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comp1110-ass2/src/comp1110/ass2/BlueLagoon.java

778 lines
39 KiB
Java

package comp1110.ass2;
import java.util.*;
public class BlueLagoon {
// The Game Strings for five maps have been created for you.
// They have only been encoded for two players. However, they are
// easily extendable to more by adding additional player statements.
public static final String DEFAULT_GAME = "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;";
public static final String WHEELS_GAME = "a 13 2; c 0 E; i 5 0,1 0,2 0,3 0,4 1,1 1,5 2,0 2,5 3,0 3,6 4,0 4,5 5,1 5,5 6,1 6,2 6,3 6,4; i 5 0,8 0,9 0,10 1,8 1,11 2,7 2,11 3,8 3,11 4,8 4,9 4,10; i 7 8,8 8,9 8,10 9,8 9,11 10,7 10,11 11,8 11,11 12,8 12,9 12,10; i 7 10,0 10,1 10,4 10,5 11,0 11,2 11,3 11,4 11,6 12,0 12,1 12,4 12,5; i 9 2,2 2,3 3,2 3,4 4,2 4,3; i 9 2,9; i 9 6,6 6,7 6,8 6,9 6,10 6,11 7,6 8,0 8,1 8,2 8,3 8,4 8,5; i 9 10,9; s 0,1 0,4 0,10 2,2 2,3 2,9 2,11 3,0 3,2 3,4 3,6 4,2 4,3 4,10 6,1 6,4 6,6 6,11 8,0 8,5 8,8 8,10 10,0 10,5 10,7 10,9 10,11 11,3 12,1 12,4 12,8 12,10; 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;";
public static final String FACE_GAME = "a 13 2; c 0 E; i 6 0,0 0,1 0,2 0,3 0,4 0,5 0,6 0,7 0,8 0,9 0,10 0,11 1,0 1,12 2,0 2,11 3,0 3,12 4,0 4,11 5,0 5,12 6,0 6,11 7,0 7,12 8,0 8,11 9,0 9,12 10,0 10,11 11,0 11,12 12,0 12,1 12,2 12,3 12,4 12,5 12,6 12,7 12,8 12,9 12,10 12,11; i 6 2,4 2,5 2,6 2,7; i 9 4,4 4,5 4,6 4,7; i 9 6,5 6,6 7,5 7,7 8,5 8,6; i 12 2,2 3,2 3,3 4,2 5,2 5,3 6,2 7,2 7,3; i 12 2,9 3,9 3,10 4,9 5,9 5,10 6,9 7,9 7,10; i 12 9,2 9,10 10,2 10,3 10,4 10,5 10,6 10,7 10,8 10,9; s 0,3 0,8 1,0 1,12 2,2 2,4 2,7 2,9 4,2 4,5 4,6 4,9 5,0 5,12 6,2 6,5 6,6 6,9 8,0 8,5 8,6 8,11 9,2 9,10 10,3 10,5 10,6 10,8 11,0 11,12 12,4 12,7; 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;";
public static final String SIDES_GAME = "a 7 2; c 0 E; i 4 0,0 0,1 0,2 0,3 1,0 1,1 1,2 1,3 2,0 2,1 2,2 2,3 3,0 3,1 3,2 3,3 4,0 4,1 4,2 4,3 5,0 5,1 5,2 5,3 6,0 6,1 6,2 6,3; i 20 0,5 1,5 1,6 2,5 3,5 3,6 4,5 5,5 5,6 6,5; s 0,0 0,1 0,2 0,3 1,1 1,2 1,3 1,5 1,6 2,0 2,1 2,2 2,3 3,0 3,1 3,2 3,3 3,5 3,6 4,0 4,1 4,2 4,3 5,1 5,2 5,3 5,5 5,6 6,0 6,1 6,2 6,3; 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;";
public static final String SPACE_INVADERS_GAME = "a 23 2; c 0 E; i 6 0,2 0,7 1,3 1,7 2,2 2,3 2,4 2,5 2,6 2,7 3,2 3,4 3,5 3,6 3,8 4,0 4,1 4,2 4,3 4,4 4,5 4,6 4,7 4,8 4,9 5,0 5,1 5,3 5,4 5,5 5,6 5,7 5,9 5,10 6,0 6,2 6,7 6,9 7,3 7,4 7,6 7,7; i 6 0,14 0,19 1,15 1,19 2,14 2,15 2,16 2,17 2,18 2,19 3,14 3,16 3,17 3,18 3,20 4,12 4,13 4,14 4,15 4,16 4,17 4,18 4,19 4,20 4,21 5,12 5,13 5,15 5,16 5,17 5,18 5,19 5,21 5,22 6,12 6,14 6,19 6,21 7,15 7,16 7,18 7,19; i 6 17,9 18,8 18,9 19,6 19,7 19,8 19,9 19,10 19,11 19,12 20,5 20,6 20,7 20,8 20,9 20,10 20,11 20,12 21,5 21,6 21,7 21,8 21,9 21,10 21,11 21,12 21,13 22,5 22,6 22,7 22,8 22,9 22,10 22,11 22,12; i 8 12,3 12,5 13,3 13,4 13,5 13,6 14,1 14,2 14,3 14,4 14,5 15,1 15,2 15,3 16,1 16,2; i 8 12,17 12,18 12,19 13,17 13,18 13,19 13,20 