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Merge bitboards into development (#285)
* added new classes for the games that use bitboards instead. also combined game with turnbasedgame * (DOES NOT COMPILE) In-between commit * turn updates * smalle fixes aan turn updates * Bitboard implemented with scuffed TicTacToe translation done by game. This should be done by the view. * Almost done with implementing bitboards. Reversi is broken and artifical players don't work yet. * better human/ai selector with bot selection and depth on TicTacToeAIR * fixed getLegalMoves * depth + thinktime back to AIs, along with a a specific TicTacToeAIRSleep * fixed overlapping back and disconnect buttons * Changed to debug instead of info * changed the transitionNextCustom to be easier to use * added getAllWidgets to WidgetContainer * Correct back view * added replacePrevious in ViewWidget * added removeIndexFromPreviousChain * fixed incorrect index counting * Fixt wrong view order * fixed? getLegalMoves * Everything is broken * Removed todo * fixed getLegalMoves & getFlips * Challenge popups "Fixed" * Fixed local and online play for both games * Popups now remove themselves * Removed souts for debugging * localize the ChallengePopup text * made the game text a header instead * made more classes deepClonable. * fixed getAllWidgets * Added comment * Escape popup * fixed redundant container * Made all network events async again * Escape remove popup * Working escape menu * Removed old AI and old files. Added a new generic random AI. game no longer deals with translation. * Drawing of board on canvas is now done from bitboards rather than translating. * Added a method getWinner() to game interface.Controller now tells gameThreads how to deal with drawing UI and sending a move to server. * Added find functionality * Added a ChatGPT generated MiniMaxAI based on the old MiniMaxAI but with alpha-beta pruning and heuristics for Reversi * Removed System-Outs to clean up console * Update BitGameCanvas.java * Merge fixes * Removed unused imports --------- Co-authored-by: ramollia <> Co-authored-by: michiel301b <m.brands.3@st.hanze.nl> Co-authored-by: lieght <49651652+BAFGdeJong@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,6 @@
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package org.toop.framework.gameFramework;
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@FunctionalInterface
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public interface LongPairConsumer {
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void accept(long a, long b);
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}
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@@ -0,0 +1,18 @@
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package org.toop.framework.gameFramework.controller;
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import org.toop.framework.gameFramework.model.game.SupportsOnlinePlay;
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import org.toop.framework.gameFramework.model.game.threadBehaviour.Controllable;
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import org.toop.framework.networking.events.NetworkEvents;
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public interface GameController extends Controllable, UpdatesGameUI {
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/** Called when it is this player's turn to make a move. */
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void onYourTurn(NetworkEvents.YourTurnResponse event);
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/** Called when a move from another player is received. */
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void onMoveReceived(NetworkEvents.GameMoveResponse event);
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/** Called when the game has finished, with the final result. */
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void gameFinished(NetworkEvents.GameResultResponse event);
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void sendMove(long clientId, long move);
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}
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@@ -1,108 +0,0 @@
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package org.toop.framework.gameFramework.model.game;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.Arrays;
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public abstract class AbstractGame<T extends TurnBasedGame<T>> implements TurnBasedGame<T> {
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private final int playerCount; // How many players are playing
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private final Player<T>[] players;
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private int turn = 0; // What turn it is in the game
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/** Constant representing an empty position on the board. */
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public static final int EMPTY = -1;
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/** Number of rows in the game board. */
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private final int rowSize;
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/** Number of columns in the game board. */
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private final int columnSize;
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/** The game board stored as a one-dimensional array. */
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private final int[] board;
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protected AbstractGame(int rowSize, int columnSize, int playerCount, Player<T>[] players) {
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assert rowSize > 0 && columnSize > 0;
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this.rowSize = rowSize;
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this.columnSize = columnSize;
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this.players = players;
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board = new int[rowSize * columnSize];
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Arrays.fill(board, EMPTY);
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this.playerCount = playerCount;
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}
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protected AbstractGame(AbstractGame<T> other){
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this.rowSize = other.rowSize;
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this.columnSize = other.columnSize;
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this.board = other.board.clone();
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this.playerCount = other.playerCount;
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this.turn = other.turn;
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// TODO: Make this a deep copy, add deep copy interface to Player
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this.players = other.players;
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}
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public static boolean contains(int[] array, int value) {
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// O(n)
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for (int element : array){
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if (element == value) return true;
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}
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return false;
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}
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public Player<T> getPlayer(int index) {
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return players[index];
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}
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public int getPlayerCount(){return this.playerCount;}
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protected void nextTurn() {
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turn += 1;
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}
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public int getCurrentTurn() {
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return turn % playerCount;
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}
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protected void setBoard(int position) {
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setBoard(position, getCurrentTurn());
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}
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protected void setBoard(int position, int player) {
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this.board[position] = player;
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}
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/**
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* Returns the number of rows in the board.
