Added details of string encoding to README
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README.md
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README.md
@ -215,8 +215,207 @@ the tied players share the victory!
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## Encoding for Testing
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*More details of the `BlueLagoon` class and the string encoding used
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for interfacing with tests will be included here after D2B is complete.*
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This section describes a string encoding for the game state and player moves.
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It will be necessary to work with this encoding when writing the methods in
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`BlueLagoon.java`. This encoding has been designed purely for the purpose of
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providing a common representation that both our tests and your game can understand.
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**Importantly** we strongly discourage using this string encoding for anything
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other than interfacing with our tests. The backend of your game (that encodes
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the game logic) should have its own internal representation of the game
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state and moves using appropriate classes, enums, and so on. To implement the
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static methods in `BlueLagoon.java`, you should should be converting from
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this string encoding to your internal game representation, performing the
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relevant method calls to perform the desired operation, and then converting
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back to the string encoding to provide a result for the tests.
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The **Game State** string is made up of multiple parts segmented into statements.
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Each statement starts with a lowercase character to identify which statement it is,
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followed by space-separated information that is outlined below. Multiple statements are
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separated by a `;` character. *hint: investigate java string methods. split() will be
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very useful...*
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### Grammar Hints
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The string statements are formally presented using "formal grammar"
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notation (e.g., see [EBNF](https://en.wikipedia.org/wiki/Extended_Backus%E2%80%93Naur_form)).
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If you are not familiar with formal grammars, this section gives a brief overview.
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You don't need to fully understand these grammars so long as you can make sense of the
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examples provided.
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The symbols we will use include:
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* Double quotes `""` are used to indicate a string literal.
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* E.g., `"A B"` is a string literal.
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* The comma `,` is used to combine / concatenate strings.
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* E.g., `"A", "B", "C"` is equivalent to `"ABC"`.
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* The pipe symbol `|` provides alternatives.
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* E.g., `"A" | "B" | "C"` means `"A"` or `"B"` or `"C"`.
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* Braces `{` and `}` are used to indicate the enclosed can appear zero or
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more times.
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* E.g., `{"A"}` can be `""` or `"A"` or `"AA"` or ...
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* Parentheses `(` and `)` allow items to be grouped.
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* E.g., `("A", " ") | "B"` can be `"A "` or `"B"`.
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### Coordinates
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To start with we define the form that coordinates take on which will be used in
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other game statements. A coordinate is formally represented by the following
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grammar:
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`coordinate = row, ",", col`
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where `row` and `col` are both non-negative integers representing a given board
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row and column pair.
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Coordinates are 0-indexed from the top left. The top-left tile is at coordinate
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`"0,0"` (row 0, col 0). One tile to the right of this is `"0,1"`. The left-most
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tile of the second row is `"1,0"`. The bottom-right tile is at `"12,11"`
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noting that the number of columns in each row varies.
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### Game Arrangement Statement
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Contains the static board information of this game - you will need this to set up
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the board and players. This information will not change throughout the game.
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`gameArrangementStatement = "a ", boardHeight, " ", numPlayers, ";"`
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where `boardHeight` and `numPlayers` are both positive integers.
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> e.g. "a 13 2;"
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>
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> ^ The standard map layout - 13 high, 2 players
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### Current State Statement
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Contains the dynamic info of this game - this will change over the course of the game.
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`currentStateStatement = "c ", playerId, " ", phase, ";"`
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`phase = "E" | "S"`
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and where `playerId` is a non-negative integer that represents the ID of
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the current player whose turn it is.
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>e.g. "c 0 E;"
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>
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>^ The current player to move is player 0 in the Exploration phase
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### Island Statement
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The layout of one island on the board - the board will be made up of a
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number of these. Ths bonus score for an island is provided (see the game
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rules for scoring - majorities). This is followed by a number of coordinates
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that make up the island. Tiles that make up an island will be land tiles.
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Some of the land tiles are also stone circles (see next section).
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Different islands will not overlap tiles.
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The coordinates are ordered in numerically ascending order with row before
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column.
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`islandStatement = "i ", bonus, {" ", coordinate}, ";"`
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where `bonus` is a non-negative integer.
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>e.g. "i 6 0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 1,4 2,0 2,1;"
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>
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>^ The first island (top left) of the standard map
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>e.g. "i 6 0,5 0,6 0,7 1,6 1,7 1,8 2,6 2,7 2,8 3,7 3,8;"
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>
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>^ The second island (top middle) of the standard map
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>e.g. "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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>
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>^ A sequence of three island statements appearing in the standard game string
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### Stones Statement
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The coordinates of all stone circles on the board. Stone circles will only
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appear on tiles belonging to an island. The tile a stone circle is located
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at will still 'belong' to the island as outlined in the island statement
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for the purpose of scoring.
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There will always be exactly 32 stone circles.
