Task 7 Debug-In-Process, good progress so far ig

Signed-off-by: Immanuel Alvaro Bhirawa <u7280427@anu.edu.au>
This commit is contained in:
Immanuel Alvaro Bhirawa 2023-04-14 01:58:32 +10:00
parent ccc6caed17
commit f1d678660c

View File

@ -224,16 +224,23 @@ public class BlueLagoon {
int numberOfPlayer = 0; // Number of player
String playerId = ""; // Player ID
String pStatePlayerId = "";
ArrayList<String> settlerCoords = new ArrayList<>(); // Placed Settler Coordinates
ArrayList<String> villageCoords = new ArrayList<>(); // Placed villags coordinates
ArrayList<String> playerSettlerCoords = new ArrayList<>();
ArrayList<String> playerVillageCoords = new ArrayList<>();
String[] split = moveString.split(" ");
String pieceType = split[0]; // Move coord piece type S or T
String moveCoords = split[1];
String[] splitCoords = moveCoords.split(",");
int xMoveCoords = Integer.parseInt(splitCoords[1]);
int yMoveCoords = Integer.parseInt(splitCoords[0]);
int boardHeight = 0;
int numberOfSettlersPerPlayer = 30;
int numberOfVillagesPerPlayer = 5;
int settlerCounter;
int settlerCounter = 0;
int villageCounter = 0;
for (String part : parts) {
@ -244,6 +251,7 @@ public class BlueLagoon {
// Get the number of player from here
case "a":
boardHeight = Integer.parseInt(parseSplit[1]);
String playerAmount = parseSplit[2];
numberOfPlayer = Integer.parseInt(playerAmount);
break;
@ -266,70 +274,84 @@ public class BlueLagoon {
case "p":
// Check if there's enough pieces left for that player that is moving
if(playerId.equals(parseSplit[1])) {
// Collecting the settler Coords that has been placed
for (int i = 9; i < parseSplit.length; i++) {
while (!parseSplit[i].equals("T")) {
// settlerCounter = i - 8;
settlerCoords.add(parseSplit[i]);
pStatePlayerId = parseSplit[1];
// if (pStatePlayerId.equals(playerId)) {
// Collecting the settler Coords that has been placed
for (int i = 9; i < parseSplit.length; i++) {
while (!parseSplit[i].equals("T")) {
// settlerCounter = i - 8;
settlerCoords.add(parseSplit[i]);
if(pStatePlayerId.equals(playerId)) playerSettlerCoords.add(parseSplit[i]);
i++;
}
settlerCounter = settlerCoords.size();
i++;
}
settlerCounter = settlerCoords.size();
i++;
// Collecting the village coords that has been placed
while(i < parseSplit.length) {
villageCounter = i - 9 - settlerCounter;
villageCoords.add(parseSplit[i]);
i++;
}
// Collecting the village coords that has been placed
while (i < parseSplit.length) {
villageCounter = i - 9 - settlerCounter;
villageCoords.add(parseSplit[i]);
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 == "S") {
if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
} else if (pieceType == "T") {
if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
break;
case 3:
numberOfSettlersPerPlayer -= 5;
if(pieceType == "S") {
if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
} else if (pieceType == "T") {
if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
break;
case 2:
if(pieceType == "S") {
if (settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
} else if (pieceType == "T") {
if (villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
// 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;
}
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;
}
}
// for out of bound stuff
if(yMoveCoords % 2 != 0 && yMoveCoords > boardHeight - 1) return false;
if(xMoveCoords > boardHeight - 2 + (xMoveCoords % 2)) return false;
// * In the Exploration Phase, the move must either be:
// * - A settler placed on any unoccupied sea space
// * - A settler or a village placed on any unoccupied land space
// * adjacent to one of the player's pieces.
switch(currentPhase){
case "E":
// If the move pos is an occupied space, return false;
if(settlerCoords.contains(moveCoords)) return false;
if(villageCoords.contains(moveCoords)) return false;
// if it's on land tiles (i.e. island)