14,17 14,18 14,19 14,20 15,19 15,20 15,21 16,19 16,20; i 8 13,14 14,13 14,14 15,13 15,14 15,15 16,13 16,14; i 8 14,7 15,7 15,8 16,7; i 10 8,9 9,9 10,9 11,9; i 10 8,12 9,13 10,12 11,13; i 10 9,1 10,1 11,1 12,1; i 10 9,22 10,21 11,22 12,21; i 10 13,10 14,10 15,10; i 10 17,0 18,0 19,0 20,0; i 10 17,16 18,16 19,16 20,16; s 0,2 0,7 0,14 0,19 3,5 3,17 6,0 6,9 6,12 6,21 7,4 7,6 7,16 7,18 11,9 11,13 12,1 12,19 12,21 13,10 15,2 15,8 15,14 15,20 17,9 18,8 18,9 20,0 20,16 21,6 21,9 21,12; 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;";
/**
* Check if the string encoding of the game state is well-formed.
* Note that this does not mean checking that the state is valid
* (represents a state that players could reach in game play),
* only that the string representation is syntactically well-formed.
* <p>
* A description of the state string will be included in README.md
* in an update of the project after D2B is complete.
*
* @param stateString a string representing a game state
* @return true if stateString is well-formed and false otherwise
*/
public static boolean isStateStringWellFormed(String stateString){
// Create an array of regex strings to match the state string
// The state string contains 5 parts, each of which is matched by a regex string
String[] matchArray = new String[6];
// For the gameArrangementStatement use the following regex string
matchArray[0] = "a \\d{1,2} \\d{1,2}; ";
// For the currentStateStatement use the following regex string
matchArray[1] = "c \\d{1,2} [E|S]; ";
// For the islandStatement use the following regex string
matchArray[2] = "(i \\d{1,2} (\\d{1,2},\\d{1,2} )*\\d{1,2},\\d{1,2}; )*";
// For the stonesStatement use the following regex string
matchArray[3] = "(s (\\d{1,2},\\d{1,2} )+\\d{1,2},\\d{1,2}; )";
// For the resources and statuettes use the following regex string
matchArray[4] = "r C (\\d{1,2},\\d{1,2} )*B (\\d{1,2},\\d{1,2} )*W (\\d{1,2},\\d{1,2} )*P (\\d{1,2},\\d{1,2} )*S( \\d{1,2},\\d{1,2})*;";
// For the playersStatement use the following regex string
matchArray[5] = "( p \\d \\d{1,3} \\d{1,2} \\d{1,2} \\d{1,2} \\d{1,2} \\d{1,2} S (\\d{1,2},\\d{1,2} )*T( (\\d{1,2},\\d{1,2} ?)*)?;)*";
// Combine the regex strings into one string to match the state string
String matchString = "";
for (String match:matchArray) {
matchString += match;
}
// Check if the state string matches the regex string
if (!stateString.matches(matchString)) return false;
// Check that there is one and only one of each player id
// This fixed test 2-3 of D2DTests.testIsStateStringWellFormed
int numPlayers = Integer.parseInt(stateString.substring(stateString.indexOf(";") - 1, stateString.indexOf(";")));
for (int i = 0; i < numPlayers; i++) {
if (stateString.length() - stateString.replaceAll("p "+i,"").length() != 3) return false;
}
return true;
}
/**
* Check if the string encoding of the move is syntactically well-formed.
* <p>
* A description of the move string will be included in README.md
* in an update of the project after D2B is complete.
