skeleton: Cleaned up code and md
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# Simple draft skeleton:
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# Simple draft skeleton:
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# Overview
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# Game play flow
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## Board Setup
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1. Game Setup
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2. Phase Setup
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3. While phase isn't over do phase
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4. Score
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5. Phase Setup
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6. While phase isn't over do phase
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7. Score
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8. Game End
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## Game Setup
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* Create player data (maybe using enums)
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## Phase Setup
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* Clear board
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* Create a grid of tiles
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* Create a grid of tiles
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* Create islands and assign size and location (on tiles)
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* Create islands and assign size and location (on tiles)
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* Create "stone circles"
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* Create stone circles
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## On Game start functions
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* Create player data (maybe using enums)
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* Assign villages to players
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* Assign villages to players
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* Assign settlers to players
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* Assign settlers to players
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* Randomly Assign resources and statuettes to map "stone circles"
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* Randomly Assign resources and statuettes to stone circles
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## Exploration Phase
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1. Pick player
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2. Player places piece (use function to check placement rules)
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3. Repeat with next player (while not Exploration Phase over)
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## Check Placement
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If piece is settler, check if one of:
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* on unoccupied water
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* on unoccupied land adjacent to one of their pieces
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If piece is village, check on unoccupied land adjacent to one of their pieces
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## Phase
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* Advance to next player
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* Player places piece (use function piece plaging)
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## Piece Placing
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## Piece Placing
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* Check placement (using function)
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* Check placement (using function)
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* Assign piece to tile
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* Assign piece to tile
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* If piece on "stone circle" > get resources and statuettes
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* If piece on stone circle, get resources and statuettes
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## Valid Placement (bool)
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## Exploration Phase over
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* If piece is settler, if either of:
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If one of:
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* on unoccupied water
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* on unoccupied land adjacent to one of their pieces
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* If piece is village, if both:
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* on unoccupied land
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* is adjacent to one of their pieces
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## Phase over (bool)
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If either of:
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* All resources (not including statuettes) have been collected
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* All resources (not including statuettes) have been collected
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* No player has any remaining moves available
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* No player has any remaining moves available
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## Scoring
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* Island Scoring
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* If player has pieces on > 7 islands, score 20 points
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* If player has pieces on 7 islands, score 10 points
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* Otherwise, score 0 points
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# Settlement Phase
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* Links Scoring
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## Setup
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* Score 5 points per island in players largest link
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1. Remove pieces from board
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* Majorities Scoring
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2. Assign resources and statuettes to stone circles
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* Player with most pieces on each island type scores points assigned to that island
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3. Player after last player from exploration phase goes first
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* Ties are distributed evenly rounding down
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* Resources Scoring
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## Play
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* For each player
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1. Pick player (from setup.3)
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2. Player places piece (use settlement check function to check placement rules)
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3. Repeat with next player (while not Exploration Phase over)
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## End
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Use same conditions as exploration phase over
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Score
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# Scoring
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## Island Scoring
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* If player has pieces on > 7 islands, score 20 points
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* If player has pieces on 7 islands, score 10 points
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* Otherwise, score 0 points
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## Links Scoring
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1. For each player get largest link
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2. Score 5 points per island in largest link
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## Majorities Scoring
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* Player with most pieces on each island type scores points assigned to that island
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* Ties are distributed evenly rounding down
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## Resources Scoring
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* For each player
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* For each resource
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* For each resource
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* If >3 of resource, score 20 points
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* If >3 of resource, score 20 points
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* If 3 of resource, score 10 points
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* If 3 of resource, score 10 points
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* If 2 of resource, score 5 points
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* If 2 of resource, score 5 points
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* If player has all 4 resources, score 10 points
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* If player has all 4 resources, score 10 points
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## Statuettes Scoring
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## Statuettes Scoring
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* Each statuette is worth 4 points
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* Each statuette is worth 4 points
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# Classes/Fuctions
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# Functions
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* Setup Functions
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## Setup board
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* Clear Board
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## Create player (requires input data, probably from player number and colour)
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* Board Setup
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## Phase play
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* Player Setup
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## Check Placement (requires input data, probably piece annd returns bool)
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* Game Functions
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## Place Piece (requires input data, probably from player and piece type)
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* Player Turn
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## Phase over (bool)
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* Place Piece
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* Claim Stone Circle
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* Valid placement (bool)
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* Phase Over (bool)
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* Scoring Functions
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* Island Scoring
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* Links Scoring
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* Majorities Scoring
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* Resources Scoring
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* Statuettes Scoring
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# Objects
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# Objects
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## Piece
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* Owner (Player)
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* Type (Settler, Village)
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* Placed on (Tile)
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## Tile
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* Location (x,y)
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* Type (Land, Water)
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* Pieces (List of Pieces)
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## Island
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* Size (x,y)
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* Location (x,y)
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* Point value (int)
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* Tiles (List of Tiles)
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## Stone Circle
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* Location (x,y)
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* Resources (List of Resources)
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* Statuettes (List of Statuettes)
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* Claimed (bool)
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## Player
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* Name (string)
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* Age (int)
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* Score (int)
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## Board
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## Board
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* Islands (List of Islands)
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* Islands (List of Islands)
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* Stone Circles (List of Stone Circles)
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* Stone Circles (List of Stone Circles)
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## Island
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* Size (x,y)
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* Location (x,y)
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* Point value (int)
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* Tiles (List of Tiles in an grid)
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## Tile
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* Location (x,y)
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* Type (Land, Water)
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* Pieces (List of Pieces, set during game)
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## Piece
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* Type (Settler, Village)
