Merge new framework into development (#269)

* Created a somewhat generic TurnBasedGame thread. Temporary UI that only works for TicTacToe rn. Added a LocalPlayer with the intent to add more players

* (RANDOM COMMIT) Hope it works

* Changes by bas

* Fixed dependency issues

* Fixed major issue in game deepcopy

* Merge conflict fix

* Removed unused import

* Update GTBGT branch from dev branch (#263)

* started a basis for the tutorials, tic tac toe is almost done with some general stuff still to do.

* rest van de tutorials toegevoegd

* Removed views

* Merge conflict fix

* Removed unused import

---------

Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: ramollia <>
Co-authored-by: Bas Antonius de Jong <49651652+BAFGdeJong@users.noreply.github.com>

* Revert "Update GTBGT branch from dev branch (#263)"

This reverts commit 9134d7e343.

* Fixed frontend not using GameController because of spaghetti code.

* Removed unused imports

* GameCanvas not implements a DrawPlayerMove that can be overridden for specific implementations

* Created an event that will request the controller to refresh the UI.

* ADDED DEPENDENCY. Renamed GameControllers to GameManagers, gameThread is not game controller.

* Attempt at adding an online player. I think it doesn't work because of unsubscriben after success not working

* Multiplayer is functional through OnlineThreadBehaviour. Empty slots are currently represented by -1 in the GUI.

* Removed sout spam, added logger than I can't get to work.

* Idek what these changes are

* Te lang geen commit, sorry

* Multiplayer seems to work pretty well now, hopefully I can add the other games soon.

* Added unsubscribe to EventFlow. ListenerHandler now functional. GlobalEventbus now user listenerHandler

* getAllListeners

* Removed nulls

* Inbetween commit of adding Reversi. This is a lot of spaghetti.

* Fixed stress tests

* Fixed typo in NetworkingGameClientHandler that prevented losses from being received

* Missed 2nd typo. Fixed

* Added docs, no more list creation when adding events to the bus.

* Fixed unsubscribe not working.

* Moved away from deprecated functions

* moved from wildcard to typed

* Moved away from deprecated function

* Added debugging to GlobalEventBus

* Fixed cleaning flow

* Fixed unsubscribe all

* Fixed unsubscribe all

* Removed unused import

* Works now with updated EventFlow(). Unsubscribing works. ReversiAIR has an issue where a forced move returns -1 and local play back button doesn't work properly. To be fixed

* Fixed ReversiR issue that caused skip turn desync

* Fixed color mismatch with server and online main player is now correct.

* Added a bunch of java doc and small changes

* Small changes

* Added a new Thread Behaviour to test framework.

* Fixed human error I made in TicTacToeR logic...

* Fixed broken event and wrong player being presented as winner.

* Idk changes

* Fixed PR conflicts

---------

Co-authored-by: michiel301b <m.brands.3@st.hanze.nl>
Co-authored-by: Bas Antonius de Jong <49651652+BAFGdeJong@users.noreply.github.com>
This commit is contained in:
Stef
2025-12-02 11:25:22 +01:00
committed by GitHub
parent d9437c1b8a
commit 9f55f8e1c7
54 changed files with 2121 additions and 78 deletions

View File

@@ -13,6 +13,7 @@ public final class Main {
static void main(String[] args) {
initSystems();
App.run(args);
}
private static void initSystems() {

View File

@@ -1,23 +1,24 @@
package org.toop.app;
import javafx.application.Platform;
import javafx.geometry.Pos;
import org.toop.app.game.Connect4Game;
import org.toop.app.game.ReversiGame;
import org.toop.app.game.TicTacToeGame;
import org.toop.app.game.gameControllers.AbstractGameController;
import org.toop.app.game.gameControllers.ReversiController;
import org.toop.app.game.gameControllers.TicTacToeController;
import org.toop.app.widget.WidgetContainer;
import org.toop.app.widget.complex.LoadingWidget;
import org.toop.app.widget.popup.ChallengePopup;
import org.toop.app.widget.popup.ErrorPopup;
import org.toop.app.widget.popup.SendChallengePopup;
import org.toop.app.widget.view.ServerView;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.eventbus.ListenerHandler;
import org.toop.framework.networking.clients.TournamentNetworkingClient;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.framework.networking.types.NetworkingConnector;
import org.toop.game.players.ArtificialPlayer;
import org.toop.game.players.OnlinePlayer;
import org.toop.game.players.AbstractPlayer;
import org.toop.game.reversi.ReversiAIR;
import org.toop.game.tictactoe.TicTacToeAIR;
import org.toop.local.AppContext;
import java.util.function.Consumer;
import java.util.List;
import java.util.concurrent.CopyOnWriteArrayList;
@@ -27,6 +28,7 @@ import java.util.concurrent.TimeUnit;
import java.util.concurrent.atomic.AtomicBoolean;
public final class Server {
// TODO: Keep track of listeners. Remove them on Server connection close so reference is deleted.
private String user = "";
private long clientId = -1;
@@ -36,10 +38,14 @@ public final class Server {
private ServerView primary;
private boolean isPolling = true;
private AbstractGameController<?> gameController;
private final AtomicBoolean isSingleGame = new AtomicBoolean(false);
private ScheduledExecutorService scheduler;
private EventFlow eventFlow = new EventFlow();
public static GameInformation.Type gameToType(String game) {
if (game.equalsIgnoreCase("tic-tac-toe")) {
return GameInformation.Type.TICTACTOE;
@@ -54,6 +60,9 @@ public final class Server {
return null;
}
// Server has to deal with ALL network related listen events. This "server" can then interact with the manager to make stuff happen.
// This prevents data races where events get sent to the game manager but the manager isn't ready yet.
public Server(String ip, String port, String user) {
if (ip.split("\\.").length < 4) {
new ErrorPopup("\"" + ip + "\" " + AppContext.getString("is-not-a-valid-ip-address"));
@@ -98,8 +107,12 @@ public final class Server {
populateGameList();
}).postEvent();
new EventFlow().listen(NetworkEvents.ChallengeResponse.class, this::handleReceivedChallenge, false)
.listen(NetworkEvents.GameMatchResponse.class, this::handleMatchResponse, false);
eventFlow.listen(NetworkEvents.ChallengeResponse.class, this::handleReceivedChallenge, false)
.listen(NetworkEvents.GameMatchResponse.class, this::handleMatchResponse, false)
.listen(NetworkEvents.GameResultResponse.class, this::handleGameResult, false)
.listen(NetworkEvents.GameMoveResponse.class, this::handleReceivedMove, false)
.listen(NetworkEvents.YourTurnResponse.class, this::handleYourTurn, false);
startPopulateScheduler();
populateGameList();
}
@@ -114,10 +127,16 @@ public final class Server {
}
private void handleMatchResponse(NetworkEvents.GameMatchResponse response) {
if (!isPolling) return;
// TODO: Redo all of this mess
if (gameController != null) {
gameController.stop();
}
gameController = null;
//if (!isPolling) return;
String gameType = extractQuotedValue(response.gameType());
if (response.clientId() == clientId) {
isPolling = false;
onlinePlayers.clear();
@@ -138,20 +157,57 @@ public final class Server {
information.players[0].computerThinkTime = 1;
information.players[1].name = response.opponent();
AbstractPlayer[] players = new AbstractPlayer[2];
players[(myTurn + 1) % 2] = new OnlinePlayer(response.opponent());
switch (type){
case TICTACTOE ->{
players[myTurn] = new ArtificialPlayer<>(new TicTacToeAIR(), user);
}
case REVERSI ->{
players[myTurn] = new ArtificialPlayer<>(new ReversiAIR(), user);
}
}
Runnable onGameOverRunnable = isSingleGame.get()? null: this::gameOver;
switch (type) {
case TICTACTOE ->
new TicTacToeGame(information, myTurn, this::forfeitGame, this::exitGame, this::sendMessage, onGameOverRunnable);
case TICTACTOE ->{
gameController = new TicTacToeController(players, false);
}
case REVERSI ->
new ReversiGame(information, myTurn, this::forfeitGame, this::exitGame, this::sendMessage, onGameOverRunnable);
gameController = new ReversiController(players, false);
case CONNECT4 ->
new Connect4Game(information, myTurn, this::forfeitGame, this::exitGame, this::sendMessage, onGameOverRunnable);
default -> new ErrorPopup("Unsupported game type.");
}
if (gameController != null){
gameController.start();
}
}
}
private void handleYourTurn(NetworkEvents.YourTurnResponse response) {
if (gameController == null) {
return;
}
gameController.yourTurn(response);
}
private void handleGameResult(NetworkEvents.GameResultResponse response) {
if (gameController == null) {
return;
}
gameController.gameFinished(response);
}
private void handleReceivedMove(NetworkEvents.GameMoveResponse response) {
if (gameController == null) {
return;
}
gameController.moveReceived(response);
}
private void handleReceivedChallenge(NetworkEvents.ChallengeResponse response) {
if (!isPolling) return;

View File

@@ -1,6 +1,7 @@
package org.toop.app.canvas;
import javafx.scene.paint.Color;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import java.util.function.Consumer;
@@ -8,4 +9,9 @@ public class Connect4Canvas extends GameCanvas {
public Connect4Canvas(Color color, int width, int height, Consumer<Integer> onCellClicked) {
super(color, Color.TRANSPARENT, width, height, 7, 6, 10, true, onCellClicked,null);
}
@Override
public void drawPlayerHover(int player, int move, TurnBasedGameR game) {
}
}

View File

@@ -0,0 +1,7 @@
package org.toop.app.canvas;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
public interface DrawPlayerHover {
void drawPlayerHover(int player, int move, TurnBasedGameR game);
}

