Implemented longest Road logic in SiedlerGame
-adjusted Road and Settlement to return position
This commit is contained in:
parent
51e61a8e00
commit
a79e1eefe3
|
@ -1,9 +1,11 @@
|
|||
package ch.zhaw.catan;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
public class City extends Settlement {
|
||||
|
||||
public City(Config.Faction faction) {
|
||||
super(faction);
|
||||
public City(Config.Faction faction, Point position) {
|
||||
super(faction,position);
|
||||
}
|
||||
|
||||
public String toString() {
|
||||
|
|
|
@ -20,8 +20,8 @@ public class Dummy {
|
|||
TextTerminal<?> textTerminal = textIO.getTextTerminal();
|
||||
SiedlerBoard board = new SiedlerBoard();
|
||||
board.addField(new Point(2, 2), Land.FOREST);
|
||||
board.setCorner(new Point(3, 3), new Settlement(Config.Faction.RED));
|
||||
board.setEdge(new Point(2, 0), new Point(3, 1), new Road(Config.Faction.BLUE));
|
||||
board.setCorner(new Point(3, 3), new Settlement(Config.Faction.RED,new Point(3, 3)));
|
||||
board.setEdge(new Point(2, 0), new Point(3, 1), new Road(Config.Faction.BLUE,new Point(2, 0),new Point(2, 0)));
|
||||
board.addFieldAnnotation(new Point(2, 2), new Point(3, 1), "AA");
|
||||
|
||||
Map<Point, Label> lowerFieldLabel = new HashMap<>();
|
||||
|
|
|
@ -1,8 +1,23 @@
|
|||
package ch.zhaw.catan;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
public class Road extends Structure {
|
||||
|
||||
public Road(Config.Faction faction) {
|
||||
private Point start,end;
|
||||
|
||||
|
||||
public Road(Config.Faction faction,Point start,Point end) {
|
||||
super(faction);
|
||||
this.start = start;
|
||||
this.end = end;
|
||||
}
|
||||
|
||||
public Point getStart() {
|
||||
return start;
|
||||
}
|
||||
|
||||
public Point getEnd() {
|
||||
return end;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,17 @@
|
|||
package ch.zhaw.catan;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
public class Settlement extends Structure {
|
||||
|
||||
public Settlement(Config.Faction faction) {
|
||||
private Point position;
|
||||
|
||||
public Settlement(Config.Faction faction,Point position) {
|
||||
super(faction);
|
||||
this.position = position;
|
||||
}
|
||||
|
||||
public Point getPosition() {
|
||||
return position;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,8 @@ import ch.zhaw.catan.Config.Faction;
|
|||
import ch.zhaw.catan.Config.Resource;
|
||||
|
||||
import java.awt.*;
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.*;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
|
||||
/**
|
||||
|
@ -151,7 +149,7 @@ public class SiedlerGame {
|
|||
if(!validPositionForSettlement(position)){
|
||||
return false;
|
||||
}
|
||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
|
||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
|
||||
if(payout) {
|
||||
List<Config.Land> lands = board.getLandsForCorner(position);
|
||||
for (Config.Land land : lands) {
|
||||
|
@ -176,7 +174,7 @@ public class SiedlerGame {
|
|||
if (!validPositionForRoad(roadStart, roadEnd)){
|
||||
return false;
|
||||
}
|
||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
|
||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -254,7 +252,7 @@ public class SiedlerGame {
|
|||
return false;
|
||||
}
|
||||
//4. Insert Settlement to map
|
||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
|
||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -279,7 +277,7 @@ public class SiedlerGame {
|
|||
}
|
||||
//2. Check if Settlement has already been built
|
||||
Settlement atCurrentPosition = board.getCorner(position); //todo prüfen ob Siedlung von richtiger Faction und nicht Stadt
|
||||
if (atCurrentPosition == null){
|
||||
if (atCurrentPosition == null || atCurrentPosition.getFaction() != allPlayers.get(activePlayer).getFaction()){
|
||||
return false;
|
||||
}
|
||||
//3. Can player build a City.
|
||||
|
@ -287,7 +285,7 @@ public class SiedlerGame {
|
|||
return false;
|
||||
}
|
||||
//4.Insert City into the map.