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Coordinates are sorted in numerically ascending order.
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*hint: parse all island statements before the stones statement*
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`stonesStatement = "s", {" ", coordinate}, ";"`
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>e.g. "s 0,0 0,5 0,9 1,4 1,8 1,12 2,1 3,5 3,7 3,10 3,12 4,0 4,2 5,9 5,11 6,3 6,6 7,0 7,8 7,12 8,2 8,5 9,0 9,9 10,3 10,6 10,10 11,0 11,5 12,2 12,8 12,11;"
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>
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>^ The stone circles on the base map
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### Unclaimed Resources and Statuettes Statement
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All resources and statuettes remaining on the board (not in a player's
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inventory). The statement gives the resource or statuettes type indicated
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by a capital letter (Coconut, Bamboo, Water, Precious stone, Statuette)
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followed by the coordinates where that resource or statuette can be found.
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Coordinates are sorted in numerically ascending order.
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*hint: you will want some more advanced string methods here. How would you
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extract just the coordinates of Bamboo? You know they will be between a unique
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'B' and a unique 'W'...*
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`unclaimedResourcesAndStatuettesStatement = "r C", {" ", coordinate}, " B", {" ", coordinate}, " W", {" ", coordinate}, " P", {" ", coordinate}, " S", {" ", coordinate}, ";"`
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>e.g. "r C 1,1 B 1,2 W P 1,4 S;"
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>
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>^ Coconut at 1,1, Bamboo at 1,2, Precious Stone at 1,4. No Water or Statuettes
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### Player Statement
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All player information. We give their ID and score, their
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resource counts, and the locations of their settlers and villages.
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The settler and village coordinates are sorted in numerically ascending order
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`playerStatement = "p ", playerId, " ", score, " ", coconut, " ", bamboo, " ", water, " ", preciousStone, " ", statuette, " S", {" ", coordinate}, " T", {" ", coordinate}, ";"`
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where `coconut`, `bamboo`, `water`, `preciousStone`, `statuette`
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are non-negative integers representing the number of each resource or
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statuettes the player has collected during this phase. `score` is the
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total score of the player.
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>e.g. "p 1 42 1 2 3 4 5 S 5,6 8,7 T 1,2;"
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>
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>^ player 1 with score: 42, coconuts: 1, bamboo: 2, water: 3, precious stone: 4, statuettes: 5, placed settlers at 5,6 and 8,7, placed villages at 1,2
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### Game State
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The combined game state is made up of the following in order:
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- 1 Game Arrangement Statement
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- 1 Current State Statement
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- Many Island Statements (as many as there are Islands on the map) - sorted ascending numerically by the island bonus (ties broken by numerically ascending coordinates)
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- 1 Stones Statement
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- 1 Unclaimed Resources Statement
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- Many Player Statements (as many as there are Players) - sorted ascending numerically by player number
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Formally this is:
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`gameState = gameArrangementStatement, " ", currentStateStatement, {" ", islandStatement}, " ", stonesStatement, " ", unclaimedResourcesAndStatuettesStatement, {" ", playerStatement}`
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>e.g. "a 13 2; c 0 E; i 6 0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 1,4 2,0 2,1; i 6 0,5 0,6 0,7 1,6 1,7 1,8 2,6 2,7 2,8 3,7 3,8; 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; i 8 10,3 10,4 11,0 11,1 11,2 11,3 11,4 11,5 12,0 12,1 12,2 12,3 12,4 12,5; i 10 3,3 3,4 3,5 4,2 4,3 4,4 4,5 5,3 5,4 5,5 5,6 6,3 6,4 6,5 6,6 7,4 7,5 7,6 8,4 8,5; i 10 5,8 5,9 6,8 6,9 7,8 7,9 7,10 8,7 8,8 8,9 9,7 9,8 9,9 10,6 10,7 10,8 11,7 11,8 12,7 12,8; s 0,0 0,5 0,9 1,4 1,8 1,12 2,1 3,5 3,7 3,10 3,12 4,0 4,2 5,9 5,11 6,3 6,6 7,0 7,8 7,12 8,2 8,5 9,0 9,9 10,3 10,6 10,10 11,0 11,5 12,2 12,8 12,11; r C B W P S; p 0 0 0 0 0 0 0 S T; p 1 0 0 0 0 0 0 S T;"
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>
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>^ The initial board. Two players, player 0 to start.
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### Move String
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We need an encoding for moves to play the game. Once the game is
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working you will be able to take a state string and create an instance
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of the game using your classes, then apply each move to your running game,
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and converting the resulting state back into a string that we can check against.
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`move = pieceType, " ", coordinate`
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`pieceType = "S" | "T"`
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>e.g. "S 2,3"
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>
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>^ Move: a settler is being played at coordinate 2,3
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## Your High Level Task
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