Fix timeout on generateAllMoves and isPhaseOver

generateMove: Removed unused code and sped up computation


moved generate moves to player to increase speed
This commit is contained in:
Nathan Woodburn 2023-05-01 19:42:00 +10:00
parent f3b37d395c
commit aa0bbb146d
Signed by: nathanwoodburn
GPG Key ID: 203B000478AD0EF1
2 changed files with 173 additions and 175 deletions

View File

@ -186,6 +186,11 @@ public class BlueLagoon {
boardHeight = Integer.parseInt(parseSplit[1]);
String playerAmount = parseSplit[2];
numberOfPlayer = Integer.parseInt(playerAmount);
switch (numberOfPlayer) {
case 4 -> numberOfSettlersPerPlayer = 20;
case 3 -> numberOfSettlersPerPlayer = 25;
case 2 -> numberOfSettlersPerPlayer = 30;
}
}
// Get the player ID and Current Phase from here
@ -227,33 +232,8 @@ public class BlueLagoon {
if (pStatePlayerId.equals(playerId)) playerVillageCoords.add(parseSplit[i]);
i++;
}
// Checking the requirement of how many pieces are left //
switch (numberOfPlayer) {
case 4 -> {
numberOfSettlersPerPlayer -= 10;
if (pieceType.equals("S")) {
if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
} else if (pieceType.equals("T")) {
if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
}
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;
}
}
}
if (pieceType.equals("S") && settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
else if (pieceType.equals("T") && villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
}
}
@ -263,9 +243,7 @@ public class BlueLagoon {
if(yMoveCoords > boardHeight - 1) return false;
// if it's even rows, check the number of cols for out of bound (i.e. the width)
if(yMoveCoords % 2 == 0) {
if(xMoveCoords > boardHeight - 2) return false;
}
if(yMoveCoords % 2 == 0 && xMoveCoords > boardHeight - 2) return false;
else if(xMoveCoords > boardHeight - 1) return false;
// For Exploration Phase and or Settlement Phase
@ -310,7 +288,7 @@ public class BlueLagoon {
return true;
}
private static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) {
public static boolean isAdjacent(String centerCoords, ArrayList<String> coordsContainer) {
String[] coordsSplit = centerCoords.split(",");
int mainX = Integer.parseInt(coordsSplit[1]); // xCoord for center Coords
int mainY = Integer.parseInt(coordsSplit[0]); // yCoord for center Coords
@ -331,59 +309,7 @@ public class BlueLagoon {
return false;
}
/**
* This method is to check if the move is valid for the current player
* This is a very trimmed down version of the isMoveValid method
*
* @param pieceType Type of piece being placed (S = Settler, T = Village)
* @param moveCoords The coords of the piece being placed (i.e. 1,2)
* @param currentPhase The current phase of the game (E = Exploration, S = Settlement)
* @param coordsContainer The coords of the land in a ArrayList of Strings
* @param settlerCoords The coords of the Settlers in a ArrayList of Strings
* @param villageCoords The coords of the Villages in a ArrayList of Strings
* @param playerSettlerCoords The coords of the Settlers of the current player in a ArrayList of Strings
* @param playerVillageCoords The coords of the Villages of the current player in a ArrayList of Strings
* @return boolean True if the move is valid, false if the move is invalid
*/
public static boolean isMoveValidTrim(String pieceType, String moveCoords,
String currentPhase, ArrayList<String> coordsContainer,
ArrayList<String> settlerCoords,
ArrayList<String> villageCoords, ArrayList<String> playerSettlerCoords,
ArrayList<String> playerVillageCoords) {
// For Exploration Phase and or Settlement Phase
switch(currentPhase){
// Exploration Phase
case "E":
// If the move Coords is an occupied space, return false;
if(settlerCoords.contains(moveCoords) || villageCoords.contains(moveCoords)) return false;
// If the Village is being placed on the sea 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
// of the pieces return false
if(pieceType.equals("T") && (!isAdjacent(moveCoords, playerVillageCoords) &&
!isAdjacent(moveCoords, playerSettlerCoords))) return false;
// If settler is on land and it's not adjacent to any of the pieces
// return false
if(pieceType.equals("S") && coordsContainer.contains(moveCoords)){
if(!isAdjacent(moveCoords, playerSettlerCoords) &&
!isAdjacent(moveCoords, playerVillageCoords)) return false;
}
break;
// Settlement Phase
case "S":
// If the move coord is an occupied space, return false;
if(settlerCoords.contains(moveCoords)) return false;
if(villageCoords.contains(moveCoords)) return false;
// if the settler is not adjacent with any of the pieces return false
if(!isAdjacent(moveCoords, playerSettlerCoords) &&
!isAdjacent(moveCoords, playerVillageCoords)) return false;
}
return true;
}
/**
/**
* Given a state string, generate a set containing all move strings playable
* by the current player.
* <p>
@ -394,77 +320,18 @@ public class BlueLagoon {
*/
public static Set<String> generateAllValidMoves(String stateString) {
// Get number of players