|
||||
board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction()));
|
||||
board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction(),position));
|
||||
return true;
|
||||
|
||||
}
|
||||
|
@ -317,7 +315,7 @@ public class SiedlerGame {
|
|||
return false;
|
||||
}
|
||||
//3. Insert Road to map
|
||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
|
||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -466,10 +464,148 @@ public class SiedlerGame {
|
|||
return winPoints;
|
||||
}
|
||||
|
||||
private Faction getLongestRoadFaction() {
|
||||
return null; //todo implement
|
||||
|
||||
/**
|
||||
* This method returns the faction of the player with the longest road longer than 5.
|
||||
* @return null if there is no player with a road longer than 5 otherwise it returns the faction of the specific player
|
||||
*/
|
||||
private Faction getLongestRoadFaction() {
|
||||
List<Settlement> corners = board.getCorners();
|
||||
List<Config.Faction> factionList = getPlayerFactions();
|
||||
HashMap<Config.Faction,Integer> players = new HashMap<>();
|
||||
int highest = 0;
|
||||
Config.Faction longestRoad = null;
|
||||
for(Config.Faction faction : factionList) {
|
||||
int count = 0;
|
||||
players.put(faction,count);
|
||||
for(Settlement settlement : corners){
|
||||
HashSet<Road> roads = new HashSet<>();
|
||||
roads = countRoad(faction,settlement.getPosition(),roads,true);
|
||||
count = roads.size();
|
||||
int currentCount = players.get(faction);
|
||||
if(count > currentCount) {
|
||||
players.put(faction,count);
|
||||
}
|
||||
}
|
||||
}
|
||||
for(Config.Faction faction : players.keySet()) {
|
||||
if(players.get(faction) >= 5 && players.get(faction)>highest) {
|
||||
highest = players.get(faction);
|
||||
longestRoad = faction;
|
||||
}
|
||||
}
|
||||
return longestRoad;
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is recursive and adds all roads which belongs to a specific players and stringing together to a HashSet.
|
||||
* The length of the HashSet represents the length of the longest Road the player has.
|
||||
* @param faction the faction of the player to check on
|
||||
* @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.
|
||||
* @param roads is the hashset with all roads belong to the player which are stringing together
|
||||
* @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.
|
||||
* @return HashSet with all roads from a specific player which are string together.
|
||||
*/
|
||||
private HashSet<Road> countRoad(Config.Faction faction,Point position,HashSet<Road> roads,boolean add) {
|
||||
List<Road> roadslist = board.getAdjacentEdges(position);
|
||||
|
||||
Iterator it2 = roads.iterator();
|
||||
while(it2.hasNext()) {
|
||||
Road roadsroad = (Road) it2.next();
|
||||
Iterator it3 = roadslist.iterator();
|
||||
while (it3.hasNext()){
|
||||
Road roadslistRoad = (Road) it3.next();
|
||||
if(roadslistRoad == roadsroad || roadslistRoad.getFaction() != faction) {
|
||||
it3.remove();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(roadslist.size() == 1) {
|
||||
roads.add(roadslist.get(0));
|
||||
position = getNextPoint(roadslist.get(0),position);
|
||||
roads = countRoad(faction,position,roads,false);
|
||||
}
|
||||
|
||||
else if(roadslist.size() == 2) {
|
||||
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
||||
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
||||
listOne.add(roadslist.get(0));
|
||||
Point positionOne = getNextPoint(roadslist.get(0),position);
|
||||
listTwo.add(roadslist.get(1));
|
||||
Point positionTwo = getNextPoint(roadslist.get(1),position);
|
||||
listOne = countRoad(faction,positionOne,listOne,false);
|
||||
listTwo = countRoad(faction,positionTwo,listTwo,false);
|
||||
if(add) {
|
||||
for (Road road : listOne) {
|
||||
listTwo.add(road);
|
||||
}
|
||||
roads = listTwo;
|
||||
}else {
|
||||
HashSet<Road> tallest;
|
||||
if(listOne.size()>= listTwo.size()) {
|
||||
tallest = listOne;
|
||||
}else{
|
||||
tallest = listTwo;
|
||||
}
|
||||
for (Road road : tallest) {
|
||||
roads.add(road);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
else if(roadslist.size() == 3) {
|
||||
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
||||
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
||||
HashSet<Road> listThree = (HashSet<Road>) roads.clone();
|
||||
listOne.add(roadslist.get(0));
|
||||
Point positionOne = getNextPoint(roadslist.get(0),position);
|
||||
listTwo.add(roadslist.get(1));
|
||||
Point positionTwo = getNextPoint(roadslist.get(1),position);
|
||||
listThree.add(roadslist.get(2));
|
||||
Point positionThree = getNextPoint(roadslist.get(2),position);
|
||||
listOne = countRoad(faction,positionOne,listOne,false);
|
||||
listTwo = countRoad(faction,positionTwo,listTwo,false);
|
||||
listThree = countRoad(faction,positionThree,listThree,false);
|
||||
|
||||
HashSet<Road> tallest;
|
||||
HashSet<Road> secondtallest;
|
||||
|
||||
if(listOne.size()>=listTwo.size()) {
|
||||
tallest = listOne;
|
||||
secondtallest = listTwo;
|
||||
}else {
|
||||
tallest = listTwo;
|
||||
secondtallest = listOne;
|
||||
}if(listThree.size() >= secondtallest.size()) {
|
||||
secondtallest = listThree;
|
||||
}
|
||||
for(Road road : secondtallest) {
|
||||
tallest.add(road);
|
||||
}
|
||||
roads = tallest;
|
||||
}
|
||||
return roads;
|
||||
}
|
||||
|
||||
/**
|
||||
* This method is beeing used to evaluate the next starting position to get the adjacent Roads from it.
