Implemented longest Road logic in SiedlerGame
-adjusted Road and Settlement to return position
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51e61a8e00
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@ -1,9 +1,11 @@
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package ch.zhaw.catan;
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import java.awt.*;
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public class City extends Settlement {
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public City(Config.Faction faction) {
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super(faction);
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public City(Config.Faction faction, Point position) {
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super(faction,position);
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}
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public String toString() {
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@ -20,8 +20,8 @@ public class Dummy {
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TextTerminal<?> textTerminal = textIO.getTextTerminal();
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SiedlerBoard board = new SiedlerBoard();
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board.addField(new Point(2, 2), Land.FOREST);
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board.setCorner(new Point(3, 3), new Settlement(Config.Faction.RED));
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board.setEdge(new Point(2, 0), new Point(3, 1), new Road(Config.Faction.BLUE));
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board.setCorner(new Point(3, 3), new Settlement(Config.Faction.RED,new Point(3, 3)));
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board.setEdge(new Point(2, 0), new Point(3, 1), new Road(Config.Faction.BLUE,new Point(2, 0),new Point(2, 0)));
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board.addFieldAnnotation(new Point(2, 2), new Point(3, 1), "AA");
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Map<Point, Label> lowerFieldLabel = new HashMap<>();
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@ -1,8 +1,23 @@
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package ch.zhaw.catan;
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import java.awt.*;
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public class Road extends Structure {
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public Road(Config.Faction faction) {
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private Point start,end;
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public Road(Config.Faction faction,Point start,Point end) {
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super(faction);
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this.start = start;
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this.end = end;
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}
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public Point getStart() {
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return start;
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}
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public Point getEnd() {
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return end;
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}
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}
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@ -1,8 +1,17 @@
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package ch.zhaw.catan;
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import java.awt.*;
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public class Settlement extends Structure {
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public Settlement(Config.Faction faction) {
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private Point position;
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public Settlement(Config.Faction faction,Point position) {
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super(faction);
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this.position = position;
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}
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public Point getPosition() {
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return position;
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}
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}
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@ -4,10 +4,8 @@ import ch.zhaw.catan.Config.Faction;
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import ch.zhaw.catan.Config.Resource;
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import java.awt.*;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.*;
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import java.util.List;
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import java.util.Map;
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/**
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@ -151,7 +149,7 @@ public class SiedlerGame {
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if(!validPositionForSettlement(position)){
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return false;
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}
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
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if(payout) {
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List<Config.Land> lands = board.getLandsForCorner(position);
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for (Config.Land land : lands) {
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@ -176,7 +174,7 @@ public class SiedlerGame {
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if (!validPositionForRoad(roadStart, roadEnd)){
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return false;
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}
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board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
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board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
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return true;
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}
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@ -254,7 +252,7 @@ public class SiedlerGame {
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return false;
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}
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//4. Insert Settlement to map
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
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return true;
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}
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@ -279,7 +277,7 @@ public class SiedlerGame {
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}
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//2. Check if Settlement has already been built
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Settlement atCurrentPosition = board.getCorner(position); //todo prüfen ob Siedlung von richtiger Faction und nicht Stadt
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if (atCurrentPosition == null){
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if (atCurrentPosition == null || atCurrentPosition.getFaction() != allPlayers.get(activePlayer).getFaction()){
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return false;
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}
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//3. Can player build a City.
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@ -287,7 +285,7 @@ public class SiedlerGame {
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return false;
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}
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//4.Insert City into the map.
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board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction()));
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board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction(),position));
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return true;
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}
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@ -317,7 +315,7 @@ public class SiedlerGame {
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return false;
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}
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//3. Insert Road to map
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board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
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board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
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return true;
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}
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@ -466,10 +464,148 @@ public class SiedlerGame {
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return winPoints;
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}
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/**
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* This method returns the faction of the player with the longest road longer than 5.
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* @return null if there is no player with a road longer than 5 otherwise it returns the faction of the specific player
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*/
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private Faction getLongestRoadFaction() {
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return null; //todo implement
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List<Settlement> corners = board.getCorners();
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List<Config.Faction> factionList = getPlayerFactions();
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HashMap<Config.Faction,Integer> players = new HashMap<>();
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int highest = 0;
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Config.Faction longestRoad = null;
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for(Config.Faction faction : factionList) {
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int count = 0;
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players.put(faction,count);
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for(Settlement settlement : corners){
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HashSet<Road> roads = new HashSet<>();
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roads = countRoad(faction,settlement.getPosition(),roads,true);
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count = roads.size();
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int currentCount = players.get(faction);
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if(count > currentCount) {
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players.put(faction,count);
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}
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}
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}
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for(Config.Faction faction : players.keySet()) {
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if(players.get(faction) >= 5 && players.get(faction)>highest) {
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highest = players.get(faction);
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longestRoad = faction;
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}
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}
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return longestRoad;
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}
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/**
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* This method is recursive and adds all roads which belongs to a specific players and stringing together to a HashSet.