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*
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* @return number of rows
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*/
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public int getRowSize() {
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return this.rowSize;
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}
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/**
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* Returns the number of columns in the board.
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*
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* @return number of columns
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*/
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public int getColumnSize() {
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return this.columnSize;
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}
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/**
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* Returns a copy of the current board state.
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*
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* @return a cloned array representing the board
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*/
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public int[] getBoard() {
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return this.board.clone();
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}
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}
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@@ -0,0 +1,5 @@
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package org.toop.framework.gameFramework.model.game;
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public interface BoardProvider {
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long[] getBoard();
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}
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@@ -1,5 +1,5 @@
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package org.toop.framework.gameFramework.model.game;
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public interface DeepCopyable<T extends TurnBasedGame<T>> {
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public interface DeepCopyable<T> {
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T deepCopy();
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}
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@@ -12,7 +12,7 @@ public interface Playable {
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*
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* @return an array of integers representing legal moves
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*/
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int[] getLegalMoves();
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long getLegalMoves();
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/**
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* Plays the given move and returns the resulting game state.
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@@ -20,5 +20,5 @@ public interface Playable {
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* @param move the move to apply
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* @return the {@link GameState} and additional info after the move
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*/
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PlayResult play(int move);
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PlayResult play(long move);
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}
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@@ -10,11 +10,11 @@ import org.toop.framework.networking.events.NetworkEvents;
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public interface SupportsOnlinePlay {
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/** Called when it is this player's turn to make a move. */
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void onYourTurn(NetworkEvents.YourTurnResponse event);
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void onYourTurn(long clientId);
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/** Called when a move from another player is received. */
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void onMoveReceived(NetworkEvents.GameMoveResponse event);
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void onMoveReceived(long move);
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/** Called when the game has finished, with the final result. */
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void gameFinished(NetworkEvents.GameResultResponse event);
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void gameFinished(String condition);
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}
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@@ -1,5 +1,7 @@
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package org.toop.framework.gameFramework.model.game;
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public interface TurnBasedGame<T extends TurnBasedGame<T>> extends Playable, DeepCopyable<T>, PlayerProvider<T> {
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public interface TurnBasedGame<T extends TurnBasedGame<T>> extends Playable, DeepCopyable<T>, PlayerProvider<T>, BoardProvider {
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int getCurrentTurn();
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int getPlayerCount();
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int getWinner();
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}
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@@ -2,9 +2,12 @@ package org.toop.framework.gameFramework.model.game.threadBehaviour;
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import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import org.toop.framework.gameFramework.LongPairConsumer;
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import org.toop.framework.gameFramework.controller.GameController;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import java.util.concurrent.atomic.AtomicBoolean;
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import java.util.function.Consumer;
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/**
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* Base class for thread-based game behaviours.
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@@ -13,8 +16,9 @@ import java.util.concurrent.atomic.AtomicBoolean;
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* a running flag, a game reference, and a logger.
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* Subclasses implement the actual game-loop logic.
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*/
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public abstract class AbstractThreadBehaviour<T extends TurnBasedGame<T>> implements ThreadBehaviour<T> {
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public abstract class AbstractThreadBehaviour<T extends TurnBasedGame<T>> implements ThreadBehaviour {
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private LongPairConsumer onSendMove;
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private Runnable onUpdateUI;
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/** Indicates whether the game loop or event processing is active. */
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protected final AtomicBoolean isRunning = new AtomicBoolean();
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@@ -32,4 +36,26 @@ public abstract class AbstractThreadBehaviour<T extends TurnBasedGame<T>> implem
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public AbstractThreadBehaviour(T game) {
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this.game = game;
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}
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protected void updateUI(){
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if (onUpdateUI != null) {
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onUpdateUI.run();
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}
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}
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protected void sendMove(long clientId, long move){
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if (onSendMove != null) {
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onSendMove.accept(clientId, move);
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}
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}
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@Override
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public void setOnUpdateUI(Runnable onUpdateUI) {
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this.onUpdateUI = onUpdateUI;
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}
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@Override
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public void setOnSendMove(LongPairConsumer onSendMove) {
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this.onSendMove = onSendMove;
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}
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}
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@@ -1,11 +1,18 @@
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package org.toop.framework.gameFramework.model.game.threadBehaviour;
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import org.toop.framework.gameFramework.LongPairConsumer;
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import org.toop.framework.gameFramework.controller.GameController;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import java.util.function.Consumer;
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/**
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* Strategy interface for controlling game thread behavior.
