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comp1110-ass2/src/comp1110/ass2/BlueLagoon.java
Immanuel Alvaro Bhirawa bf38979834 Upstream Pull
Signed-off-by: Immanuel Alvaro Bhirawa <u7280427@anu.edu.au>
2023-05-09 10:32:45 +10:00

700 lines
29 KiB
Java

package comp1110.ass2;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashSet;
import java.util.Set;
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.
// region Checks on strings
/**
* 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
StringBuilder matchString = new StringBuilder();
for (String match:matchArray) {
matchString.append(match);
}
// Check if the state string matches the regex string
if (!stateString.matches(matchString.toString())) return false;
// Check that there is one and only one of each player id
// This fixed test 2-3 of D2DTests.testIsStateStringWellFormed
int numPlayers = Character.getNumericValue(stateString.charAt(stateString.indexOf(";")-1));
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
}
// endregion
// region Distribute resources
/**
* 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) {
State state = new State(stateString);
state.distributeResources();
return state.toString();
}
// endregion
// region Check and generate moves
/**
* 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; // 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);
switch (numberOfPlayer) {
case 4 -> numberOfSettlersPerPlayer = 20;
case 3 -> numberOfSettlersPerPlayer = 25;
case 2 -> numberOfSettlersPerPlayer = 30;
}
}
// Get the player ID and Current Phase from here
// Phase Exploration or Settlement
case "c" -> {
playerId = parseSplit[1];
currentPhase = parseSplit[2];
}
// Get the Land coords (Island Coords)
case "i" -> coordsContainer.addAll(Arrays.asList(parseSplit).subList(2, parseSplit.length));
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++;
}
if (pieceType.equals("S") && settlerCounter + 1 > numberOfSettlersPerPlayer) return false;
else if (pieceType.equals("T") && villageCounter + 1 > numberOfVillagesPerPlayer) return false;
}
}
}
}
// 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 && 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;
}
}
// 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;
}
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
// 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;
}
/**
* 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) {
// 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 = state.boardHeight;
// Create a set to store all possible moves
Set<String> allMoves = new HashSet<>();
// Calculate number of pieces each player starts with
int startNumSettlers = switch (numPlayers) {
case 2 -> 30;
case 3 -> 25;
case 4 -> 20;
default -> 0;
};
// 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];
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) {
// 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;
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
allMoves.add("S " + cord);
}
}
}
}
return allMoves;
}
// endregion
/**
* 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){
State state = new State(stateString);
return state.isPhaseOver();
}
/**
* 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){
State state = new State(stateString);
char pieceType = moveString.charAt(0);
String coordStr = moveString.substring(2);
int y = Integer.parseInt(coordStr.split(",")[0]);
int x = Integer.parseInt(coordStr.split(",")[1]);
Coord coord = new Coord(y, x);
state.placePiece(coord, pieceType);
return state.toString();
}
/**
* 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) {
State state = new State(stateString);
int[] scores = new int[state.getNumPlayers()];
for (int i = 0; i < state.getNumPlayers(); i++) {
scores[i] = state.scoreTotalIslands(i);
}
return scores;
}
/**
* 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){
State state = new State(stateString);
int[] scores = new int[state.getNumPlayers()];
for (int i = 0; i < state.getNumPlayers(); i++) {
scores[i] = state.scoreLinks(i);
}
return scores;
}
/**
* 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){
State state = new State(stateString);
int[] scores = new int[state.getNumPlayers()];
for (int i = 0; i < state.getNumPlayers(); i++) {
scores[i] = state.scoreMajorities(i);
}
return scores;
}
/**
* 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){
State state = new State(stateString);
int[] scores = new int[state.getNumPlayers()];
for (int i = 0; i < state.getNumPlayers(); i++) {
scores[i] = state.scoreResources(i)+state.scoreStatuettes(i);
}
return scores;
}
/**
* 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){
State state = new State(stateString);
int[] scores = new int[state.getNumPlayers()];
for (int i = 0; i < state.getNumPlayers(); i++) {
scores[i] = state.createScore(i);
}
return scores;
}
// endregion
/**
* 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){
State state = new State(stateString);
state.scorePhase();
if (state.getCurrentPhase() == 'E') {
state.cleanBoard();
state.distributeResources();
state.nextPhase();
}
return state.toString();
}
// 2 phases, exploration and settlement
/**
* 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){
State state = new State(stateString);
char pieceType = moveString.charAt(0);
String coordStr = moveString.substring(2);
int y = Integer.parseInt(coordStr.split(",")[0]);
int x = Integer.parseInt(coordStr.split(",")[1]);
Coord coord = new Coord(y, x);
// if the move is valid, place it
if ( isMoveValid(stateString, moveString)) state.placePiece(coord, pieceType);
// if the move ends the phase
if (state.isPhaseOver()){
// Applying end of Phase rules
// For Exploration Phase
// Tally up the score, clean the board, distribute resources, change to next Phase
if (state.getCurrentPhase() == 'E') {
state.scorePhase();
state.cleanBoard();
state.distributeResources();
state.nextPhase();
}
// For Settlement Phase
// Tally up the score
else if (state.getCurrentPhase() == 'S') {
state.scorePhase();
}
}
// After the endPhase is over, move to the next player
state.nextPlayer();
// if the current player cannot play the move, move to the next player
if (!state.getCurrentPlayer().canPlay(state)) state.nextPlayer();
return state.toString();
}
//upStream pull lol
/**
* 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){
State state = new State(stateString);
return state.getCurrentPlayer().createAIMove(state);
}
}