Strategy #31
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@ -224,10 +224,10 @@ public class Game implements GameSpecification {
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if (crashPosition != null) {
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track.carDoesCrash(currentCarIndex, crashPosition);
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} else {
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int newWinPoints = calculateNewWinPoints(track.getCarPos(currentCarIndex), track.getCar(currentCarIndex).nextPosition());
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int newWinPoints = track.calculateNewWinPoints(track.getCarPos(currentCarIndex), track.getCar(currentCarIndex).nextPosition());
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if(newWinPoints == 1){
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track.getCar(currentCarIndex).increaseWinPoints();
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}else{
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}else if(newWinPoints == 1){
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track.getCar(currentCarIndex).deductWinPoints();
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}
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track.moveCar(currentCarIndex);
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@ -293,55 +293,6 @@ public class Game implements GameSpecification {
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}
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/**
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* This method will check if a car is passing the finishline.
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* If the car is passing the finishline in the wrong direction, the car will lose a winpoint.
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* If the car is passing the finishline in the correct direction, the car will gain a winpoint.
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* @param start the startposition of the car
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* @param finish the expected finishpositon of the car after the move
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* @param carIndex of the current player.
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*/
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private int calculateNewWinPoints(PositionVector start, PositionVector finish) {
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List<PositionVector> path = calculatePath(start, finish);
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for (PositionVector point : path) {
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if (track.getSpaceType(point) != null) {
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switch (track.getSpaceType(point)) {
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case FINISH_UP:
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if (start.getY() < finish.getY()) {
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return 1;
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} else if (start.getY() > finish.getY()) {
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return -1;
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}
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break;
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case FINISH_DOWN:
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if (start.getY() > finish.getY()) {
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return 1;
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} else if (start.getY() < finish.getY()) {
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return -1;
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}
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break;
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case FINISH_RIGHT:
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if (start.getX() < finish.getX()) {
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return 1;
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} else if (start.getX() > finish.getX()) {
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return -1;
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}
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break;
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case FINISH_LEFT:
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if (start.getX() > finish.getX()) {
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return 1;
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} else if (start.getX() < finish.getX()) {
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return -1;
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}
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break;
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default:
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return 0;
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}
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}
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}
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return 0;
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}
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/**
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@ -423,44 +423,49 @@ public class Track implements TrackSpecification {
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return pathList;
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}
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/**
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* This method will check if a car is passing the finishline.
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* If the car is passing the finishline in the wrong direction, the car will lose a winpoint.
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* If the car is passing the finishline in the correct direction, the car will gain a winpoint.
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* @param start the startposition of the car
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* @param finish the expected finishpositon of the car after the move
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* @return Number of new Winpoints for the current player.
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*/
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public int calculateNewWinPoints(PositionVector start, PositionVector finish) {
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List<PositionVector> path = calculatePointsOnPath(start, finish);
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for (PositionVector point : path) {
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if (getSpaceType(point) != null) {
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switch (getSpaceType(point)) {
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case FINISH_UP:
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if (start.getY() < finish.getY()) {
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return 1;
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||||
} else if (start.getY() > finish.getY()) {
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return -1;
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}
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break;
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||||
case FINISH_DOWN:
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||||
if (start.getY() > finish.getY()) {
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return 1;
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||||
} else if (start.getY() < finish.getY()) {
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return -1;
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}
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break;
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||||
case FINISH_RIGHT:
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if (start.getX() < finish.getX()) {
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return 1;
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} else if (start.getX() > finish.getX()) {
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return -1;
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}
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break;
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||||
case FINISH_LEFT:
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if (start.getX() > finish.getX()) {
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return 1;
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||||
} else if (start.getX() < finish.getX()) {
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return -1;
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}
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break;
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||||
default:
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return 0;
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}
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||||
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||||
switch (getSpaceType(point)) {
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||||
case FINISH_UP:
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||||
if (start.getY() < finish.getY()) {
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return 1;
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||||
} else if (start.getY() > finish.getY()) {
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return -1;
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}
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break;
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||||
case FINISH_DOWN:
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if (start.getY() > finish.getY()) {
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return 1;
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||||
} else if (start.getY() < finish.getY()) {
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return -1;
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}
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break;
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case FINISH_RIGHT:
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||||
if (start.getX() < finish.getX()) {
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return 1;
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} else if (start.getX() > finish.getX()) {
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return -1;
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}
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break;
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case FINISH_LEFT:
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if (start.getX() > finish.getX()) {
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return 1;
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} else if (start.getX() < finish.getX()) {
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return -1;
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}
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break;
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}
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}
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return 0;
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}
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@ -18,6 +18,7 @@ public class PathFinderMoveStrategy implements MoveStrategy{
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this.carIndex = carIndex;
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allDirections = Arrays.asList(PositionVector.Direction.values());
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createMoveList();
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pointer = -1;
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}
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@ -32,7 +33,6 @@ public class PathFinderMoveStrategy implements MoveStrategy{
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for(PossibleMove previousMove : possibleMoves){
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for(PositionVector.Direction direction : allDirections){
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PossibleMove newMove = new PossibleMove(previousMove, direction);
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if(! (newMove.crashed() || newMove.drivingLoop())){
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newMoves.add(newMove);
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}
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@ -44,8 +44,6 @@ public class PathFinderMoveStrategy implements MoveStrategy{
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moveList = finishedMove.directions;
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pointer = moveList.size();
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}
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|
@ -92,7 +90,7 @@ public class PathFinderMoveStrategy implements MoveStrategy{
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}
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public boolean crashed() {
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for(PositionVector point : track.calculatePointsOnPath(positions.get(positions.size()-1), positions.get(positions.size()-2))) {
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for(PositionVector point : track.calculatePointsOnPath(positions.get(positions.size()-2), positions.get(positions.size()-1))) {
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if (track.willCrashAtPosition(carIndex, point)) {
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return true;
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}
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|
@ -115,9 +113,8 @@ public class PathFinderMoveStrategy implements MoveStrategy{
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|
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@Override
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public PositionVector.Direction nextMove() {
|
||||
pointer -= 1;
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||||
//TODO: Check if crash. if yes --> createMoveList();
|
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if (pointer >= 0) {
|
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pointer += 1;
|
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if (pointer < moveList.size()) {
|
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return moveList.get(pointer);
|
||||
}
|
||||
return null;
|
||||
|
|
Loading…
Reference in New Issue