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https://github.com/2OOP/pism.git
synced 2026-02-04 19:04:49 +00:00
added some comments and made some methods a bit more readable
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@@ -72,7 +72,7 @@ public final class Reversi extends TurnBasedGame {
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|| !isOnBoard(newX, newY)) {
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continue;
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}
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if (boardGrid[newY][newX] == EMPTY) { //check if the cell is empty
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if (boardGrid[newY][newX] == EMPTY) { //check if the cell is empty
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possibleCells.add(new Point(newX, newY)); //and then add it to the set of possible moves
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}
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}
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@@ -83,13 +83,13 @@ public final class Reversi extends TurnBasedGame {
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public Move[] getFlipsForPotentialMove(Point point, char currentPlayer) {
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final ArrayList<Move> movesToFlip = new ArrayList<>();
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for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++) {
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for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++) { //for all directions
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for (int deltaRow = -1; deltaRow <= 1; deltaRow++) {
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if (deltaColumn == 0 && deltaRow == 0){
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continue;
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}
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Move[] moves = getFlipsInDirection(point,makeBoardAGrid(),currentPlayer,deltaColumn,deltaRow);
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if (moves != null) {
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if (moves != null) { //getFlipsInDirection
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movesToFlip.addAll(Arrays.asList(moves));
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}
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}
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@@ -103,18 +103,18 @@ public final class Reversi extends TurnBasedGame {
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int x = point.x + dirX;
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int y = point.y + dirY;
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if (!isOnBoard(x, y) || boardGrid[y][x] != opponent) {
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if (!isOnBoard(x, y) || boardGrid[y][x] != opponent) { //there must first be an opponents tile
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return null;
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}
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while (isOnBoard(x, y) && boardGrid[y][x] == opponent) {
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while (isOnBoard(x, y) && boardGrid[y][x] == opponent) { //count the opponents tiles in this direction
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movesToFlip.add(new Move(x+y*this.getRowSize(), currentPlayer));
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x += dirX;
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y += dirY;
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}
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if (isOnBoard(x, y) && boardGrid[y][x] == currentPlayer) {
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return movesToFlip.toArray(new Move[0]);
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return movesToFlip.toArray(new Move[0]); //only return the count if last tile is ours
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}
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return null;
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}
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@@ -126,7 +126,7 @@ public final class Reversi extends TurnBasedGame {
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private char[][] makeBoardAGrid() {
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char[][] boardGrid = new char[this.getRowSize()][this.getColumnSize()];
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for (int i = 0; i < 64; i++) {
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boardGrid[i / this.getRowSize()][i % this.getColumnSize()] = this.getBoard()[i]; //boardGrid[y / row] [x / column]
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boardGrid[i / this.getRowSize()][i % this.getColumnSize()] = this.getBoard()[i]; //boardGrid[y -> row] [x -> column]
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}
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return boardGrid;
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}
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@@ -135,39 +135,40 @@ public final class Reversi extends TurnBasedGame {
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public GameState play(Move move) {
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Move[] legalMoves = getLegalMoves();
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boolean moveIsLegal = false;
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for (Move legalMove : legalMoves) {
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for (Move legalMove : legalMoves) { //check if the move is legal
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if (move.equals(legalMove)) {
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moveIsLegal = true;
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break;
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}
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}
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if (moveIsLegal) {
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Move[] moves = sortMovesFromCenter(getFlipsForPotentialMove(new Point(move.position()%this.getColumnSize(),move.position()/this.getRowSize()), move.value()),move);
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mostRecentlyFlippedPieces = moves;
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this.setBoard(move);
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for (Move m : moves) {
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this.setBoard(m);
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if (!moveIsLegal) {
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return null;
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}
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Move[] moves = sortMovesFromCenter(getFlipsForPotentialMove(new Point(move.position()%this.getColumnSize(),move.position()/this.getRowSize()), move.value()),move);
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mostRecentlyFlippedPieces = moves;
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this.setBoard(move); //place the move on the board
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for (Move m : moves) {
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this.setBoard(m); //flip the correct pieces on the board
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}
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filledCells.add(new Point(move.position() % this.getRowSize(), move.position() / this.getColumnSize()));
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nextTurn();
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if (getLegalMoves().length == 0) { //skip the players turn when there are no legal moves
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skipMyTurn();
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if (getLegalMoves().length > 0) {
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return GameState.TURN_SKIPPED;
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}
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filledCells.add(new Point(move.position() % this.getRowSize(), move.position() / this.getColumnSize()));
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nextTurn();
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if (getLegalMoves().length == 0) {
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skipMyTurn();
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if (getLegalMoves().length > 0) {
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return GameState.TURN_SKIPPED;
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else { //end the game when neither player has a legal move
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Score score = getScore();
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if (score.player1Score() == score.player2Score()) {
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return GameState.DRAW;
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}
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else {
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Score score = getScore();
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if (score.player1Score() == score.player2Score()) {
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return GameState.DRAW;
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}
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else {
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return GameState.WIN;
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}
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return GameState.WIN;
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}
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}
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return GameState.NORMAL;
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}
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return null;
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return GameState.NORMAL;
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}
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private void skipMyTurn(){
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@@ -206,7 +207,7 @@ public final class Reversi extends TurnBasedGame {
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}
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return new Score(player1Score, player2Score);
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}
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private Move[] sortMovesFromCenter(Move[] moves, Move center) {
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private Move[] sortMovesFromCenter(Move[] moves, Move center) { //sorts the pieces to be flipped for animation purposes
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int centerX = center.position()%this.getColumnSize();
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int centerY = center.position()/this.getRowSize();
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Arrays.sort(moves, (a, b) -> {
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