Cleaner switch syntax task 7

Signed-off-by: Immanuel Alvaro Bhirawa <u7280427@anu.edu.au>
This commit is contained in:
Immanuel Alvaro Bhirawa
2023-04-24 10:48:29 +10:00
parent e259a9a982
commit 72fd76408a

View File

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