Return 'O' for game over
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// }
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//* A phase is over when either of the following conditions hold:
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// * - All resources (not including statuettes) have been collected.
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// * - No player has any remaining valid moves.
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///**
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// * Given a state string, determine whether it represents an end of phase state.
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// * <p>
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// * A phase is over when either of the following conditions hold:
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// * - All resources (not including statuettes) have been collected.
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// * - No player has any remaining valid moves.
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// *
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// * @param stateString a string representing a game state
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// * @return true if the state is at the end of either phase and false otherwise
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// */
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// public static boolean isPhaseOver(String stateString){
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// State state = new State(stateString);
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// return state.isPhaseOver();
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// }
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///**
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// * Score for that phase
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// * This does not automatically move to the next phase
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// */
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// public void scorePhase() {
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// for (Player p: players) {
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// p.addScore(createScore(p.getPlayerID()));
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// }
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// }
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///**
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// * Place a piece on the board. Uses current turn's player
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// * This does not check if the move is valid (Use isValidMove() first)
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// * @param coord Coord coordinate to place piece
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// * @param type char type of piece
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// */
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// public void placePiece(Coord coord, char type) {
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// if (type == 'S') {
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// players[currentPlayer].addSettler(coord);
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// }
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// else if (type == 'V' || type == 'T') {
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// players[currentPlayer].addVillage(coord);
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// }
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//
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// // Claim resource if it is a stone circle
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// if (isStone(coord)) {
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// for (Resource resource : resources) {
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// if (resource.getCoord().equals(coord) && resource.isAvailable()) {
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// players[currentPlayer].addResource(1, resource.getType());
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// resource.setClaimed();
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// }
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// }
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// }
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// }
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/**
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* Given a state string, returns a valid move generated by your AI.
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* <p>
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