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Ludii
Ludii-master/Core/src/game/functions/region/math/Intersection.java
package game.functions.region.math; import java.util.BitSet; import game.Game; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.util.equipment.Region; import other.concept.Concept; import other.context.Context; /** * Returns the intersection of many regions. * * @author Eric.Piette and cambolbro */ public class Intersection extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which region 1. */ private final RegionFunction region1; /** Which region 2. */ private final RegionFunction region2; /** Which regions. */ private final RegionFunction[] regions; /** If we can, we'll precompute once and cache */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * For the intersection of two regions. * * @param region1 The first region. * @param region2 The second region. * @example (intersection (sites Mover) (sites Occupied by:Mover)) */ public Intersection ( final RegionFunction region1, final RegionFunction region2 ) { this.region1 = region1; this.region2 = region2; regions = null; } /** * For the intersection of many regions. * * @param regions The different regions. * * @example (intersection {(sites Mover) (sites Occupied by:Mover) (sites * Occupied by:Next)}) */ public Intersection ( final RegionFunction[] regions ) { region1 = null; region2 = null; this.regions = regions; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; if (regions == null) { final Region sites1 = new Region(region1.eval(context)); final Region sites2 = region2.eval(context); sites1.intersection(sites2); return sites1; } else { if (regions.length == 0) return new Region(); final Region sites = new Region(regions[0].eval(context)); for (int i = 1; i < regions.length; i++) sites.intersection(regions[i].eval(context)); return sites; } } @Override public long gameFlags(final Game game) { if (regions == null) { return region1.gameFlags(game) | region2.gameFlags(game); } else { long gameFlags = 0; for (final RegionFunction region : regions) gameFlags |= region.gameFlags(game); return gameFlags; } } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (regions == null) { concepts.or(region1.concepts(game)); concepts.or(region2.concepts(game)); } else { for (final RegionFunction region : regions) concepts.or(region.concepts(game)); } concepts.set(Concept.Intersection.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (regions == null) { writeEvalContext.or(region1.writesEvalContextRecursive()); writeEvalContext.or(region2.writesEvalContextRecursive()); } else { for (final RegionFunction region : regions) writeEvalContext.or(region.writesEvalContextRecursive()); } return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (regions == null) { readEvalContext.or(region1.readsEvalContextRecursive()); readEvalContext.or(region2.readsEvalContextRecursive()); } else { for (final RegionFunction region : regions) readEvalContext.or(region.readsEvalContextRecursive()); } return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (regions == null) { missingRequirement |= region1.missingRequirement(game); missingRequirement |= region2.missingRequirement(game); } else { for (final RegionFunction region : regions) missingRequirement |= region.missingRequirement(game); } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (regions == null) { willCrash |= region1.willCrash(game); willCrash |= region2.willCrash(game); } else { for (final RegionFunction region : regions) willCrash |= region.willCrash(game); } return willCrash; } @Override public boolean isStatic() { if (regions == null) { return region1.isStatic() && region2.isStatic(); } else { for (final RegionFunction region : regions) if (!region.isStatic()) return false; return true; } } @Override public void preprocess(final Game game) { if (regions == null) { region1.preprocess(game); region2.preprocess(game); } else { for (final RegionFunction region : regions) region.preprocess(game); } if (isStatic()) { precomputedRegion = eval(new Context(game, null)); } } //------------------------------------------------------------------------- /** * @return First region */ public RegionFunction region1() { return region1; } /** * @return Second region */ public RegionFunction region2() { return region2; } /** * @return List of regions */ public RegionFunction[] regions() { return regions; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { if (regions == null) { return "the intersection of " + region1.toEnglish(game) + " and " + region2.toEnglish(game); } else { String englishString = "the intersection of "; for (int i = 0; i < regions.length-1; i++) englishString += regions[i].toEnglish(game) + ", "; englishString = englishString.substring(0, englishString.length()-2); englishString += " and " + regions[regions.length-1].toEnglish(game); return englishString; } } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/functions/region/math/Union.java
package game.functions.region.math; import java.util.BitSet; import game.Game; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.util.equipment.Region; import other.concept.Concept; import other.context.Context; /** * Merges many regions into one. * * @author Eric.Piette */ public class Union extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which region 1. */ private final RegionFunction region1; /** Which region 2. */ private final RegionFunction region2; /** Which regions. */ private final RegionFunction[] regions; /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * For the union of two regions. * * @param region1 The first region. * @param region2 The second region. * * @example (union (sites P1) (sites P2)) */ public Union ( final RegionFunction region1, final RegionFunction region2 ) { this.region1 = region1; this.region2 = region2; regions = null; } /** * For the union of many regions. * * @param regions The different regions. * * @example (union {(sites P1) (sites P2) (sites P3)}) */ public Union ( final RegionFunction[] regions ) { region1 = null; region2 = null; this.regions = regions; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; if (regions == null) { final Region sites1 = new Region(region1.eval(context)); final Region sites2 = region2.eval(context); sites1.union(sites2); return sites1; } else { if (regions.length == 0) return new Region(); final Region sites = new Region(regions[0].eval(context)); for (int i = 1; i < regions.length; i++) sites.union(new Region(regions[i].eval(context))); return sites; } } @Override public long gameFlags(final Game game) { if (regions == null) { return region1.gameFlags(game) | region2.gameFlags(game); } else { long gameFlags = 0; for (final RegionFunction region : regions) gameFlags |= region.gameFlags(game); return gameFlags; } } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (regions == null) { concepts.or(region1.concepts(game)); concepts.or(region2.concepts(game)); } else { for (final RegionFunction region : regions) concepts.or(region.concepts(game)); } concepts.set(Concept.Union.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (regions == null) { writeEvalContext.or(region1.writesEvalContextRecursive()); writeEvalContext.or(region2.writesEvalContextRecursive()); } else { for (final RegionFunction region : regions) writeEvalContext.or(region.writesEvalContextRecursive()); } return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (regions == null) { readEvalContext.or(region1.readsEvalContextRecursive()); readEvalContext.or(region2.readsEvalContextRecursive()); } else { for (final RegionFunction region : regions) readEvalContext.or(region.readsEvalContextRecursive()); } return readEvalContext; } @Override public boolean isStatic() { if (regions == null) { return region1.isStatic() && region2.isStatic(); } else { for (final RegionFunction region : regions) if (!region.isStatic()) return false; return true; } } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (regions == null) { missingRequirement |= region1.missingRequirement(game); missingRequirement |= region2.missingRequirement(game); } else { for (final RegionFunction region : regions) missingRequirement |= region.missingRequirement(game); } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (regions == null) { willCrash |= region1.willCrash(game); willCrash |= region2.willCrash(game); } else { for (final RegionFunction region : regions) willCrash |= region.willCrash(game); } return willCrash; } @Override public void preprocess(final Game game) { if (regions == null) { region1.preprocess(game); region2.preprocess(game); } else { for (final RegionFunction region : regions) region.preprocess(game); } if (isStatic()) { precomputedRegion = eval(new Context(game, null)); } } //------------------------------------------------------------------------- /** * @return First region */ public RegionFunction region1() { return region1; } /** * @return Second region */ public RegionFunction region2() { return region2; } /** * @return List of regions */ public RegionFunction[] regions() { return regions; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { if (regions == null) { return "the union of " + region1.toEnglish(game) + " and " + region2.toEnglish(game); } else { String englishString = "the union of "; for (int i = 0; i < regions.length-1; i++) englishString += regions[i].toEnglish(game) + ", "; englishString = englishString.substring(0, englishString.length()-2); englishString += " and " + regions[regions.length-1].toEnglish(game); return englishString; } } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/functions/region/math/package-info.java
/** * Math region functions return a combined region of sites based on provided input regions. */ package game.functions.region.math;
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Ludii
Ludii-master/Core/src/game/functions/region/sites/LineOfSightType.java
package game.functions.region.sites; /** * Specifies the expected types of line of sight tests. * * @author cambolbro */ public enum LineOfSightType { /** Empty sites in line of sight along each direction. */ Empty, /** Farthest empty site in line of sight along each direction. */ Farthest, /** First piece (of any type) in line of sight along each direction. */ Piece, }
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Ludii
Ludii-master/Core/src/game/functions/region/sites/Sites.java
package game.functions.region.sites; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; import game.functions.range.RangeFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.functions.region.sites.around.SitesAround; import game.functions.region.sites.between.SitesBetween; import game.functions.region.sites.context.SitesContext; import game.functions.region.sites.coords.SitesCoords; import game.functions.region.sites.crossing.SitesCrossing; import game.functions.region.sites.custom.SitesCustom; import game.functions.region.sites.direction.SitesDirection; import game.functions.region.sites.distance.SitesDistance; import game.functions.region.sites.edges.SitesAngled; import game.functions.region.sites.edges.SitesAxial; import game.functions.region.sites.edges.SitesHorizontal; import game.functions.region.sites.edges.SitesSlash; import game.functions.region.sites.edges.SitesSlosh; import game.functions.region.sites.edges.SitesVertical; import game.functions.region.sites.group.SitesGroup; import game.functions.region.sites.hidden.SitesHidden; import game.functions.region.sites.hidden.SitesHiddenCount; import game.functions.region.sites.hidden.SitesHiddenRotation; import game.functions.region.sites.hidden.SitesHiddenState; import game.functions.region.sites.hidden.SitesHiddenValue; import game.functions.region.sites.hidden.SitesHiddenWhat; import game.functions.region.sites.hidden.SitesHiddenWho; import game.functions.region.sites.incidents.SitesIncident; import game.functions.region.sites.index.SitesCell; import game.functions.region.sites.index.SitesColumn; import game.functions.region.sites.index.SitesEdge; import game.functions.region.sites.index.SitesEmpty; import game.functions.region.sites.index.SitesLayer; import game.functions.region.sites.index.SitesPhase; import game.functions.region.sites.index.SitesRow; import game.functions.region.sites.index.SitesState; import game.functions.region.sites.largePiece.SitesLargePiece; import game.functions.region.sites.lineOfSight.SitesLineOfSight; import game.functions.region.sites.loop.SitesLoop; import game.functions.region.sites.moves.SitesFrom; import game.functions.region.sites.moves.SitesTo; import game.functions.region.sites.occupied.SitesOccupied; import game.functions.region.sites.pattern.SitesPattern; import game.functions.region.sites.piece.SitesStart; import game.functions.region.sites.player.SitesEquipmentRegion; import game.functions.region.sites.player.SitesHand; import game.functions.region.sites.player.SitesWinning; import game.functions.region.sites.random.SitesRandom; import game.functions.region.sites.side.SitesSide; import game.functions.region.sites.simple.SitesBoard; import game.functions.region.sites.simple.SitesBottom; import game.functions.region.sites.simple.SitesCentre; import game.functions.region.sites.simple.SitesConcaveCorners; import game.functions.region.sites.simple.SitesConvexCorners; import game.functions.region.sites.simple.SitesCorners; import game.functions.region.sites.simple.SitesHint; import game.functions.region.sites.simple.SitesInner; import game.functions.region.sites.simple.SitesLastFrom; import game.functions.region.sites.simple.SitesLastTo; import game.functions.region.sites.simple.SitesLeft; import game.functions.region.sites.simple.SitesLineOfPlay; import game.functions.region.sites.simple.SitesMajor; import game.functions.region.sites.simple.SitesMinor; import game.functions.region.sites.simple.SitesOuter; import game.functions.region.sites.simple.SitesPending; import game.functions.region.sites.simple.SitesPerimeter; import game.functions.region.sites.simple.SitesPlayable; import game.functions.region.sites.simple.SitesRight; import game.functions.region.sites.simple.SitesToClear; import game.functions.region.sites.simple.SitesTop; import game.functions.region.sites.track.SitesTrack; import game.functions.region.sites.walk.SitesWalk; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.NonDecision; import game.rules.play.moves.nonDecision.effect.Step; import game.types.board.HiddenData; import game.types.board.RegionTypeDynamic; import game.types.board.RelationType; import game.types.board.SiteType; import game.types.board.StepType; import game.types.play.RoleType; import game.util.directions.AbsoluteDirection; import game.util.directions.CompassDirection; import game.util.directions.Direction; import game.util.equipment.Region; import game.util.moves.Piece; import game.util.moves.Player; import main.StringRoutines; import other.context.Context; /** * Returns the specified set of sites. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Sites extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For getting the sites iterated in ForEach Moves. * * @example (sites) */ public static RegionFunction construct() { return new SitesContext(); } //------------------------------------------------------------------------- /** * For getting the sites in a loop or making the loop. * * @param regionType Type of sites to return. * @param inside True to return the sites inside the loop [False]. * @param type The graph element type [default SiteType of the board]. * @param surround Used to define the inside condition of the loop. * @param surroundList The list of items inside the loop. * @param directions The direction of the connection [Adjacent]. * @param colour The owner of the looping pieces [Mover]. * @param start The starting point of the loop [(last To)]. * @param regionStart The region to start to detect the loop. * * @example (sites Loop) */ public static RegionFunction construct ( final SitesLoopType regionType, @Opt @Name final BooleanFunction inside, @Opt final SiteType type, @Or @Opt @Name final RoleType surround, @Or @Opt final RoleType[] surroundList, @Opt final Direction directions, @Opt final IntFunction colour, @Or2 @Opt final IntFunction start, @Or2 @Opt final RegionFunction regionStart ) { int numNonNull = 0; if (surround != null) numNonNull++; if (surroundList != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Is(): With SitesLoopType zero or one surround or surroundList parameter can be non-null."); int numNonNull2 = 0; if (start != null) numNonNull2++; if (regionStart != null) numNonNull2++; if (numNonNull2 > 1) throw new IllegalArgumentException( "Is(): With SitesLoopType zero or one start or regionStart parameter can be non-null."); switch (regionType) { case Loop: return new SitesLoop(inside, type, surround, surroundList, directions, colour, start, regionStart); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesLoopType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the sites in a pattern. * * @param regionType Type of sites to return. * @param isType The type of query to perform. * @param walk The walk describing the pattern. * @param type The type of the site from to detect the pattern. * @param from The site from to detect the pattern [(last To)]. * @param what The piece to check in the pattern [piece in from]. * @param whats The sequence of pieces to check in the pattern [piece in * from]. * * @example (sites Pattern {F R F R F}) */ public static RegionFunction construct ( final SitesPatternType regionType, final StepType[] walk, @Opt final SiteType type, @Opt @Name final IntFunction from, @Or @Opt @Name final IntFunction what, @Or @Opt @Name final IntFunction[] whats ) { int numNonNull = 0; if (what != null) numNonNull++; if (whats != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException("Only one parameter between what and whats can be non-null."); switch (regionType) { case Pattern: return new SitesPattern(walk, type, from, what, whats); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Is(): An SitesPatternType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the sites with specific hidden information for a player. * * @param regionType Type of sites to return. * @param dataType The type of hidden data [Invisible]. * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. * * @example (sites Hidden to:Mover) * @example (sites Hidden What to:(player (next))) * @example (sites Hidden Rotation Vertex to:Next) */ public static RegionFunction construct ( final SitesHiddenType regionType, @Opt final HiddenData dataType, @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { int numNonNull = 0; if (to != null) numNonNull++; if (To != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Set(): With SitesHiddenType one to or To parameter must be non-null."); switch (regionType) { case Hidden: if (dataType == null) return new SitesHidden(type, to, To); else { switch (dataType) { case What: return new SitesHiddenWhat(type, to, To); case Who: return new SitesHiddenWho(type, to, To); case Count: return new SitesHiddenCount(type, to, To); case State: return new SitesHiddenState(type, to, To); case Rotation: return new SitesHiddenRotation(type, to, To); case Value: return new SitesHiddenValue(type, to, To); } } } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesHiddenType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the sites (in the same radial) between two others sites. * * @param regionType Type of sites to return. * @param directions The directions of the move [Adjacent]. * @param type The type of the graph element [Default SiteType]. * @param from The 'from' site. * @param fromIncluded True if the 'from' site is included in the result * [False]. * @param to The 'to' site. * @param toIncluded True if the 'to' site is included in the result [False]. * @param cond The condition to include the site in between [True]. * * @example (sites Between from:(last From) to:(last To)) */ public static RegionFunction construct ( final SitesBetweenType regionType, @Opt final game.util.directions.Direction directions, @Opt final SiteType type, @Name final IntFunction from, @Opt @Name final BooleanFunction fromIncluded, @Name final IntFunction to, @Opt @Name final BooleanFunction toIncluded, @Opt @Name final BooleanFunction cond ) { switch (regionType) { case Between: return new SitesBetween(directions, type, from, fromIncluded, to, toIncluded, cond); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesBetweenType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the sites occupied by a large piece from the root of the large * piece. * * @param regionType Type of sites to return. * @param type The type of the graph element [Default SiteType]. * @param at The site to look (the root). * * @example (sites LargePiece at:(last To)) */ public static RegionFunction construct ( final SitesLargePieceType regionType, @Opt final SiteType type, @Name final IntFunction at ) { switch (regionType) { case LargePiece: return new SitesLargePiece(type, at); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesLargePiece is not implemented."); } //------------------------------------------------------------------------- /** * For getting a random site in a region. * * @param regionType Type of sites to return. * @param region The region to get [(sites Empty Cell)]. * @param num The number of sites to return [1]. * * @example (sites Random) */ public static RegionFunction construct ( final SitesRandomType regionType, @Opt final RegionFunction region, @Opt @Name final IntFunction num ) { switch (regionType) { case Random: return new SitesRandom(region,num); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesRandomType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the sites crossing another site. * * @param regionType Type of sites to return. * @param at The specific starting position needs to crossing check. * @param who The returned crossing items player type. * @param role The returned crossing items player role type. * * @example (sites Crossing at:(last To) All) */ public static RegionFunction construct ( final SitesCrossingType regionType, @Name final IntFunction at, @Opt @Or final Player who, @Opt @Or final RoleType role ) { int numNonNull = 0; if (who != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): With SitesCrossingType only one who or role parameter must be non-null."); switch (regionType) { case Crossing: return new SitesCrossing(at,who,role); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesCrossingType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the site of a group. * * @param regionType Type of sites to return. * @param type The type of the graph elements of the group. * @param at The specific starting position of the group. * @param From The specific starting positions of the groups. * @param directions The directions of the connection between elements in the * group [Adjacent]. * @param If The condition on the pieces to include in the group. * * @example (sites Group Vertex at:(site)) */ public static RegionFunction construct ( final SitesGroupType regionType, @Opt final SiteType type, @Or @Name final IntFunction at, @Or @Name final RegionFunction From, @Opt final Direction directions, @Opt @Name final BooleanFunction If ) { int numNonNull = 0; if (at != null) numNonNull++; if (From != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Sites(): With SitesCrossingType only one at or From parameter must be non-null."); switch (regionType) { case Group: return new SitesGroup(type, at, From, directions, If); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesGroupType is not implemented."); } //------------------------------------------------------------------------- /** * For the sites relative to edges. * * @param regionType Type of sites to return. * * @example (sites Axial) */ public static RegionFunction construct ( final SitesEdgeType regionType ) { switch (regionType) { case Axial: return new SitesAxial(); case Horizontal: return new SitesHorizontal(); case Vertical: return new SitesVertical(); case Angled: return new SitesAngled(); case Slash: return new SitesSlash(); case Slosh: return new SitesSlosh(); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesEdgeType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites without any parameter or only the graph element type. * * @param regionType Type of sites to return. * @param elementType The graph element type [default SiteType of the board]. * * @example (sites Top) * @example (sites Playable) * @example (sites Right Vertex) */ public static RegionFunction construct ( final SitesSimpleType regionType, @Opt final SiteType elementType ) { switch (regionType) { case Board: return new SitesBoard(elementType); case Bottom: return new SitesBottom(elementType); case Corners: return new SitesCorners(elementType); case ConcaveCorners: return new SitesConcaveCorners(elementType); case ConvexCorners: return new SitesConvexCorners(elementType); case Hint: return new SitesHint(); case Inner: return new SitesInner(elementType); case Left: return new SitesLeft(elementType); case LineOfPlay: return new SitesLineOfPlay(); case Major: return new SitesMajor(elementType); case Minor: return new SitesMinor(elementType); case Outer: return new SitesOuter(elementType); case Right: return new SitesRight(elementType); case ToClear: return new SitesToClear(); case Top: return new SitesTop(elementType); case Pending: return new SitesPending(); case Playable: return new SitesPlayable(); case LastTo: return new SitesLastTo(); case LastFrom: return new SitesLastFrom(); case Centre: return new SitesCentre(elementType); case Perimeter: return new SitesPerimeter(elementType); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesSimpleType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites according to their coordinates. * * @param elementType The graph element type [default SiteType of the board]. * @param coords The sites corresponding to these coordinates. * * @example (sites {"A1" "B1" "A2" "B2"}) */ public static RegionFunction construct ( @Opt final SiteType elementType, final String[] coords ) { return new SitesCoords(elementType, coords); } //------------------------------------------------------------------------- /** * For getting sites based on the ``from'' or ``to'' locations of all the moves * in a collection of moves. * * @param moveType Type of sites to return. * @param moves The moves for which to collect the positions. * * @example (sites From (forEach Piece)) * @example (sites To (forEach Piece)) * * @return Sites based on from-positions or to-positions of moves. */ public static RegionFunction construct ( final SitesMoveType moveType, final Moves moves ) { switch (moveType) { case From: return new SitesFrom(moves); case To: return new SitesTo(moves); case Between: return new game.functions.region.sites.moves.SitesBetween(moves); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesMoveType is not implemented."); } //------------------------------------------------------------------------- /** * For creating a region from a list of site indices or an IntArrayFunction. * * @param sites The list of the sites. * @param array The IntArrayFunction. * * @example (sites {1..10}) * * @example (sites {1 5 10}) */ public static RegionFunction construct ( @Or final IntFunction[] sites, @Or final IntArrayFunction array ) { int numNonNull = 0; if (sites != null) numNonNull++; if (array != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Sites(): For custom (sites ...) one of sites or array must be non-null."); if (sites != null) return new SitesCustom(sites); else return new SitesCustom(array); } //------------------------------------------------------------------------- /** * For getting sites of a walk. * * @param elementType The graph element type [default SiteType of the board]. * @param index The location from which to compute the walk [(from)]. * @param possibleSteps The different turtle steps defining a graphic turtle * walk. * @param rotations True if the move includes all the rotations of the walk * [True]. * * @example (sites { {F F R F} {F F L F} }) */ public static RegionFunction construct ( @Opt final SiteType elementType, @Opt final IntFunction index, final StepType[][] possibleSteps, @Opt @Name final BooleanFunction rotations ) { return new SitesWalk(elementType, index, possibleSteps,rotations); } //------------------------------------------------------------------------- /** * For getting sites belonging to a part of the board. * * @param regionType Type of sites to return. * @param elementType The graph element type [default SiteType of the board]. * @param index Index of the row, column or phase to return. This can also * be the value of the local state for the State * SitesIndexType or the container to search for the Empty * SitesIndexType. * * @example (sites Row 1) */ public static RegionFunction construct ( final SitesIndexType regionType, @Opt final SiteType elementType, @Opt final IntFunction index ) { switch (regionType) { case Cell: return new SitesCell(elementType, index); case Column: return new SitesColumn(elementType, index); case Layer: return new SitesLayer(elementType, index); case Edge: return new SitesEdge(elementType, index); case Phase: return new SitesPhase(elementType, index); case Row: return new SitesRow(elementType, index); case State: return new SitesState(elementType, index); case Empty: return SitesEmpty.construct(elementType, index); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesIndexType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites of a side of the board. * * @param regionType Type of sites to return. * @param elementType The graph element type [default SiteType of the board]. * @param player Index of the player or the component. * @param role The Role type corresponding to the index. * @param direction Direction of the side to return. * * @example (sites Side NE) */ public static RegionFunction construct ( final SitesSideType regionType, @Opt final SiteType elementType, @Opt @Or final Player player, @Opt @Or final RoleType role, @Opt @Or final CompassDirection direction ) { int numNonNull = 0; if (player != null) numNonNull++; if (role != null) numNonNull++; if (direction != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): A SitesSideType only one of index, role, direction can be non-null."); switch (regionType) { case Side: return new SitesSide(elementType, player, role, direction); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesPlayerType is not implemented."); } /** * For getting sites at a specific distance of another. * * @param regionType Type of sites to return. * @param elementType The graph element type [default site type of the board]. * @param relation The relation type of the steps [Adjacent]. * @param stepMove Define a particular step move to step. * @param newRotation Define a new rotation at each step move in using the (value) iterator for the rotation. * @param from Index of the site. * @param distance Distance from the site. * * @example (sites Distance from:(last To) (exact 5)) * @example (sites Distance (step Forward (to if:(is Empty (to)))) newRotation:(+ (value) 1) from:(from) (range 1 Infinity)) */ public static RegionFunction construct ( final SitesDistanceType regionType, @Opt final SiteType elementType, @Opt final RelationType relation, @Opt final Step stepMove, @Name @Opt final IntFunction newRotation, @Name final IntFunction from, final RangeFunction distance ) { switch (regionType) { case Distance: return new SitesDistance(elementType, relation, stepMove, newRotation, from, distance); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesDistanceType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites of a region defined in the equipment or of a single * coordinate. * * @param player Index of the player or the component. * @param role The Role type corresponding to the index. * @param siteType The graph element type of the coordinate is specified. * @param name The name of the region to return or of a single coordinate. * * @example (sites P1) * @example (sites "E5") */ public static RegionFunction construct ( @Opt @Or final Player player, @Opt @Or final RoleType role, @Opt final SiteType siteType, @Opt final String name ) { // If the name is a coordinate. if (StringRoutines.isCoordinate(name)) { int numNonNull = 0; if (player != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull != 0) throw new IllegalArgumentException( "Sites(): index and role has to be null to specify a region of a single coordinate."); return new SitesCoords(siteType, new String[] { name }); } int numNonNull = 0; if (player != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): only one of index, role can be non-null."); return new SitesEquipmentRegion(player, role, name); } //------------------------------------------------------------------------- /** * For getting sites relative to a track. * * @param regionType Type of sites to return. * @param pid Index of the player owned the track. * @param role The Role type corresponding to the index. * @param name The name of the track. * @param from Only the sites in the track from that site (included). * @param to Only the sites in the track until to reach that site * (included). * * @example (sites Track) */ public static RegionFunction construct ( final SitesTrackType regionType, @Opt @Or final Player pid, @Opt @Or final RoleType role, @Opt final String name, @Opt @Name final IntFunction from, @Opt @Name final IntFunction to ) { int numNonNull = 0; if (pid != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): A SitesTrackType only one of pid, role can be non-null."); switch (regionType) { case Track: return new SitesTrack(pid, role, name,from,to); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesTrackType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites relative to a player. * * @param regionType Type of sites to return. * @param elementType The graph element type [default SiteType]. * @param pid Index of the player or the component. * @param role The Role type corresponding to the index. * @param moves Rules used to generate moves for finding winning sites. * @param name The name of the board or region to return. * * @example (sites Hand Mover) * @example (sites Winning Next (add (to (sites Empty)))) */ public static RegionFunction construct ( final SitesPlayerType regionType, @Opt final SiteType elementType, @Opt @Or final Player pid, @Opt @Or final RoleType role, @Opt final NonDecision moves, @Opt final String name ) { int numNonNull = 0; if (pid != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): A SitesPlayerType only one of pid, role can be non-null."); switch (regionType) { case Hand: return new SitesHand(pid, role); case Winning: return new SitesWinning(pid, role, moves); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesPlayerType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites relative to a player. * * @param regionType Type of sites to return. * @param elementType The graph element type [default SiteType of the board]. * @param pid Index of the player or the component. * @param role The Role type corresponding to the index. * @param moves Rules used to generate moves for finding winning sites. * @param name The name of the board or region to return. * * @example (sites Start (piece (what at:(from)))) */ public static RegionFunction construct ( final SitesPieceType regionType, final Piece pid ) { switch (regionType) { case Start: return new SitesStart(pid); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesPlayerType is not implemented."); } /** * For getting sites occupied by player(s). * * @param regionType Type of sites to return. * @param by The index of the owner. * @param By The roleType of the owner. * @param container The index of the container. * @param Container The name of the container. * @param component The index of the component. * @param Component The name of the component. * @param components The names of the component. * @param top True to look only the top of the stack [True]. * @param on The type of the graph element. * * @example (sites Occupied by:Mover) */ public static RegionFunction construct ( final SitesOccupiedType regionType, @Or @Name final Player by, @Or @Name final RoleType By, @Opt @Or2 @Name final IntFunction container, @Opt @Or2 @Name final String Container, @Opt @Or @Name final IntFunction component, @Opt @Or @Name final String Component, @Opt @Or @Name final String[] components, @Opt @Name final Boolean top, @Opt @Name final SiteType on ) { int numNonNull = 0; if (by != null) numNonNull++; if (By != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Sites(): With SitesOccupiedType exactly one who or role parameter must be non-null."); int numNonNull2 = 0; if (container != null) numNonNull2++; if (Container != null) numNonNull2++; if (numNonNull2 > 1) throw new IllegalArgumentException( "Sites(): With SitesOccupiedType zero or one container or Container parameter must be non-null."); int numNonNull3 = 0; if (Component != null) numNonNull3++; if (component != null) numNonNull3++; if (components != null) numNonNull3++; if (numNonNull3 > 1) throw new IllegalArgumentException( "Sites(): With SitesOccupiedType zero or one Component or component or components parameter must be non-null."); switch (regionType) { case Occupied: return new SitesOccupied(by, By, container, Container, component, Component, components, top, on); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesOccupiedType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites incident to another. * * @param regionType Type of sites to return. * @param resultType The graph type of the result. * @param of The graph type of the index. * @param at Index of the element to check. * @param owner The owner of the site to return. * @param roleOwner The role of the owner of the site to return. * * @example (sites Incident Edge of:Vertex at:(last To)) * * @example (sites Incident Cell of:Edge at:(last To) Mover) */ public static RegionFunction construct ( final SitesIncidentType regionType, final SiteType resultType, @Name final SiteType of, @Name final IntFunction at, @Opt @Or @Name final Player owner, @Opt @Or final RoleType roleOwner ) { int numNonNull = 0; if (owner != null) numNonNull++; if (roleOwner != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Sites(): With SitesIncidentType Zero or one owner or roleOwner parameter can be non-null."); switch (regionType) { case Incident: return new SitesIncident(resultType, of, at, owner, roleOwner); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesIncidentType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites around another. * * @param regionType Type of sites to return. * @param typeLoc The graph element type [default SiteType of the board]. * @param where The location to check. * @param regionWhere The region to check. * @param type The type of the dynamic region. * @param distance The distance around which to check [1]. * @param directions The directions to use [Adjacent]. * @param If The condition to satisfy around the site to be included in * the result. * @param includeSelf True if the origin site/region is included in the result * [False]. * * @example (sites Around (last To)) * @example (sites Around (to) Orthogonal if:(is Empty (to))) */ public static RegionFunction construct ( final SitesAroundType regionType, @Opt final SiteType typeLoc, @Or final IntFunction where, @Or final RegionFunction regionWhere, @Opt final RegionTypeDynamic type, @Opt @Name final IntFunction distance, @Opt final AbsoluteDirection directions, @Opt @Name final BooleanFunction If, @Opt @Name final BooleanFunction includeSelf ) { int numNonNull = 0; if (where != null) numNonNull++; if (regionWhere != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Sites(): With SitesAroundType one where or regionWhere parameter must be non-null."); switch (regionType) { case Around: return new SitesAround(typeLoc, where, regionWhere, type, distance, directions, If, includeSelf); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesAroundType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites in a direction from another. * * @param regionType Type of sites to return. * @param from The origin location. * @param From The origin region location. * @param absoluteDirn The directions of the move [Adjacent]. * @param relativeDirn The directions of the move. * @param directions The directions of the move [Adjacent]. * @param included True if the origin is included in the result [False]. * @param stop When the condition is true in one specific direction, * sites are no longer added to the result [False]. * @param stopIncluded True if the site stopping the radial in each direction is * included in the result [False]. * @param distance The distance around which to check [Infinite]. * @param type The graph element type [default SiteType of the board]. * * @example (sites Direction from:(last To) Diagonal) */ public static RegionFunction construct ( final SitesDirectionType regionType, @Or @Name final IntFunction from, @Or @Name final RegionFunction From, @Opt final game.util.directions.Direction directions, @Opt @Name final BooleanFunction included, @Opt @Name final BooleanFunction stop, @Opt @Name final BooleanFunction stopIncluded, @Opt @Name final IntFunction distance, @Opt final SiteType type ) { int numNonNull = 0; if (from != null) numNonNull++; if (From != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Sites(): With SitesDirectionType one from or From parameter must be non-null."); switch (regionType) { case Direction: return new SitesDirection(from, From, directions, included, stop, stopIncluded, distance, type); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesDirectionType is not implemented."); } //------------------------------------------------------------------------- /** * For getting sites in the line of sight. * * @param regionType Type of sites to return. * @param typeLoS The line-of-sight test to apply [Piece]. * @param typeLoc The graph element type [default SiteType of the board]. * @param at The location [(last To)]. * @param directions The directions of the move [Adjacent]. * * @example (sites LineOfSight Orthogonal) */ public static RegionFunction construct ( final SitesLineOfSightType regionType, @Opt final LineOfSightType typeLoS, @Opt final SiteType typeLoc, @Opt @Name final IntFunction at, @Opt final game.util.directions.Direction directions ) { switch (regionType) { case LineOfSight: return new SitesLineOfSight(typeLoS, typeLoc, at, directions); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Sites(): A SitesAroundType is not implemented."); } //------------------------------------------------------------------------- private Sites() { // Ensure that compiler does pick up default constructor } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { return null; } //------------------------------------------------------------------------- @Override public boolean isStatic() { // Should never be there return false; } @Override public long gameFlags(final Game game) { // Should never be there return 0L; } @Override public void preprocess(final Game game) { // Nothing to do. } }