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* The length of the HashSet represents the length of the longest Road the player has.
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* @param faction the faction of the player to check on
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* @param position there has to be a starting point to start counting. In this case it's a corner where a settlement belonging to the players faction is build on.
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* @param roads is the hashset with all roads belong to the player which are stringing together
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* @param add if true branches needs to be count together. (for example if it is the starting point(first time of counting)) otherwise the longest branch is beeing added to roads.
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* @return HashSet with all roads from a specific player which are string together.
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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 = board.getAdjacentEdges(position);
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Iterator it2 = roads.iterator();
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while(it2.hasNext()) {
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Road roadsroad = (Road) it2.next();
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Iterator it3 = roadslist.iterator();
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while (it3.hasNext()){
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Road roadslistRoad = (Road) it3.next();
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if(roadslistRoad == roadsroad || roadslistRoad.getFaction() != faction) {
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it3.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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}
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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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if(add) {
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for (Road road : listOne) {
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listTwo.add(road);
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}
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roads = listTwo;
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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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}else{
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tallest = listTwo;
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}
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for (Road road : tallest) {
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roads.add(road);
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}
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}
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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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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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}else {
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tallest = listTwo;
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secondtallest = listOne;
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}if(listThree.size() >= secondtallest.size()) {
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secondtallest = listThree;
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}
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for(Road road : secondtallest) {
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tallest.add(road);
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}
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roads = tallest;
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}
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return roads;
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}
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/**
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* This method is beeing used to evaluate the next starting position to get the adjacent Roads from it.
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* @param road the next road to check on
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* @param position the current starting point
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* @return return the oposite point of the current point.
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*/
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private Point getNextPoint(Road road,Point position) {
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Point start = road.getStart();
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Point end = road.getEnd();
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if(position.equals(start)) {
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position = end;
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}else {
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position = start;
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}
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return position;
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}
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/**
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* Places the thief on the specified field and steals a random resource card (if
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@ -1,8 +1,14 @@
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package ch.zhaw.catan;
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import static org.junit.jupiter.api.Assertions.assertTrue;
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import org.beryx.textio.TextIO;
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import org.beryx.textio.TextIoFactory;
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import org.beryx.textio.TextTerminal;
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import org.junit.jupiter.api.Test;
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import java.awt.*;
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/***
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* TODO Write your own tests in this class.
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assertTrue(false);
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}
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/**
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* To Test getLongestRoad in SiedlerGame isolatet do:
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* 1. make SiedlerGame.getLongestRoadFaction, Siedlergame.countRoad && Siedlergame.getNextPoint static
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* 2. make SiedlerGame.getLongestRoadFaction public
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* 3. add Parameter Board to SiedlerGame.getLongestRoadFaction and SiedlerGame.countRoad.
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* 4. add Parameter faction to SiedlerGame.getLongestRoadFaction
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* 5. Create Board in testLongestRoad() and Hashmap with faction
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* Tipp: Logic Equivalent classes are: start counting at settlements with 0 or 1 or 2 or 3 own roads attached to it
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* Make branches in between the road with diffrent lengths.
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*
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*/
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@Test
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public void testLongestRoad() {
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SiedlerBoard board = new SiedlerBoard();
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board.createFixGamefield();
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board.setEdge(new Point(6, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(6, 6),new Point(5, 7)));
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board.setEdge(new Point(4, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(5, 7)));
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board.setEdge(new Point(4, 6), new Point(4, 4), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(4, 4)));
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board.setEdge(new Point(4, 6), new Point(3, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(3, 7)));
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board.setEdge(new Point(3, 7), new Point(3, 9), new Road(Config.Faction.BLUE,new Point(3, 7),new Point(3, 9)));
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board.setEdge(new Point(3, 9), new Point(4, 10), new Road(Config.Faction.BLUE,new Point(3, 9),new Point(4, 10)));
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board.setEdge(new Point(4, 10), new Point(5, 9), new Road(Config.Faction.BLUE,new Point(4, 10),new Point(5, 9)));
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board.setCorner(new Point(3,7),new Settlement(Config.Faction.BLUE,new Point(3,7)));
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//SiedlerGame.getLongestRoadFaction(board,faction);
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}
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}
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