moved generate moves to player to increase speed
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ec2b0d9d5f
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@ -288,7 +288,7 @@ public class BlueLagoon {
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return true;
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}
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private static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) {
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public static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) {
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String[] coordsSplit = centerCoords.split(",");
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int mainX = Integer.parseInt(coordsSplit[1]); // xCoord for center Coords
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int mainY = Integer.parseInt(coordsSplit[0]); // yCoord for center Coords
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@ -1,8 +1,11 @@
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package comp1110.ass2;
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import java.util.ArrayList;
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import java.util.Random;
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import java.util.Set;
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import static comp1110.ass2.BlueLagoon.isAdjacent;
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/**
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* Player class
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* This class is used to store the information of a player
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@ -237,8 +240,94 @@ public class Player {
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* @return true if player can do any moves, false otherwise
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*/
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public boolean canPlay(State state) {
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Set<String> validMoves = BlueLagoon.generateAllValidMoves(state.toString());
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return validMoves.size() > 0;
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// Check if the player has placed all their settlers or villages
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int startNumSettlers = switch (state.getNumPlayers()) {
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case 2 -> 30;
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case 3 -> 25;
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case 4 -> 20;
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default -> 0;
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};
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boolean hasSettler = (settlers.length < startNumSettlers);
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boolean hasVillage = (settlers.length < 5);
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if (!hasSettler && !(hasVillage && state.getCurrentPhase() == 'E')) return false;
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// Add used coords
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ArrayList<String> settlerCoords = new ArrayList<>(); // Placed Settler Coordinates
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ArrayList<String> villageCoords = new ArrayList<>(); // Placed villages coordinates
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ArrayList<String> playerSettlerCoords = new ArrayList<>(); // The current Player's settler coords
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ArrayList<String> playerVillageCoords = new ArrayList<>(); // The current Player's Village coords
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for (int i = 0; i < state.getNumPlayers(); i++){
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for (Coord c: state.getPlayer(i).getSettlers()){
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settlerCoords.add(c.toString());
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}
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for (Coord c: state.getPlayer(i).getVillages()){
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villageCoords.add(c.toString());
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}
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}
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for (Coord c: settlers){
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playerSettlerCoords.add(c.toString());
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}
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for (Coord c: villages){
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playerVillageCoords.add(c.toString());
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}
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// Get the coordinates of the islands
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ArrayList<String> islandCoords = new ArrayList<>();
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for (Island island : state.getIslands()) {
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for (Coord c:island.getCoords()){
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islandCoords.add(c.toString());
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}
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}
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// Generate all possible coordinates in an array
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String[] coordinates = new String[state.boardHeight * state.boardHeight];
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int index = 0;
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for (int i = 0; i < state.boardHeight; i++){
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for (int j = 0; j < state.boardHeight; j++){
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coordinates[index] = j + "," + i;
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index++;
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}
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}
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// For each coordinate
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for (String cord:coordinates) {
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// Make sure the coordinate is not already used
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if(settlerCoords.contains(cord)) continue;
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if(villageCoords.contains(cord)) continue;
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// Make sure the coordinate is in bounds
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int y = Integer.parseInt(cord.split(",")[1]);
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if(Integer.parseInt(cord.substring(0,cord.indexOf(','))) % 2 == 0) {
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if(y > state.boardHeight - 2) continue;
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}
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else if(y > state.boardHeight - 1) continue;
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switch (state.getCurrentPhase()) {
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case 'E' -> {
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if (!islandCoords.contains(cord)) {
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if (hasSettler) return true;
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break;
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}
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// If the Village is being placed on the sea return false
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if ((isAdjacent(cord, playerVillageCoords) || isAdjacent(cord, playerSettlerCoords))) {
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// Add the move to the set
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if (hasVillage) return true;
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if (hasSettler) return true;
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}
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}
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// Settlement Phase
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case 'S' -> {
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// if the settler is not adjacent with any of the pieces return false
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if ((isAdjacent(cord, playerVillageCoords) || isAdjacent(cord, playerSettlerCoords))) {
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// Add the move to the set
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if (hasSettler) return true;
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}
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}
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}
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}
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return false;
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}
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// endregion
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