View File

@@ -0,0 +1,5 @@
package org.toop.app.canvas;
public interface DrawPlayerMove {
void drawPlayerMove(int player, int move);
}

View File

@@ -6,12 +6,13 @@ import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.input.MouseButton;
import javafx.scene.paint.Color;
import javafx.scene.text.Font;
import javafx.util.Duration;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import java.util.concurrent.atomic.AtomicReference;
import java.util.function.Consumer;
public abstract class GameCanvas {
public abstract class GameCanvas<T extends TurnBasedGameR> implements DrawPlayerMove, DrawPlayerHover {
protected record Cell(float x, float y, float width, float height) {
public boolean isInside(double x, double y) {
return x >= this.x && x <= this.x + width &&
@@ -36,10 +37,18 @@ public abstract class GameCanvas {
protected final Cell[] cells;
private Consumer<Integer> onCellCLicked;
public void setOnCellClicked(Consumer<Integer> onClick) {
this.onCellCLicked = onClick;
}
protected GameCanvas(Color color, Color backgroundColor, int width, int height, int rowSize, int columnSize, int gapSize, boolean edges, Consumer<Integer> onCellClicked, Consumer<Integer> newCellEntered) {
canvas = new Canvas(width, height);
graphics = canvas.getGraphicsContext2D();
this.onCellCLicked = onCellClicked;
this.color = color;
this.backgroundColor = backgroundColor;
@@ -78,7 +87,7 @@ public abstract class GameCanvas {
if (cell.isInside(event.getX(), event.getY())) {
event.consume();
onCellClicked.accept(column + row * rowSize);
this.onCellCLicked.accept(column + row * rowSize);
}
});
@@ -143,6 +152,19 @@ public abstract class GameCanvas {
}
}
@Override
public void drawPlayerMove(int player, int move) {
final float x = cells[move].x() + gapSize;
final float y = cells[move].y() + gapSize;
final float width = cells[move].width() - gapSize * 2;
final float height = cells[move].height() - gapSize * 2;
graphics.setFill(color);
graphics.setFont(Font.font("Arial", 40)); // TODO different font and size
graphics.fillText(String.valueOf(player), x + width, y + height);
}
public void drawDot(Color color, int cell) {
final float x = cells[cell].x() + gapSize;
final float y = cells[cell].y() + gapSize;

View File

@@ -1,12 +1,14 @@
package org.toop.app.canvas;
import javafx.scene.paint.Color;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.game.records.Move;
import org.toop.game.reversi.ReversiR;
import java.util.concurrent.atomic.AtomicReference;
import java.util.function.Consumer;
public final class ReversiCanvas extends GameCanvas {
public final class ReversiCanvas extends GameCanvas<ReversiR> {
private Move[] currentlyHighlightedMoves = null;
public ReversiCanvas(Color color, int width, int height, Consumer<Integer> onCellClicked, Consumer<Integer> newCellEntered) {
super(color, new Color(0f,0.4f,0.2f,1f), width, height, 8, 8, 5, true, onCellClicked, newCellEntered);
@@ -81,4 +83,14 @@ public final class ReversiCanvas extends GameCanvas {
}
drawInnerDot(innerColor, cell,false);
}
@Override
public void drawPlayerMove(int player ,int move){
super.drawPlayerMove(player, move);
}
@Override
public void drawPlayerHover(int player, int move, TurnBasedGameR game) {
}
}

View File

@@ -1,14 +1,25 @@
package org.toop.app.canvas;
import javafx.scene.paint.Color;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.game.tictactoe.TicTacToeR;
import java.util.function.Consumer;
public final class TicTacToeCanvas extends GameCanvas {
public final class TicTacToeCanvas extends GameCanvas<TicTacToeR> {
public TicTacToeCanvas(Color color, int width, int height, Consumer<Integer> onCellClicked) {
super(color, Color.TRANSPARENT, width, height, 3, 3, 30, false, onCellClicked,null);
}
@Override
public void drawPlayerMove(int player, int move) {
switch (player) {
case 0 -> drawX(Color.RED, move);
case 1 -> drawO(Color.BLUE, move);
default -> super.drawPlayerMove(player, move);
}
}
public void drawX(Color color, int cell) {
graphics.setStroke(color);
graphics.setLineWidth(gapSize);
@@ -35,4 +46,9 @@ public final class TicTacToeCanvas extends GameCanvas {
graphics.strokeOval(x, y, width, height);
}
@Override
public void drawPlayerHover(int player, int move, TurnBasedGameR game) {
}
}

View File

@@ -11,7 +11,7 @@ import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.Connect4.Connect4;
import org.toop.game.Connect4.Connect4AI;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import java.util.concurrent.BlockingQueue;

View File

@@ -8,7 +8,7 @@ import org.toop.app.widget.WidgetContainer;
import org.toop.app.widget.view.GameView;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import org.toop.game.reversi.Reversi;
import org.toop.game.reversi.ReversiAI;

View File

@@ -7,7 +7,7 @@ import org.toop.app.widget.WidgetContainer;
import org.toop.app.widget.view.GameView;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import org.toop.game.tictactoe.TicTacToe;
import org.toop.game.tictactoe.TicTacToeAI;
@@ -147,9 +147,9 @@ public final class TicTacToeGame {
final GameState state = game.play(move);
if (move.value() == 'X') {
canvas.drawX(Color.INDIANRED, move.position());
//canvas.drawPlayer('X', Color.INDIANRED, move.position());
} else if (move.value() == 'O') {
canvas.drawO(Color.ROYALBLUE, move.position());
//canvas.drawPlayer('O', Color.ROYALBLUE, move.position());
}
if (state != GameState.NORMAL) {
@@ -198,9 +198,9 @@ public final class TicTacToeGame {
}
if (move.value() == 'X') {
canvas.drawX(Color.RED, move.position());
//canvas.drawPlayer('X', Color.RED, move.position());
} else if (move.value() == 'O') {
canvas.drawO(Color.BLUE, move.position());
//canvas.drawPlayer('O', Color.BLUE, move.position());
}
setGameLabels(game.getCurrentTurn() == myTurn);

View File

@@ -5,7 +5,7 @@ import org.toop.app.GameInformation;
import org.toop.app.canvas.TicTacToeCanvas;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import org.toop.game.tictactoe.TicTacToe;
import org.toop.game.tictactoe.TicTacToeAI;
@@ -47,8 +47,8 @@ public final class TicTacToeGameThread extends BaseGameThread<TicTacToe, TicTacT
}
private void drawMove(Move move) {
if (move.value() == 'X') canvas.drawX(Color.RED, move.position());
else canvas.drawO(Color.BLUE, move.position());
//if (move.value() == 'X') canvas.drawPlayer('X', Color.RED, move.position());
//else canvas.drawPlayer('O', Color.BLUE, move.position());
}
@Override

View File

@@ -0,0 +1,135 @@
package org.toop.app.game.gameControllers;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.toop.framework.gameFramework.interfaces.UpdatesGameUI;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.app.canvas.GameCanvas;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.GameThreadBehaviour.GameThreadStrategy;
import org.toop.app.widget.view.GameView;
import org.toop.framework.eventbus.EventFlow;
import org.toop.game.GameThreadBehaviour.OnlineThreadBehaviour;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.gameFramework.interfaces.SupportsOnlinePlay;
import org.toop.game.players.AbstractPlayer;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Consumer;
public abstract class AbstractGameController<T extends TurnBasedGameR> implements UpdatesGameUI, GameThreadStrategy, SupportsOnlinePlay {
protected final EventFlow eventFlow = new EventFlow();
protected final List<Consumer<?>> listeners = new ArrayList<>();
// Logger for logging ofcourse
protected final Logger logger = LogManager.getLogger(this.getClass());
// Reference to primary view
protected final GameView primary;
// Reference to game canvas
protected final GameCanvas<T> canvas;
private final AbstractPlayer[] players; // List of players, can't be changed.
protected final T game; // Reference to game instance
private final GameThreadStrategy gameThreadBehaviour;
// TODO: Change gameType to automatically happen with either dependency injection or something else.
// TODO: Make visualisation of moves a behaviour.
protected AbstractGameController(GameCanvas<T> canvas, AbstractPlayer[] players, T game, GameThreadStrategy gameThreadBehaviour, String gameType) {
logger.info("Creating AbstractGameController");
// Make sure player list matches expected size
if (players.length != game.getPlayerCount()){
logger.error("Player count mismatch");
throw new IllegalArgumentException("players and game's players must have same length");
}
this.canvas = canvas;
this.players = players;
this.game = game;
this.gameThreadBehaviour = gameThreadBehaviour;
// Let players know who they are
for(int i = 0; i < players.length; i++){
players[i].setPlayerIndex(i);
}
primary = new GameView(null, null, null, gameType);
addListeners();
}
public void start(){
logger.info("Starting GameManager");
gameThreadBehaviour.start();;
}
public void stop(){
logger.info("Stopping GameManager");
removeListeners();
gameThreadBehaviour.stop();
}
public AbstractPlayer getCurrentPlayer(){
return gameThreadBehaviour.getCurrentPlayer();
};
public int getCurrentPlayerIndex(){
return getCurrentPlayer().getPlayerIndex();
}
private void addListeners(){
eventFlow
.listen(GUIEvents.RefreshGameCanvas.class, this::onUpdateGameUI, false)
.listen(GUIEvents.GameEnded.class, this::onGameFinish, false);
}
private void removeListeners(){
eventFlow.unsubscribeAll();
}
private void onUpdateGameUI(GUIEvents.RefreshGameCanvas event){
this.updateUI();
}
private void onGameFinish(GUIEvents.GameEnded event){
logger.info("Game Finished");
String name = event.winner() == -1 ? null : getPlayer(event.winner()).getName();
primary.gameOver(event.winOrTie(), name);
stop();
}
public AbstractPlayer getPlayer(int player){
if (player < 0 || player >= players.length){
logger.error("Invalid player index");
throw new IllegalArgumentException("player out of range");
}
return players[player];
}
private boolean isOnline(){
return this.gameThreadBehaviour instanceof SupportsOnlinePlay;
}
@Override
public void yourTurn(NetworkEvents.YourTurnResponse event){
if (isOnline()){
((OnlineThreadBehaviour) this.gameThreadBehaviour).yourTurn(event);
}
}
@Override
public void moveReceived(NetworkEvents.GameMoveResponse event){
if (isOnline()){
((OnlineThreadBehaviour) this.gameThreadBehaviour).moveReceived(event);
}
}
@Override
public void gameFinished(NetworkEvents.GameResultResponse event){
if (isOnline()){
((OnlineThreadBehaviour) this.gameThreadBehaviour).gameFinished(event);
}
}
}