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Ludii-master/Core/src/game/functions/region/sites/SitesAroundType.java
package game.functions.region.sites; /** * Specifies sets of sites around other sites. * * @author Eric.Piette */ public enum SitesAroundType { /** * Sites around a given region or site according to specified directions and * conditions. */ Around, }
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Ludii-master/Core/src/game/functions/region/sites/SitesBetweenType.java
package game.functions.region.sites; /** * Specifies sets of sites between two sites. * * @author Eric.Piette */ public enum SitesBetweenType { /** Sites which are between two others sites. */ Between, }
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Ludii-master/Core/src/game/functions/region/sites/SitesCrossingType.java
package game.functions.region.sites; /** * Specifies sets of sites crossing an edge. * * @author Eric.Piette */ public enum SitesCrossingType { /** Sites which are crossing with an edge. */ Crossing, }
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Ludii-master/Core/src/game/functions/region/sites/SitesDirectionType.java
package game.functions.region.sites; /** * Specifies sets of board sites according to a direction. * * @author Eric.Piette */ public enum SitesDirectionType { /** Sites in a specific absolute direction from a site. */ Direction, }
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Ludii-master/Core/src/game/functions/region/sites/SitesDistanceType.java
package game.functions.region.sites; /** * Specifies sets of board sites according to a distance. * * @author Eric.Piette */ public enum SitesDistanceType { /** Sites at a specific distance from another. */ Distance, }
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Ludii-master/Core/src/game/functions/region/sites/SitesEdgeType.java
package game.functions.region.sites; /** * Specifies set of edge sites. * * @author Eric.Piette */ public enum SitesEdgeType { /** The axials edges sites. */ Axial, /** The horizontal edges sites. */ Horizontal, /** The vertical edges sites. */ Vertical, /** The angled edges sites. */ Angled, /** The slash edges sites. */ Slash, /** The slosh edges sites. */ Slosh, }
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13.071429
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Ludii-master/Core/src/game/functions/region/sites/SitesGroupType.java
package game.functions.region.sites; /** * Specifies sets of sites in a same group. * * @author Eric.Piette */ public enum SitesGroupType { /** Sites of belonging to a same group. */ Group, }
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Ludii-master/Core/src/game/functions/region/sites/SitesHiddenType.java
package game.functions.region.sites; /** * Specifies sets of sites with hidden information. * * @author Eric.Piette */ public enum SitesHiddenType { /** Sites with hidden information. */ Hidden, }
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Ludii-master/Core/src/game/functions/region/sites/SitesIncidentType.java
package game.functions.region.sites; /** * Specifies sets of incident sites. * * @author Eric.Piette */ public enum SitesIncidentType { /** Sites of other graph elements connected to a given graph element. */ Incident, }
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Ludii-master/Core/src/game/functions/region/sites/SitesIndexType.java
package game.functions.region.sites; /** * Specifies sets of board sites by some indexed property. * * @author Eric.Piette and cambolbro */ public enum SitesIndexType { /** Sites in a specified row. */ Row, /** Sites in a specified column. */ Column, /** Sites in a specified phase. */ Phase, /** Vertices that make up a cell. */ Cell, /** End points of an edge. */ Edge, /** Sites with a specified state value. */ State, /** Empty (i.e. unoccupied) sites of a container. */ Empty, /** Sites in a specified layer. */ Layer, }
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15.5
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Ludii-master/Core/src/game/functions/region/sites/SitesLargePieceType.java
package game.functions.region.sites; /** * Specifies sets of board sites according to a large piece. * * @author Eric.Piette */ public enum SitesLargePieceType { /** Sites occupied by a large piece. */ LargePiece, }
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Ludii-master/Core/src/game/functions/region/sites/SitesLineOfSightType.java
package game.functions.region.sites; /** * Specifies sets of sites in the line of sight. * * @author Eric.Piette */ public enum SitesLineOfSightType { /** * Sites containing the closest piece (if any) along all specified directions. */ LineOfSight, }
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16.6
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Ludii-master/Core/src/game/functions/region/sites/SitesLoopType.java
package game.functions.region.sites; /** * Specifies sets of sites based on a loop. * * @author Eric Piette */ public enum SitesLoopType { /** Looping sites. */ Loop, }
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Ludii
Ludii-master/Core/src/game/functions/region/sites/SitesMoveType.java
package game.functions.region.sites; /** * Specifies sets of sites based on the positions of moves. * * @author Dennis Soemers and Eric.Piette */ public enum SitesMoveType { /** From-positions of a collection of moves as a set of sites. */ From, /** Between-positions of a collection of moves as a set of sites. */ Between, /** To-positions of a collection of moves as a set of sites. */ To, }
409
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Ludii-master/Core/src/game/functions/region/sites/SitesOccupiedType.java
package game.functions.region.sites; /** * Specifies sets of occupied sites. * * @author Eric.Piette */ public enum SitesOccupiedType { /** Sites occupied by pieces/players. */ Occupied, }
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Ludii-master/Core/src/game/functions/region/sites/SitesPatternType.java
package game.functions.region.sites; /** * Specifies sets of pattern sites. * * @author Eric.Piette */ public enum SitesPatternType { /** Sites corresponding to a pattern from a site. */ Pattern, }
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Ludii
Ludii-master/Core/src/game/functions/region/sites/SitesPieceType.java
package game.functions.region.sites; /** * Specifies sets of sites associated with given pieces. * * @author Eric.Piette */ public enum SitesPieceType { /** Sites in which a piece start the game. */ Start, }
216
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Ludii-master/Core/src/game/functions/region/sites/SitesPlayerType.java
package game.functions.region.sites; /** * * Specifies sets of sites associated with given players. * * @author Eric.Piette */ public enum SitesPlayerType { /** Sites in a player's hand. */ Hand, /** Sites that would be winning moves for the current player. */ Winning, }
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Ludii-master/Core/src/game/functions/region/sites/SitesRandomType.java
package game.functions.region.sites; /** * Specifies sets of random sites. * * @author Eric.Piette */ public enum SitesRandomType { /** Sites randomly selected in a region. */ Random, }
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Ludii-master/Core/src/game/functions/region/sites/SitesSideType.java
package game.functions.region.sites; /** * Specifies a set of sites according to certain sides of the board. * * @author Eric.Piette and cambolbro */ public enum SitesSideType { /** External sites along any the side of the board. */ Side, }
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Ludii-master/Core/src/game/functions/region/sites/SitesSimpleType.java
package game.functions.region.sites; /** * Specifies set of sites that do not require any parameters (apart from the graph element type). * * @author Eric.Piette and cambolbro */ public enum SitesSimpleType { /** All board sites. */ Board, /** Sites on the top side of the board. */ Top, /** Sites on the bottom side of the board. */ Bottom, /** Sites on the left side of the board. */ Left, /** Sites on the right side of the board. */ Right, /** Interior board sites. */ Inner, /** Outer board sites. */ Outer, /** Perimeter board sites. */ Perimeter, /** Corner board sites. */ Corners, /** Concave corner board sites. */ ConcaveCorners, /** Convex corner board sites. */ ConvexCorners, /** Major generator board sites. */ Major, /** Minor generator board sites. */ Minor, /** Centre board site(s). */ Centre, /** Sites that contain a puzzle hint. */ Hint, /** Sites to remove at the end of a capture sequence. */ ToClear, /** * Sites in the line of play. Applies to domino game * (returns an empty region for other games). */ LineOfPlay, /** Sites with a non-zero ``pending'' value in the game state. */ Pending, /** * Playable sites of a boardless game. For other games, returns the set of * empty sites adjacent to occupied sites. */ Playable, /** * The set of ``to'' sites of the last move. */ LastTo, /** * The set of ``from'' sites of the last move. */ LastFrom, }
1,477
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Ludii-master/Core/src/game/functions/region/sites/SitesTrackType.java
package game.functions.region.sites; /** * Specifies sets of sites associated with track. * * @author Eric.Piette */ public enum SitesTrackType { /** Sites in a player's track. */ Track, }
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Ludii-master/Core/src/game/functions/region/sites/package-info.java
/** * The {\tt (sites ...)} `super' ludeme returns a set of sites of the specified type, * such as board sites, hand sites, corners, edges, empty sites, playable sites, etc. */ package game.functions.region.sites;
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Ludii-master/Core/src/game/functions/region/sites/around/SitesAround.java
package game.functions.region.sites.around; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.component.Component; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.types.board.RegionTypeDynamic; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.equipment.Region; import game.util.graph.Radial; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.context.Context; import other.context.EvalContextData; import other.state.State; import other.state.container.ContainerState; /** * Returns the sites around a given region or site according to specified * directions and conditions. * * @author Eric Piette */ @Hide public final class SitesAround extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; /** Region to check. */ private final RegionFunction where; /** Loc to check. */ private final IntFunction locWhere; /** Type of sites around (empty, enemy, all, ...). */ private final RegionTypeDynamic typeDynamic; /** Distance around. */ private final IntFunction distance; /** Choice of directions. */ private final AbsoluteDirection directions; /** Condition to check by each site to be on the return region. */ private final BooleanFunction cond; /** Origin included or not. */ private final BooleanFunction originIncluded; //------------------------------------------------------------------------- /** * @param typeLoc The graph element type [default SiteType of the board]. * @param where The location to check. * @param regionWhere The region to check. * @param type The type of the dynamic region. * @param distance The distance around which to check [1]. * @param directions The directions to use [Adjacent]. * @param If The condition to satisfy around the site to be included in * the result. * @param includeSelf True if the origin site/region is included in the result * [False]. */ public SitesAround ( @Opt final SiteType typeLoc, @Or final IntFunction where, @Or final RegionFunction regionWhere, @Opt final RegionTypeDynamic type, @Opt @Name final IntFunction distance, @Opt final AbsoluteDirection directions, @Opt @Name final BooleanFunction If, @Opt @Name final BooleanFunction includeSelf ) { this.where = regionWhere; locWhere = where; typeDynamic = type; this.distance = (distance == null) ? new IntConstant(1) : distance; this.directions = (directions == null) ? AbsoluteDirection.Adjacent : directions; cond = (If == null) ? null : If; originIncluded = (includeSelf == null) ? new BooleanConstant(false) : includeSelf; this.type = typeLoc; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; // sites Around final TIntArrayList sitesAround = new TIntArrayList(); // distance final int dist = distance.eval(context); // Get the list of index of the regionTo final TIntArrayList typeRegionTo = convertRegion(context, typeDynamic); final int origFrom = context.from(); final int origTo = context.to(); // sites to check final int[] sites; if (where != null) { sites = where.eval(context).sites(); } else { sites = new int[1]; sites[0] = locWhere.eval(context); } final other.topology.Topology graph = context.topology(); final ContainerState state = context.state().containerStates()[0]; // if region empty & site not specify if (sites.length == 0) return new Region(sitesAround.toArray()); if (sites[0] == Constants.UNDEFINED) return new Region(); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); for (final int site : sites) { if (site >= graph.getGraphElements(realType).size()) continue; context.setFrom(site); final List<Radial> radials = graph.trajectories().radials(realType, site, directions); for (final Radial radial : radials) { if (dist >= radial.steps().length) continue; for (int toIdx = 0; toIdx < radial.steps().length; toIdx++) { final int to = radial.steps()[dist].id(); context.setTo(to); if ((cond == null || cond.eval(context)) && (typeDynamic == null || typeRegionTo.contains(state.what(to, realType)))) { sitesAround.add(to); } } } } context.setFrom(origFrom); context.setTo(origTo); if (originIncluded.eval(context)) { for(int site : sites) if (!sitesAround.contains(site)) sitesAround.add(site); } else { for(int site : sites) while (sitesAround.contains(site)) sitesAround.remove(site); } return new Region(sitesAround.toArray()); } //------------------------------------------------------------------------- /** * @param context The context. * @param dynamicRegion The dynamic region. * @return A list of the index of the player for each kind of region. */ public static TIntArrayList convertRegion(final Context context, final RegionTypeDynamic dynamicRegion) { final int indexSharedPlayer = context.game().players().size(); final TIntArrayList whatIndex = new TIntArrayList(); final State state = context.state(); if (dynamicRegion == RegionTypeDynamic.Empty) { whatIndex.add(0); } else if (dynamicRegion == RegionTypeDynamic.NotEmpty) { final Component[] components = context.equipment().components(); for (int i = 1; i < components.length; i++) whatIndex.add(components[i].index()); } else if (dynamicRegion == RegionTypeDynamic.Own) { final int moverId = state.mover(); final Component[] components = context.equipment().components(); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (component.owner() == moverId || component.owner() == indexSharedPlayer) whatIndex.add(component.index()); } } else if (dynamicRegion == RegionTypeDynamic.Enemy) { final Component[] components = context.equipment().components(); if (context.game().requiresTeams()) { final TIntArrayList enemies = new TIntArrayList(); final int teamMover = context.state().getTeam(context.state().mover()); for (int pid = 1; pid < context.game().players().size(); ++pid) if (pid != context.state().mover() && !context.state().playerInTeam(pid, teamMover)) enemies.add(pid); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (enemies.contains(component.owner())) whatIndex.add(component.index()); } } else { final int moverId = state.mover(); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (component.owner() != moverId && component.owner() > 0 && component.owner() < indexSharedPlayer) whatIndex.add(component.index()); } } } else if (dynamicRegion == RegionTypeDynamic.NotEnemy) { final Component[] components = context.equipment().components(); if (context.game().requiresTeams()) { final TIntArrayList enemies = new TIntArrayList(); final int teamMover = context.state().getTeam(context.state().mover()); for (int pid = 1; pid < context.game().players().size(); ++pid) if (pid != context.state().mover() && !context.state().playerInTeam(pid, teamMover)) enemies.add(pid); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (enemies.contains(component.owner()) || component.owner() == indexSharedPlayer) whatIndex.add(component.index()); } } else { final int moverId = state.mover(); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (component.owner() == moverId || component.owner() == indexSharedPlayer) whatIndex.add(component.index()); } } } else if (dynamicRegion == RegionTypeDynamic.NotOwn) { final int moverId = state.mover(); final Component[] components = context.equipment().components(); for (int i = 1; i < components.length; i++) { final Component component = components[i]; if (component.owner() != moverId && component.owner() != indexSharedPlayer) whatIndex.add(component.index()); } } return whatIndex; } @Override public boolean isStatic() { if (where != null && !where.isStatic()) return false; if (locWhere != null && !locWhere.isStatic()) return false; if (distance != null && !distance.isStatic()) return false; if (originIncluded != null && !originIncluded.isStatic()) return false; if (cond != null && !cond.isStatic()) return false; return true; } @Override public long gameFlags(final Game game) { long flag = 0; flag |= SiteType.gameFlags(type); if (where != null) flag |= where.gameFlags(game); if (locWhere != null) flag |= locWhere.gameFlags(game); if (distance != null) flag |= distance.gameFlags(game); if (originIncluded != null) flag |= originIncluded.gameFlags(game); if (cond != null) flag |= cond.gameFlags(game); return flag; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (where != null) missingRequirement |= where.missingRequirement(game); if (locWhere != null) missingRequirement |= locWhere.missingRequirement(game); if (distance != null) missingRequirement |= distance.missingRequirement(game); if (originIncluded != null) missingRequirement |= originIncluded.missingRequirement(game); if (cond != null) missingRequirement |= cond.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (where != null) willCrash |= where.willCrash(game); if (locWhere != null) willCrash |= locWhere.willCrash(game); if (distance != null) willCrash |= distance.willCrash(game); if (originIncluded != null) willCrash |= originIncluded.willCrash(game); if (cond != null) willCrash |= cond.willCrash(game); return willCrash; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); if (where != null) concepts.or(where.concepts(game)); if (locWhere != null) concepts.or(locWhere.concepts(game)); if (distance != null) concepts.or(distance.concepts(game)); if (originIncluded != null) concepts.or(originIncluded.concepts(game)); if (cond != null) concepts.or(cond.concepts(game)); if (directions != null) concepts.or(AbsoluteDirection.concepts(directions)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(super.writesEvalContextRecursive()); if (where != null) writeEvalContext.or(where.writesEvalContextRecursive()); if (locWhere != null) writeEvalContext.or(locWhere.writesEvalContextRecursive()); if (distance != null) writeEvalContext.or(distance.writesEvalContextRecursive()); if (originIncluded != null) writeEvalContext.or(originIncluded.writesEvalContextRecursive()); if (cond != null) writeEvalContext.or(cond.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.To.id(), true); writeEvalContext.set(EvalContextData.From.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (where != null) readEvalContext.or(where.readsEvalContextRecursive()); if (locWhere != null) readEvalContext.or(locWhere.readsEvalContextRecursive()); if (distance != null) readEvalContext.or(distance.readsEvalContextRecursive()); if (originIncluded != null) readEvalContext.or(originIncluded.readsEvalContextRecursive()); if (cond != null) readEvalContext.or(cond.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (where != null) where.preprocess(game); if(locWhere != null) locWhere.preprocess(game); if(distance != null) distance.preprocess(game); if(originIncluded != null) originIncluded.preprocess(game); if(cond != null) cond.preprocess(game); if (isStatic() && typeDynamic == null ) { final Context gameContext = new Context(game, null); // sites Around final TIntArrayList sitesAround = new TIntArrayList(); // distance final int dist = distance.eval(gameContext); final int origFrom = gameContext.from(); final int origTo = gameContext.to(); // sites to check final int[] sites; if (where != null) { sites = where.eval(gameContext).sites(); } else { sites = new int[1]; sites[0] = locWhere.eval(gameContext); } final other.topology.Topology graph = gameContext.topology(); // if region empty & site not specify if (sites.length == 0) precomputedRegion = new Region(sitesAround.toArray()); if (sites.length > 0) if (sites[0] == Constants.UNDEFINED) precomputedRegion = new Region(); final SiteType realType = (type != null) ? type : gameContext.game().board().defaultSite(); for (final int site : sites) { if (site >= graph.getGraphElements(realType).size()) continue; final List<Radial> radials = graph.trajectories().radials(realType, site, directions); for (final Radial radial : radials) { if (dist >= radial.steps().length) continue; for (int toIdx = 0; toIdx < radial.steps().length; toIdx++) { gameContext.setFrom(radial.steps()[0].id()); final int to = radial.steps()[dist].id(); gameContext.setTo(to); if ((cond == null || cond.eval(gameContext))) { sitesAround.add(to); } } } } gameContext.setFrom(origFrom); gameContext.setTo(origTo); if (originIncluded.eval(gameContext)) { for(int site : sites) if (!sitesAround.contains(site)) sitesAround.add(site); } else { for(int site : sites) while (sitesAround.contains(site)) sitesAround.remove(site); } precomputedRegion = new Region(sitesAround.toArray()); } } //------------------------------------------------------------------------- /** * @return The origin location. */ public IntFunction locWhere() { return locWhere; } /** * @return Region we're looking at */ public RegionFunction where() { return where; } /** * @return Type of the "around" sites */ public RegionTypeDynamic type() { return typeDynamic; } /** * @return Distance */ public IntFunction distance() { return distance; } /** * @return Directions */ public AbsoluteDirection directions() { return directions; } /** * @return Condition that must hold for "around" cells */ public BooleanFunction cond() { return cond; } /** * @return Whether the origin should be included */ public BooleanFunction originIncluded() { return originIncluded; } @Override public String toString() { return "Sites Around"; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String englishString = "the number of"; if (typeDynamic != null) englishString += " " + typeDynamic.name().toLowerCase(); englishString += " sites within"; if (distance != null) englishString += " " + distance.toEnglish(game) + " spaces of"; if (where != null) englishString += " " + where.toEnglish(game); else if (locWhere != null) englishString += " " + locWhere.toEnglish(game); if (cond != null) englishString += " if " + cond.toEnglish(game); if (originIncluded != null) englishString += " includeOrigin: " + originIncluded.toEnglish(game); return englishString; } //------------------------------------------------------------------------- }