*
* @param moveString a string representing a player's move
* @return true if moveString is well-formed and false otherwise
*
* coordinate = row , col (i.e. "0,1" means row 0 col 1)
*/
public static boolean isMoveStringWellFormed(String moveString){
return moveString.matches("[ST] \\d{1,2},\\d{1,2}");
// If the 1st element of moveString is neither a "S" nor a "T" return false
// if the 2nd element is not a whitespace return false
// if the 3rd and/or 4th element (as long as it is before ",") are not
// digits, return false
// if the 6th and/or 7th element (as long as it is after ",") are not digits,
// return false
}
/**
* Given a state string which is yet to have resources distributed amongst the stone circles,
* randomly distribute the resources and statuettes between all the stone circles.
* <p>
* There will always be exactly 32 stone circles.
* <p>
* The resources and statuettes to be distributed are:
* - 6 coconuts
* - 6 bamboo
* - 6 water
* - 6 precious stones
* - 8 statuettes
* <p>
* The distribution must be random.
*
* @param stateString a string representing a game state without resources distributed
* @return a string of the game state with resources randomly distributed
*/
public static String distributeResources(String stateString){
// Check if the stateString is well-formed
if (!isStateStringWellFormed(stateString)) return stateString;
// Grab the stone circles from the stateString
String stoneCircles = stateString.substring(stateString.indexOf("s") + 2, stateString.indexOf("r") - 2);
// Split the stone circles into an array of cords
String[] stoneCircleCords = stoneCircles.split(" ");
// Check if there are 32 stone circles
if (stoneCircleCords.length != 32) return stateString;
// Create a random object and an arrays and list to shuffle the stone circles
Random rand = new Random();
// Number of times to shuffle the stone circles (can be changed)
int shuffle_number = 3;
// Create a copy of the stone circle array to shuffle
String[] stoneCircleRandom = stoneCircleCords;
// Shuffle the stone circles the specified number of times
for (int i = 0; i < shuffle_number; i++) {
// Create a temporary array to store the shuffled stone circles
String[] tempStoneCircleRandom = new String[32];
// Create a list to store the used cords (to avoid duplicates)
List<String> usedCords = new ArrayList<String>();
// Shuffle the array
for (int j = 0; j < 32; j++) {
// For 0-31 generate a random cord from the stone circle array and check if it has been used
int randomIndex = rand.nextInt(31);
while (usedCords.contains(stoneCircleCords[randomIndex])) {
// If it has been used, try the next in line
if (randomIndex == 31) {
randomIndex = 0;
}
else randomIndex++;
}
// If it hasn't been used, add it to the new array
tempStoneCircleRandom[j] = stoneCircleRandom[randomIndex];
usedCords.add(stoneCircleCords[randomIndex]);
}
// Replace the old array with the new one
stoneCircleRandom = tempStoneCircleRandom;
}
// Create a string to store the new resources state
String newResourcesState = "r";
// Create an array for each resource type
char[] resources = {'C', 'B', 'W', 'P'};
// Create a variable to keep track of how many resources have been sorted
int numSorted = 0;
// For each resource type
for (char r:resources){
newResourcesState += " " + r;
// Assign 6 to a stone circle
for (int i = 0; i < 6; i++){
newResourcesState += " " + stoneCircleRandom[numSorted];
numSorted++;
}
}
// Assign 8 statuettes to a stone circle
newResourcesState += " S";
for (int i = 0; i < 8; i++){
newResourcesState += " " + stoneCircleRandom[numSorted];
numSorted++;
}
// Replace the old resources state with the new one
stateString = stateString.replace("r C B W P S", newResourcesState);
return stateString;
}
/**
* Given a state string and a move string, determine if the move is
* valid for the current player.
* <p>
* For a move to be valid, the player must have enough pieces left to
* play the move. The following conditions for each phase must also
* be held.
* <p>
* 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.
* <p>
* In the Settlement Phase, the move must be:
* - Only a settler placed on an unoccupied space adjacent to
* one of the player's pieces.
* Importantly, players can now only play on the sea if it is
* adjacent to a piece they already own.
