?? c4board.java
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//C4Board.java
/**
*
* @author Sean Bridges
* @version 1.0
*/
import java.util.Vector;
public final class C4Board implements Board
{
//------------------------------------------
//class variables
public final static int NULL_PLAYER_NUMBER = -1;
public final static int FIRST_PLAYER_NUMBER = 0;
public final static int SECOND_PLAYER_NUMBER = 1;
public static final int NUMBER_OF_ROWS = 6; //the height of the board
public static final int NUMBER_OF_COLUMNS = 8; //the width of the board
public static final int NUMBER_OF_SLOTS = NUMBER_OF_ROWS * NUMBER_OF_COLUMNS;
//------------------------------------------
//instance variables
//slots are accessed by row * NUMBER_OF_COLUMNS + column,
//where row and columnm start at 0
private C4Slot[] slots;
//store the number of chips in each column in an array.
//this saves us from having to scan each column when making moves.
//the max value for each column is NUMBER_OF_ROWS
private int[] numberOfChipsInColumn = new int[NUMBER_OF_COLUMNS];
//the move history, stored as an array of colummns
//moveHistoryLength always points to the next free slot
int moveHistoryLength = 0;
int[] moveHistory = new int[NUMBER_OF_SLOTS];
private C4Stats stats = new C4Stats();
private Vector rows;
//to avoid creating new arrays when getting all possible moves
//we simply always return all the moves, instead of all the legal
//moves
private Move[] firstPlayerMoves;
private Move[] secondPlayerMoves;
//------------------------------------------
//constructors
/** Creates new C4Board */
public C4Board(Player firstPlayer, Player secondPlayer)
{
initSlots();
//create the moves arrays, these are all the possible moves
firstPlayerMoves = new Move[NUMBER_OF_COLUMNS];
secondPlayerMoves = new Move[NUMBER_OF_COLUMNS];
for(int i = 0; i < NUMBER_OF_COLUMNS; i++)
{
firstPlayerMoves[i] = new C4Move(firstPlayer, i);
secondPlayerMoves[i] = new C4Move(secondPlayer, i);
}
}//end constructor
//--------------------------------------
//instance methods
//--------------------------------------
//initializing
/**
* Create the slots and organize them into rows
*/
private void initSlots()
{
slots = new C4Slot[NUMBER_OF_SLOTS];
//create the slots
for(int i = 0; i < NUMBER_OF_SLOTS; i++)
{
slots[i] = new C4Slot();
}
//create the rows
rows = new Vector(84);
/*
* choose all possible groups of 4 slots
* a group of four is determined by 2 things, its starting position, and its slope.
* the starting position is writen as (row,column), where row exists in the
* set {0,1,... numberOfRows - 1} and column lies in the set {0,1, ...number of columns -1}
* the slope is written as <delRow, delColumn> where delRow and delColumn exist in the set {-1,0,1}
*
*
* a group of four is valid and not repeated if
* 1) its starting and ending positions both lie inside the board.
* 2) the slope is one of <1,0>, <1,1>, <0,1>, <-1, 1>
* ie it occupies the range 90 to -45 degrees.
*
*
* iterate for all possible groups of four, choose the valid ones
* that are not repeated
*/
int totalNumber = 0;
for(int row = 0; row <NUMBER_OF_ROWS; row++)
{
for(int column = 0; column < NUMBER_OF_COLUMNS; column++)
{
for(int delRow = -1; delRow <= 1; delRow++)
{
for(int delColumn = -1; delColumn <= 1; delColumn++)
{
if(
(
((delRow == 1) && (delColumn == 0)) ||
((delRow == 1) && (delColumn == 1)) ||
((delRow == 0) && (delColumn == 1)) ||
((delRow == -1) && (delColumn == 1))
) &&
(inbounds( row + (3*delRow), column + (3*delColumn) )) &&
(inbounds(row,column))
)
{
C4Row newRow = new C4Row(
getSlot(row,column),
getSlot(row + delRow,column + delColumn),
getSlot(row + (2 *delRow), column + (2 * delColumn)),
getSlot(row + (3 *delRow), column + (3 * delColumn)),
stats
);
rows.addElement(newRow);
}
}//end for delColumn
}//end for delRow
}//end for column
}//end for row
}
//--------------------------------------
//slot access
/**
* Returns the number of slots in a given column.
* column should be in 0..NUMBER_OF_COLUMNS -1 inclusive.
*/
public int numerOfChipsInColumn(int column)
{
return numberOfChipsInColumn[column];
}
/**
* Return wether or not the given row,column pair exists on the board.
* Row and columns are numbered starting at 0.