View File

@@ -0,0 +1,138 @@
package org.toop.app.game.gameControllers;
import javafx.animation.SequentialTransition;
import javafx.geometry.Pos;
import javafx.scene.paint.Color;
import org.toop.app.App;
import org.toop.app.canvas.ReversiCanvas;
import org.toop.app.widget.WidgetContainer;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.gameFramework.abstractClasses.GameR;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.game.GameThreadBehaviour.LocalFixedRateThreadBehaviour;
import org.toop.game.GameThreadBehaviour.OnlineThreadBehaviour;
import org.toop.game.players.AbstractPlayer;
import org.toop.game.players.LocalPlayer;
import org.toop.game.reversi.ReversiR;
public class ReversiController extends AbstractGameController<ReversiR> {
// TODO: Refactor GUI update methods to follow designed system
public ReversiController(AbstractPlayer[] players, boolean local) {
ReversiR ReversiR = new ReversiR();
super(
new ReversiCanvas(Color.GRAY, (App.getHeight() / 4) * 3, (App.getHeight() / 4) * 3,(c) -> {new EventFlow().addPostEvent(GUIEvents.PlayerAttemptedMove.class, c).postEvent();}, (c) -> {new EventFlow().addPostEvent(GUIEvents.PlayerMoveHovered.class, c).postEvent();}),
players,
ReversiR,
local ? new LocalFixedRateThreadBehaviour(ReversiR, players) : new OnlineThreadBehaviour(ReversiR, players), // TODO: Player order matters here, this won't work atm
"Reversi");
eventFlow.listen(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer lp){lp.setMove(event.move());}}, false);
eventFlow.listen(GUIEvents.PlayerMoveHovered.class, this::onHoverMove, false);
initUI();
}
private void onHoverMove(GUIEvents.PlayerMoveHovered event){
int cellEntered = event.move();
canvas.drawPlayerHover(-1, cellEntered, game);
/*// (information.players[game.getCurrentTurn()].isHuman) {
int[] legalMoves = game.getLegalMoves();
boolean isLegalMove = false;
for (int move : legalMoves) {
if (move == cellEntered){
isLegalMove = true;
break;
}
}
if (cellEntered >= 0){
int[] moves = null;
if (isLegalMove) {
moves = game.getFlipsForPotentialMove(
new Point(cellEntered%game.getColumnSize(),cellEntered/game.getRowSize()),
game.getCurrentPlayer());
}
canvas.drawHighlightDots(moves);
}
//}*/
}
public ReversiController(AbstractPlayer[] players) {
this(players, true);
}
private void updateCanvas(boolean animate) {
// Todo: this is very inefficient. still very fast but if the grid is bigger it might cause issues. improve.
canvas.clearAll();
for (int i = 0; i < game.getBoard().length; i++) {
if (game.getBoard()[i] == 0) {
canvas.drawDot(Color.WHITE, i);
} else if (game.getBoard()[i] == 1) {
canvas.drawDot(Color.BLACK, i);
}
}
final int[] flipped = game.getMostRecentlyFlippedPieces();
final SequentialTransition animation = new SequentialTransition();
final Color fromColor = getCurrentPlayerIndex() == 0? Color.WHITE : Color.BLACK;
final Color toColor = getCurrentPlayerIndex() == 0? Color.BLACK : Color.WHITE;
if (animate && flipped != null) {
for (final int flip : flipped) {
canvas.clear(flip);
canvas.drawDot(fromColor, flip);
animation.getChildren().addFirst(canvas.flipDot(fromColor, toColor, flip));
}
}
animation.setOnFinished(_ -> {
if (getCurrentPlayer() instanceof LocalPlayer) {
final int[] legalMoves = game.getLegalMoves();
for (final int legalMove : legalMoves) {
drawLegalPosition(legalMove, getCurrentPlayerIndex());
}
}
});
animation.play();
primary.nextPlayer(true, getCurrentPlayer().getName(), game.getCurrentTurn() == 0 ? "X" : "O", getPlayer((game.getCurrentTurn() + 1) % 2).getName());
}
@Override
public void updateUI() {
updateCanvas(false);
}
public void drawLegalPosition(int cell, int player) {
Color innerColor;
if (player == 1) {
innerColor = new Color(0.0f, 0.0f, 0.0f, 0.6f);
}
else {
innerColor = new Color(1.0f, 1.0f, 1.0f, 0.75f);
}
canvas.drawInnerDot(innerColor, cell,false);
}
private void initUI(){
primary.add(Pos.CENTER, canvas.getCanvas());
WidgetContainer.getCurrentView().transitionNext(primary, true);
updateCanvas(false);
}
private void drawMoves(){
int[] board = game.getBoard();
// Draw each square
for (int i = 0; i < board.length; i++){
// If square isn't empty, draw player move
if (board[i] != GameR.EMPTY){
canvas.drawPlayerMove(board[i], i);
}
}
}
}

View File

@@ -0,0 +1,63 @@
package org.toop.app.game.gameControllers;
import javafx.geometry.Pos;
import javafx.scene.paint.Color;
import org.toop.app.App;
import org.toop.app.canvas.TicTacToeCanvas;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.framework.gameFramework.abstractClasses.GameR;
import org.toop.game.GameThreadBehaviour.LocalThreadBehaviour;
import org.toop.game.GameThreadBehaviour.OnlineThreadBehaviour;
import org.toop.game.players.LocalPlayer;
import org.toop.game.players.AbstractPlayer;
import org.toop.app.widget.WidgetContainer;
import org.toop.game.tictactoe.TicTacToeR;
public class TicTacToeController extends AbstractGameController<TicTacToeR> {
public TicTacToeController(AbstractPlayer[] players, boolean local) {
TicTacToeR ticTacToeR = new TicTacToeR();
super(
new TicTacToeCanvas(Color.GRAY, (App.getHeight() / 4) * 3, (App.getHeight() / 4) * 3,(c) -> {new EventFlow().addPostEvent(GUIEvents.PlayerAttemptedMove.class, c).postEvent();}),
players,
ticTacToeR,
local ? new LocalThreadBehaviour(ticTacToeR, players) : new OnlineThreadBehaviour(ticTacToeR, players), // TODO: Player order matters here, this won't work atm
"TicTacToe");
initUI();
eventFlow.listen(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer lp){lp.setMove(event.move());}}, false);
//addListener(GlobalEventBus.subscribe(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer lp){lp.setMove(event.move());}}));
//new EventFlow().listen(GUIEvents.PlayerAttemptedMove.class, event -> {if (getCurrentPlayer() instanceof LocalPlayer lp){lp.setMove(event.move());}});
}
public TicTacToeController(AbstractPlayer[] players) {
this(players, true);
}
@Override
public void updateUI() {
canvas.clearAll();
// TODO: wtf is even this pile of poop temp fix
primary.nextPlayer(true, getCurrentPlayer().getName(), game.getCurrentTurn() == 0 ? "X" : "O", getPlayer((game.getCurrentTurn() + 1) % 2).getName());
drawMoves();
}
private void initUI(){
primary.add(Pos.CENTER, canvas.getCanvas());
WidgetContainer.getCurrentView().transitionNext(primary, true);
updateUI();
}
private void drawMoves(){
int[] board = game.getBoard();
// Draw each square
for (int i = 0; i < board.length; i++){
// If square isn't empty, draw player move
if (board[i] != GameR.EMPTY){
canvas.drawPlayerMove(board[i], i);
}
}
}
}

View File

@@ -17,7 +17,17 @@ public abstract class ViewWidget extends StackWidget {
}
public void transitionNext(ViewWidget view) {
transitionNext(view, false);
}
public void transitionNext(ViewWidget view, boolean aware) {
if (aware && this.getClass().equals(view.getClass())) {
view.previous = this.previous;
}
else{
view.previous = this;
}
replace(Pos.CENTER, view);
var backButton = Primitive.button("back", () -> {

View File

@@ -7,18 +7,17 @@ import org.toop.local.AppContext;
import javafx.geometry.Pos;
public final class GameOverPopup extends PopupWidget {
public GameOverPopup(boolean iWon, String winner) {
public GameOverPopup(boolean winOrTie, String winner) {
var confirmWidget = new ConfirmWidget("game-over");
if (winner.isEmpty()) {
confirmWidget.setMessage(AppContext.getString("the-game-ended-in-a-draw"));
} else if (iWon) {
confirmWidget.setMessage(AppContext.getString("you-win"));
} else {
confirmWidget.setMessage(AppContext.getString("you-lost-against") + ": " + winner);
if (winOrTie) {
confirmWidget.setMessage(winner + " won the game!");
}
else{
confirmWidget.setMessage("It was a tie!");
}
confirmWidget.addButton("ok", () -> hide());
confirmWidget.addButton("ok", this::hide);
add(Pos.CENTER, confirmWidget);
}