*
* @param stateString a string representing a game state
* @param moveString a string representing the current player's move
* @return true if the current player can make the move and false otherwise
*/
public static boolean isMoveValid(String stateString, String moveString) {
// Check if the inputs are wellFormed or not
if (!isStateStringWellFormed(stateString)) return false;
if (!isMoveStringWellFormed(moveString)) return false;
String[] parts = stateString.split("; ?");
// List of initializations used
String currentPhase = "";
// Coords of the island tiles
ArrayList<String> coordsContainer = new ArrayList<>();
int numberOfPlayer = 0; // Number of player
String playerId = ""; // Player ID
String pStatePlayerId = ""; // the current Player's move ID
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
String[] split = moveString.split(" ");
String pieceType = split[0]; // Move coord piece type S or T
String moveCoords = split[1]; // The actual coords from the move String
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 = 0;
int villageCounter = 0;
for (String part : parts) {
String[] parseSplit = part.split(" ");
String stateCases = parseSplit[0];
switch (stateCases) {
// Get the number of player from here
case "a":
boardHeight = Integer.parseInt(parseSplit[1]);
String playerAmount = parseSplit[2];
numberOfPlayer = Integer.parseInt(playerAmount);
break;
// Get the player ID and Current Phase from here
// Phase Exploration or Settlement
case "c":
playerId = parseSplit[1];
currentPhase = parseSplit[2];
break;
// Get the Land coords (Island Coords)
case "i":
coordsContainer.addAll(Arrays.asList(parseSplit).subList(2, parseSplit.length));
break;
case "p":
// Check if there's enough pieces left for that player that is moving
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(playerId)) playerSettlerCoords.add(parseSplit[i]);
i++;
}
// If the current player ID is the same as the placed settler's player ID
// iterate the settlerCounter
if(pStatePlayerId.equals(playerId)) settlerCounter = playerSettlerCoords.size();
i++;
// Collecting the village coords that has been placed
while (i < parseSplit.length) {
if(pStatePlayerId.equals(playerId)) villageCounter = i - 9 - settlerCounter;
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(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;
}
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;
}
}
// out of bound for height
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;
}
else if(xMoveCoords > boardHeight - 1) return false;
// 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;
// As the only move is for the settler, the village is false
if(pieceType.equals("T")) 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;
}
private 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
// To check for the 6 adjacencies surrounding the center coords
int[][] adjacentModifiers = {
{-mainY % 2, -1},
{1 - mainY % 2, -1},
{-1, 0}, {1, 0},
{-mainY % 2, 1},
{1 - mainY % 2, 1},
};
for (int[] mod : adjacentModifiers) {
if (coordsContainer.contains(String.format("%s,%s", mainY + mod[1], mainX + mod[0])))
return true;
}
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>
* A move is playable if it is valid.
*
* @param stateString a string representing a game state
* @return a set of strings representing all moves the current player can play
*/
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);
// 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("; ?");
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(" ")));
}
// Calculate number of pieces each player starts with
int startNumSettlers = 0;
switch (numPlayers) {
case 2:
startNumSettlers = 30;
break;
case 3:
startNumSettlers = 25;
break;
case 4:
startNumSettlers = 20;
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<>();
// Generate all possible coordinates in an array
String[] coordinates = new String[boardHeight * boardHeight];
int index = 0;
for (int i = 0; i < boardHeight; i++){
for (int j = 0; j < boardHeight; j++){
coordinates[index] = j + "," + i;
index++;
}
}
// For each coordinate
for (String cord:coordinates) {
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);
}
}
if (hasVillage && gamePhase == "E") {
if (isMoveValidTrim("T", cord,gamePhase,
coordsContainer,settlerCoords,villageCoords,playerSettlerCoords,playerVillageCoords)) {
allMoves.add("T " + cord);
}
}
}
return allMoves;
}
/**
* Given a state string, determine whether it represents an end of phase state.
* <p>
* A phase is over when either of the following conditions hold:
* - All resources (not including statuettes) have been collected.
* - No player has any remaining valid moves.
*
* @param stateString a string representing a game state
* @return true if the state is at the end of either phase and false otherwise
*/
public static boolean isPhaseOver(String stateString){
return false; // FIXME Task 9
}
/**
* Given a state string and a move string, place the piece associated with the
* move on the board. Ensure the player collects any corresponding resource or
* statuettes.
* <p>
* Do not handle switching to the next player here.
*
* @param stateString a string representing a game state
* @param moveString a string representing the current player's move
* @return a new state string achieved by placing the move on the board
*/
public static String placePiece(String stateString, String moveString){
return ""; // FIXME Task 10
}
/**
* Given a state string, calculate the "Islands" portion of the score for
* each player as if it were the end of a phase. The return value is an
* integer array sorted by player number containing the calculated score
* for the respective player.
* <p>
* The "Islands" portion is calculated for each player as follows:
* - If the player has pieces on 8 or more islands, they score 20 points.
* - If the player has pieces on 7 islands, they score 10 points.
* - No points are scored otherwise.