17,101
24.912121
104
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/between/SitesBetween.java
package game.functions.region.sites.between; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.equipment.Region; import game.util.graph.Radial; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.context.Context; import other.context.EvalContextData; import other.topology.Topology; import other.topology.TopologyElement; /** * For getting the sites (in the same radial) between two others sites. * * @author Eric Piette */ @Hide public final class SitesBetween extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The 'from' site. */ private final IntFunction fromFn; /** True if the 'from' site is included in the result. */ private final BooleanFunction fromIncludedFn; /** The 'to' site. */ private final IntFunction toFn; /** True if the 'to' site is included in the result. */ private final BooleanFunction toIncludedFn; /** The condition to include a site in between */ private final BooleanFunction betweenCond; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** * @param directions The directions of the move [Adjacent]. * @param type The type of the graph element [Default SiteType]. * @param from The 'from' site. * @param fromIncluded True if the 'from' site is included in the result * [False]. * @param to The 'to' site. * @param toIncluded True if the 'to' site is included in the result [False]. * @param cond The condition to include the site in between [True]. */ public SitesBetween ( @Opt final game.util.directions.Direction directions, @Opt final SiteType type, @Name final IntFunction from, @Opt @Name final BooleanFunction fromIncluded, @Name final IntFunction to, @Opt @Name final BooleanFunction toIncluded, @Opt @Name final BooleanFunction cond ) { this.fromFn = from; this.toFn = to; this.fromIncludedFn = (fromIncluded == null) ? new BooleanConstant(false) : fromIncluded; this.toIncludedFn = (toIncluded == null) ? new BooleanConstant(false) : toIncluded; this.type = type; this.betweenCond = (cond == null) ? new BooleanConstant(true) : cond; this.dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int from = fromFn.eval(context); if (from <= Constants.OFF) return new Region(); final int to = toFn.eval(context); if (to <= Constants.OFF) return new Region(); final Topology topology = context.topology(); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); if (from >= topology.getGraphElements(realType).size()) return new Region(); if (to >= topology.getGraphElements(realType).size()) return new Region(); final TopologyElement fromV = topology.getGraphElements(realType).get(from); final int origFrom = context.from(); final int origTo = context.to(); final int origBetween = context.between(); final TIntArrayList sites = new TIntArrayList(); context.setFrom(from); context.setTo(to); if (fromIncludedFn.eval(context)) sites.add(from); if (toIncludedFn.eval(context)) sites.add(to); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null, context); boolean toFound = false; for (final AbsoluteDirection direction : directions) { final List<Radial> radials = topology.trajectories().radials(type, fromV.index(), direction); for (final Radial radial : radials) { context.setBetween(origBetween); for (int toIdx = 1; toIdx < radial.steps().length; toIdx++) { final int site = radial.steps()[toIdx].id(); if (site == to) { for (int betweenIdx = toIdx - 1; betweenIdx >= 1; betweenIdx--) { final int between = radial.steps()[betweenIdx].id(); context.setBetween(between); if (betweenCond.eval(context)) sites.add(between); } toFound = true; break; } } if (toFound) break; } if (toFound) break; } context.setTo(origTo); context.setFrom(origFrom); context.setBetween(origBetween); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return fromFn.isStatic() && fromIncludedFn.isStatic() && toFn.isStatic() && toIncludedFn.isStatic() && betweenCond.isStatic(); } @Override public long gameFlags(final Game game) { long flags = 0l; flags |= SiteType.gameFlags(type); flags |= fromFn.gameFlags(game); flags |= toFn.gameFlags(game); flags |= fromIncludedFn.gameFlags(game); flags |= toIncludedFn.gameFlags(game); flags |= betweenCond.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(fromFn.concepts(game)); concepts.or(toFn.concepts(game)); concepts.or(fromIncludedFn.concepts(game)); concepts.or(toIncludedFn.concepts(game)); concepts.or(betweenCond.concepts(game)); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(fromFn.writesEvalContextRecursive()); writeEvalContext.or(toFn.writesEvalContextRecursive()); writeEvalContext.or(fromIncludedFn.writesEvalContextRecursive()); writeEvalContext.or(toIncludedFn.writesEvalContextRecursive()); writeEvalContext.or(betweenCond.writesEvalContextRecursive()); if (dirnChoice != null) writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.To.id(), true); writeEvalContext.set(EvalContextData.From.id(), true); writeEvalContext.set(EvalContextData.Between.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(fromFn.readsEvalContextRecursive()); readEvalContext.or(toFn.readsEvalContextRecursive()); readEvalContext.or(fromIncludedFn.readsEvalContextRecursive()); readEvalContext.or(toIncludedFn.readsEvalContextRecursive()); readEvalContext.or(betweenCond.readsEvalContextRecursive()); if (dirnChoice != null) readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= fromFn.missingRequirement(game); missingRequirement |= toFn.missingRequirement(game); missingRequirement |= fromIncludedFn.missingRequirement(game); missingRequirement |= toIncludedFn.missingRequirement(game); missingRequirement |= betweenCond.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= fromFn.willCrash(game); willCrash |= toFn.willCrash(game); willCrash |= fromIncludedFn.willCrash(game); willCrash |= toIncludedFn.willCrash(game); willCrash |= betweenCond.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); fromFn.preprocess(game); toFn.preprocess(game); fromIncludedFn.preprocess(game); toIncludedFn.preprocess(game); betweenCond.preprocess(game); } }
8,522
28.800699
128
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/context/SitesContext.java
package game.functions.region.sites.context; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.util.equipment.Region; import other.context.Context; import other.context.EvalContextData; /** * Returns the sites iterated in ForEach Moves. * * @author Eric Piette */ @Hide public final class SitesContext extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @example (sites) */ public SitesContext() { } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { return context.region(); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return 0l; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { return readsEvalContextFlat(); } @Override public BitSet readsEvalContextFlat() { final BitSet readEvalContext = new BitSet(); readEvalContext.set(EvalContextData.Region.id(), true); return readEvalContext; } @Override public void preprocess(final Game game) { // Nothing to do. } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the current sites"; } //------------------------------------------------------------------------- }
1,853
17.918367
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/coords/SitesCoords.java
package game.functions.region.sites.coords; import java.util.Arrays; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import main.StringRoutines; import other.context.Context; import other.topology.SiteFinder; import other.topology.TopologyElement; /** * Returns all the sites with the correct coordinates. * * @author Eric.Piette */ @Hide public final class SitesCoords extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The coordinates. */ private final String[] coords; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param coords The sites corresponding to these coordinates. */ public SitesCoords ( @Opt final SiteType elementType, final String[] coords ) { type = elementType; this.coords = coords; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final TIntArrayList sites = new TIntArrayList(); for (final String coord : coords) { final TopologyElement element = SiteFinder.find(context.board(), coord, type); if (element != null) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Column()"; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { final SiteType realType = (type != null) ? type : game.board().defaultSite(); return "the " + realType.name().toLowerCase() + StringRoutines.getPlural(realType.name()) + " with coordinates " + Arrays.toString(coords); } //------------------------------------------------------------------------- }
3,168
21.635714
141
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/crossing/SitesCrossing.java
package game.functions.region.sites.crossing; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import main.Constants; import main.math.MathRoutines; import other.context.Context; import other.state.container.ContainerState; import other.topology.Edge; import other.topology.Topology; import other.topology.Vertex; /** * Is used to return all the sites which are crossing with an edge. * * @author tahmina */ @Hide public final class SitesCrossing extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting location of the Group. */ private final IntFunction startLocationFn; /** The owner of the regions */ private final IntFunction roleFunc; /** * @param at The specific starting position needs to crossing check. * @param who The returned group items player type. * @param role The returned group items role type. */ public SitesCrossing ( @Name final IntFunction at, @Opt @Or final Player who, @Opt @Or final RoleType role ) { startLocationFn = at; roleFunc = (role != null) ? RoleType.toIntFunction(role) : who.index(); } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int from = startLocationFn.eval(context); if (from == Constants.OFF) return new Region(new TIntArrayList().toArray()); final Topology graph = context.topology(); final TIntArrayList groupItems = new TIntArrayList(); final ContainerState state = context.state().containerStates()[0]; final int numPlayers = context.game().players().count(); final int whoSiteId = roleFunc.eval(context); int player = 0; if(whoSiteId == 0) { if (context.game().isGraphGame()) player = roleFunc.eval(context); else return null; } else player = whoSiteId; final Edge kEdge = graph.edges().get(from); final int vA = kEdge.vA().index(); final int vB = kEdge.vB().index(); final Vertex a = graph.vertices().get(vA); final Vertex b = graph.vertices().get(vB); final double a0x = a.centroid().getX(); final double a0y = a.centroid().getY(); final double a1x = b.centroid().getX(); final double a1y = b.centroid().getY(); for (int k = 0; k < graph.edges().size() ; k++) { if (((whoSiteId == numPlayers + 1 ) && (state.what(k, SiteType.Edge) != 0)) ||((player < numPlayers + 1 ) && (state.who(k, SiteType.Edge) == whoSiteId))) { if(from != k) { final Edge kEdgek = graph.edges().get(k); final int vAk = kEdgek.vA().index(); final int vBk = kEdgek.vB().index(); final Vertex c = graph.vertices().get(vAk); final Vertex d = graph.vertices().get(vBk); final double b0x = c.centroid().getX(); final double b0y = c.centroid().getY(); final double b1x = d.centroid().getX(); final double b1y = d.centroid().getY(); if(MathRoutines.isCrossing(a0x, a0y, a1x, a1y, b0x, b0y, b1x, b1y)) groupItems.add(k); } } } return new Region(groupItems.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0; gameFlags |= SiteType.gameFlags(type); gameFlags |= startLocationFn.gameFlags(game); if (roleFunc != null) gameFlags |= roleFunc.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(startLocationFn.concepts(game)); concepts.or(SiteType.concepts(type)); if (roleFunc != null) concepts.or(roleFunc.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(startLocationFn.writesEvalContextRecursive()); if (roleFunc != null) writeEvalContext.or(roleFunc.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(startLocationFn.readsEvalContextRecursive()); if (roleFunc != null) readEvalContext.or(roleFunc.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); startLocationFn.preprocess(game); if (roleFunc != null) roleFunc.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= startLocationFn.missingRequirement(game); if (roleFunc != null) missingRequirement |= roleFunc.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= startLocationFn.willCrash(game); if (roleFunc != null) willCrash |= roleFunc.willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "all sites which are crossing edge " + startLocationFn.toEnglish(game); } //------------------------------------------------------------------------- }
5,779
25.635945
82
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/custom/SitesCustom.java
package game.functions.region.sites.custom; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.intArray.IntArrayConstant; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; /** * Returns all the sites corresponding to the indices in entry. * * @author Eric.Piette */ @Hide public final class SitesCustom extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The array of sites. */ private final IntArrayFunction arrayFn; //------------------------------------------------------------------------- /** * @param sites The sites of the region. */ public SitesCustom(final IntFunction[] sites) { arrayFn = new IntArrayConstant(sites); } /** * @param array The intArray function. */ public SitesCustom(final IntArrayFunction array) { arrayFn = array; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final TIntArrayList sites = new TIntArrayList(arrayFn.eval(context)); for (int i = sites.size() - 1; i >= 0; i--) { final int site = sites.get(i); if (site < 0) sites.removeAt(i); } return new Region(sites.toArray()); } @Override public boolean contains(final Context context, final int location) { if (precomputedRegion != null) return precomputedRegion.contains(location); final int sites[] = arrayFn.eval(context); for (int i = 0; i < sites.length; i++) { if (location == sites[i]) return true; } return false; } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (!arrayFn.isStatic()) return false; return true; } @Override public String toString() { return "CustomSites()"; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= arrayFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(arrayFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(arrayFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(arrayFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= arrayFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= arrayFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { arrayFn.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "sites " + arrayFn.toEnglish(game); } //------------------------------------------------------------------------- }
3,934
20.861111
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/direction/SitesDirection.java
package game.functions.region.sites.direction; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.equipment.Region; import game.util.graph.GraphElement; import game.util.graph.Radial; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.ContainerId; import other.IntArrayFromRegion; import other.context.Context; import other.context.EvalContextData; import other.topology.TopologyElement; /** * All the sites in a direction from a site. * * @author Eric.Piette */ @Hide public final class SitesDirection extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which site. */ private final IntArrayFromRegion regionFn; /** Site included or not. */ private final BooleanFunction included; /** Distance. */ private final IntFunction distanceFn; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** Condition to stop on this direction. */ private final BooleanFunction stopRule; /** To include or not the site stopping each direction. */ private final BooleanFunction stopIncludedRule; //------------------------------------------------------------------------- /** * @param from The origin location. * @param From The origin region location. * @param directions The directions of the move [Adjacent]. * @param included True if the origin is included in the result [False]. * @param stop When the condition is true in one specific direction, * sites are no longer added to the result [False]. * @param stopIncluded True if the site stopping the radial in each direction is * included in the result [False]. * @param distance The distance around which to check [Infinite]. * @param type The graph element type [default SiteType of the board]. */ public SitesDirection ( @Or @Name final IntFunction from, @Or @Name final RegionFunction From, @Opt final game.util.directions.Direction directions, @Opt @Name final BooleanFunction included, @Opt @Name final BooleanFunction stop, @Opt @Name final BooleanFunction stopIncluded, @Opt @Name final IntFunction distance, @Opt final SiteType type ) { regionFn = new IntArrayFromRegion(from, From); // Directions dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); this.included = (included == null) ? new BooleanConstant(false) : included; stopRule = (stop == null) ? new BooleanConstant(false) : stop; this.type = type; distanceFn = (distance == null) ? new IntConstant(Constants.MAX_DISTANCE) : distance; stopIncludedRule = (stopIncluded == null) ? new BooleanConstant(false) : stopIncluded; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int[] region = regionFn.eval(context); final TIntArrayList sites = new TIntArrayList(); final int distance = distanceFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); for (final int loc : region) { final int cid = new ContainerId(null, null, null, null, new IntConstant(loc)).eval(context); final other.topology.Topology topology = context.containers()[cid].topology(); if (loc == Constants.UNDEFINED) return new Region(sites.toArray()); final TopologyElement element = topology.getGraphElements(realType).get(loc); final int originTo = context.to(); if (included.eval(context)) sites.add(loc); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, element, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<Radial> radialList = topology.trajectories().radials(realType, loc, direction); for (final Radial radial : radialList) { final GraphElement[] steps = radial.steps(); final int limit = Math.min(steps.length, distance + 1); for (int toIdx = 1; toIdx < limit; toIdx++) { final int to = steps[toIdx].id(); context.setTo(to); if (stopRule.eval(context)) { if (stopIncludedRule.eval(context)) sites.add(to); break; } sites.add(to); } } } context.setTo(originTo); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return regionFn.isStatic() && included.isStatic() && stopRule.isStatic() && distanceFn.isStatic() && stopIncludedRule.isStatic() && dirnChoice.isStatic(); } @Override public long gameFlags(final Game game) { long gameFlags = regionFn.gameFlags(game) | included.gameFlags(game) | stopIncludedRule.gameFlags(game) | stopRule.gameFlags(game) | distanceFn.gameFlags(game) | dirnChoice.gameFlags(game); gameFlags |= SiteType.gameFlags(type); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(stopIncludedRule.concepts(game)); concepts.or(regionFn.concepts(game)); concepts.or(included.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(stopRule.concepts(game)); concepts.or(distanceFn.concepts(game)); concepts.or(dirnChoice.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(stopIncludedRule.writesEvalContextRecursive()); writeEvalContext.or(regionFn.writesEvalContextRecursive()); writeEvalContext.or(included.writesEvalContextRecursive()); writeEvalContext.or(stopRule.writesEvalContextRecursive()); writeEvalContext.or(distanceFn.writesEvalContextRecursive()); writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.To.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(stopIncludedRule.readsEvalContextRecursive()); readEvalContext.or(regionFn.readsEvalContextRecursive()); readEvalContext.or(included.readsEvalContextRecursive()); readEvalContext.or(stopRule.readsEvalContextRecursive()); readEvalContext.or(distanceFn.readsEvalContextRecursive()); readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= stopIncludedRule.missingRequirement(game); missingRequirement |= regionFn.missingRequirement(game); missingRequirement |= included.missingRequirement(game); missingRequirement |= stopRule.missingRequirement(game); missingRequirement |= distanceFn.missingRequirement(game); missingRequirement |= dirnChoice.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= stopIncludedRule.willCrash(game); willCrash |= regionFn.willCrash(game); willCrash |= included.willCrash(game); willCrash |= stopRule.willCrash(game); willCrash |= distanceFn.willCrash(game); willCrash |= dirnChoice.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); regionFn.preprocess(game); included.preprocess(game); stopRule.preprocess(game); distanceFn.preprocess(game); stopIncludedRule.preprocess(game); dirnChoice.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String directionString = ""; if (dirnChoice != null) directionString = " in the direction " + dirnChoice.toEnglish(game); return "all sites " + distanceFn.toEnglish(game) + " spaces away from " + regionFn.toEnglish(game) + directionString; } //------------------------------------------------------------------------- }
