Cleaner switch syntax task 7
Signed-off-by: Immanuel Alvaro Bhirawa <u7280427@anu.edu.au>
This commit is contained in:
@@ -1,5 +1,6 @@
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package comp1110.ass2;
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package comp1110.ass2;
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import java.lang.reflect.Array;
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import java.util.*;
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import java.util.*;
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public class BlueLagoon {
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public class BlueLagoon {
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@@ -246,82 +247,80 @@ public class BlueLagoon {
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switch (stateCases) {
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switch (stateCases) {
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// Get the number of player from here
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// Get the number of player from here
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case "a":
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case "a" -> {
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boardHeight = Integer.parseInt(parseSplit[1]);
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boardHeight = Integer.parseInt(parseSplit[1]);
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String playerAmount = parseSplit[2];
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String playerAmount = parseSplit[2];
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numberOfPlayer = Integer.parseInt(playerAmount);
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numberOfPlayer = Integer.parseInt(playerAmount);
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break;
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}
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// Get the player ID and Current Phase from here
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// Get the player ID and Current Phase from here
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// Phase Exploration or Settlement
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// Phase Exploration or Settlement
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case "c":
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case "c" -> {
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playerId = parseSplit[1];
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playerId = parseSplit[1];
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currentPhase = parseSplit[2];
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currentPhase = parseSplit[2];
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break;
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}
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// Get the Land coords (Island Coords)
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// Get the Land coords (Island Coords)
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case "i":
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case "i" -> coordsContainer.addAll(Arrays.asList(parseSplit).subList(2, parseSplit.length));
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coordsContainer.addAll(Arrays.asList(parseSplit).subList(2, parseSplit.length));
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case "p" -> {
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break;
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case "p":
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// Check if there's enough pieces left for that player that is moving
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// Check if there's enough pieces left for that player that is moving
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pStatePlayerId = parseSplit[1];
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pStatePlayerId = parseSplit[1];
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// Collecting the settler Coords that has been placed
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// Collecting the settler Coords that has been placed
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for (int i = 9; i < parseSplit.length; i++) {
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for (int i = 9; i < parseSplit.length; i++) {
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while (!parseSplit[i].equals("T")) {
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while (!parseSplit[i].equals("T")) {
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settlerCoords.add(parseSplit[i]); // Store all the settler coords
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settlerCoords.add(parseSplit[i]); // Store all the settler coords
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// If the current player ID is the same as the placed settler's player ID
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// If the current player ID is the same as the placed settler's player ID
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// Store it into array
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// Store it into array
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if(pStatePlayerId.equals(playerId)) playerSettlerCoords.add(parseSplit[i]);
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if (pStatePlayerId.equals(playerId)) playerSettlerCoords.add(parseSplit[i]);
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i++;
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i++;
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}
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}
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// If the current player ID is the same as the placed settler's player ID
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// If the current player ID is the same as the placed settler's player ID
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// iterate the settlerCounter
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// iterate the settlerCounter
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if(pStatePlayerId.equals(playerId)) settlerCounter = playerSettlerCoords.size();
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if (pStatePlayerId.equals(playerId)) settlerCounter = playerSettlerCoords.size();
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i++;
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i++;
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// Collecting the village coords that has been placed
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// Collecting the village coords that has been placed
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while (i < parseSplit.length) {
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while (i < parseSplit.length) {
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if(pStatePlayerId.equals(playerId)) villageCounter = i - 9 - settlerCounter;
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if (pStatePlayerId.equals(playerId)) villageCounter = i - 9 - settlerCounter;
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villageCoords.add(parseSplit[i]); // Store all the village Coords
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villageCoords.add(parseSplit[i]); // Store all the village Coords
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// If the current player ID is the same as the placed Village's player ID
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// If the current player ID is the same as the placed Village's player ID
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// Store it into array
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// Store it into array
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if(pStatePlayerId.equals(playerId)) playerVillageCoords.add(parseSplit[i]);
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if (pStatePlayerId.equals(playerId)) playerVillageCoords.add(parseSplit[i]);
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i++;
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i++;
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}
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}
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// Checking the requirement of how many pieces are left //
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// Checking the requirement of how many pieces are left //
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switch (numberOfPlayer) {
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switch (numberOfPlayer) {
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case 4:
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case 4 -> {
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numberOfSettlersPerPlayer -= 10;
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numberOfSettlersPerPlayer -= 10;
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if (pieceType.equals("S")) {
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if (pieceType.equals("S")) {
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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} else if (pieceType.equals("T")) {
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} else if (pieceType.equals("T")) {
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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}
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break;
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case 3:
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numberOfSettlersPerPlayer -= 5;
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if (pieceType.equals("S")) {