View File

@@ -2,14 +2,22 @@ package org.toop.app.widget.view;
import javafx.application.Platform;
import org.toop.app.GameInformation;
import org.toop.app.game.Connect4Game;
import org.toop.app.game.ReversiGame;
import org.toop.app.game.TicTacToeGameThread;
import org.toop.app.game.*;
import org.toop.app.game.gameControllers.AbstractGameController;
import org.toop.app.game.gameControllers.ReversiController;
import org.toop.app.game.gameControllers.TicTacToeController;
import org.toop.game.players.ArtificialPlayer;
import org.toop.game.players.LocalPlayer;
import org.toop.game.players.AbstractPlayer;
import org.toop.app.game.gameControllers.ReversiController;
import org.toop.app.game.gameControllers.TicTacToeController;
import org.toop.app.widget.Primitive;
import org.toop.app.widget.WidgetContainer;
import org.toop.app.widget.complex.PlayerInfoWidget;
import org.toop.app.widget.complex.ViewWidget;
import org.toop.app.widget.popup.ErrorPopup;
import org.toop.game.reversi.ReversiAIR;
import org.toop.game.tictactoe.TicTacToeAIR;
import org.toop.app.widget.tutorial.*;
import org.toop.local.AppContext;
@@ -17,9 +25,12 @@ import javafx.geometry.Pos;
import javafx.scene.control.ScrollPane;
import javafx.scene.layout.VBox;
import org.toop.local.AppSettings;
public class LocalMultiplayerView extends ViewWidget {
private final GameInformation information;
private AbstractGameController gameController;
public LocalMultiplayerView(GameInformation.Type type) {
this(new GameInformation(type));
}
@@ -27,6 +38,9 @@ public class LocalMultiplayerView extends ViewWidget {
public LocalMultiplayerView(GameInformation information) {
this.information = information;
var playButton = Primitive.button("play", () -> {
if (gameController != null) {
gameController.stop();
}
for (var player : information.players) {
if (player.isHuman && player.name.isEmpty()) {
new ErrorPopup(AppContext.getString("please-enter-your-name")).show(Pos.CENTER);
@@ -34,27 +48,64 @@ public class LocalMultiplayerView extends ViewWidget {
}
}
// TODO: Fix this temporary ass way of setting the players (Only works for TicTacToe)
AbstractPlayer[] players = new AbstractPlayer[2];
switch (information.type) {
case TICTACTOE:
if (information.players[0].isHuman){
players[0] = new LocalPlayer(information.players[0].name);
}
else {
players[0] = new ArtificialPlayer<>(new TicTacToeAIR(), information.players[0].name);
}
if (information.players[1].isHuman){
players[1] = new LocalPlayer(information.players[1].name);
}
else {
players[1] = new ArtificialPlayer<>(new TicTacToeAIR(), information.players[1].name);
}
if (AppSettings.getSettings().getTutorialFlag() && AppSettings.getSettings().getFirstTTT()) {
new ShowEnableTutorialWidget(
() -> new TicTacToeTutorialWidget(() -> new TicTacToeGameThread(information)),
() -> Platform.runLater(() -> new TicTacToeGameThread(information)),
() -> new TicTacToeTutorialWidget(() -> {gameController = new TicTacToeController(players);
gameController.start();}),
() -> Platform.runLater(() -> {gameController = new TicTacToeController(players);
gameController.start();}),
() -> AppSettings.getSettings().setFirstTTT(false)
);
} else {
new TicTacToeGameThread(information);
gameController = new TicTacToeController(players);
gameController.start();
}
break;
case REVERSI:
if (information.players[0].isHuman){
players[0] = new LocalPlayer(information.players[0].name);
}
else {
players[0] = new ArtificialPlayer<>(new ReversiAIR(), information.players[0].name);
}
if (information.players[1].isHuman){
players[1] = new LocalPlayer(information.players[1].name);
}
else {
players[1] = new ArtificialPlayer<>(new ReversiAIR(), information.players[1].name);
}
if (AppSettings.getSettings().getTutorialFlag() && AppSettings.getSettings().getFirstReversi()) {
new ShowEnableTutorialWidget(
() -> new ReversiTutorialWidget(() -> new ReversiGame(information)),
() -> Platform.runLater(() -> new ReversiGame(information)),
() -> new ReversiTutorialWidget(() -> {
gameController = new ReversiController(players);
gameController.start();
}),
() -> Platform.runLater(() -> {
gameController = new ReversiController(players);
gameController.start();
}),
() -> AppSettings.getSettings().setFirstReversi(false)
);
} else {
new ReversiGame(information);
gameController = new ReversiController(players);
gameController.start();
}
break;
case CONNECT4:

View File

@@ -0,0 +1,30 @@
package org.toop.framework.gameFramework;
import org.toop.framework.eventbus.events.EventsBase;
import org.toop.framework.eventbus.events.GenericEvent;
/**
* Defines GUI-related events for the event bus.
* <p>
* These events notify the UI about updates such as game progress,
* player actions, and game completion.
*/
public class GUIEvents extends EventsBase {
/** Event to refresh or redraw the game canvas. */
public record RefreshGameCanvas() implements GenericEvent {}
/**
* Event indicating the game has ended.
*
* @param winOrTie true if the game ended in a win, false for a draw
* @param winner the index of the winning player, or -1 if no winner
*/
public record GameEnded(boolean winOrTie, int winner) implements GenericEvent {}
/** Event indicating a player has attempted a move. */
public record PlayerAttemptedMove(int move) implements GenericEvent {}
/** Event indicating a player is hovering over a move (for UI feedback). */
public record PlayerMoveHovered(int move) implements GenericEvent {}
}

View File

@@ -0,0 +1,18 @@
package org.toop.framework.gameFramework;
/**
* Represents the current state of a turn-based game.
*/
public enum GameState {
/** Game is ongoing and no special condition applies. */
NORMAL,
/** Game ended in a draw. */
DRAW,
/** Game ended with a win for a player. */
WIN,
/** Next player's turn was skipped. */
TURN_SKIPPED,
}

View File

@@ -0,0 +1,12 @@
package org.toop.framework.gameFramework;
import org.toop.framework.gameFramework.GameState;
/**
* Represents the result of a move in a turn-based game.
*
* @param state the resulting {@link GameState} after the move
* @param player the index of the player associated with the result (winner or relevant player)
*/
public record PlayResult(GameState state, int player) {
}

View File

@@ -0,0 +1,17 @@
package org.toop.framework.gameFramework.abstractClasses;
import org.toop.framework.gameFramework.interfaces.IAIMoveR;
/**
* Abstract base class for AI implementations for games extending {@link GameR}.
* <p>
* Provides a common superclass for specific AI algorithms. Concrete subclasses
* must implement the {@link #findBestMove(GameR, int)} method defined by
* {@link IAIMoveR} to determine the best move given a game state and a search depth.
* </p>
*
* @param <T> the specific type of game this AI can play, extending {@link GameR}
*/
public abstract class AIR<T extends GameR> implements IAIMoveR<T> {
// Concrete AI implementations should override findBestMove(T game, int depth)
}

View File

@@ -0,0 +1,127 @@
package org.toop.framework.gameFramework.abstractClasses;
import org.toop.framework.gameFramework.interfaces.IPlayableR;
import java.util.Arrays;
/**
* Abstract base class representing a general grid-based game.
* <p>
* Provides the basic structure for games with a two-dimensional board stored as a
* one-dimensional array. Tracks the board state, row and column sizes, and provides
* helper methods for accessing and modifying the board.
* </p>
* <p>
* Concrete subclasses must implement the {@link #clone()} method and can extend this
* class with specific game rules, winning conditions, and move validation logic.
* </p>
*/
public abstract class GameR implements IPlayableR, Cloneable {
/** Constant representing an empty position on the board. */
public static final int EMPTY = -1;
/** Number of rows in the game board. */
private final int rowSize;
/** Number of columns in the game board. */
private final int columnSize;
/** The game board stored as a one-dimensional array. */
private final int[] board;
/**
* Constructs a new game board with the specified row and column size.
*
* @param rowSize number of rows (> 0)
* @param columnSize number of columns (> 0)
* @throws AssertionError if rowSize or columnSize is not positive
*/
protected GameR(int rowSize, int columnSize) {
assert rowSize > 0 && columnSize > 0;
this.rowSize = rowSize;
this.columnSize = columnSize;
board = new int[rowSize * columnSize];
Arrays.fill(board, EMPTY);
}
/**
* Copy constructor for creating a deep copy of another game instance.
*
* @param copy the game instance to copy
*/
protected GameR(GameR copy) {
this.rowSize = copy.rowSize;
this.columnSize = copy.columnSize;
this.board = copy.board.clone();
}
/**
* Check if an array contains a value.
*
* @param array array containing ints
* @param value int to check for
*
* @return true if array contains value
*/
public static boolean contains(int[] array, int value) {
// O(n)
for (int element : array){
if (element == value) return true;
}
return false;
}
/**
* Returns the number of rows in the board.
*
* @return number of rows
*/
public int getRowSize() {
return this.rowSize;
}
/**
* Returns the number of columns in the board.
*
* @return number of columns
*/
public int getColumnSize() {
return this.columnSize;
}
/**
* Returns a copy of the current board state.
*
* @return a cloned array representing the board
*/
public int[] getBoard() {
return this.board.clone();
}
/**
* Sets the value of a specific position on the board.
*
* @param position the index in the board array
* @param player the value to set (e.g., player number)
*/
protected void setBoardPosition(int position, int player) {
this.board[position] = player;
}
/**
* Creates and returns a deep copy of this game instance.
* <p>
* Subclasses must implement this method to ensure proper copying of any
* additional fields beyond the base board structure.
* </p>
*
* @return a cloned instance of this game
*/
@Override
public abstract GameR clone();
}