9,127
31.483986
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Ludii
Ludii-master/Core/src/game/functions/region/sites/distance/SitesDistance.java
package game.functions.region.sites.distance; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.range.Range; import game.functions.range.RangeFunction; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.nonDecision.effect.Step; import game.types.board.RelationType; import game.types.board.SiteType; import game.types.state.GameType; import game.util.directions.AbsoluteDirection; import game.util.directions.DirectionFacing; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.state.container.ContainerState; import other.topology.Topology; import other.topology.TopologyElement; /** * All the sites at a specific distance from another. * * @author Eric.Piette */ @Hide public final class SitesDistance extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** The step relation. */ private final RelationType relation; /** Which site. */ private final IntFunction fromFn; /** Site included or not. */ private final RangeFunction distanceFn; /** New Rotation after each step move. */ private final IntFunction newRotationFn; /** The specific step move. */ private final Step stepMove; //------------------------------------------------------------------------- /** * @param type The graph element type [default site type of the board]. * @param relation The relation type of the steps [Adjacent]. * @param stepMove Define a particular step move to step. * @param newRotation Define a new rotation at each step move in using the (value) iterator for the rotation. * @param from Index of the site. * @param distance Distance from the site. */ public SitesDistance ( @Opt final SiteType type, @Opt final RelationType relation, @Opt final Step stepMove, @Opt @Name final IntFunction newRotation, @Name final IntFunction from, final RangeFunction distance ) { fromFn = from; distanceFn = distance; this.type = type; this.relation = (relation == null) ? RelationType.Adjacent : relation; this.stepMove = stepMove; newRotationFn = newRotation; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final int from = fromFn.eval(context); final Range distance = distanceFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (from < 0 || from >= elements.size()) return new Region(sites.toArray()); final int minDistance = distance.min(context); if (minDistance < 0) return new Region(sites.toArray()); final int maxDistance = distance.max(context); if (stepMove == null) { final TopologyElement element = elements.get(from); if (minDistance >= element.sitesAtDistance().size()) return new Region(sites.toArray()); for (int i = minDistance; i <= maxDistance; i++) { if (i >= 0 && i < element.sitesAtDistance().size()) { final List<TopologyElement> elementsAtDistance = element.sitesAtDistance().get(i); for (final TopologyElement elementAtDistance : elementsAtDistance) sites.add(elementAtDistance.index()); } } return new Region(sites.toArray()); } else { int numSteps = 1; final TIntArrayList currList = new TIntArrayList(); final TIntArrayList sitesToReturn = new TIntArrayList(); final Topology graph = context.topology(); final int maxSize = graph.getGraphElements(realType).size(); if (from >= maxSize) return new Region(sitesToReturn.toArray()); final ContainerState cs = context.containerState(0); final int what = cs.what(from, realType); int rotation = cs.rotation(from, realType); DirectionFacing facingDirection = null; Component component = null; if (what != 0) { component = context.components()[what]; facingDirection = component.getDirn(); } final TIntArrayList originStepMove = stepMove(context, realType, from, stepMove.goRule(), component, facingDirection, rotation); for (int i = 0; i < originStepMove.size(); i++) { final int to = originStepMove.getQuick(i); if (!currList.contains(to)) currList.add(to); } final TIntArrayList nextList = new TIntArrayList(); final TIntArrayList sitesChecked = new TIntArrayList(); sitesChecked.add(from); sitesChecked.addAll(currList); if (numSteps >= minDistance) for (int i = 0; i < currList.size(); i++) if (!sitesToReturn.contains(currList.getQuick(i))) sitesToReturn.add(currList.getQuick(i)); while (!currList.isEmpty() && numSteps < maxDistance) { for (int i = 0; i < currList.size(); i++) { final int newSite = currList.getQuick(i); if (newRotationFn != null) { final int originValue = context.value(); context.setValue(rotation); rotation = newRotationFn.eval(context); context.setValue(originValue); } final TIntArrayList stepMoves = stepMove(context, realType, newSite, stepMove.goRule(), component, facingDirection, rotation); for (int j = 0; j < stepMoves.size(); j++) { final int to = stepMoves.getQuick(j); if (!sitesChecked.contains(to) && !nextList.contains(to)) nextList.add(to); } } sitesChecked.addAll(currList); currList.clear(); currList.addAll(nextList); ++numSteps; // We keep only the non duplicate site which are >= min if (numSteps >= minDistance) for (int i = 0; i < nextList.size(); i++) if (!sitesToReturn.contains(nextList.getQuick(i))) sitesToReturn.add(nextList.getQuick(i)); nextList.clear(); } return new Region(sitesToReturn.toArray()); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (stepMove != null) return false; if (newRotationFn != null) return false; return fromFn.isStatic() && distanceFn.isStatic(); } @Override public long gameFlags(final Game game) { long gameFlags = fromFn.gameFlags(game) | distanceFn.gameFlags(game); if (stepMove == null) { switch (relation) { case Adjacent: gameFlags |= GameType.StepAdjacentDistance; break; case All: gameFlags |= GameType.StepAllDistance; break; case Diagonal: gameFlags |= GameType.StepDiagonalDistance; break; case OffDiagonal: gameFlags |= GameType.StepOffDistance; break; case Orthogonal: gameFlags |= GameType.StepOrthogonalDistance; break; default: break; } } else { gameFlags |= stepMove.gameFlags(game); } gameFlags |= SiteType.gameFlags(type); if (newRotationFn != null) gameFlags |= newRotationFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(fromFn.concepts(game)); concepts.set(Concept.Distance.id(), true); concepts.or(distanceFn.concepts(game)); if (stepMove != null) concepts.or(stepMove.concepts(game)); if (newRotationFn != null) concepts.or(newRotationFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(fromFn.writesEvalContextRecursive()); writeEvalContext.or(distanceFn.writesEvalContextRecursive()); if (stepMove != null) writeEvalContext.or(stepMove.writesEvalContextRecursive()); if (newRotationFn != null) { writeEvalContext.or(newRotationFn.writesEvalContextRecursive()); writeEvalContext.set(EvalContextData.Value.id(), true); } return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(fromFn.readsEvalContextRecursive()); readEvalContext.or(distanceFn.readsEvalContextRecursive()); if (stepMove != null) readEvalContext.or(stepMove.readsEvalContextRecursive()); if (newRotationFn != null) readEvalContext.or(newRotationFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= fromFn.missingRequirement(game); missingRequirement |= distanceFn.missingRequirement(game); if (stepMove != null) missingRequirement |= stepMove.missingRequirement(game); if (newRotationFn != null) missingRequirement |= newRotationFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= fromFn.willCrash(game); willCrash |= distanceFn.willCrash(game); if (stepMove != null) willCrash |= stepMove.willCrash(game); if (newRotationFn != null) willCrash |= newRotationFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); fromFn.preprocess(game); distanceFn.preprocess(game); if (stepMove != null) stepMove.preprocess(game); if (newRotationFn != null) newRotationFn.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } /** * @param context The context. * @param realType The SiteType of the site. * @param from The origin of the step move. * @param goRule The rule to step. * @param component The component at site1. * @param facingDirection The facing direction of the piece in site1. * @param rotation The rotation of the piece. * @return The to positions of the step move. */ public TIntArrayList stepMove ( final Context context, final SiteType realType, final int from, final BooleanFunction goRule, final Component component, final DirectionFacing facingDirection, final int rotation ) { final TIntArrayList stepTo = new TIntArrayList(); final int origFrom = context.from(); final int origTo = context.to(); final Topology graph = context.topology(); final List<? extends TopologyElement> elements = graph.getGraphElements(realType); final TopologyElement fromV = elements.get(from); context.setFrom(from); final List<AbsoluteDirection> directions = stepMove.directions().convertToAbsolute(realType, fromV, component, facingDirection, Integer.valueOf(rotation), context); for (final AbsoluteDirection direction : directions) { final List<game.util.graph.Step> steps = graph.trajectories().steps(realType, from, realType, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); context.setTo(to); if (goRule.eval(context)) stepTo.add(to); } } context.setTo(origTo); context.setFrom(origFrom); return stepTo; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String stepMoveString = ""; if (stepMove != null) stepMoveString = " when applying " + stepMove.toEnglish(game); String relationString = ""; if (relation != null) relationString = " for the " + relation.name() + " relations"; return "the sites which are " + distanceFn.toEnglish(game) + " spaces from site " + fromFn.toEnglish(game) + stepMoveString + relationString; } //------------------------------------------------------------------------- }
12,364
27.822844
143
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesAngled.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the angled edges of the board. * * @author Eric.Piette */ @Hide public final class SitesAngled extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesAngled() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.angled(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Angled()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,937
18.979381
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesAxial.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the axial edges of the board. * * @author Eric.Piette */ @Hide public final class SitesAxial extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesAxial() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.axial(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Axial()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,932
18.927835
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesHorizontal.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the horizontal edges of the board. * * @author Eric.Piette */ @Hide public final class SitesHorizontal extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesHorizontal() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.horizontal(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Horizontal()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,957
19.185567
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesSlash.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the slash edges of the board. * * @author Eric.Piette */ @Hide public final class SitesSlash extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesSlash() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.slash(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Slash()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,932
18.927835
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesSlosh.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the slosh edges of the board. * * @author Eric.Piette */ @Hide public final class SitesSlosh extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesSlosh() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.slosh(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Slosh()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,932
18.927835
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/edges/SitesVertical.java
package game.functions.region.sites.edges; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the vertical edges of the board. * * @author Eric.Piette */ @Hide public final class SitesVertical extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * Constructor. */ public SitesVertical() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); return new Region(graph.vertical(SiteType.Edge)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Vertical()"; } @Override public long gameFlags(final Game game) { return GameType.Graph | GameType.Edge; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { precomputedRegion = eval(new Context(game, null)); } }
1,947
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76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/group/SitesGroup.java
package game.functions.region.sites.group; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.directions.Direction; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.IntArrayFromRegion; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.state.container.ContainerState; import other.topology.Topology; import other.topology.TopologyElement; /** * Is used to return group items from a specific group. * * @author Eric.Piette */ @Hide public final class SitesGroup extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting locations of the groups. */ private final IntArrayFromRegion startLocationFn; /** The condition */ private final BooleanFunction condition; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** * @param type The type of the graph elements of the group. * @param at The specific starting position of the group. * @param From The specific starting positions of the groups. * @param directions The directions of the connection between elements in the * group [Adjacent]. * @param If The condition on the pieces to include in the group. */ public SitesGroup ( @Opt final SiteType type, @Or @Name final IntFunction at, @Or @Name final RegionFunction From, @Opt final Direction directions, @Opt @Name final BooleanFunction If ) { startLocationFn = new IntArrayFromRegion(at, From); this.type = type; condition = If; dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final Topology topology = context.topology(); final int[] froms = startLocationFn.eval(context); final ContainerState cs = context.containerState(0); final int origFrom = context.from(); final int origTo = context.to(); final TIntArrayList groupsSites = new TIntArrayList(); for(final int from : froms) { final TIntArrayList groupSites = new TIntArrayList(); context.setTo(from); if (condition == null || condition.eval(context)) groupSites.add(from); final int what = cs.what(from, type); if (groupSites.size() > 0) { context.setFrom(from); final TIntArrayList sitesExplored = new TIntArrayList(); int i = 0; while (sitesExplored.size() != groupSites.size()) { final int site = groupSites.get(i); final TopologyElement siteElement = topology.getGraphElements(type).get(site); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(type, siteElement, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<game.util.graph.Step> steps = topology.trajectories().steps(type, siteElement.index(), type, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); // If we already have it we continue to look the others. if (groupSites.contains(to)) continue; context.setTo(to); if ((condition == null && what == cs.what(to, type) || (condition != null && condition.eval(context)))) { groupSites.add(to); } } } sitesExplored.add(site); i++; } } context.setTo(origTo); context.setFrom(origFrom); if(froms.length == 1) groupsSites.addAll(groupSites); else { for(int i = 0; i < groupSites.size();i++) if(!groupsSites.contains(groupSites.get(i))) groupsSites.add(groupSites.get(i)); } } return new Region(groupsSites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0l; gameFlags |= SiteType.gameFlags(type); gameFlags |= startLocationFn.gameFlags(game); if (condition != null) gameFlags |= condition.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.Group.id(), true); concepts.or(SiteType.concepts(type)); concepts.or(startLocationFn.concepts(game)); if (condition != null) concepts.or(condition.concepts(game)); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(startLocationFn.writesEvalContextRecursive()); if (condition != null) writeEvalContext.or(condition.writesEvalContextRecursive()); if (dirnChoice != null) writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.To.id(), true); writeEvalContext.set(EvalContextData.From.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(startLocationFn.readsEvalContextRecursive()); if (condition != null) readEvalContext.or(condition.readsEvalContextRecursive()); if (dirnChoice != null) readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= startLocationFn.missingRequirement(game); if (condition != null) missingRequirement |= condition.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= startLocationFn.willCrash(game); if (condition != null) willCrash |= condition.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (condition != null) condition.preprocess(game); startLocationFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String conditionString = ""; if (condition != null) conditionString = " if " + condition.toEnglish(game); String directionString = ""; if (dirnChoice != null) directionString = " in direction " + dirnChoice.toEnglish(game); String typeString = ""; if (type != null) typeString = " of type " + type.name(); return "the sites of the group at " + startLocationFn.toEnglish(game) + directionString + typeString + conditionString; } //------------------------------------------------------------------------- }
7,692
26.280142
121
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHidden.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which are hidden (invisible) to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHidden extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHidden ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHidden(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHidden(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.InvisiblePiece.id(), true); concepts.or(whoFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String playerString = "all players"; if (whoFn != null) playerString = "Player " + whoFn.toEnglish(game); else if (roleType != null) playerString = roleType.name(); return "all hidden sites for " + playerString; } //------------------------------------------------------------------------- }