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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} else if (pieceType.equals("T")) {
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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}
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break;
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case 2:
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if (pieceType.equals("S")) {
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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} else if (pieceType.equals("T")) {
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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}
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}
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}
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}
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}
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break;
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case 3 -> {
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numberOfSettlersPerPlayer -= 5;
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if (pieceType.equals("S")) {
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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} else if (pieceType.equals("T")) {
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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}
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}
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case 2 -> {
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if (pieceType.equals("S")) {
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if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
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} else if (pieceType.equals("T")) {
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if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
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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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}
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}
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}
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@@ -335,43 +334,45 @@ public class BlueLagoon {
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else if(xMoveCoords > boardHeight - 1) return false;
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else if(xMoveCoords > boardHeight - 1) return false;
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// For Exploration Phase and or Settlement Phase
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// For Exploration Phase and or Settlement Phase
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switch(currentPhase){
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switch (currentPhase) {
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// Exploration Phase
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// Exploration Phase
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case "E":
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case "E" -> {
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// If the move Coords is an occupied space, return false;
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// If the move Coords is an occupied space, return false;
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if(settlerCoords.contains(moveCoords) || villageCoords.contains(moveCoords)) return false;
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if (settlerCoords.contains(moveCoords) || villageCoords.contains(moveCoords)) return false;
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// If the Village is being placed on the sea return false
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// If the Village is being placed on the sea return false
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if(pieceType.equals("T") && !coordsContainer.contains(moveCoords)) return false;
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if (pieceType.equals("T") && !coordsContainer.contains(moveCoords)) return false;
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// if the village is placed on Land and it's not adjacent to any
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// if the village is placed on Land and it's not adjacent to any
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// of the pieces return false
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// of the pieces return false
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if(pieceType.equals("T") && (!isAdjacent(moveCoords, playerVillageCoords) &&
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if (pieceType.equals("T") && (!isAdjacent(moveCoords, playerVillageCoords) &&
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!isAdjacent(moveCoords, playerSettlerCoords))) return false;
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!isAdjacent(moveCoords, playerSettlerCoords))) return false;
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// If settler is on land and it's not adjacent to any of the pieces
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// If settler is on land and it's not adjacent to any of the pieces
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// return false
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// return false
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if(pieceType.equals("S") && coordsContainer.contains(moveCoords)){
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if (pieceType.equals("S") && coordsContainer.contains(moveCoords)) {
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if(!isAdjacent(moveCoords, playerSettlerCoords) &&
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if (!isAdjacent(moveCoords, playerSettlerCoords) &&
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!isAdjacent(moveCoords, playerVillageCoords)) return false;
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!isAdjacent(moveCoords, playerVillageCoords)) return false;
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}
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}
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break;
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}
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// Settlement Phase
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// Settlement Phase
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case "S":
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case "S" -> {
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// If the move coord is an occupied space, return false;
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// If the move coord is an occupied space, return false;
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if(settlerCoords.contains(moveCoords)) return false;
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if (settlerCoords.contains(moveCoords)) return false;
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if(villageCoords.contains(moveCoords)) return false;
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if (villageCoords.contains(moveCoords)) return false;
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// As the only move is for the settler, the village is false
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// As the only move is for the settler, the village is false
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if(pieceType.equals("T")) return false;
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if (pieceType.equals("T")) return false;
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// if the settler is not adjacent with any of the pieces return false
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// if the settler is not adjacent with any of the pieces return false
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if(!isAdjacent(moveCoords, playerSettlerCoords) &&
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if (!isAdjacent(moveCoords, playerSettlerCoords) &&
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!isAdjacent(moveCoords, playerVillageCoords)) return false;
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!isAdjacent(moveCoords, playerVillageCoords)) return false;
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}
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}
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}
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System.out.println(coordsContainer);
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return true;
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return true;
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}
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}
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@@ -617,6 +618,30 @@ public class BlueLagoon {
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return ""; // FIXME Task 10
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return ""; // FIXME Task 10
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}
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}
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// public static ArrayList<Integer> islandCoords(String stateString) {
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// String[] parts = stateString.split("; ?");
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//
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// // Coords of the island tiles
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// ArrayList<Integer> coordsContainer = new ArrayList<>();
