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https://github.com/2OOP/pism.git
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Added documentation to player classes and improved method names (#295)
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@@ -55,7 +55,7 @@ public class GenericGameController<T extends TurnBasedGame<T>> implements GameCo
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// Listen to updates
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// Listen to updates
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eventFlow
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eventFlow
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.listen(GUIEvents.GameEnded.class, this::onGameFinish, false)
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.listen(GUIEvents.GameEnded.class, this::onGameFinish, false)
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.listen(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer<T> lp){lp.setMove(event.move());}}, false);
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.listen(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer<T> lp){lp.setLastMove(event.move());}}, false);
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}
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}
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public void start(){
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public void start(){
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@@ -4,52 +4,52 @@ import org.toop.framework.gameFramework.model.player.*;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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/**
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/**
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* Represents a player controlled by an AI in a game.
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* Represents a player controlled by an AI.
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* <p>
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* This player uses an {@link AbstractAI} instance to determine its moves. The generic
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* parameter {@code T} specifies the type of {@link GameR} the AI can handle.
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* </p>
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*
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*
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* @param <T> the specific type of game this AI player can play
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* @param <T> the type of turn-based game
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*/
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*/
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public class ArtificialPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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public class ArtificialPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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/** The AI instance used to calculate moves. */
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private final AI<T> ai;
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private final AI<T> ai;
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/**
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/**
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* Constructs a new ArtificialPlayer using the specified AI.
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* Creates a new AI-controlled player.
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*
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*
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* @param ai the AI instance that determines moves for this player
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* @param ai the AI controlling this player
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* @param name the player's name
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*/
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*/
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public ArtificialPlayer(AI<T> ai, String name) {
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public ArtificialPlayer(AI<T> ai, String name) {
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super(name);
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super(name);
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this.ai = ai;
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this.ai = ai;
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}
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}
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/**
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* Creates a copy of another AI-controlled player.
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*
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* @param other the player to copy
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*/
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public ArtificialPlayer(ArtificialPlayer<T> other) {
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public ArtificialPlayer(ArtificialPlayer<T> other) {
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super(other);
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super(other);
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this.ai = other.ai.deepCopy();
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this.ai = other.ai.deepCopy();
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}
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}
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/**
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/**
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* Determines the next move for this player using its AI.
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* Determines the player's move using the AI.
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* <p>
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* This method overrides {@link AbstractPlayer#getMove(GameR)}. Because the AI is
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* typed to {@code T}, a runtime cast is required. It is the caller's
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* responsibility to ensure that {@code gameCopy} is of type {@code T}.
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* </p>
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*
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*
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* @param gameCopy a copy of the current game state
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* @param gameCopy a copy of the current game
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* @return the integer representing the chosen move
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* @return the move chosen by the AI
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* @throws ClassCastException if {@code gameCopy} is not of type {@code T}
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*/
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*/
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protected long determineMove(T gameCopy) {
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protected long determineMove(T gameCopy) {
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return ai.getMove(gameCopy);
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return ai.getMove(gameCopy);
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}
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}
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/**
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* Creates a deep copy of this AI player.
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*
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* @return a copy of this player
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*/
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@Override
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@Override
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public ArtificialPlayer<T> deepCopy() {
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public ArtificialPlayer<T> deepCopy() {
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return new ArtificialPlayer<T>(this);
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return new ArtificialPlayer<>(this);
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}
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}
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}
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}
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@@ -2,85 +2,86 @@ package org.toop.game.players;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.player.AbstractPlayer;
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import org.toop.framework.gameFramework.model.player.AbstractPlayer;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.ExecutionException;
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import java.util.concurrent.ExecutionException;
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/**
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* Represents a local player who provides moves manually.
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*
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* @param <T> the type of turn-based game
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*/
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public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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// Future can be used with event system, IF unsubscribeAfterSuccess works...
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// private CompletableFuture<Integer> LastMove = new CompletableFuture<>();
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private CompletableFuture<Long> LastMove;
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private CompletableFuture<Long> LastMove = new CompletableFuture<>();
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/**
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* Creates a new local player with the given name.
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*
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* @param name the player's name
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*/
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public LocalPlayer(String name) {
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public LocalPlayer(String name) {
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super(name);
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super(name);
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}
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}
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/**
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* Creates a copy of another local player.
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*
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* @param other the player to copy
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*/
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public LocalPlayer(LocalPlayer<T> other) {
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public LocalPlayer(LocalPlayer<T> other) {
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super(other);
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super(other);
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this.LastMove = other.LastMove;
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}
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}
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/**
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* Waits for and returns the player's next legal move.