if(coordsContainer.contains(moveCoords)) {
if (!isAdjacent(moveCoords, settlerCoords) ||
!isAdjacent(moveCoords, villageCoords)) 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;
// * <p>
@ -344,12 +366,20 @@ public class BlueLagoon {
if(villageCoords.contains(moveCoords)) return false;
// As the only move is for the settler, the village is false
if(pieceType == "T" && (isAdjacent(moveCoords, settlerCoords) ||
isAdjacent(moveCoords, villageCoords))) return false;
if(!coordsContainer.contains(moveCoords) && (!isAdjacent(moveCoords,
settlerCoords) || !isAdjacent(moveCoords, villageCoords))) return false;
if(pieceType.equals("T")) return false;
if(!isAdjacent(moveCoords, playerSettlerCoords) &&
!isAdjacent(moveCoords, playerVillageCoords)) return false;
// if(isAdjacent(moveCoords, playerVillageCoords) ||
// isAdjacent(moveCoords, playerSettlerCoords)) {
//
// }
// if(!isAdjacent(moveCoords, playerSettlerCoords) &&
// !isAdjacent(moveCoords, playerVillageCoords)) return false;
// if(pieceType == "T" && (isAdjacent(moveCoords, settlerCoords) ||
// isAdjacent(moveCoords, villageCoords))) return false;
// if(!coordsContainer.contains(moveCoords) && (!isAdjacent(moveCoords,
// settlerCoords) || !isAdjacent(moveCoords, villageCoords))) return false;
}
return true;
}
@ -373,107 +403,6 @@ public class BlueLagoon {
return false;
}
// if(parseSplit[i].equals("T")){
// villageCounter++;
// if(villageCounter > 5) return false;
// }
//
// if (numberOfPlayer == 4) {
// numberOfSettlersPerPlayer -= 10;
// if(parseSplit[i].equals("S")) {
// settlerCounter++;
// if(settlerCounter > 30) return false;
// }
// } else if (numberOfPlayer == 3) {
// numberOfSettlersPerPlayer -= 5;
// if(parseSplit[i].equals("S")) {
// settlerCounter++;
// if(settlerCounter > 35) return false;
// }
// } else if (numberOfPlayer == 2) {
// if(parseSplit[i].equals("S")){
// settlerCounter++;
// if(settlerCounter > 40) return false;
// }
// }
/*
case "r":
for (int i = 1; i < parseSplit.length; i++) {
switch (parseSplit[i]) {
case "C":
i++; // To Skip the "C" itself and go to the numbers in the string
while (!parseSplit[i].equals("B")) {
String coords = parseSplit[i];
coordsContainer.add(coords);
System.out.println(coords);
System.out.println(coordsContainer);
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "B"
break;
// Generating Resource: Bamboo Tiles
case "B":
i++; // To Skip the "B" itself and go to the numbers in the string
while (!parseSplit[i].equals("W")) {
String coords = parseSplit[i];
coordsContainer.add(coords);
System.out.println(coords);
System.out.println(coordsContainer);
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "W"
break;
// Generating Resource: Water tiles
case "W":
i++; // To Skip the "W" itself and go to the numbers in the string
while (!parseSplit[i].equals("P")) {
String coords = parseSplit[i];
coordsContainer.add(coords);
System.out.println(coords);
System.out.println(coordsContainer);
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "P"
break;
// Generating Resource: Precious Stone tiles
case "P":
i++; // To Skip the "P" itself and go to the numbers in the string
while (!parseSplit[i].equals("S")) {
String coords = parseSplit[i];
coordsContainer.add(coords);
System.out.println(coords);
System.out.println(coordsContainer);
i++; // To continue the iteration for the while loops
}
i--; // So that i does not go straight to the coords after the letters instead
// i stop at the letter "S"
break;
// Generating Resource: Statuettes tiles
case "S":
i++; // To Skip the "P" itself and go to the numbers in the string
while (i < parseSplit.length) {
String coords = parseSplit[i];
coordsContainer.add(coords);
System.out.println(coords);
System.out.println(coordsContainer);
i++; // To continue the iteration for the while loops
}
break;
}
}
break;
*/
/**
* Given a state string, generate a set containing all move strings playable