View File

@@ -0,0 +1,31 @@
package org.toop.framework.gameFramework.abstractClasses;
public abstract class TurnBasedGameR extends GameR {
private final int playerCount; // How many players are playing
private int turn = 0; // What turn it is in the game
protected TurnBasedGameR(int rowSize, int columnSize, int playerCount) {
super(rowSize, columnSize);
this.playerCount = playerCount;
}
protected TurnBasedGameR(TurnBasedGameR other){
super(other);
this.playerCount = other.playerCount;
this.turn = other.turn;
}
public int getPlayerCount(){return this.playerCount;}
protected void nextTurn() {
turn += 1;
}
public int getCurrentTurn() {
return turn % playerCount;
}
protected void setBoard(int position) {
super.setBoardPosition(position, getCurrentTurn());
}
}

View File

@@ -0,0 +1,20 @@
package org.toop.framework.gameFramework.interfaces;
import org.toop.framework.gameFramework.abstractClasses.GameR;
/**
* AI interface for selecting the best move in a game.
*
* @param <T> the type of game this AI can play, extending {@link GameR}
*/
public interface IAIMoveR<T extends GameR> {
/**
* Determines the optimal move for the current player.
*
* @param game the current game state
* @param depth the search depth for evaluating moves
* @return an integer representing the chosen move
*/
int findBestMove(T game, int depth);
}

View File

@@ -0,0 +1,25 @@
package org.toop.framework.gameFramework.interfaces;
import org.toop.framework.gameFramework.GameState;
import org.toop.framework.gameFramework.PlayResult;
/**
* Interface for turn-based games that can be played and queried for legal moves.
*/
public interface IPlayableR {
/**
* Returns the moves that are currently valid in the game.
*
* @return an array of integers representing legal moves
*/
int[] getLegalMoves();
/**
* Plays the given move and returns the resulting game state.
*
* @param move the move to apply
* @return the {@link GameState} and additional info after the move
*/
PlayResult play(int move);
}

View File

@@ -0,0 +1,20 @@
package org.toop.framework.gameFramework.interfaces;
import org.toop.framework.networking.events.NetworkEvents;
/**
* Interface for games that support online multiplayer play.
* <p>
* Methods are called in response to network events from the server.
*/
public interface SupportsOnlinePlay {
/** Called when it is this player's turn to make a move. */
void yourTurn(NetworkEvents.YourTurnResponse event);
/** Called when a move from another player is received. */
void moveReceived(NetworkEvents.GameMoveResponse event);
/** Called when the game has finished, with the final result. */
void gameFinished(NetworkEvents.GameResultResponse event);
}

View File

@@ -0,0 +1,10 @@
package org.toop.framework.gameFramework.interfaces;
/**
* Interface for classes that can trigger a UI update.
*/
public interface UpdatesGameUI {
/** Called to refresh or update the game UI. */
void updateUI();
}

View File

@@ -2,6 +2,8 @@ package org.toop.framework.networking.handlers;
import io.netty.channel.ChannelHandlerContext;
import io.netty.channel.ChannelInboundHandlerAdapter;
import java.util.regex.MatchResult;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import org.apache.logging.log4j.LogManager;
@@ -70,7 +72,7 @@ public class NetworkingGameClientHandler extends ChannelInboundHandlerAdapter {
case "CHALLENGE":
gameChallengeHandler(recSrvRemoved);
return;
case "WIN", "DRAW", "LOSE":
case "WIN", "DRAW", "LOSS":
gameWinConditionHandler(recSrvRemoved);
return;
default:
@@ -119,13 +121,12 @@ public class NetworkingGameClientHandler extends ChannelInboundHandlerAdapter {
}
private void gameWinConditionHandler(String rec) {
@SuppressWarnings("StreamToString")
String condition =
Pattern.compile("\\b(win|draw|lose)\\b", Pattern.CASE_INSENSITIVE)
String condition = Pattern.compile("\\b(win|draw|loss)\\b", Pattern.CASE_INSENSITIVE)
.matcher(rec)
.results()
.toString()
.trim();
.map(MatchResult::group)
.findFirst()
.orElse("");
new EventFlow()
.addPostEvent(new NetworkEvents.GameResultResponse(this.connectionId, condition))

View File

@@ -99,6 +99,12 @@
<artifactId>error_prone_annotations</artifactId>
<version>2.42.0</version>
</dependency>
<dependency>
<groupId>org.toop</groupId>
<artifactId>framework</artifactId>
<version>0.1</version>
<scope>compile</scope>
</dependency>
</dependencies>

View File

@@ -1,7 +1,7 @@
package org.toop.game.Connect4;
import org.toop.game.TurnBasedGame;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import java.util.ArrayList;

View File

@@ -1,7 +1,7 @@
package org.toop.game.Connect4;
import org.toop.game.AI;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
public class Connect4AI extends AI<Connect4> {

View File

@@ -0,0 +1,24 @@
package org.toop.game.GameThreadBehaviour;
import org.toop.game.players.AbstractPlayer;
/**
* Strategy interface for controlling game thread behavior.
* <p>
* Defines how a game's execution is started, stopped, and which player is active.
*/
public interface GameThreadStrategy {
/** Starts the game loop or execution according to the strategy. */
void start();
/** Stops the game loop or execution according to the strategy. */
void stop();
/**
* Returns the player whose turn it currently is.
*
* @return the current active {@link AbstractPlayer}
*/
AbstractPlayer getCurrentPlayer();
}

View File

@@ -0,0 +1,94 @@
package org.toop.game.GameThreadBehaviour;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.gameFramework.GameState;
import org.toop.framework.gameFramework.PlayResult;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.game.players.AbstractPlayer;
/**
* Handles local turn-based game logic at a fixed update rate.
* <p>
* Runs a separate thread that executes game turns at a fixed frequency (default 60 updates/sec),
* applying player moves, updating the game state, and dispatching UI events.
*/
public class LocalFixedRateThreadBehaviour extends ThreadBehaviourBase implements Runnable {
/** All players participating in the game. */
private final AbstractPlayer[] players;
/**
* Creates a fixed-rate behaviour for a local turn-based game.
*
* @param game the game instance
* @param players the list of players in turn order
*/
public LocalFixedRateThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
super(game, players);
this.players = players;
}
/** Starts the game loop thread if not already running. */
@Override
public void start() {
if (isRunning.compareAndSet(false, true)) {
new Thread(this).start();
}
}
/** Stops the game loop after the current iteration. */
@Override
public void stop() {
isRunning.set(false);
}
/**
* Main loop running at a fixed rate.
* <p>
* Fetches the current player's move, applies it to the game,
* updates the UI, and handles game-ending states.
*/
@Override
public void run() {
final int UPS = 60;
final long UPDATE_INTERVAL = 1_000_000_000L / UPS;
long nextUpdate = System.nanoTime();
while (isRunning.get()) {
long now = System.nanoTime();
if (now >= nextUpdate) {
nextUpdate += UPDATE_INTERVAL;
AbstractPlayer currentPlayer = getCurrentPlayer();
int move = currentPlayer.getMove(game.clone());
PlayResult result = game.play(move);
new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
GameState state = result.state();
switch (state) {
case WIN, DRAW -> {
isRunning.set(false);
new EventFlow().addPostEvent(GUIEvents.GameEnded.class, state == GameState.WIN, result.player()).postEvent();
}
case NORMAL, TURN_SKIPPED -> { /* continue */ }
default -> {
logger.error("Unexpected state {}", state);
isRunning.set(false);
throw new RuntimeException("Unknown state: " + state);
}
}
} else {
try {
Thread.sleep(10);
} catch (InterruptedException ignored) {}
}
}
}
/** Returns the player whose turn it currently is. */
@Override
public AbstractPlayer getCurrentPlayer() {
return players[game.getCurrentTurn()];
}
}

View File

@@ -0,0 +1,73 @@
package org.toop.game.GameThreadBehaviour;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.framework.gameFramework.PlayResult;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.players.AbstractPlayer;
/**
* Handles local turn-based game logic in its own thread.
* <p>
* Repeatedly gets the current player's move, applies it to the game,
* updates the UI, and stops when the game ends or {@link #stop()} is called.
*/
public class LocalThreadBehaviour extends ThreadBehaviourBase implements Runnable {
/**
* Creates a new behaviour for a local turn-based game.
*
* @param game the game instance
* @param players the list of players in turn order
*/
public LocalThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
super(game, players);
}
/** Starts the game loop in a new thread. */
@Override
public void start() {
if (isRunning.compareAndSet(false, true)) {
new Thread(this).start();
}
}
/** Stops the game loop after the current iteration. */
@Override
public void stop() {
isRunning.set(false);
}
/**
* Main game loop: gets the current player's move, applies it,
* updates the UI, and handles end-of-game states.
*/
@Override
public void run() {
while (isRunning.get()) {
AbstractPlayer currentPlayer = getCurrentPlayer();
int move = currentPlayer.getMove(game.clone());
PlayResult result = game.play(move);
new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
GameState state = result.state();
switch (state) {
case WIN, DRAW -> {
isRunning.set(false);
new EventFlow().addPostEvent(
GUIEvents.GameEnded.class,
state == GameState.WIN,
result.player()
).postEvent();
}
case NORMAL, TURN_SKIPPED -> { /* continue normally */ }
default -> {
logger.error("Unexpected state {}", state);
isRunning.set(false);
throw new RuntimeException("Unknown state: " + state);
}
}
}
}
}