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*
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* @param gameCopy a copy of the current game
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* @return the chosen move
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*/
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@Override
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@Override
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protected long determineMove(T gameCopy) {
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protected long determineMove(T gameCopy) {
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return getValidMove(gameCopy);
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long legalMoves = gameCopy.getLegalMoves();
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long move;
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do {
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move = getLastMove();
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} while ((legalMoves & move) == 0);
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return move;
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}
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}
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public void setMove(long move) {
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/**
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* Sets the player's last move.
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*
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* @param move the move to set
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*/
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public void setLastMove(long move) {
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LastMove.complete(move);
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LastMove.complete(move);
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}
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}
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// TODO: helper function, would like to replace to get rid of this method
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/**
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public static boolean contains(int[] array, int value){
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* Waits for the next move from the player.
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for (int i : array) if (i == value) return true;
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*
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return false;
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* @return the chosen move or 0 if interrupted
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}
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*/
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private long getLastMove() {
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private long getMove2(T gameCopy) {
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LastMove = new CompletableFuture<>(); // Reset the future
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LastMove = new CompletableFuture<>();
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long move = 0;
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try {
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try {
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move = LastMove.get();
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return LastMove.get();
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System.out.println(Long.toBinaryString(move));
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} catch (ExecutionException | InterruptedException e) {
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} catch (InterruptedException | ExecutionException e) {
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return 0;
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// TODO: Add proper logging.
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e.printStackTrace();
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}
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}
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return move;
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}
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protected long getValidMove(T gameCopy){
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// Get this player's valid moves
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long validMoves = gameCopy.getLegalMoves();
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// Make sure provided move is valid
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// TODO: Limit amount of retries?
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// TODO: Stop copying game so many times
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long move = getMove2(gameCopy.deepCopy());
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while ((validMoves & move) == 0) {
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System.out.println("Not a valid move, try again");
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move = getMove2(gameCopy.deepCopy());
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}
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return move;
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}
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}
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/**
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* Creates a deep copy of this local player.
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*
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* @return a copy of this player
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*/
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@Override
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@Override
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public LocalPlayer<T> deepCopy() {
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public LocalPlayer<T> deepCopy() {
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return new LocalPlayer<T>(this.getName());
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return new LocalPlayer<>(this);
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}
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}
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/*public void register() {
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// Listening to PlayerAttemptedMove
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new EventFlow().listen(GUIEvents.PlayerAttemptedMove.class, event -> {
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if (!LastMove.isDone()) {
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LastMove.complete(event.move()); // complete the future
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}
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}, true); // auto-unsubscribe
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}
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// This blocks until the next move arrives
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public int take() throws ExecutionException, InterruptedException {
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int move = LastMove.get(); // blocking
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LastMove = new CompletableFuture<>(); // reset for next move
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return move;
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}*/
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}
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}
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@@ -5,30 +5,45 @@ import org.toop.framework.gameFramework.model.player.AbstractPlayer;
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import org.toop.framework.gameFramework.model.player.Player;
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import org.toop.framework.gameFramework.model.player.Player;
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/**
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/**
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* Represents a player controlled remotely or over a network.
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* Represents a player that participates online.
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* <p>
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*
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* This class extends {@link AbstractPlayer} and can be used to implement game logic
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* @param <T> the type of turn-based game
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* where moves are provided by an external source (e.g., another user or a server).
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* Currently, this class is a placeholder and does not implement move logic.
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* </p>
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*/
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*/
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public class OnlinePlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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public class OnlinePlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
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/**
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/**
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* Constructs a new OnlinePlayer.
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* Creates a new online player with the given name.
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* <p>
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*
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* Currently, no additional initialization is performed. Subclasses or
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* @param name the name of the player
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* future implementations should provide mechanisms to receive moves from
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* an external source.
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*/
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*/
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public OnlinePlayer(String name) {
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public OnlinePlayer(String name) {
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super(name);
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super(name);
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}
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}
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/**
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* Creates a copy of another online player.
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*
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* @param other the player to copy
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*/
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public OnlinePlayer(OnlinePlayer<T> other) {
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public OnlinePlayer(OnlinePlayer<T> other) {
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super(other);
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super(other);
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}
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}
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/**
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* {@inheritDoc}
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* <p>
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* This method is not supported for online players.
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*
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* @throws UnsupportedOperationException always
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*/
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@Override
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protected long determineMove(T gameCopy) {
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throw new UnsupportedOperationException("An online player does not support determining move");
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}
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/**
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* {@inheritDoc}
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*/
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@Override
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@Override
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public Player<T> deepCopy() {
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public Player<T> deepCopy() {
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return new OnlinePlayer<>(this);
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return new OnlinePlayer<>(this);
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