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* <p>
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* Defines how a game's execution is started, stopped, and which player is active.
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*/
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public interface ThreadBehaviour<T extends TurnBasedGame<T>> extends Controllable {
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public interface ThreadBehaviour extends Controllable {
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void setOnUpdateUI(Runnable onUpdateUI);
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void setOnSendMove(LongPairConsumer onSendMove);
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}
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@@ -0,0 +1,7 @@
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package org.toop.framework.gameFramework.model.player;
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import org.toop.framework.gameFramework.model.game.DeepCopyable;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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public interface AI<T extends TurnBasedGame<T>> extends MoveProvider<T>, DeepCopyable<AI<T>> {
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}
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@@ -12,6 +12,6 @@ import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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*
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* @param <T> the specific type of game this AI can play, extending {@link GameR}
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*/
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public abstract class AbstractAI<T extends TurnBasedGame> implements MoveProvider<T> {
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public abstract class AbstractAI<T extends TurnBasedGame<T>> implements AI<T> {
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// Concrete AI implementations should override findBestMove(T game, int depth)
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}
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@@ -16,15 +16,17 @@ import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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* </p>
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*/
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public abstract class AbstractPlayer<T extends TurnBasedGame<T>> implements Player<T> {
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private int playerIndex = -1;
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private Logger logger = LogManager.getLogger(this.getClass());
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private final Logger logger = LogManager.getLogger(this.getClass());
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private final String name;
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protected AbstractPlayer(String name) {
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this.name = name;
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}
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protected AbstractPlayer(AbstractPlayer<T> other) {
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this.name = other.name;
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}
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/**
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* Determines the next move based on the provided game state.
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* <p>
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@@ -37,7 +39,7 @@ public abstract class AbstractPlayer<T extends TurnBasedGame<T>> implements Play
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* @return an integer representing the chosen move
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* @throws UnsupportedOperationException if the method is not overridden
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*/
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public int getMove(T gameCopy) {
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public long getMove(T gameCopy) {
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logger.error("Method getMove not implemented.");
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throw new UnsupportedOperationException("Not supported yet.");
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}
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@@ -2,6 +2,6 @@ package org.toop.framework.gameFramework.model.player;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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public interface MoveProvider<T extends TurnBasedGame> {
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int getMove(T game);
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public interface MoveProvider<T extends TurnBasedGame<T>> {
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long getMove(T game);
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}
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@@ -1,6 +1,7 @@
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package org.toop.framework.gameFramework.model.player;
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import org.toop.framework.gameFramework.model.game.DeepCopyable;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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public interface Player<T extends TurnBasedGame<T>> extends NameProvider, MoveProvider<T> {
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public interface Player<T extends TurnBasedGame<T>> extends NameProvider, MoveProvider<T>, DeepCopyable<Player<T>> {
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}
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@@ -10,10 +10,6 @@ import org.toop.framework.eventbus.events.GenericEvent;
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* player actions, and game completion.
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*/
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public class GUIEvents extends EventsBase {
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/** Event to refresh or redraw the game canvas. */
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public record RefreshGameCanvas() implements GenericEvent {}
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/**
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* Event indicating the game has ended.
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*
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@@ -23,8 +19,8 @@ public class GUIEvents extends EventsBase {
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public record GameEnded(boolean winOrTie, int winner) implements GenericEvent {}
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/** Event indicating a player has attempted a move. */
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public record PlayerAttemptedMove(int move) implements GenericEvent {}
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public record PlayerAttemptedMove(long move) implements GenericEvent {}
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/** Event indicating a player is hovering over a move (for UI feedback). */
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public record PlayerMoveHovered(int move) implements GenericEvent {}
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public record PlayerMoveHovered(long move) implements GenericEvent {}
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}
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