View File

@@ -0,0 +1,92 @@
package org.toop.game.GameThreadBehaviour;
import org.toop.framework.eventbus.EventFlow;
import org.toop.framework.gameFramework.GUIEvents;
import org.toop.framework.gameFramework.abstractClasses.GameR;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.gameFramework.interfaces.SupportsOnlinePlay;
import org.toop.game.players.AbstractPlayer;
import org.toop.game.players.OnlinePlayer;
/**
* Handles online multiplayer game logic.
* <p>
* Reacts to server events, sending moves and updating the game state
* for the local player while receiving moves from other players.
*/
public class OnlineThreadBehaviour extends ThreadBehaviourBase implements SupportsOnlinePlay {
/** The local player controlled by this client. */
private AbstractPlayer mainPlayer;
/**
* Creates behaviour and sets the first local player
* (non-online player) from the given array.
*/
public OnlineThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
super(game, players);
this.mainPlayer = getFirstNotOnlinePlayer(players);
}
/** Finds the first non-online player in the array. */
private AbstractPlayer getFirstNotOnlinePlayer(AbstractPlayer[] players) {
for (AbstractPlayer player : players) {
if (!(player instanceof OnlinePlayer)) {
return player;
}
}
throw new RuntimeException("All players are online players");
}
/** Starts processing network events for the local player. */
@Override
public void start() {
isRunning.set(true);
}
/** Stops processing network events. */
@Override
public void stop() {
isRunning.set(false);
}
/**
* Called when the server notifies that it is the local player's turn.
* Sends the generated move back to the server.
*/
@Override
public void yourTurn(NetworkEvents.YourTurnResponse event) {
if (!isRunning.get()) return;
int move = mainPlayer.getMove(game.clone());
new EventFlow().addPostEvent(NetworkEvents.SendMove.class, event.clientId(), (short) move).postEvent();
}
/**
* Handles a move received from the server for any player.
* Updates the game state and triggers a UI refresh.
*/
@Override
public void moveReceived(NetworkEvents.GameMoveResponse event) {
if (!isRunning.get()) return;
game.play(Integer.parseInt(event.move()));
new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
}
/**
* Handles the end of the game as notified by the server.
* Updates the UI to show a win or draw result for the local player.
*/
@Override
public void gameFinished(NetworkEvents.GameResultResponse event) {
switch(event.condition().toUpperCase()){
case "WIN" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, mainPlayer.getPlayerIndex()).postEvent();
case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, TurnBasedGameR.EMPTY).postEvent();
case "LOSS" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, (mainPlayer.getPlayerIndex() + 1)%2).postEvent();
default -> {
logger.error("Invalid condition");
throw new RuntimeException("Unknown condition");
}
}
}
}

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package org.toop.game.GameThreadBehaviour;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.networking.events.NetworkEvents;
import org.toop.game.players.AbstractPlayer;
/**
* Online thread behaviour that adds a fixed delay before processing
* the local player's turn.
* <p>
* This is identical to {@link OnlineThreadBehaviour}, but inserts a
* short sleep before delegating to the base implementation.
*/
public class OnlineWithSleepThreadBehaviour extends OnlineThreadBehaviour {
/**
* Creates the behaviour and forwards the players to the base class.
*
* @param game the online-capable turn-based game
* @param players the list of local and remote players
*/
public OnlineWithSleepThreadBehaviour(TurnBasedGameR game, AbstractPlayer[] players) {
super(game, players);
}
/**
* Waits briefly before handling the "your turn" event.
*
* @param event the network event indicating it's this client's turn
*/
@Override
public void yourTurn(NetworkEvents.YourTurnResponse event) {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
super.yourTurn(event);
}
}

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package org.toop.game.GameThreadBehaviour;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.game.players.AbstractPlayer;
import java.util.concurrent.atomic.AtomicBoolean;
/**
* Base class for thread-based game behaviours.
* <p>
* Provides common functionality for managing game state and execution:
* a running flag, a game reference, and a logger.
* Subclasses implement the actual game-loop logic.
*/
public abstract class ThreadBehaviourBase implements GameThreadStrategy {
private final AbstractPlayer[] players;
/** Indicates whether the game loop or event processing is active. */
protected final AtomicBoolean isRunning = new AtomicBoolean();
/** The game instance controlled by this behaviour. */
protected final TurnBasedGameR game;
/** Logger for the subclass to report errors or debug info. */
protected final Logger logger = LogManager.getLogger(this.getClass());
/**
* Creates a new base behaviour for the specified game.
*
* @param game the turn-based game to control
*/
public ThreadBehaviourBase(TurnBasedGameR game, AbstractPlayer[] players) {
this.game = game;
this.players = players;
}
/**
* Returns the player whose turn it currently is.
*
* @return the current active player
*/
@Override
public AbstractPlayer getCurrentPlayer() {
return players[game.getCurrentTurn()];
}
public AbstractPlayer getFirstPlayerWithName(String name) {
for (AbstractPlayer player : players){
if (player.getName().equals(name)){
return player;
}
}
return null;
}
}

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@@ -1,9 +0,0 @@
package org.toop.game.enumerators;
public enum GameState {
NORMAL,
DRAW,
WIN,
TURN_SKIPPED,
}

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@@ -1,6 +1,6 @@
package org.toop.game.interfaces;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
public interface IPlayable {

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package org.toop.game.players;
import org.toop.framework.gameFramework.abstractClasses.GameR;
/**
* Abstract class representing a player in a game.
* <p>
* Players are entities that can make moves based on the current state of a game.
* This class implements {@link MakesMove} and serves as a base for concrete
* player types, such as human players or AI players.
* </p>
* <p>
* Subclasses should override the {@link #getMove(GameR)} method to provide
* specific move logic.
* </p>
*/
public abstract class AbstractPlayer implements MakesMove {
private int playerIndex = -1;
private final String name;
protected AbstractPlayer(String name) {
this.name = name;
}
/**
* Determines the next move based on the provided game state.
* <p>
* The default implementation throws an {@link UnsupportedOperationException},
* indicating that concrete subclasses must override this method to provide
* actual move logic.
* </p>
*
* @param gameCopy a snapshot of the current game state
* @return an integer representing the chosen move
* @throws UnsupportedOperationException if the method is not overridden
*/
@Override
public int getMove(GameR gameCopy) {
throw new UnsupportedOperationException("Not supported yet.");
}
public String getName(){
return this.name;
}
public int getPlayerIndex() {
return playerIndex;
}
public void setPlayerIndex(int playerIndex) {
this.playerIndex = playerIndex;
}
}

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package org.toop.game.players;
import org.toop.framework.gameFramework.abstractClasses.AIR;
import org.toop.framework.gameFramework.abstractClasses.GameR;
/**
* Represents a player controlled by an AI in a game.
* <p>
* This player uses an {@link AIR} instance to determine its moves. The generic
* parameter {@code T} specifies the type of {@link GameR} the AI can handle.
* </p>
*
* @param <T> the specific type of game this AI player can play
*/
public class ArtificialPlayer<T extends GameR> extends AbstractPlayer {
/** The AI instance used to calculate moves. */
private final AIR<T> ai;
/**
* Constructs a new ArtificialPlayer using the specified AI.
*
* @param ai the AI instance that determines moves for this player
*/
public ArtificialPlayer(AIR<T> ai, String name) {
super(name);
this.ai = ai;
}
/**
* Determines the next move for this player using its AI.
* <p>
* This method overrides {@link AbstractPlayer#getMove(GameR)}. Because the AI is
* typed to {@code T}, a runtime cast is required. It is the caller's
* responsibility to ensure that {@code gameCopy} is of type {@code T}.
* </p>
*
* @param gameCopy a copy of the current game state
* @return the integer representing the chosen move
* @throws ClassCastException if {@code gameCopy} is not of type {@code T}
*/
@Override
public int getMove(GameR gameCopy) {
return ai.findBestMove((T) gameCopy, 9); // TODO: Make depth configurable
}
}

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package org.toop.game.players;
import org.toop.framework.gameFramework.abstractClasses.GameR;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ExecutionException;
public class LocalPlayer extends AbstractPlayer {
// Future can be used with event system, IF unsubscribeAfterSuccess works...
// private CompletableFuture<Integer> LastMove = new CompletableFuture<>();
private CompletableFuture<Integer> LastMove;
public LocalPlayer(String name) {
super(name);
}
@Override
public int getMove(GameR gameCopy) {
return getValidMove(gameCopy);
}
public void setMove(int move) {
LastMove.complete(move);
}
// TODO: helper function, would like to replace to get rid of this method
public static boolean contains(int[] array, int value){
for (int i : array) if (i == value) return true;
return false;
}
private int getMove2(GameR gameCopy) {
LastMove = new CompletableFuture<>();
int move = -1;
try {
move = LastMove.get();
} catch (InterruptedException | ExecutionException e) {
// TODO: Add proper logging.
e.printStackTrace();
}
return move;
}
protected int getValidMove(GameR gameCopy){
// Get this player's valid moves
int[] validMoves = gameCopy.getLegalMoves();
// Make sure provided move is valid
// TODO: Limit amount of retries?
// TODO: Stop copying game so many times
int move = getMove2(gameCopy.clone());
while (!contains(validMoves, move)) {
System.out.println("Not a valid move, try again");
move = getMove2(gameCopy.clone());
}
return move;
}
/*public void register() {
// Listening to PlayerAttemptedMove
new EventFlow().listen(GUIEvents.PlayerAttemptedMove.class, event -> {
if (!LastMove.isDone()) {
LastMove.complete(event.move()); // complete the future
}
}, true); // auto-unsubscribe
}
// This blocks until the next move arrives
public int take() throws ExecutionException, InterruptedException {
int move = LastMove.get(); // blocking
LastMove = new CompletableFuture<>(); // reset for next move
return move;
}*/
}