|
||||
* @param road the next road to check on
|
||||
* @param position the current starting point
|
||||
* @return return the oposite point of the current point.
|
||||
*/
|
||||
private Point getNextPoint(Road road,Point position) {
|
||||
Point start = road.getStart();
|
||||
Point end = road.getEnd();
|
||||
if(position.equals(start)) {
|
||||
position = end;
|
||||
}else {
|
||||
position = start;
|
||||
}
|
||||
return position;
|
||||
}
|
||||
|
||||
/**
|
||||
* Places the thief on the specified field and steals a random resource card (if
|
||||
|
|
|
@ -1,8 +1,14 @@
|
|||
package ch.zhaw.catan;
|
||||
|
||||
import static org.junit.jupiter.api.Assertions.assertTrue;
|
||||
|
||||
import org.beryx.textio.TextIO;
|
||||
import org.beryx.textio.TextIoFactory;
|
||||
import org.beryx.textio.TextTerminal;
|
||||
import org.junit.jupiter.api.Test;
|
||||
|
||||
import java.awt.*;
|
||||
|
||||
|
||||
/***
|
||||
* TODO Write your own tests in this class.
|
||||
|
@ -18,4 +24,31 @@ public class SiedlerGameTest {
|
|||
assertTrue(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* To Test getLongestRoad in SiedlerGame isolatet do:
|
||||
* 1. make SiedlerGame.getLongestRoadFaction, Siedlergame.countRoad && Siedlergame.getNextPoint static
|
||||
* 2. make SiedlerGame.getLongestRoadFaction public
|
||||
* 3. add Parameter Board to SiedlerGame.getLongestRoadFaction and SiedlerGame.countRoad.
|
||||
* 4. add Parameter faction to SiedlerGame.getLongestRoadFaction
|
||||
* 5. Create Board in testLongestRoad() and Hashmap with faction
|
||||
* Tipp: Logic Equivalent classes are: start counting at settlements with 0 or 1 or 2 or 3 own roads attached to it
|
||||
* Make branches in between the road with diffrent lengths.
|
||||
*
|
||||
*/
|
||||
@Test
|
||||
public void testLongestRoad() {
|
||||
SiedlerBoard board = new SiedlerBoard();
|
||||
board.createFixGamefield();
|
||||
board.setEdge(new Point(6, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(6, 6),new Point(5, 7)));
|
||||
board.setEdge(new Point(4, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(5, 7)));
|
||||
board.setEdge(new Point(4, 6), new Point(4, 4), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(4, 4)));
|
||||
board.setEdge(new Point(4, 6), new Point(3, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(3, 7)));
|
||||
board.setEdge(new Point(3, 7), new Point(3, 9), new Road(Config.Faction.BLUE,new Point(3, 7),new Point(3, 9)));
|
||||
board.setEdge(new Point(3, 9), new Point(4, 10), new Road(Config.Faction.BLUE,new Point(3, 9),new Point(4, 10)));
|
||||
board.setEdge(new Point(4, 10), new Point(5, 9), new Road(Config.Faction.BLUE,new Point(4, 10),new Point(5, 9)));
|
||||
board.setCorner(new Point(3,7),new Settlement(Config.Faction.BLUE,new Point(3,7)));
|
||||
//SiedlerGame.getLongestRoadFaction(board,faction);
|
||||
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue