moved generate moves to player to increase speed

This commit is contained in:
Nathan Woodburn 2023-05-01 19:32:46 +10:00
parent ec2b0d9d5f
commit 7ab8d3227d
Signed by: nathanwoodburn
GPG Key ID: 203B000478AD0EF1
2 changed files with 92 additions and 3 deletions

View File

@ -288,7 +288,7 @@ public class BlueLagoon {
return true; return true;
} }
private static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) { public static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) {
String[] coordsSplit = centerCoords.split(","); String[] coordsSplit = centerCoords.split(",");
int mainX = Integer.parseInt(coordsSplit[1]); // xCoord for center Coords int mainX = Integer.parseInt(coordsSplit[1]); // xCoord for center Coords
int mainY = Integer.parseInt(coordsSplit[0]); // yCoord for center Coords int mainY = Integer.parseInt(coordsSplit[0]); // yCoord for center Coords

View File

@ -1,8 +1,11 @@
package comp1110.ass2; package comp1110.ass2;
import java.util.ArrayList;
import java.util.Random; import java.util.Random;
import java.util.Set; import java.util.Set;
import static comp1110.ass2.BlueLagoon.isAdjacent;
/** /**
* Player class * Player class
* This class is used to store the information of a player * This class is used to store the information of a player
@ -237,8 +240,94 @@ public class Player {
* @return true if player can do any moves, false otherwise * @return true if player can do any moves, false otherwise
*/ */
public boolean canPlay(State state) { public boolean canPlay(State state) {
Set<String> validMoves = BlueLagoon.generateAllValidMoves(state.toString());
return validMoves.size() > 0; // Check if the player has placed all their settlers or villages
int startNumSettlers = switch (state.getNumPlayers()) {
case 2 -> 30;
case 3 -> 25;
case 4 -> 20;
default -> 0;
};
boolean hasSettler = (settlers.length < startNumSettlers);
boolean hasVillage = (settlers.length < 5);
if (!hasSettler && !(hasVillage && state.getCurrentPhase() == 'E')) return false;
// Add used coords
ArrayList<String> settlerCoords = new ArrayList<>(); // Placed Settler Coordinates
ArrayList<String> villageCoords = new ArrayList<>(); // Placed villages coordinates
ArrayList<String> playerSettlerCoords = new ArrayList<>(); // The current Player's settler coords
ArrayList<String> playerVillageCoords = new ArrayList<>(); // The current Player's Village coords
for (int i = 0; i < state.getNumPlayers(); i++){
for (Coord c: state.getPlayer(i).getSettlers()){
settlerCoords.add(c.toString());
}
for (Coord c: state.getPlayer(i).getVillages()){
villageCoords.add(c.toString());
}
}
for (Coord c: settlers){
playerSettlerCoords.add(c.toString());
}
for (Coord c: villages){
playerVillageCoords.add(c.toString());
}
// Get the coordinates of the islands
ArrayList<String> islandCoords = new ArrayList<>();
for (Island island : state.getIslands()) {
for (Coord c:island.getCoords()){
islandCoords.add(c.toString());
}
}
// Generate all possible coordinates in an array
String[] coordinates = new String[state.boardHeight * state.boardHeight];
int index = 0;
for (int i = 0; i < state.boardHeight; i++){
for (int j = 0; j < state.boardHeight; j++){
coordinates[index] = j + "," + i;
index++;
}
}
// For each coordinate
for (String cord:coordinates) {
// Make sure the coordinate is not already used
if(settlerCoords.contains(cord)) continue;
if(villageCoords.contains(cord)) continue;
// Make sure the coordinate is in bounds
int y = Integer.parseInt(cord.split(",")[1]);
if(Integer.parseInt(cord.substring(0,cord.indexOf(','))) % 2 == 0) {
if(y > state.boardHeight - 2) continue;
}
else if(y > state.boardHeight - 1) continue;
switch (state.getCurrentPhase()) {
case 'E' -> {
if (!islandCoords.contains(cord)) {
if (hasSettler) return true;
break;
}
// If the Village is being placed on the sea return false
if ((isAdjacent(cord, playerVillageCoords) || isAdjacent(cord, playerSettlerCoords))) {
// Add the move to the set
if (hasVillage) return true;
if (hasSettler) return true;
}
}
// Settlement Phase
case 'S' -> {
// if the settler is not adjacent with any of the pieces return false
if ((isAdjacent(cord, playerVillageCoords) || isAdjacent(cord, playerSettlerCoords))) {
// Add the move to the set
if (hasSettler) return true;
}
}
}
}
return false;
} }
// endregion // endregion