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package org.toop.game.players;
import org.toop.framework.gameFramework.abstractClasses.GameR;
/**
* Interface representing an entity capable of making a move in a game.
* <p>
* Any class implementing this interface should provide logic to determine
* the next move given a snapshot of the current game state.
* </p>
*/
public interface MakesMove {
/**
* Determines the next move based on the provided game state.
*
* @param gameCopy a copy or snapshot of the current game state
* (never null)
* @return an integer representing the chosen move.
* The interpretation of this value depends on the specific game.
*/
int getMove(GameR gameCopy);
}

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package org.toop.game.players;
/**
* Represents a player controlled remotely or over a network.
* <p>
* This class extends {@link AbstractPlayer} and can be used to implement game logic
* where moves are provided by an external source (e.g., another user or a server).
* Currently, this class is a placeholder and does not implement move logic.
* </p>
*/
public class OnlinePlayer extends AbstractPlayer {
/**
* Constructs a new OnlinePlayer.
* <p>
* Currently, no additional initialization is performed. Subclasses or
* future implementations should provide mechanisms to receive moves from
* an external source.
*/
public OnlinePlayer(String name) {
super(name);
}
}

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@@ -1,7 +1,7 @@
package org.toop.game.reversi;
import org.toop.game.TurnBasedGame;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import java.awt.*;

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@@ -0,0 +1,17 @@
package org.toop.game.reversi;
import org.toop.framework.gameFramework.abstractClasses.AIR;
import java.util.Arrays;
import java.util.Random;
public final class ReversiAIR extends AIR<ReversiR> {
@Override
public int findBestMove(ReversiR game, int depth) {
int[] moves = game.getLegalMoves();
if (moves.length == 0) return -1;
int inty = new Random().nextInt(0, moves.length);
return moves[inty];
}
}

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@@ -0,0 +1,259 @@
package org.toop.game.reversi;
import org.toop.framework.gameFramework.GameState;
import org.toop.framework.gameFramework.PlayResult;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import java.awt.*;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.HashSet;
import java.util.Set;
public final class ReversiR extends TurnBasedGameR {
private int movesTaken;
private Set<Point> filledCells = new HashSet<>();
private int[] mostRecentlyFlippedPieces;
// TODO: Don't hardcore for two players :)
public record Score(int player1Score, int player2Score) {}
@Override
public ReversiR clone() {
return new ReversiR(this);
}
public ReversiR() {
super(8, 8, 2);
addStartPieces();
}
public ReversiR(ReversiR other) {
super(other);
this.movesTaken = other.movesTaken;
this.filledCells = other.filledCells;
this.mostRecentlyFlippedPieces = other.mostRecentlyFlippedPieces;
}
private void addStartPieces() {
this.setBoardPosition(27, 1);
this.setBoardPosition(28, 0);
this.setBoardPosition(35, 0);
this.setBoardPosition(36, 1);
updateFilledCellsSet();
}
private void updateFilledCellsSet() {
for (int i = 0; i < 64; i++) {
if (this.getBoard()[i] != EMPTY) {
filledCells.add(new Point(i % this.getColumnSize(), i / this.getRowSize()));
}
}
}
@Override
public int[] getLegalMoves() {
final ArrayList<Integer> legalMoves = new ArrayList<>();
int[][] boardGrid = makeBoardAGrid();
int currentPlayer = this.getCurrentTurn();
Set<Point> adjCell = getAdjacentCells(boardGrid);
for (Point point : adjCell){
int[] moves = getFlipsForPotentialMove(point,currentPlayer);
int score = moves.length;
if (score > 0){
legalMoves.add(point.x + point.y * this.getRowSize());
}
}
return legalMoves.stream().mapToInt(Integer::intValue).toArray();
}
private Set<Point> getAdjacentCells(int[][] boardGrid) {
Set<Point> possibleCells = new HashSet<>();
for (Point point : filledCells) { //for every filled cell
for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++){ //check adjacent cells
for (int deltaRow = -1; deltaRow <= 1; deltaRow++){ //orthogonally and diagonally
int newX = point.x + deltaColumn, newY = point.y + deltaRow;
if (deltaColumn == 0 && deltaRow == 0 //continue if out of bounds
|| !isOnBoard(newX, newY)) {
continue;
}
if (boardGrid[newY][newX] == EMPTY) { //check if the cell is empty
possibleCells.add(new Point(newX, newY)); //and then add it to the set of possible moves
}
}
}
}
return possibleCells;
}
public int[] getFlipsForPotentialMove(Point point, int currentPlayer) {
final ArrayList<Integer> movesToFlip = new ArrayList<>();
for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++) { //for all directions
for (int deltaRow = -1; deltaRow <= 1; deltaRow++) {
if (deltaColumn == 0 && deltaRow == 0){
continue;
}
int[] moves = getFlipsInDirection(point,makeBoardAGrid(),currentPlayer,deltaColumn,deltaRow);
if (moves != null) { //getFlipsInDirection
Arrays.stream(moves).forEach(movesToFlip::add);
}
}
}
return movesToFlip.stream().mapToInt(Integer::intValue).toArray();
}
private int[] getFlipsInDirection(Point point, int[][] boardGrid, int currentPlayer, int dirX, int dirY) {
int opponent = getOpponent(currentPlayer);
final ArrayList<Integer> movesToFlip = new ArrayList<>();
int x = point.x + dirX;
int y = point.y + dirY;
if (!isOnBoard(x, y) || boardGrid[y][x] != opponent) { //there must first be an opponents tile
return null;
}
while (isOnBoard(x, y) && boardGrid[y][x] == opponent) { //count the opponents tiles in this direction
movesToFlip.add(x+y*this.getRowSize());
x += dirX;
y += dirY;
}
if (isOnBoard(x, y) && boardGrid[y][x] == currentPlayer) {
return movesToFlip.stream().mapToInt(Integer::intValue).toArray(); //only return the count if last tile is ours
}
return null;
}
private boolean isOnBoard(int x, int y) {
return x >= 0 && x < this.getColumnSize() && y >= 0 && y < this.getRowSize();
}
private int[][] makeBoardAGrid() {
int[][] boardGrid = new int[this.getRowSize()][this.getColumnSize()];
for (int i = 0; i < 64; i++) {
boardGrid[i / this.getRowSize()][i % this.getColumnSize()] = this.getBoard()[i]; //boardGrid[y -> row] [x -> column]
}
return boardGrid;
}
private boolean gameOver(){
ReversiR gameCopy = clone();
return gameCopy.getLegalMoves().length == 0 && gameCopy.skipTurn().getLegalMoves().length == 0;
}
@Override
public PlayResult play(int move) {
/*int[] legalMoves = getLegalMoves();
boolean moveIsLegal = false;
for (int legalMove : legalMoves) { //check if the move is legal
if (move == legalMove) {
moveIsLegal = true;
break;
}
}
if (!moveIsLegal) {
return null;
}
int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
mostRecentlyFlippedPieces = moves;
this.setBoard(move); //place the move on the board
for (int m : moves) {
this.setBoard(m); //flip the correct pieces on the board
}
filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
nextTurn();
if (getLegalMoves().length == 0) { //skip the players turn when there are no legal moves
skipMyTurn();
if (getLegalMoves().length > 0) {
return new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
}
else { //end the game when neither player has a legal move
Score score = getScore();
if (score.player1Score() == score.player2Score()) {
return new PlayResult(GameState.DRAW, EMPTY);
}
else {
return new PlayResult(GameState.WIN, getCurrentTurn());
}
}
}
return new PlayResult(GameState.NORMAL, EMPTY);*/
// Check if move is legal
if (!contains(getLegalMoves(), move)){
// Next person wins
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1) % 2);
}
// Move is legal, proceed as normal
int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
mostRecentlyFlippedPieces = moves;
this.setBoard(move); //place the move on the board
for (int m : moves) {
this.setBoard(m); //flip the correct pieces on the board
}
filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
nextTurn();
// Check for forced turn skip
if (getLegalMoves().length == 0){
PlayResult result;
// Check if next turn is also a force skip
if (clone().skipTurn().getLegalMoves().length == 0){
// Game over
int winner = getWinner();
result = new PlayResult(winner == EMPTY ? GameState.DRAW : GameState.WIN, winner);
}else{
// Turn skipped
result = new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
skipTurn();
}
return result;
}
return new PlayResult(GameState.NORMAL, EMPTY);
}
private ReversiR skipTurn(){
nextTurn();
return this;
}
private int getOpponent(int currentPlayer){
return (currentPlayer + 1)%2;
}
public int getWinner(){
int player1Score = 0, player2Score = 0;
for (int count = 0; count < this.getRowSize() * this.getColumnSize(); count++) {
if (this.getBoard()[count] == 0) {
player1Score += 1;
}
if (this.getBoard()[count] == 1) {
player2Score += 1;
}
}
return player1Score == player2Score? -1 : player1Score > player2Score ? 0 : 1;
}
private int[] sortMovesFromCenter(Integer[] moves, int center) { //sorts the pieces to be flipped for animation purposes
int centerX = center%this.getColumnSize();
int centerY = center/this.getRowSize();
Arrays.sort(moves, (a, b) -> {
int dxA = a%this.getColumnSize() - centerX;
int dyA = a/this.getRowSize() - centerY;
int dxB = b%this.getColumnSize() - centerX;
int dyB = b/this.getRowSize() - centerY;
int distA = dxA * dxA + dyA * dyA;
int distB = dxB * dxB + dyB * dyB;
return Integer.compare(distA, distB);
});
return Arrays.stream(moves).mapToInt(Integer::intValue).toArray();
}
public int[] getMostRecentlyFlippedPieces() {
return mostRecentlyFlippedPieces;
}
}

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@@ -2,7 +2,7 @@ package org.toop.game.tictactoe;
import java.util.ArrayList;
import org.toop.game.TurnBasedGame;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
public final class TicTacToe extends TurnBasedGame {