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* Owner (Player)
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* Placed on (Tile)
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## Stone Circle
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* Location (x,y)
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* Resources (List of Resources)
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* Number of Statuettes (int)
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* Claimed (bool, set during game)
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## Player
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* Name (string)
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* Age (int)
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* Score (int, set during game)
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* Pieces (List of Pieces, set during game)
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@ -4,7 +4,8 @@ public class board {
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public final island[] islands;
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public final island[] islands;
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public final stoneCircle[] stoneCircles;
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public final stoneCircle[] stoneCircles;
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public board(island[] islands, stoneCircle[] stoneCircles) {
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public board(island[] islands, stoneCircle[] stoneCircles) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.islands = islands;
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this.islands = islands;
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this.stoneCircles = stoneCircles;
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this.stoneCircles = stoneCircles;
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}
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}
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@ -3,13 +3,18 @@ package comp1110.ass2.skeleton;
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public class island {
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public class island {
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public final int width;
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public final int width;
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public final int height;
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public final int height;
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public final int x;
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public final int y;
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public tile[][] tiles;
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public tile[][] tiles;
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public final int score;
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public final int score;
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public island(int width, int height, int score) {
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public island(int width, int height,int x, int y, int score, tile[][] tiles) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.width = width;
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this.width = width;
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this.height = height;
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this.height = height;
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this.score = score;
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this.score = score;
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this.tiles = new tile[width][height];
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this.tiles = tiles;
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this.x = x;
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this.y = y;
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}
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}
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}
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}
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@ -4,14 +4,15 @@ public class piece {
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enum pieceType {
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enum pieceType {
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Settler, Villager
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Settler, Villager
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}
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}
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public final pieceType type;
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public final pieceType type;
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public final player owner;
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public final player owner;
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public tile placedOn;
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public tile placedOn;
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public piece(pieceType type, player owner) {
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public piece(pieceType type, player owner) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.type = type;
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this.type = type;
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this.owner = owner;
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this.owner = owner;
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}
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}
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}
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}
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@ -6,9 +6,11 @@ public class player {
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public int score;
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public int score;
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public piece[] pieces;
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public piece[] pieces;
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public player(String name, int age) {
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public player(String name, int age) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.name = name;
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this.name = name;
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this.age = age;
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this.age = age;
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this.score = 0;
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this.score = 0;
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this.pieces = null;
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}
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}
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}
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}
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public final resourceType type;
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public final resourceType type;
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public resources(resourceType type) {
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public resources(resourceType type) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.type = type;
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this.type = type;
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}
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}
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}
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}
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*/
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*/
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public class setup {
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public class setup {
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/**
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* This method clears the board.
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*/
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public void clearBoard() {
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}
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/**
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/**
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* This method creates the board, islands, and stone circles.
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* This method creates the board, islands, and stone circles.
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*/
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*/
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public void boardSetup(){
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public void boardSetup() {
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}
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}
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/**
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/**
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* This method creates a player.
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* This method creates a player.
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*/
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*/
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public void playerSetup(){
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public void playerSetup() {
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}
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}
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/**
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/**
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* This method holds the startup code for the game.
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* This method holds the startup code for the game.
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* It will create 2-4 players, set up the board and assign the players their pieces.
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* It will create 2-4 players, set up the board and assign the players their
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* pieces.
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*/
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*/
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public static void main(String[] args) {
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public static void main(String[] args) {
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}
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}
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public final int x;
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public final int x;
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public final int y;
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public final int y;
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public boolean claimed;
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public boolean claimed;
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public player owner;
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public final resources[] resources;
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public final resources[] resources;
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public final statuettes[] statuettes;
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public final int statuettes;
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public stoneCircle(int x, int y, resources[] resources, statuettes[] statuettes) {
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public stoneCircle(int x, int y, resources[] resources, int numStatuettes) {
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// Needed to stop the compiler complaining about the final fields not being set
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this.x = x;
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this.x = x;
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this.y = y;
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this.y = y;
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this.claimed = false;
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this.claimed = false;
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this.owner = null;
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this.resources = resources;
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this.resources = resources;
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this.statuettes = statuettes;
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this.statuettes = numStatuettes;
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}
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}
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}
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}
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@ -4,12 +4,12 @@ public class tile {
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enum tileType {
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enum tileType {
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Land, Water
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Land, Water
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}
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}
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public final tileType type;
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public int x;
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public int x;
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public int y;
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public int y;
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public final tileType type;
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public piece[] pieces;
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public piece[] pieces;
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public tile(tileType type, int x, int y) {
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public tile(int x, int y, tileType type) {
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this.type = type;
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this.type = type;
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this.x = x;
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this.x = x;
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this.y = y;
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this.y = y;
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