*
* @param stateString a string representing a game state
* @return an integer array containing the calculated "Islands" portion of
* the score for each player
*/
public static int[] calculateTotalIslandsScore(String stateString){
return new int[]{0, 0}; // FIXME Task 11
}
/**
* Given a state string, calculate the "Links" portion of the score for
* each player as if it were the end of a phase. The return value is an
* integer array sorted by player number containing the calculated score
* for the respective player.
* <p>
* Players earn points for their chain of pieces that links the most
* islands. For each island linked by this chain, they score 5 points.
* <p>
* Note the chain needn't be a single path. For instance, if the chain
* splits into three or more sections, all of those sections are counted
* towards the total.
*
* @param stateString a string representing a game state
* @return an integer array containing the calculated "Links" portion of
* the score for each player
*/
public static int[] calculateIslandLinksScore(String stateString){
return new int[]{0, 0}; // FIXME Task 11
}
/**
* Given a state string, calculate the "Majorities" portion of the score for
* each player as if it were the end of a phase. The return value is an
* integer array sorted by player number containing the calculated score
* for the respective player.
* <p>
* The "Majorities" portion is calculated for each island as follows:
* - The player with the most pieces on the island scores the number
* of points that island is worth.
* - In the event of a tie for pieces on an island, those points are
* divided evenly between those players rounding down. For example,
* if two players tied for an island worth 7 points, they would
* receive 3 points each.
* - No points are awarded for islands without any pieces.
*
* @param stateString a string representing a game state
* @return an integer array containing the calculated "Majorities" portion
* of the score for each player
*/
public static int[] calculateIslandMajoritiesScore(String stateString){
return new int[]{0, 0}; // FIXME Task 11
}
/**
* Given a state string, calculate the "Resources" and "Statuettes" portions
* of the score for each player as if it were the end of a phase. The return
* value is an integer array sorted by player number containing the calculated
* score for the respective player.
* <p>
* Note that statuettes are not resources.
* <p>
* In the below "matching" means a set of the same resources.
* <p>
* The "Resources" portion is calculated for each player as follows:
* - For each set of 4+ matching resources, 20 points are scored.
* - For each set of exactly 3 matching resources, 10 points are scored.
* - For each set of exactly 2 matching resources, 5 points are scored.
* - If they have all four resource types, 10 points are scored.
* <p>
* The "Statuettes" portion is calculated for each player as follows:
* - A player is awarded 4 points per statuette in their possession.
*
* @param stateString a string representing a game state
* @return an integer array containing the calculated "Resources" and "Statuettes"
* portions of the score for each player
*/
public static int[] calculateResourcesAndStatuettesScore(String stateString){
return new int[]{0, 0}; // FIXME Task 11
}
/**
* Given a state string, calculate the scores for each player as if it were
* the end of a phase. The return value is an integer array sorted by player
* number containing the calculated score for the respective player.
* <p>
* It is recommended to use the other scoring functions to assist with this
* task.
*
* @param stateString a string representing a game state
* @return an integer array containing the calculated scores for each player
*/
public static int[] calculateScores(String stateString){
return new int[]{0, 0}; // FIXME Task 11
}
/**
* Given a state string representing an end of phase state, return a new state
* achieved by following the end of phase rules. Do not move to the next player
* here.
* <p>
* In the Exploration Phase, this means:
* - The score is tallied for each player.
* - All pieces are removed from the board excluding villages not on stone circles.
* - All resources and statuettes remaining on the board are removed. All resources are then
* randomly redistributed between the stone circles.
* <p>
* In the Settlement Phase, this means:
* - Only the score is tallied and added on for each player.
*
* @param stateString a string representing a game state at the end of a phase
* @return a string representing the new state achieved by following the end of phase rules
*/
public static String endPhase(String stateString){
return ""; // FIXME Task 12
}
/**
* Given a state string and a move string, apply the move to the board.
* <p>
* If the move ends the phase, apply the end of phase rules.
* <p>
* Advance current player to the next player in turn order that has a valid
* move they can make.
*
* @param stateString a string representing a game state
* @param moveString a string representing the current player's move
* @return a string representing the new state after the move is applied to the board
*/
public static String applyMove(String stateString, String moveString){
return ""; // FIXME Task 13
}
/**
* Given a state string, returns a valid move generated by your AI.
* <p>
* As a hint, generateAllValidMoves() may prove a useful starting point,
* maybe if you could use some form of heuristic to see which of these
* moves is best?
* <p>
* Your AI should perform better than randomly generating moves,
* see how good you can make it!
*
* @param stateString a string representing a game state
* @return a move string generated by an AI
*/
public static String generateAIMove(String stateString){
return ""; // FIXME Task 16
}
}