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//
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// for (String part : parts) {
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// String[] parseSplit = part.split(" ");
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// String stateCases = parseSplit[0];
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//
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// switch (stateCases) {
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// // Get the Land coords (Island Coords)
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// case "i":
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// for (int i = 2; i < parseSplit.length; i++) {
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// String coords = parseSplit[i];
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// coordsContainer.add(Integer.parseInt(coords));
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// }
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// break;
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// }
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// }
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// return coordsContainer;
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// }
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/**
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/**
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* Given a state string, calculate the "Islands" portion of the score for
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* Given a state string, calculate the "Islands" portion of the score for
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* each player as if it were the end of a phase. The return value is an
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* each player as if it were the end of a phase. The return value is an
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@@ -632,10 +657,98 @@ public class BlueLagoon {
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* @return an integer array containing the calculated "Islands" portion of
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* @return an integer array containing the calculated "Islands" portion of
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* the score for each player
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* the score for each player
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*/
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*/
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public static int[] calculateTotalIslandsScore(String stateString){
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return new int[]{0, 0}; // FIXME Task 11
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//"i 6 7,12 8,11 9,11 9,12 10,10 10,11 11,10 11,11 11,12 12,10 12,11; i 8 0,9 0,10 0,11 1,10 1,11 1,12 2,10 2,11 3,10 3,11 3,12 4,10 4,11 5,11 5,12; i 8 4,0 5,0 5,1 6,0 6,1 7,0 7,1 7,2 8,0 8,1 8,2 9,0 9,1 9,2;"
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// "p 1 42 1 2 3 4 5 S 5,6 8,7 T 1,2;"
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public static int[] calculateTotalIslandsScore(String stateString) {
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// ArrayList<Integer> islandCoords = islandCoords(stateString);
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String[] parts = stateString.split("; ?");
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ArrayList<Integer> islandCoords = new ArrayList<>();
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int numberOfIslandCounter = 0; // Count the number of players
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int p1IslandCounter = 0;
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int p2IslandCounter = 0;
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int p3IslandCounter = 0;
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int p4IslandCounter = 0;
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int pStatePlayerId;
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ArrayList<Integer> player1Coords = new ArrayList<>();
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ArrayList<Integer> player2Coords = new ArrayList<>();
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ArrayList<Integer> player3Coords = new ArrayList<>();
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ArrayList<Integer> player4Coords = new ArrayList<>();
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for (String part : parts) {
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String[] parseSplit = part.split(" ");
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String stateCases = parseSplit[0];
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switch (stateCases) {
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case "i":
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for (int i = 2; i < parseSplit.length; i++) {
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islandCoords.add(99); // A separator between islands
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String coords = parseSplit[i];
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islandCoords.add(Integer.parseInt(coords));
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numberOfIslandCounter++;
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}
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break;
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case "p":
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pStatePlayerId = Integer.parseInt(parseSplit[1]);
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// Collecting the settler Coords that has been placed
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for (int i = 9; i < parseSplit.length; i++) {
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if(pStatePlayerId == 1){
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player1Coords.add(Integer.parseInt(parseSplit[i]));
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}
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else if(pStatePlayerId == 2){
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player2Coords.add(Integer.parseInt(parseSplit[i]));
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}
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else if(pStatePlayerId == 3){
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player3Coords.add(Integer.parseInt(parseSplit[i]));
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}
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else if(pStatePlayerId == 4){
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player4Coords.add(Integer.parseInt(parseSplit[i]));
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}
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}
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}
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for(int i = 0; i < islandCoords.size(); i++){
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}
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// check the size of the arrayList to set the size for the int[]
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}
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return new int[]{0, 0}; // FIXME Task 11
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}
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}
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// for (int i = 9; i < parseSplit.length; i++) {
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// while (!parseSplit[i].equals("T")) {
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// settlerCoords.add(parseSplit[i]); // Store all the settler coords
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//
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// // If the current player ID is the same as the placed settler's player ID
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// // Store it into array
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// if (pStatePlayerId.equals(currentPlayer)) playerSettlerCoords.add(parseSplit[i]);
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// i++;
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// }
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// i++;
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//
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// // Collecting the village coords that has been placed
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// while (i < parseSplit.length) {
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// villageCoords.add(parseSplit[i]); // Store all the village Coords
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//
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// // If the current player ID is the same as the placed Village's player ID
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// // Store it into array
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// if (pStatePlayerId.equals(currentPlayer)) playerVillageCoords.add(parseSplit[i]);
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// i++;
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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, calculate the "Links" portion of the score for
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* Given a state string, calculate the "Links" portion of the score for
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* each player as if it were the end of a phase. The return value is an
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* each player as if it were the end of a phase. The return value is an
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Reference in New Issue
Block a user