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@@ -1,7 +1,7 @@
package org.toop.game.tictactoe;
import org.toop.game.AI;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
public final class TicTacToeAI extends AI<TicTacToe> {

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package org.toop.game.tictactoe;
import org.toop.framework.gameFramework.abstractClasses.AIR;
import org.toop.framework.gameFramework.PlayResult;
import org.toop.framework.gameFramework.GameState;
/**
* AI implementation for playing Tic-Tac-Toe.
* <p>
* This AI uses a recursive minimax-like strategy with a limited depth to
* evaluate moves. It attempts to maximize its chances of winning while
* minimizing the opponent's opportunities. Random moves are used in the
* opening or when no clear best move is found.
* </p>
*/
public final class TicTacToeAIR extends AIR<TicTacToeR> {
/**
* Determines the best move for the given Tic-Tac-Toe game state.
* <p>
* Uses a depth-limited recursive strategy to score each legal move and
* selects the move with the highest score. If no legal moves are available,
* returns -1. If multiple moves are equally good, picks one randomly.
* </p>
*
* @param game the current Tic-Tac-Toe game state
* @param depth the depth of lookahead for evaluating moves (non-negative)
* @return the index of the best move, or -1 if no moves are available
*/
@Override
public int findBestMove(TicTacToeR game, int depth) {
assert game != null;
assert depth >= 0;
final int[] legalMoves = game.getLegalMoves();
// If there are no moves, return -1
if (legalMoves.length == 0) {
return -1;
}
// If first move, pick a corner
if (legalMoves.length == 9) {
return switch ((int)(Math.random() * 4)) {
case 0 -> legalMoves[2];
case 1 -> legalMoves[6];
case 2 -> legalMoves[8];
default -> legalMoves[0];
};
}
int bestScore = -depth;
int bestMove = -1;
// Calculate Move score of each move, keep track what moves had the best score
for (final int move : legalMoves) {
final int score = getMoveScore(game, depth, move, true);
if (score > bestScore) {
bestMove = move;
bestScore = score;
}
}
return bestMove != -1 ? bestMove : legalMoves[(int)(Math.random() * legalMoves.length)];
}
/**
* Recursively evaluates the score of a potential move using a minimax-like approach.
*
* @param game the current Tic-Tac-Toe game state
* @param depth remaining depth to evaluate
* @param move the move to evaluate
* @param maximizing true if the AI is to maximize score, false if minimizing
* @return the score of the move
*/
private int getMoveScore(TicTacToeR game, int depth, int move, boolean maximizing) {
final TicTacToeR copy = game.clone();
final PlayResult result = copy.play(move);
GameState state = result.state();
switch (state) {
case DRAW: return 0;
case WIN: return maximizing ? depth + 1 : -depth - 1;
}
if (depth <= 0) {
return 0;
}
final int[] legalMoves = copy.getLegalMoves();
int score = maximizing ? depth + 1 : -depth - 1;
for (final int next : legalMoves) {
if (maximizing) {
score = Math.min(score, getMoveScore(copy, depth - 1, next, false));
} else {
score = Math.max(score, getMoveScore(copy, depth - 1, next, true));
}
}
return score;
}
}

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@@ -0,0 +1,118 @@
package org.toop.game.tictactoe;
import org.toop.framework.gameFramework.PlayResult;
import org.toop.framework.gameFramework.abstractClasses.TurnBasedGameR;
import org.toop.framework.gameFramework.GameState;
import java.util.ArrayList;
import java.util.Objects;
public final class TicTacToeR extends TurnBasedGameR {
private int movesLeft;
public TicTacToeR() {
super(3, 3, 2);
movesLeft = this.getBoard().length;
}
public TicTacToeR(TicTacToeR other) {
super(other);
movesLeft = other.movesLeft;
}
@Override
public int[] getLegalMoves() {
final ArrayList<Integer> legalMoves = new ArrayList<Integer>();
for (int i = 0; i < this.getBoard().length; i++) {
if (Objects.equals(this.getBoard()[i], EMPTY)) {
legalMoves.add(i);
}
}
return legalMoves.stream().mapToInt(Integer::intValue).toArray();
}
@Override
public PlayResult play(int move) {
// NOT MY ASSERTIONS - Stef
assert move >= 0 && move < this.getBoard().length;
// Player loses if move is invalid
if (!contains(getLegalMoves(), move)) {
// Next player wins
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1)%2); // TODO: Make this a generic method like getNextPlayer() or something similar.
}
// Move is valid, make move.
this.setBoard(move);
movesLeft--;
nextTurn();
// Check if current player won TODO: Make this generic?
// Not sure why I am checking for ANY win when only current player should be able to win.
int t = checkForWin();
if (t != EMPTY) {
return new PlayResult(GameState.WIN, t);
}
// Check for (early) draw
if (movesLeft <= 3) {
if (checkForEarlyDraw()) {
return new PlayResult(GameState.DRAW, EMPTY);
}
}
// Nothing weird happened, continue on as normal
return new PlayResult(GameState.NORMAL, EMPTY);
}
private int checkForWin() {
// Horizontal
for (int i = 0; i < 3; i++) {
final int index = i * 3;
if (!Objects.equals(this.getBoard()[index], EMPTY)
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 1])
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 2])) {
return this.getBoard()[index];
}
}
// Vertical
for (int i = 0; i < 3; i++) {
if (!Objects.equals(this.getBoard()[i], EMPTY) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 3]) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 6])) {
return this.getBoard()[i];
}
}
// B-Slash
if (!Objects.equals(this.getBoard()[0], EMPTY) && Objects.equals(this.getBoard()[0], this.getBoard()[4]) && Objects.equals(this.getBoard()[0], this.getBoard()[8])) {
return this.getBoard()[0];
}
// F-Slash
if (!Objects.equals(this.getBoard()[2], EMPTY) && Objects.equals(this.getBoard()[2], this.getBoard()[4]) && Objects.equals(this.getBoard()[2], this.getBoard()[6]))
return this.getBoard()[2];
// Default return
return EMPTY;
}
private boolean checkForEarlyDraw() {
for (final int move : this.getLegalMoves()) {
final TicTacToeR copy = this.clone();
if (copy.play(move).state() == GameState.WIN || !copy.checkForEarlyDraw()) {
return false;
}
}
return true;
}
@Override
public TicTacToeR clone() {
return new TicTacToeR(this);
}
}

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@@ -4,7 +4,7 @@ import java.util.*;
import org.junit.jupiter.api.BeforeEach;
import org.junit.jupiter.api.Test;
import org.toop.game.enumerators.GameState;
import org.toop.framework.gameFramework.GameState;
import org.toop.game.records.Move;
import org.toop.game.reversi.Reversi;
import org.toop.game.reversi.ReversiAI;

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@@ -0,0 +1,118 @@
package org.toop.game.tictactoe;
import org.junit.jupiter.api.DisplayName;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;
final class TicTacToeAIRTest {
private final TicTacToeAIR ai = new TicTacToeAIR();
// Helper: play multiple moves in sequence on a fresh board
private TicTacToeR playSequence(int... moves) {
TicTacToeR game = new TicTacToeR();
for (int move : moves) {
game.play(move);
}
return game;
}
@Test
@DisplayName("AI first move must choose a corner")
void testFirstMoveIsCorner() {
TicTacToeR game = new TicTacToeR();
int move = ai.findBestMove(game, 4);
assertTrue(
move == 0 || move == 2 || move == 6 || move == 8,
"AI should pick a corner as first move"
);
}
@Test
@DisplayName("AI doesn't make losing move in specific situation")
void testWinningMove(){
TicTacToeR game = playSequence(new int[] { 0, 4, 5, 3, 6, 1, 7});
int move = ai.findBestMove(game, 9);
assertEquals(8, move);
}
@Test
@DisplayName("AI takes immediate winning move")
void testAiTakesWinningMove() {
// X = AI, O = opponent
// Board state (X to play):
// X | X | .
// O | O | .
// . | . | .
//
// AI must play 2 (top-right) to win.
TicTacToeR game = playSequence(
0, 3, // X, O
1, 4 // X, O
);
int move = ai.findBestMove(game, 4);
assertEquals(2, move, "AI must take the winning move at index 2");
}
@Test
@DisplayName("AI blocks opponent's winning move")
void testAiBlocksOpponent() {
// Opponent threatens to win:
// X | . | .
// O | O | .
// . | . | X
// O is about to win at index 5; AI must block it.
TicTacToeR game = playSequence(
0, 3, // X, O
8, 4 // X, O (O threatens at 5)
);
int move = ai.findBestMove(game, 4);
assertEquals(5, move, "AI must block opponent at index 5");
}
@Test
@DisplayName("AI returns -1 when no legal moves exist")
void testNoMovesAvailable() {
TicTacToeR full = new TicTacToeR();
// Fill board alternating
for (int i = 0; i < 9; i++) full.play(i);
int move = ai.findBestMove(full, 3);
assertEquals(-1, move, "AI should return -1 when board is full");
}
@Test
@DisplayName("Minimax depth does not cause crashes and produces valid move")
void testDepthStability() {
TicTacToeR game = playSequence(0, 4); // Simple mid-game state
int move = ai.findBestMove(game, 6);
assertTrue(move >= -1 && move <= 8, "AI must return a valid move index");
}
@Test
@DisplayName("AI chooses the optimal forced draw move")
void testForcedDrawScenario() {
// Scenario where only one move avoids immediate loss:
//
// X | O | X
// X | O | .
// O | X | .
//
// Legal moves: 5, 8
// Only move 5 avoids losing.
TicTacToeR game = new TicTacToeR();
int[] moves = {0,1,2,4,3,6,7}; // Hard-coded board setup
for (int m : moves) game.play(m);
int move = ai.findBestMove(game, 4);
assertEquals(5, move, "AI must choose the only move that avoids losing");
}
}