5,390
26.090452
107
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenCount.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the count is hidden to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHiddenCount extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenCount ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; this.whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); this.roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenCount(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenCount(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceCount.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } }
4,973
26.32967
112
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenRotation.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the rotation is hidden to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHiddenRotation extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenRotation ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; this.whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); this.roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenRotation(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenRotation(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceRotation.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } }
4,988
26.412088
112
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenState.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the site state is hidden to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHiddenState extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenState ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; this.whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); this.roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenState(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenState(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceState.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } }
4,978
26.357143
112
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenValue.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the piece value is hidden to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHiddenValue extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenValue ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; this.whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); this.roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenValue(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenValue(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceValue.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } }
4,979
26.362637
112
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenWhat.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the piece index is hidden to a player on the board. * * @author Eric.Piette */ @Hide public final class SitesHiddenWhat extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenWhat ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenWhat(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenWhat(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceType.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String playerString = "all players"; if (whoFn != null) playerString = "Player " + whoFn.toEnglish(game); else if (roleType != null) playerString = roleType.name(); return "all sites where the piece is hidden for " + playerString; } //------------------------------------------------------------------------- }
5,433
26.444444
107
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/hidden/SitesHiddenWho.java
package game.functions.region.sites.hidden; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.TopologyElement; /** * Returns all the sites which the piece owner is hidden to a player on the * board. * * @author Eric.Piette */ @Hide public final class SitesHiddenWho extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; //------------------------------------------------------------------------- /** * @param type The graph element type [default of the board]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. */ public SitesHiddenWho ( @Opt final SiteType type, @Name @Or final Player to, @Name @Or final RoleType To ) { this.type = type; this.whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); this.roleType = To; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int who = whoFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sites = new TIntArrayList(); final ContainerState cs = context.containerState(0); final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); for (final TopologyElement element : elements) if (cs.isHiddenWho(pid, element.index(), 0, realType)) sites.add(element.index()); } } else { for (final TopologyElement element : elements) if (cs.isHiddenWho(who, element.index(), 0, realType)) sites.add(element.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.HiddenInfo; flags |= SiteType.gameFlags(type); flags |= whoFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(), true); concepts.set(Concept.HidePieceOwner.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(whoFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(whoFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= whoFn.missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (sites Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= whoFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); whoFn.preprocess(game); } }
4,975
26.043478
112
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/incidents/SitesIncident.java
package game.functions.region.sites.incidents; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import main.StringRoutines; import other.context.Context; import other.state.container.ContainerState; import other.topology.Cell; import other.topology.Edge; import other.topology.Topology; import other.topology.Vertex; /** * Returns other graph elements connected to a given graph element. * * @author Eric.Piette and cambolbro * * @remarks Graph elements can be Vertex, Edge or Cell. */ @Hide public final class SitesIncident extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Type of the element of the graph. */ private final SiteType ofType; /** Type of the result. */ private final SiteType resultType; /** Index of the element of the graph. */ private final IntFunction indexFn; /** Owner of the sites to return. */ private final IntFunction ownerFn; /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param resultType The graph type of the result. * @param of The graph type of the index. * @param at Index of the element to check. * @param owner The owner of the site to return. * @param roleOwner The role of the owner of the site to return. */ public SitesIncident ( final SiteType resultType, @Name final SiteType of, @Name final IntFunction at, @Opt @Or @Name final Player owner, @Opt @Or final RoleType roleOwner ) { indexFn = at; ofType = of; this.resultType = resultType; ownerFn = (owner != null) ? owner.index() : (roleOwner != null) ? RoleType.toIntFunction(roleOwner) : null; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; switch (ofType) { case Vertex: return evalVertex(context, indexFn.eval(context)); case Edge: return evalEdge(context, indexFn.eval(context)); case Cell: return evalCell(context, indexFn.eval(context)); default: return new Region(); } } //------------------------------------------------------------------------- /** * @param context * @param index * @return the result from a Cell index */ private Region evalCell(Context context, final int index) { final Topology graph = context.topology(); final TIntArrayList result = new TIntArrayList(); if (index < 0 || index >= context.topology().cells().size()) return new Region(result.toArray()); final Cell cell = graph.cells().get(index); switch (resultType) { case Cell: { for (final Edge edge : cell.edges()) for (final Cell cell2 : edge.cells()) if (cell2.index() != cell.index()) result.add(cell2.index()); break; } case Edge: for (final Edge edge : cell.edges()) result.add(edge.index()); break; case Vertex: for (final Vertex vertex : cell.vertices()) result.add(vertex.index()); break; default: break; } if(ownerFn == null) return new Region(result.toArray()); else { final TIntArrayList resultOwner = new TIntArrayList(); final int owner = ownerFn.eval(context); final ContainerState cs = context.containerState(0); for(int i = 0 ; i < result.size();i++) { final int site = result.get(i); final int who = cs.who(site, resultType); if((who != 0 && owner == context.game().players().size()) || who == owner) resultOwner.add(site); } return new Region(resultOwner.toArray()); } } /** * @param context * @param index * @return the result from a Edge index */ private Region evalEdge(Context context, final int index) { final Topology graph = context.topology(); final TIntArrayList result = new TIntArrayList(); if (index < 0 || index >= context.topology().edges().size()) return new Region(result.toArray()); final Edge edge = graph.edges().get(index); switch (resultType) { case Vertex: { result.add(edge.vA().index()); result.add(edge.vB().index()); break; } case Edge: for (final Edge edge2: edge.vA().edges()) if (edge2.index() != edge.index()) result.add(edge2.index()); for (final Edge edge2: edge.vB().edges()) if (edge2.index() != edge.index()) result.add(edge2.index()); break; case Cell: for (final Cell face : edge.cells()) result.add(face.index()); break; default: break; } if (ownerFn == null) return new Region(result.toArray()); else { final TIntArrayList resultOwner = new TIntArrayList(); final int owner = ownerFn.eval(context); final ContainerState cs = context.containerState(0); for (int i = 0; i < result.size(); i++) { final int site = result.get(i); final int who = cs.who(site, resultType); if ((who != 0 && owner == context.game().players().size()) || who == owner) resultOwner.add(site); } return new Region(resultOwner.toArray()); } } /** * @param context * @param index * @return the result from a Vertex index */ private Region evalVertex(Context context, final int index) { final Topology graph = context.topology(); final TIntArrayList result = new TIntArrayList(); if (index < 0 || index >= context.topology().vertices().size()) return new Region(result.toArray()); final Vertex vertex = graph.vertices().get(index); switch (resultType) { case Cell: { for (final Cell cell : vertex.cells()) result.add(cell.index()); break; } case Edge: for (final Edge edge : vertex.edges()) result.add(edge.index()); break; case Vertex: for (final Edge edge : vertex.edges()) for (final Cell vertex2 : edge.cells()) if (vertex2.index() != vertex.index()) result.add(vertex2.index()); break; default: break; } if (ownerFn == null) return new Region(result.toArray()); else { final TIntArrayList resultOwner = new TIntArrayList(); final int owner = ownerFn.eval(context); final ContainerState cs = context.containerState(0); for (int i = 0; i < result.size(); i++) { final int site = result.get(i); final int who = cs.who(site, resultType); if ((who != 0 && owner == context.game().players().size()) || who == owner) resultOwner.add(site); } return new Region(resultOwner.toArray()); } } @Override public boolean isStatic() { if (ownerFn != null) if (!ownerFn.isStatic()) return false; return indexFn.isStatic(); } @Override public long gameFlags(final Game game) { long gameFlags = indexFn.gameFlags(game); gameFlags |= SiteType.gameFlags(ofType); gameFlags |= SiteType.gameFlags(resultType); if (ownerFn != null) gameFlags |= ownerFn.gameFlags(game); return gameFlags; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= indexFn.missingRequirement(game); if (ownerFn != null) missingRequirement |= ownerFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= indexFn.willCrash(game); if (ownerFn != null) willCrash |= ownerFn.willCrash(game); return willCrash; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(indexFn.concepts(game)); concepts.or(SiteType.concepts(ofType)); concepts.or(SiteType.concepts(resultType)); if (ownerFn != null) concepts.or(ownerFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(indexFn.writesEvalContextRecursive()); if (ownerFn != null) writeEvalContext.or(ownerFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(indexFn.readsEvalContextRecursive()); if (ownerFn != null) readEvalContext.or(ownerFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { indexFn.preprocess(game); if (ownerFn != null) ownerFn.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String ownerString = ""; if (ownerFn != null) ownerString = " which are owned by Player " + ownerFn.toEnglish(game) + " "; return "all " + resultType.name() + StringRoutines.getPlural(resultType.name()) + " that are incident of " + ofType.name() + " " + indexFn.toEnglish(game) + ownerString; } //------------------------------------------------------------------------- }
9,471
24.258667
171
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesCell.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the vertices of the cell. * * @author Eric.Piette */ @Hide public final class SitesCell extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** The index of the cell. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the row. */ public SitesCell ( @Opt final SiteType elementType, final IntFunction index ) { this.type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0 || i >= graph.cells().size()) { System.out.println("** Invalid cell index " + i + "."); return new Region(); } final other.topology.Cell cell = graph.cells().get(i); return new Region(cell.vertices()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Cell()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= GameType.Cell | GameType.Vertex; return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } }
3,429
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesColumn.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites in a specific column of the board. * * @author Eric.Piette */ @Hide public final class SitesColumn extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the column. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the column. */ public SitesColumn ( @Opt final SiteType elementType, final IntFunction index ) { type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0) { System.out.println("** Negative column index."); return new Region(); } return new Region(graph.columns(realType).get(i)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Column()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } @Override public String toEnglish(final Game game) { final String indexText = index.toEnglish(game); switch(type) { case Cell: return "each cell of the " + indexText + " column"; case Edge: return "each edge of the " + indexText + " column"; case Vertex: return "each vertex of the " + indexText + " column"; default: throw new RuntimeException("SiteType can't be translated! [" + type.name() + "]"); } } }
3,914
20.871508
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesEdge.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; /** * Returns all the vertices of the edge. * * @author Eric.Piette */ @Hide public final class SitesEdge extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the row. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the row. */ public SitesEdge ( @Opt final SiteType elementType, final IntFunction index ) { this.type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0 || i >= graph.edges().size()) { System.out.println("** Invalid edge index " + i + "."); return new Region(); } final other.topology.Edge edge = graph.edges().get(i); final TIntArrayList list = new TIntArrayList(); list.add(edge.vA().index()); list.add(edge.vB().index()); return new Region(list.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Edge()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } }
3,588
20.884146
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesEmpty.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns the empty (i.e. unoccupied) sites of a container. * * @author cambolbro and Eric.Piette and Dennis */ @SuppressWarnings("javadoc") @Hide public final class SitesEmpty extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which container. */ private final IntFunction containerFunction; //------------------------------------------------------------------------- /** * @param type Type of graph element [default SiteType of the board]. * @param cont Index of the container [0]. * * @example (empty) */ public static RegionFunction construct ( @Opt final SiteType type, @Opt final IntFunction cont ) { if (cont == null || (cont.isStatic() && cont.eval(null) == 0)) return new EmptyDefault(type); return new SitesEmpty(type, cont); } /** * @param cont Index of the container. * @param type Type of graph element [default SiteType of the board]. * * @example (empty) */ private SitesEmpty ( @Opt final SiteType type, @Opt final IntFunction cont ) { containerFunction = (cont == null) ? new IntConstant(0) : cont; this.type = type; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int container = containerFunction.eval(context); final SiteType realType = container > 0 ? SiteType.Cell : type; final Region region = context.state().containerStates()[container].emptyRegion((realType != null) ? realType : context.board().defaultSite()); if (container < 1) return region; final int siteFrom = context.sitesFrom()[container]; final int[] sites = region.sites(); for (int i = 0; i < sites.length; i++) sites[i] += siteFrom; return new Region(sites); } //------------------------------------------------------------------------- @Override public boolean isStatic() { // we're looking at "empty" in a specific context, so never static return false; } @Override public String toString() { if (type == null) return "Null type in Empty."; if (type.equals(SiteType.Cell)) return "Empty(" + containerFunction + ")"; else if(type.equals(SiteType.Edge)) return "EmptyEdge(" + containerFunction + ")"; else return "EmptyVertex(" + containerFunction + ")"; } @Override public long gameFlags(final Game game) { long gameFlags = containerFunction.gameFlags(game); gameFlags |= SiteType.gameFlags(type); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(containerFunction.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(containerFunction.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(containerFunction.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= containerFunction.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= containerFunction.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); containerFunction.preprocess(game); } @Override public String toEnglish(final Game game) { return "empty " + type.name(); } //------------------------------------------------------------------------- /** * @return Container */ public IntFunction containerFunction() { return containerFunction; } /** * @return Variable type */ public SiteType type() { return type; } //------------------------------------------------------------------------- /** * An optimised "default" version of Empty ludeme, for container 0 * * @author Dennis Soemers */ public static class EmptyDefault extends BaseRegionFunction { //--------------------------------------------------------------------- /** */ private static final long serialVersionUID = 1L; //--------------------------------------------------------------------- /** * Constructor * @param type */ EmptyDefault(final SiteType type) { this.type = type; } //--------------------------------------------------------------------- @Override public Region eval(final Context context) { return context.state().containerStates()[0].emptyRegion(type); } //--------------------------------------------------------------------- @Override public String toString() { return "Empty()"; } @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return 0L; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); } @Override public String toEnglish(final Game game) { final SiteType realType = (type != null) ? type : game.board().defaultSite(); return "the set of empty " + realType.name().toLowerCase() + "s"; } } }
6,274
21.491039
110
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesLayer.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites in a specific layer of the board. * * @author Eric.Piette */ @Hide public final class SitesLayer extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the column. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the column. */ public SitesLayer ( @Opt final SiteType elementType, final IntFunction index ) { this.type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0) { System.out.println("** Negative layer index."); return new Region(); } return new Region(graph.layers(realType).get(i)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Layer()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } }
3,464
20.65625
82
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesPhase.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites in a specific phase of the board. * * @author Eric.Piette and cambolbro * * @remarks Rename from Phase to avoid compiler confusion. */ @Hide public final class SitesPhase extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the column. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the phase. */ public SitesPhase ( @Opt final SiteType elementType, final IntFunction index ) { type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0) { System.out.println("** Negative phase index."); return new Region(); } return new Region(graph.phases(realType).get(i)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Phase()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "all sites within " + precomputedRegion.toEnglish(game); } //------------------------------------------------------------------------- }