int numPlayers = Character.getNumericValue(stateString.charAt(stateString.indexOf(";") - 1));
// Store the current game phase
String gamePhase = "E";
// If the game is not in the exploration phase use state 1
if (!stateString.contains("E")) gamePhase = "S";
// Get the current player
String currentPlayer = stateString.substring(stateString.indexOf("c ") + 2,stateString.indexOf("c ") + 3);
// Create a state object
State state = new State(stateString);
// Get information from the state string
int numPlayers = state.getNumPlayers();
char gamePhase = state.getCurrentPhase();
// Get the board size
int boardHeight = Integer.parseInt(stateString.substring(stateString.indexOf("a ") + 2, stateString.indexOf(";") - 2));
// Get player data
String allPlayerData = stateString.substring(stateString.indexOf("p " + currentPlayer));
String playerData = allPlayerData.substring(0, allPlayerData.indexOf(";"));
String[] pStates = stateString.substring(stateString.indexOf("p ")).split("; ?");
int boardHeight = state.boardHeight;
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 (String pState:pStates) {
String[] parseSplit = pState.split(" ");
// Check if there's enough pieces left for that player that is moving
String pStatePlayerId = parseSplit[1];
// Collecting the settler Coords that has been placed
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++;
}
}
}
// Get placed pieces
String settlersPlaced = playerData.substring(playerData.indexOf("S") + 2, playerData.indexOf("T"));
int numSettlersPlaced = settlersPlaced.split(" ").length;
if (!settlersPlaced.contains(" ")){
numSettlersPlaced = 0;
}
String villagesPlaced = playerData.substring(playerData.indexOf("T")+1);
int numVillagesPlaced = villagesPlaced.split(" ").length;
if (!villagesPlaced.contains(" ")){
numVillagesPlaced = 0;
}
// Get island data
String[] islands = stateString.substring(stateString.indexOf("i ")).split("; ");
// Get the coordinates of the islands
ArrayList<String> coordsContainer = new ArrayList<>();
for (String island : islands) {
if (!island.startsWith("i ")) continue;
coordsContainer.addAll(Arrays.asList(island.substring(4).split(" ")));
}
// Create a set to store all possible moves
Set<String> allMoves = new HashSet<>();
// Calculate number of pieces each player starts with
int startNumSettlers = 0;
@ -480,12 +347,43 @@ public class BlueLagoon {
break;
}
// Check if the player has placed all their settlers or villages
boolean hasSettler = (numSettlersPlaced < startNumSettlers);
boolean hasVillage = (numVillagesPlaced <= 5);
// Create a set to store all possible moves
Set<String> allMoves = new HashSet<>();
// Check if the player has placed all their settlers or villages
boolean hasSettler = (state.getCurrentPlayer().getSettlers().length < startNumSettlers);
boolean hasVillage = (state.getCurrentPlayer().getVillages().length < 5);
if (!hasSettler && !(hasVillage && gamePhase == 'E')) return allMoves;
// 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 < numPlayers; 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: state.getCurrentPlayer().getSettlers()){
playerSettlerCoords.add(c.toString());
}
for (Coord c: state.getCurrentPlayer().getVillages()){
playerVillageCoords.add(c.toString());
}
// Get the coordinates of the islands
ArrayList<String> coordsContainer = new ArrayList<>();
for (Island island : state.getIslands()) {
for (Coord c:island.getCoords()){
coordsContainer.add(c.toString());
}
}
// Generate all possible coordinates in an array
String[] coordinates = new String[boardHeight * boardHeight];
@ -496,29 +394,40 @@ public class BlueLagoon {
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 > boardHeight - 2) continue;
}
else if(y > boardHeight - 1) continue;
// If the player has not placed all their settlers
if (hasSettler){
if (isMoveValidTrim("S", cord,gamePhase,
coordsContainer,settlerCoords,villageCoords,playerSettlerCoords,playerVillageCoords)) {
allMoves.add("S " + cord);
switch (gamePhase) {
case 'E' -> {
if (!coordsContainer.contains(cord)) {
if (hasSettler) allMoves.add("S " + cord);
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) allMoves.add("T " + cord);
if (hasSettler) allMoves.add("S " + cord);
}
}
// 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) allMoves.add("S " + cord);
}
}
}
if (hasVillage && gamePhase == "E") {
if (isMoveValidTrim("T", cord,gamePhase,
coordsContainer,settlerCoords,villageCoords,playerSettlerCoords,playerVillageCoords)) {
allMoves.add("T " + cord);
}
}
}
return allMoves;
}
@ -537,7 +446,7 @@ public class BlueLagoon {
*/
public static boolean isPhaseOver(String stateString){
State state = new State(stateString);
return state.isPhaseOver(true);
return state.isPhaseOver();
}
/**

View File

@ -1,8 +1,11 @@
package comp1110.ass2;
import java.util.ArrayList;
import java.util.Random;
import java.util.Set;
import static comp1110.ass2.BlueLagoon.isAdjacent;
/**
* Player class
* 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
*/
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