*/
private boolean inbounds(int row, int column)
{
return ((row >= 0) &&
(column >= 0) &&
(row < NUMBER_OF_ROWS) &&
(column < NUMBER_OF_COLUMNS));
}
/**
* Return the slot at the specified row and column.
*/
private C4Slot getSlot(int row, int column)
{
return getSlot((row * NUMBER_OF_COLUMNS) + column);
}
/**
* Access a slot by its row.
* the index should be equal to row * NUMBER_OF_COLUMNS + column,
* where row and column both start at 0
*/
private C4Slot getSlot(int index)
{
return slots[index];
}
//--------------------------------------
//restarting the game
private void resetGame()
{
for(int i = 0; i < NUMBER_OF_SLOTS; i++)
{
if(slots[i].getContents() != NULL_PLAYER_NUMBER )
{
slots[i].setContents(NULL_PLAYER_NUMBER);
}
}
for(int i = 0; i < NUMBER_OF_COLUMNS; i++)
{
numberOfChipsInColumn[i] = 0;
}
moveHistoryLength = 0;
}
//-----------------------------------------
//Board methods
/**
* Return an object which can be interrogated to discover the current
* state of the game
*/
public BoardStats getBoardStats()
{
return stats;
}
/**
* Try and make a move.
* Returns wether or not the move attempt was successful.
*
* m.toInt() should equal the column the player wants to move in.
* starting at 0.
*/
public boolean move(Move m)
{
//System.out.println(m);
int column = m.toInt();
int columnCount = numberOfChipsInColumn[column];
if(columnCount < NUMBER_OF_ROWS)
{
//make the move
slots[(columnCount * NUMBER_OF_COLUMNS) + column].setContents(m.maker().getNumber());
numberOfChipsInColumn[column] = columnCount + 1;
//update the history
moveHistory[moveHistoryLength] = column;
moveHistoryLength++;
return true;
}
else
{
return false;
}
}
/** Undo the last move made.
*/
public void undoLastMove()
{
//System.out.println("undoing last move");
moveHistoryLength --;
int column = moveHistory[moveHistoryLength];
numberOfChipsInColumn[column]--;
int row = numberOfChipsInColumn[column];
slots[(row * NUMBER_OF_COLUMNS) + column].setContents(NULL_PLAYER_NUMBER);
}
/**
* Get the list of moves that are possible for the given
* player.
* For the C4Board this always returns the same array for each player.
* Some of the moves may not be legal, but the legal moves is a subset
* of the moves returned.
*/
public Move[] getPossibleMoves(Player aPlayer)
{
/*
* We want to avoid creating new objects when communicating what moves
* are allowed.
* To solve this we simply always return the same array when asked what
* moves are possible for a player. Some of these moves may
* cause move() to return false.
*/
if(aPlayer.getNumber() == FIRST_PLAYER_NUMBER )
{
return firstPlayerMoves;
}
else
{
return secondPlayerMoves;
}
}
/** Whether or not the game is over.
*/
public boolean isGameOver()
{
//game over if someone has won or if all the slots are full.
return( (moveHistoryLength == NUMBER_OF_SLOTS ) || stats.hasSomeoneWon());
}
/** Called by the game master when the game is started.
*/
public void gameStarted()
{
resetGame();
}
/** Called by the game master when the game is restarted.
*/
public void gameRestarted()
{
resetGame();
}
/** Called by the game master when the game is stopped.
*/
public void gameStoped()
{
resetGame();
}
/** A board must be cloneable since a copy of it is sent
* to players when we ask them for their move.
*/
public Object clone()
{
C4Board clone = null;
try
{
clone = (C4Board) super.clone();
}
catch(CloneNotSupportedException e)
{
//we should never get here
System.out.println(e);
}
clone.stats = new C4Stats();
clone.numberOfChipsInColumn = (int[]) numberOfChipsInColumn.clone();
clone.moveHistory = (int[]) moveHistory.clone();
clone.initSlots();
for(int i = 0; i < NUMBER_OF_SLOTS; i++)
{
clone.slots[i].setContents( this.slots[i].getContents() );
}
return clone;
}
//-------------------------------------------
//printing
public String toString()
{
StringBuffer buf = new StringBuffer();
buf.append("|0|1|2|3|4|5|6|7|");
for(int row = NUMBER_OF_ROWS - 1; row >= 0; row--)
{
buf.append("\n|");
for(int column = 0; column < NUMBER_OF_COLUMNS; column++)
{
if( getSlot(row,column).getContents() == NULL_PLAYER_NUMBER)
{
buf.append(" ");
}
else
{
buf.append(getSlot(row,column).getContents() );
}
buf.append("|");
}//end for column
}//end for row
return buf.toString();
}
}//end class C4Board
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