refactored longestRoad in SiedlerBoard
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0b4e5d5cc1
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6fa5764e14
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" languageLevel="JDK_17" default="true" project-jdk-name="openjdk-17" project-jdk-type="JavaSDK">
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<component name="ProjectRootManager" version="2" languageLevel="JDK_X" default="true" project-jdk-name="openjdk-17" project-jdk-type="JavaSDK">
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<output url="file://$PROJECT_DIR$/out" />
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</component>
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</project>
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@ -26,8 +26,8 @@ public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String
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* Value: Field Object
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*/
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private final HashMap<Point, Field> fields = new HashMap<>();
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Config.Faction longestRoadFaction = null;
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int longestRoadLenth = 0;
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private Config.Faction longestRoadFaction = null;
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private int longestRoadLenth = 0;
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/**
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* Method to create the predefined game field from Config.
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@ -161,25 +161,10 @@ public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String
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}
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}
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if (longestRoadFaction == null) {
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Config.Faction currentFaction = null;
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int currentRoad = 4;
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for (Config.Faction factionA : players.keySet()) {
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if (players.get(factionA) > currentRoad) {
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currentFaction = factionA;
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currentRoad = players.get(factionA);
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}
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}
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if (currentFaction != null) {
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longestRoadFaction = currentFaction;
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longestRoadLenth = currentRoad;
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}
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} else {
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for (Config.Faction faction : players.keySet()) {
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if (players.get(faction) >= 5 && players.get(faction) > longestRoadLenth) {
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longestRoadFaction = faction;
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longestRoadLenth = players.get(faction);
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}
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for (Config.Faction factionA : players.keySet()) {
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if (players.get(factionA) > longestRoadLenth && players.get(factionA) > 4) {
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longestRoadFaction = factionA;
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longestRoadLenth = players.get(factionA);
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}
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}
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return longestRoadFaction;
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@ -202,75 +187,55 @@ public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String
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*/
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private HashSet<Road> countRoad(Config.Faction faction, Point position, HashSet<Road> roads, boolean add) {
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List<Road> roadsList = getAdjacentEdges(position);
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//Checks if roads is interrupted by other players settlement
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if (getCorner(position) != null && getCorner(position).getFaction() != faction) {
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return roads;
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}
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//removes roads from roadsList which doesn't belong to the same player or which are allready added to roads.
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for (Road roadsRoad : roads) {
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Iterator<Road> it3 = roadsList.iterator();
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while (it3.hasNext()) {
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Road roadsListRoad = it3.next();
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Iterator<Road> it = roadsList.iterator();
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while (it.hasNext()) {
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Road roadsListRoad = it.next();
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if (roadsListRoad == roadsRoad || roadsListRoad.getFaction() != faction) {
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it3.remove();
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it.remove();
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}
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}
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}
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if (roadsList.size() == 1) {
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roads.add(roadsList.get(0));
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position = getNextPoint(roadsList.get(0), position);
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roads = countRoad(faction, position, roads, false);
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} else if (roadsList.size() == 2) {
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HashSet<Road> listOne = (HashSet<Road>) roads.clone();
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HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
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listOne.add(roadsList.get(0));
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Point positionOne = getNextPoint(roadsList.get(0), position);
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listTwo.add(roadsList.get(1));
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Point positionTwo = getNextPoint(roadsList.get(1), position);
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listOne = countRoad(faction, positionOne, listOne, false);
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listTwo = countRoad(faction, positionTwo, listTwo, false);
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ArrayList<HashSet> possibleRoads = checkRoadsSwitch(faction,2,roadsList,position);
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if (add) {
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listTwo.addAll(listOne);
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roads = listTwo;
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possibleRoads.get(1).addAll(possibleRoads.get(0));
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roads.addAll(possibleRoads.get(1));
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} else {
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HashSet<Road> tallest;
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if (listOne.size() >= listTwo.size()) {
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tallest = listOne;
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if (possibleRoads.get(0).size() >= possibleRoads.get(1).size()) {
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tallest = possibleRoads.get(0);
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} else {
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tallest = listTwo;
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tallest = possibleRoads.get(1);
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}
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roads.addAll(tallest);
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}
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} else if (roadsList.size() == 3) {
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HashSet<Road> listOne = (HashSet<Road>) roads.clone();
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HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
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HashSet<Road> listThree = (HashSet<Road>) roads.clone();
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listOne.add(roadsList.get(0));
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Point positionOne = getNextPoint(roadsList.get(0), position);
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listTwo.add(roadsList.get(1));
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Point positionTwo = getNextPoint(roadsList.get(1), position);
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listThree.add(roadsList.get(2));
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Point positionThree = getNextPoint(roadsList.get(2), position);
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listOne = countRoad(faction, positionOne, listOne, false);
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listTwo = countRoad(faction, positionTwo, listTwo, false);
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listThree = countRoad(faction, positionThree, listThree, false);
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ArrayList<HashSet> possibleRoads = checkRoadsSwitch(faction,3,roadsList,position);
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HashSet<Road> tallest;
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HashSet<Road> secondTallest;
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if (listOne.size() >= listTwo.size()) {
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tallest = listOne;
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secondTallest = listTwo;
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if (possibleRoads.get(0).size() >= possibleRoads.get(1).size()) {
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tallest = possibleRoads.get(0);
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secondTallest = possibleRoads.get(1);
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} else {
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tallest = listTwo;
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secondTallest = listOne;
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tallest = possibleRoads.get(1);
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secondTallest = possibleRoads.get(0);
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}
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if (listThree.size() >= secondTallest.size()) {
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secondTallest = listThree;
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if (possibleRoads.get(2).size() >= secondTallest.size()) {
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secondTallest = possibleRoads.get(2);
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}
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tallest.addAll(secondTallest);
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roads = tallest;
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roads.addAll(tallest);
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}
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return roads;
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}
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@ -292,4 +257,24 @@ public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String
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}
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return position;
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}
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/**
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* This method checks at a roads switch, which road starting at the switch will be the longest possibility.
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* @param faction the faction of the player to check on
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* @param numberOfSwitches how many adjacent roads there are at the corner
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* @param roadsList the list of adjacent roads
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* @param position the current corner from where to count further.
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* @return ArrayList of HashSet with all possible forks.
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*/
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private ArrayList<HashSet> checkRoadsSwitch(Config.Faction faction,int numberOfSwitches,List<Road> roadsList,Point position) {
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ArrayList<HashSet> possibleRoads = new ArrayList<>();
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for (int i = 0;i<numberOfSwitches;i++) {
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HashSet<Road> list = new HashSet<>();
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list.add(roadsList.get(i));
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Point nextPosition = getNextPoint(roadsList.get(i),position);
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list = countRoad(faction, nextPosition, list, false);
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possibleRoads.add(list);
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}
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return possibleRoads;
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}
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}
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