3,829
21.011494
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesRow.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites in a specific row of the board. * * @author Eric.Piette */ @Hide public final class SitesRow extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the row. */ private final IntFunction index; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param index Index of the row. */ public SitesRow ( @Opt final SiteType elementType, final IntFunction index ) { type = elementType; this.index = index; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); if (index == null) return new Region(); final int i = index.eval(context); if (i < 0) { System.out.println("** Negative row index."); return new Region(); } else if (i >= graph.rows(realType).size()) return new Region(); return new Region(graph.rows(realType).get(i)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Row()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } @Override public String toEnglish(final Game game) { final String indexText = index.toEnglish(game); switch(type) { case Cell: return "each cell of the " + indexText + " row"; case Edge: return "each edge of the " + indexText + " row"; case Vertex: return "each vertex of the " + indexText + " row"; default: throw new RuntimeException("SiteType can't be translated! [" + type.name() + "]"); } } }
3,950
20.828729
85
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/index/SitesState.java
package game.functions.region.sites.index; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.state.container.ContainerState; /** * Returns all sites with a specified state value. * * @author Eric Piette and cambolbro */ @Hide public final class SitesState extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The local state. */ private final IntFunction stateValue; //------------------------------------------------------------------------- /** * @param elementType The graph element type. * @param stateValue The value of the local state. */ public SitesState ( @Opt final SiteType elementType, final IntFunction stateValue ) { this.stateValue = stateValue; type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { // sites Owned final TIntArrayList sites = new TIntArrayList(); final int stateId = stateValue.eval(context); final ContainerState cs = context.containerState(0); final int sitesTo = context.containers()[0].numSites(); for (int site = 0; site < sitesTo; site++) if (cs.state(site, type) == stateId) sites.add(site); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= stateValue.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(stateValue.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(stateValue.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(stateValue.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); stateValue.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= stateValue.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= stateValue.willCrash(game); return willCrash; } @Override public String toEnglish(final Game game) { return "all sites with a state value of " + stateValue.toEnglish(game); } }
3,161
21.585714
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/largePiece/SitesLargePiece.java
package game.functions.region.sites.largePiece; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.state.container.ContainerState; /** * Is used to return all the sites occupied by a large piece. * * @author Eric.Piette */ @Hide public final class SitesLargePiece extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The site to look */ private final IntFunction at; /** * @param type The type of the graph element [DefaultSite]. * @param at The site to look. */ public SitesLargePiece ( @Opt final SiteType type, @Name final IntFunction at ) { this.at = at; this.type = type; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int site = at.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TIntArrayList sitesOccupied = new TIntArrayList(); // If not on the main board. if (site >= context.board().topology().getGraphElements(realType).size()) return new Region(sitesOccupied.toArray()); final ContainerState cs = context.containerState(0); final int what = cs.what(site, realType); // If no piece. if (what == 0) return new Region(sitesOccupied.toArray()); final Component piece = context.components()[what]; // If not large piece if (!piece.isLargePiece()) { sitesOccupied.add(site); return new Region(sitesOccupied.toArray()); } final int localState = cs.state(site, type); final TIntArrayList locs = piece.locs(context, site, localState, context.topology()); for (int j = 0; j < locs.size(); j++) if (!sitesOccupied.contains(locs.get(j))) sitesOccupied.add(locs.get(j)); return new Region(sitesOccupied.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0; gameFlags |= SiteType.gameFlags(type); gameFlags |= at.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(at.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(at.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(at.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); at.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (!game.hasLargePiece()) { game.addRequirementToReport( "The ludeme (sites LargePiece ...) is used but the equipment has no large pieces."); missingRequirement = true; } missingRequirement |= at.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= at.willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the sites covered by the large piece located on site " + at.toEnglish(game); } //------------------------------------------------------------------------- }
4,094
23.088235
89
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/lineOfSight/SitesLineOfSight.java
package game.functions.region.sites.lineOfSight; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.functions.ints.IntFunction; import game.functions.ints.last.Last; import game.functions.ints.last.LastType; import game.functions.region.BaseRegionFunction; import game.functions.region.sites.LineOfSightType; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.equipment.Region; import game.util.graph.Radial; import gnu.trove.list.array.TIntArrayList; import main.Constants; import main.StringRoutines; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.Topology; import other.topology.TopologyElement; /** * Returns the sites along line-of-sight (LoS) from a specified site in specified directions. * * @author Eric Piette and cambolbro * * Use this ludeme to find all empty sites in LoS, or the farthest * empty site in LoS, or the first piece in LoS, in each direction. */ @Hide public final class SitesLineOfSight extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Type of test. */ private final LineOfSightType typeLoS; /** Location. */ private final IntFunction loc; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** Graph Type of the location */ private SiteType typeLoc; //------------------------------------------------------------------------- /** * @param typeLoS The line-of-sight test to apply [Piece]. * @param typeLoc Graph element type [Cell (or Vertex for intersections)]. * @param at The location to check [(last To)]. * @param directions The directions of the move [Adjacent]. */ public SitesLineOfSight ( @Opt final LineOfSightType typeLoS, @Opt final SiteType typeLoc, @Opt @Name final IntFunction at, @Opt final game.util.directions.Direction directions ) { this.typeLoS = (typeLoS == null) ? LineOfSightType.Piece : typeLoS; loc = (at == null) ? Last.construct(LastType.To, null) : at; this.typeLoc = typeLoc; // Directions dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sitesLineOfSight = new TIntArrayList(); final int from = loc.eval(context); if (from == Constants.OFF) return new Region(sitesLineOfSight.toArray()); final ContainerState cs = context.containerState(context.containerId()[from]); if(cs.container().index() > 0) return new Region(sitesLineOfSight.toArray()); final Topology graph = context.topology(); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final TopologyElement fromV = graph.getGraphElements(realType).get(from); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<Radial> radials = graph.trajectories().radials(realType, fromV.index(), direction); for (final Radial radial : radials) { int prevTo = -1; for (int toIdx = 1; toIdx < radial.steps().length; toIdx++) { final int to = radial.steps()[toIdx].id(); final int what = cs.what(to, realType); switch (typeLoS) { case Empty: // store all empty if (what == 0) sitesLineOfSight.add(to); break; case Farthest: // store last empty if (what != 0 && prevTo != -1) sitesLineOfSight.add(prevTo); else if (toIdx == radial.steps().length - 1 && what == 0) sitesLineOfSight.add(to); break; case Piece: // store first piece if (what != 0) sitesLineOfSight.add(to); break; default: System.out.println("** SitesLineOfSight(): Should never reach here."); } if (what != 0) break; prevTo = to; } } } return new Region(sitesLineOfSight.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flag = loc.gameFlags(game); flag |= SiteType.gameFlags(type); return flag; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(loc.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.set(Concept.LineOfSight.id(), true); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(loc.writesEvalContextRecursive()); if (dirnChoice != null) writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(loc.readsEvalContextRecursive()); if (dirnChoice != null) readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= loc.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= loc.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { if (typeLoc == null) typeLoc = game.board().defaultSite(); loc.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String typeString = ""; if (typeLoc != null) typeString = " " + typeLoc.name().toLowerCase() + StringRoutines.getPlural(typeLoc.name()); String directionString = ""; if (dirnChoice != null) directionString = " in the direction " + dirnChoice.toEnglish(game); return "all " + typeLoS.name().toLowerCase() + " sites along line-of-site from" + typeString + " " + loc.toEnglish(game) + directionString; } //------------------------------------------------------------------------- }
6,785
26.811475
141
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/loop/SitesLoop.java
package game.functions.region.sites.loop; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.functions.ints.IntFunction; import game.functions.ints.board.Id; import game.functions.ints.last.LastTo; import game.functions.ints.state.Mover; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.functions.region.sites.simple.SitesLastTo; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.directions.AbsoluteDirection; import game.util.directions.Direction; import game.util.equipment.Region; import game.util.graph.Radial; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.topology.Topology; import other.topology.TopologyElement; /** * Is used to return group items from a specific group. * * @author Eric.Piette */ @Hide public final class SitesLoop extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** List of all the possible owners inside the loop. */ private final IntFunction[] rolesArray; /** The starting point of the loop. */ private final IntFunction startFn; /** The starting points of the loop. */ private final RegionFunction regionStartFn; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** The owner of the loop. */ private final IntFunction colourFn; /** True to return the sites inside the loop. */ private final BooleanFunction insideFn; // ----------------------pre-computed----------------------------------------- // Indices of the outer sites of the board. TIntArrayList outerIndices; /** * @param inside True to return the sites inside the loop [False]. * @param type The graph element type [default SiteType of the board]. * @param surround Used to define the inside condition of the loop. * @param surroundList The list of items inside the loop. * @param directions The directions of the connected pieces used to connect * the region [Adjacent]. * @param colour The owner of the looping pieces [Mover]. * @param start The starting point of the loop [(last To)]. * @param regionStart The region to start to detect the loop. */ public SitesLoop ( @Opt @Name final BooleanFunction inside, @Opt final SiteType type, @Or @Opt @Name final RoleType surround, @Or @Opt final RoleType[] surroundList, @Opt final Direction directions, @Opt final IntFunction colour, @Or2 @Opt final IntFunction start, @Or2 @Opt final RegionFunction regionStart ) { int numNonNull = 0; if (surround != null) numNonNull++; if (surroundList != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException("Zero or one Or parameter can be non-null."); int numNonNull2 = 0; if (start != null) numNonNull2++; if (regionStart != null) numNonNull2++; if (numNonNull2 > 1) throw new IllegalArgumentException("Zero or one Or2 parameter can be non-null."); this.colourFn = (colour == null) ? new Mover() : colour; this.startFn = (start == null) ? new LastTo(null) : start; this.regionStartFn = (regionStart == null)? ((start == null) ? new SitesLastTo() : null) : regionStart; if (surround != null) { this.rolesArray = new IntFunction[] { RoleType.toIntFunction(surround) }; } else { if (surroundList != null) { this.rolesArray = new IntFunction[surroundList.length]; for (int i = 0; i < surroundList.length; i++) this.rolesArray[i] = new Id(null, surroundList[i]); } else this.rolesArray = null; } this.type = type; this.dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); this.insideFn = (inside == null) ? new BooleanConstant(false) : inside; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int from = startFn.eval(context); final boolean inside = insideFn.eval(context); // Check if this is a site. if (from < 0) return new Region(new int[0]); final Topology topology = context.topology(); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); // Check if the site is in the board. if (from >= topology.getGraphElements(realType).size()) return new Region(new int[0]); final ContainerState cs = context.containerState(0); final int what = cs.what(from, realType); final int colourLoop = colourFn.eval(context); // Check if the site is not empty. if (what <= 0) return new Region(new int[0]); final TIntArrayList ownersOfEnclosedSite = (rolesArray == null) ? null : new TIntArrayList(); if (rolesArray != null) for (int i = 0; i < rolesArray.length; i++) ownersOfEnclosedSite.add(rolesArray[i].eval(context)); // We get all the sites around the starting position with not the same piece on // them. final TIntArrayList aroundSites = new TIntArrayList(); final TopologyElement startElement = topology.getGraphElements(realType).get(from); final List<AbsoluteDirection> directionsFromStart = new Directions(AbsoluteDirection.Adjacent, null) .convertToAbsolute(realType, startElement, null, null, null, context); for (final AbsoluteDirection direction : directionsFromStart) { final List<game.util.graph.Step> steps = topology.trajectories().steps(realType, startElement.index(), realType, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); if (ownersOfEnclosedSite != null) { final int whoTo = cs.who(to, realType); if (ownersOfEnclosedSite.contains(whoTo) && !outerIndices.contains(to)) aroundSites.add(to); } else if (!outerIndices.contains(to)) aroundSites.add(to); } } // We look for a group starting from each site around which not touch the outer // sites. for (int indexSite = aroundSites.size() - 1; indexSite >= 0; indexSite--) { final int origin = aroundSites.get(indexSite); // If site already checked we do not look at it again. // if (sitesToCheckInPreviousGroup.contains(origin)) // continue; final TIntArrayList groupSites = new TIntArrayList(); groupSites.add(origin); boolean continueSearch = true; final TIntArrayList sitesExplored = new TIntArrayList(); int i = 0; while (sitesExplored.size() != groupSites.size()) { final int site = groupSites.get(i); final TopologyElement siteElement = topology.getGraphElements(realType).get(site); final List<AbsoluteDirection> directions = new Directions(AbsoluteDirection.Orthogonal, null) .convertToAbsolute(realType, siteElement, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<Radial> radials = topology.trajectories().radials(type, siteElement.index(), direction); for (final Radial radial : radials) { for (int toIdx = 1; toIdx < radial.steps().length; toIdx++) { final int to = radial.steps()[toIdx].id(); // If we already have it we continue to look the others. if (groupSites.contains(to)) continue; // Not the border of the loop. if (what != cs.what(to, realType)) { if (ownersOfEnclosedSite != null) { final int whoTo = cs.who(to, realType); if (ownersOfEnclosedSite.contains(whoTo) && !outerIndices.contains(to)) { groupSites.add(to); } } else { groupSites.add(to); } // If outer site, no loop. if (outerIndices.contains(to)) { continueSearch = false; break; } } else // We stop this radial because this is the loop. break; } if (!continueSearch) break; } if (!continueSearch) break; } if (!continueSearch) break; sitesExplored.add(site); i++; } // If a potential loop is detected we need to check if a path using the // direction selected exist in it and if all the pieces looping are owned by the // correct player. if (continueSearch) { // Get the loop final TIntArrayList loop = new TIntArrayList(); for (int indexGroup = 0; indexGroup < groupSites.size(); indexGroup++) { final int siteGroup = groupSites.get(indexGroup); final TopologyElement element = topology.getGraphElements(realType).get(siteGroup); final List<AbsoluteDirection> directionsElement = new Directions(AbsoluteDirection.Orthogonal, null) .convertToAbsolute(realType, element, null, null, null, context); for (final AbsoluteDirection direction : directionsElement) { final List<game.util.graph.Step> steps = topology.trajectories().steps(realType, element.index(), realType, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); if (!groupSites.contains(to) && !loop.contains(to)) loop.add(to); } } } // If all the pieces looping are owned by the correct player. boolean ownedPiecesLooping = true; for (int indexLoop = 0; indexLoop < loop.size(); indexLoop++) { final int siteLoop = loop.get(indexLoop); if (cs.who(siteLoop, realType) != colourLoop) { ownedPiecesLooping = false; break; } } if (!ownedPiecesLooping) continue; boolean loopFound = false; int previousIndice = 0; int indexSiteLoop = 0; final TIntArrayList exploredLoop = new TIntArrayList(); while (!loopFound) { if (loop.size() == 0) break; final int siteLoop = loop.get(indexSiteLoop); final int whatElement = cs.what(siteLoop, realType); if (whatElement != what) { loop.remove(siteLoop); indexSiteLoop = previousIndice; continue; } final TopologyElement element = topology.getGraphElements(realType).get(siteLoop); final List<AbsoluteDirection> directionsElement = dirnChoice.convertToAbsolute(realType, element, null, null, null, context); int newSite = Constants.UNDEFINED; for (final AbsoluteDirection direction : directionsElement) { final List<game.util.graph.Step> steps = topology.trajectories().steps(realType, element.index(), realType, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); final int whatTo = cs.what(to, realType); if (loop.contains(to) && whatTo == what) { newSite = to; break; } } if (newSite != Constants.UNDEFINED) break; } if (newSite == Constants.UNDEFINED) { loop.remove(siteLoop); exploredLoop.remove(siteLoop); indexSiteLoop = previousIndice; continue; } else { exploredLoop.add(siteLoop); if (exploredLoop.size() == loop.size()) { loopFound = true; break; } previousIndice = indexSiteLoop; indexSiteLoop = loop.indexOf(newSite); } } if (loopFound) return new Region(inside ? groupSites.toArray() : filterWinningSites(context, loop).toArray()); } } return new Region(new int[0]); } /** * @param context the context. * @param winningGroup The winning group detected in satisfyingSites. * @return The minimum group of sites making the loop. */ public TIntArrayList filterWinningSites(final Context context, final TIntArrayList winningGroup) { final Topology topology = context.topology(); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); // Minimum group to connect the regions. final TIntArrayList minimumGroup = new TIntArrayList(winningGroup); for (int i = minimumGroup.size() - 1; i >= 0; i--) { final TIntArrayList groupMinusI = new TIntArrayList(); for (int j = 0; j < minimumGroup.size(); j++) if (j != i) groupMinusI.add(minimumGroup.get(j)); // System.out.println("groupMinusI is" + groupMinusI); // Check if all the pieces are in one group. final int startGroup = groupMinusI.get(0); int lastExploredSite = startGroup; final TIntArrayList groupSites = new TIntArrayList(); groupSites.add(startGroup); if (groupSites.size() > 0) { final TIntArrayList sitesExplored = new TIntArrayList(); int k = 0; while (sitesExplored.size() != groupSites.size()) { final int site = groupSites.get(k); final TopologyElement siteElement = topology.getGraphElements(realType).get(site); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, siteElement, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<game.util.graph.Step> steps = topology.trajectories().steps(realType, siteElement.index(), realType, direction); boolean foundNextElement = false; for (final game.util.graph.Step step : steps) { final int to = step.to().id(); // If we already have it we continue to look the others. if (groupSites.contains(to)) continue; // New element in the group. if (groupMinusI.contains(to)) { groupSites.add(to); lastExploredSite = to; foundNextElement = true; break; } } if (foundNextElement) break; } sitesExplored.add(site); k++; } } final boolean oneSingleGroup = (groupSites.size() == groupMinusI.size()); if (oneSingleGroup) { boolean isALoop = false; final TopologyElement siteElement = topology.getGraphElements(realType).get(lastExploredSite); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, siteElement, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<game.util.graph.Step> steps = topology.trajectories().steps(realType, siteElement.index(), realType, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); if (to == startGroup) { isALoop = true; break; } } if (isALoop) break; } if (isALoop) minimumGroup.remove(i); } } return minimumGroup; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0L; gameFlags |= SiteType.gameFlags(type); if (insideFn != null) gameFlags |= insideFn.gameFlags(game); if (colourFn != null) gameFlags |= colourFn.gameFlags(game); if (regionStartFn != null) gameFlags |= regionStartFn.gameFlags(game); if (startFn != null) gameFlags |= startFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); concepts.set(Concept.Loop.id(), true); if (insideFn != null) concepts.or(insideFn.concepts(game)); if (colourFn != null) concepts.or(colourFn.concepts(game)); if (regionStartFn != null) concepts.or(regionStartFn.concepts(game)); if (startFn != null) concepts.or(startFn.concepts(game)); concepts.or(SiteType.concepts(type)); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); if (insideFn != null) writeEvalContext.or(insideFn.writesEvalContextRecursive()); if (colourFn != null) writeEvalContext.or(colourFn.writesEvalContextRecursive()); if (regionStartFn != null) writeEvalContext.or(regionStartFn.writesEvalContextRecursive()); if (startFn != null) writeEvalContext.or(startFn.writesEvalContextRecursive()); if (dirnChoice != null) writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (insideFn != null) readEvalContext.or(insideFn.readsEvalContextRecursive()); if (colourFn != null) readEvalContext.or(colourFn.readsEvalContextRecursive()); if (regionStartFn != null) readEvalContext.or(regionStartFn.readsEvalContextRecursive()); if (startFn != null) readEvalContext.or(startFn.readsEvalContextRecursive()); if (dirnChoice != null) readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= super.missingRequirement(game); if (insideFn != null) missingRequirement |= insideFn.missingRequirement(game); if (colourFn != null) missingRequirement |= colourFn.missingRequirement(game); if (regionStartFn != null) missingRequirement |= regionStartFn.missingRequirement(game); if (startFn != null) missingRequirement |= startFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); if (insideFn != null) willCrash |= insideFn.willCrash(game); if (colourFn != null) willCrash |= colourFn.willCrash(game); if (regionStartFn != null) willCrash |= regionStartFn.willCrash(game); if (startFn != null) willCrash |= startFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); // We get the outer sites. final List<TopologyElement> outerElements = game.board().topology().outer(type); outerIndices = new TIntArrayList(); for (final TopologyElement element : outerElements) outerIndices.add(element.index()); if (insideFn != null) insideFn.preprocess(game); if (colourFn != null) colourFn.preprocess(game); if (rolesArray != null) for (final IntFunction role : rolesArray) role.preprocess(game); if (startFn != null) startFn.preprocess(game); if (regionStartFn != null) regionStartFn.preprocess(game); } }
19,141
27.959153
106
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/moves/SitesBetween.java
package game.functions.region.sites.moves; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.move.Move; /** * Returns the ``between'' sites of a set of moves. * * @author Eric Piette */ @Hide public final class SitesBetween extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves from which to take from-sites. */ private final Moves moves; //------------------------------------------------------------------------- /** * @param moves The moves from which to take from-sites. */ public SitesBetween(final Moves moves) { this.moves = moves; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); final Moves generatedMoves = moves.eval(context); for (final Move m : generatedMoves.moves()) sites.addAll(m.betweenNonDecision()); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return moves.isStatic(); } @Override public long gameFlags(final Game game) { return moves.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(moves.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { moves.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= moves.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); return willCrash; } }
2,486
20.815789
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/moves/SitesFrom.java
package game.functions.region.sites.moves; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.move.Move; /** * Returns the ``from'' sites of a set of moves. * * @author Dennis Soemers and Eric Piette */ @Hide public final class SitesFrom extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves from which to take from-sites. */ private final Moves moves; //------------------------------------------------------------------------- /** * @param moves The moves from which to take from-sites. */ public SitesFrom(final Moves moves) { this.moves = moves; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); final Moves generatedMoves = moves.eval(context); for (final Move m : generatedMoves.moves()) sites.add(m.fromNonDecision()); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return moves.isStatic(); } @Override public long gameFlags(final Game game) { return moves.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(moves.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { moves.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= moves.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the from sites of " + moves.toEnglish(game); } //------------------------------------------------------------------------- }
2,771
21.354839
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/moves/SitesTo.java
package game.functions.region.sites.moves; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.move.Move; /** * Returns the ``to'' sites of a set of moves. * * @author Dennis Soemers and Eric Piette */ @Hide public final class SitesTo extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves from which to take to-sites. */ private final Moves moves; //------------------------------------------------------------------------- /** * @param moves The moves from which to take to-sites. */ public SitesTo(final Moves moves) { this.moves = moves; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); final Moves generatedMoves = moves.eval(context); for (final Move m : generatedMoves.moves()) sites.add(m.toNonDecision()); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return moves.isStatic(); } @Override public long gameFlags(final Game game) { return moves.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(moves.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { moves.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= moves.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the to sites of " + moves.toEnglish(game); } //------------------------------------------------------------------------- }
2,755
21.225806
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/occupied/SitesOccupied.java
package game.functions.region.sites.occupied; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.equipment.component.Component; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.equipment.Region; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.ContainerId; import other.PlayersIndices; import other.context.Context; import other.location.Location; import other.state.container.ContainerState; /** * Returns sites occupied by a player (or many players) in a container. * * @author Eric Piette */ @Hide public final class SitesOccupied extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The owner(s). */ private final IntFunction who; /** The roleType. */ private final RoleType role; /** Which container. */ private final ContainerId containerId; /** Name of the container. */ private final String containerName; /** Name of the container. */ private final IntFunction containerFn; /** To only return that kind of component. */ private final String[] kindComponents; /** To only return that component. */ private final IntFunction component; /** To get the owned pieces at the top of the stacks only. */ private final boolean top; /** Precomputed list of component indices that match given component name(s) */ private final TIntArrayList matchingComponentIds; //------------------------------------------------------------------------- /** * @param by The index of the owner. * @param By The roleType of the owner. * @param container The index of the container. * @param containerName The name of the container. * @param component The index of the component. * @param Component The name of the component. * @param components The names of the component. * @param top True to look only the top of the stack [True]. * @param on The type of the graph element. */ public SitesOccupied ( @Or final Player by, @Or final RoleType By, @Opt @Or @Name final IntFunction container, @Opt @Or final String containerName, @Opt @Or2 @Name final IntFunction component, @Opt @Or2 @Name final String Component, @Opt @Or2 @Name final String[] components, @Opt @Name final Boolean top, @Opt @Name final SiteType on ) { who = (by == null) ? RoleType.toIntFunction(By) : by.index(); containerId = new ContainerId(container, containerName, (containerName != null && containerName.contains("Hand")) ? By : null, null, null); this.containerName = containerName; containerFn = container; kindComponents = (components != null) ? components : (Component == null) ? new String[0] : new String[] { Component }; this.component = component; type = on; this.top = (top == null) ? true : top.booleanValue(); role = By; if (kindComponents.length > 0) matchingComponentIds = new TIntArrayList(); else matchingComponentIds = null; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sitesOccupied = new TIntArrayList(); final int cid = (containerName == null && containerFn == null) ? Constants.UNDEFINED : containerId.eval(context); if (cid > 0) type = SiteType.Cell; final int whoId = who.eval(context); // Code to handle specific components. final TIntArrayList idSpecificComponents = getSpecificComponents(context, component, matchingComponentIds, role, whoId); // Code to handle specific roleType. final TIntArrayList idPlayers = PlayersIndices.getIdPlayers(context, role, whoId); // To filter the specific components according to the ids of the players. if (idSpecificComponents != null) { for (int i = idSpecificComponents.size() - 1; i >= 0; i--) { final int componentId = idSpecificComponents.get(i); final Component componentObject = context.components()[componentId]; if (!idPlayers.contains(componentObject.owner())) idSpecificComponents.removeAt(i); } } // No specific components if (idSpecificComponents == null) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); if (type != null) { final List<? extends Location>[] positions = context.state().owned().positions(pid); for (final List<? extends Location> locs : positions) for (final Location loc : locs) if (loc.siteType().equals(type)) sitesOccupied.add(loc.site()); } else sitesOccupied.addAll(context.state().owned().sites(pid)); } } else // specific components { for (int i = 0; i < idSpecificComponents.size(); i++) { final int componentId = idSpecificComponents.get(i); final Component componentObject = context.components()[componentId]; if (type != null) { final List<? extends Location> positions = context.state().owned() .positions(componentObject.owner(), componentId); for (final Location loc : positions) if (loc.siteType().equals(type)) sitesOccupied.add(loc.site()); } else sitesOccupied.addAll(context.state().owned().sites(componentObject.owner(), componentId)); } } // Code to handle specific containers. final int sitesFrom = (cid == Constants.UNDEFINED) ? 0 : context.sitesFrom()[cid]; final int sitesTo = (cid == Constants.UNDEFINED) ? Constants.INFINITY : sitesFrom + context.containers()[cid].numSites(); // Filter the containers. if (cid != Constants.UNDEFINED) for (int i = sitesOccupied.size() - 1; i >= 0; i--) { final int site = sitesOccupied.getQuick(i); if (site < sitesFrom || site >= sitesTo) sitesOccupied.removeAt(i); } // Specific case for large pieces. if (context.game().hasLargePiece() && cid == 0) { final TIntArrayList sitesToReturn = new TIntArrayList(sitesOccupied); final ContainerState cs = context.containerState(0); for (int i = 0; i < sitesOccupied.size(); i++) { final int site = sitesOccupied.get(i); final int what = cs.what(site, type); if (what != 0) { final Component piece = context.equipment().components()[what]; if (piece.isLargePiece()) { final int localState = cs.state(site, type); final TIntArrayList locs = piece.locs(context, site, localState, context.topology()); for (int j = 0; j < locs.size(); j++) if (!sitesToReturn.contains(locs.get(j))) sitesToReturn.add(locs.get(j)); } } } return new Region(sitesToReturn.toArray()); } // Specific case for stacking. if (top && context.game().isStacking()) // we keep only the owned pieces at the top of each stack for (int i = sitesOccupied.size() - 1; i >= 0; i--) { final int site = sitesOccupied.getQuick(i); final int cidSite = type == SiteType.Cell ? context.containerId()[site] : 0; final ContainerState cs = context.containerState(cidSite); final int owner = cs.who(site, type); if (!idPlayers.contains(owner)) sitesOccupied.removeAt(i); } return new Region(sitesOccupied.toArray()); } //------------------------------------------------------------------------- /** * @param context The context. * @param specificComponent The specific component to check. * @param preComputeIds The pre-computed components Ids (not complete for * some roleType). * @param occupiedByRole The role of the player. * @param occupiedbyId The specific player in entry. * * @return The ids of the components to check. */ public static TIntArrayList getSpecificComponents ( final Context context, final IntFunction specificComponent, final TIntArrayList preComputeIds, final RoleType occupiedByRole, final int occupiedbyId ) { final TIntArrayList idSpecificComponents = new TIntArrayList(); if (specificComponent != null) { idSpecificComponents.add(specificComponent.eval(context)); return idSpecificComponents; } else if (preComputeIds != null) { switch (occupiedByRole) { case All: for (int i = 0; i < preComputeIds.size(); ++i) { final Component comp = context.components()[preComputeIds.getQuick(i)]; idSpecificComponents.add(comp.index()); } break; case Enemy: for (int i = 0; i < preComputeIds.size(); ++i) { final Component comp = context.components()[preComputeIds.getQuick(i)]; final int owner = comp.owner(); if (owner != context.state().mover() && owner != 0 && owner < context.game().players().size()) idSpecificComponents.add(comp.index()); } break; case NonMover: for (int i = 0; i < preComputeIds.size(); ++i) { final Component comp = context.components()[preComputeIds.getQuick(i)]; final int owner = comp.owner(); if (owner != context.state().mover()) idSpecificComponents.add(comp.index()); } break; default: for (int i = 0; i < preComputeIds.size(); ++i) { final Component comp = context.components()[preComputeIds.getQuick(i)]; if (comp.owner() == occupiedbyId) idSpecificComponents.add(comp.index()); } break; } return idSpecificComponents; } else return null; } //------------------------------------------------------------------------- @Override public boolean isStatic() { // we're returning region containing all owned sites in a specific // context, so not static return false; // if (component != null) // return component.isStatic(); // else // return false; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); flags |= who.gameFlags(game); if (component != null) flags |= component.gameFlags(game); if (containerFn != null) flags |= containerFn.gameFlags(game); return flags; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= who.missingRequirement(game); if (component != null) missingRequirement |= component.missingRequirement(game); if (containerFn != null) missingRequirement |= containerFn.missingRequirement(game); if (role != null && !game.requiresTeams()) { if (RoleType.isTeam(role) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Occupied ...): A roletype corresponding to a team is used but the game has no team: " + role + "."); missingRequirement = true; } final int numPlayers = game.players().count(); if(!RoleType.manyIds(role) && numPlayers < role.owner()) { game.addRequirementToReport( "(sites Occupied ...): A roletype corresponding to a player not existed is used: " + role + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= who.willCrash(game); if (component != null) willCrash |= component.willCrash(game); if (containerFn != null) willCrash |= containerFn.willCrash(game); return willCrash; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(who.concepts(game)); if (component != null) concepts.or(component.concepts(game)); if (containerFn != null) concepts.or(containerFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(who.writesEvalContextRecursive()); if (component != null) writeEvalContext.or(component.writesEvalContextRecursive()); if (containerFn != null) writeEvalContext.or(containerFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(who.readsEvalContextRecursive()); if (component != null) readEvalContext.or(component.readsEvalContextRecursive()); if (containerFn != null) readEvalContext.or(containerFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); who.preprocess(game); if (component != null) component.preprocess(game); if (containerFn != null) containerFn.preprocess(game); if (kindComponents.length != 0) { for (int indexComponent = 1; indexComponent < game.equipment().components().length; indexComponent++) { final Component comp = game.equipment().components()[indexComponent]; for (final String kindComponent : kindComponents) if(comp.getNameWithoutNumber()!= null) if (comp.getNameWithoutNumber().equals(kindComponent)) matchingComponentIds.add(comp.index()); } } } //------------------------------------------------------------------------- /** * @return Our who function */ public IntFunction who() { return who; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { final String text = "sites occupied by " + (component == null ? "any component" : component.toEnglish(game)) + " owned by " + (role == null ? who : role.toString()) + (containerName == null ? "" : " in " + containerName); return text; } //------------------------------------------------------------------------- }
14,022
27.794661
122
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/pattern/SitesPattern.java
package game.functions.region.sites.pattern; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.ints.last.LastTo; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.board.StepType; import game.util.directions.DirectionFacing; import game.util.equipment.Region; import game.util.graph.Step; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.ContainerId; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; /** * Returns all the sites of pattern. * * @author Eric Piette */ @Hide public final class SitesPattern extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The indices to follow in the pattern. */ private final IntFunction[] whatsFn; /** The walk describing the pattern. */ private final StepType[] walk; /** The site from. */ private final IntFunction fromFn; /** The type of the site from. */ //private SiteType type; //------------------------------------------------------------------------- /** * @param walk The walk describing the pattern. * @param type The type of the site from to detect the pattern. * @param from The site from to detect the pattern [(from (last To))]. * @param what The piece to check in the pattern. * @param whats The sequence of pieces to check in the pattern. */ public SitesPattern ( final StepType[] walk, @Opt final SiteType type, @Opt @Name final IntFunction from, @Or @Opt @Name final IntFunction what, @Or @Opt @Name final IntFunction[] whats ) { this.walk = walk; this.fromFn = (from == null) ? new LastTo(null) : from; this.whatsFn = (whats != null) ? whats : (what != null) ? new IntFunction[] { what } : null; this.type = type; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int from = fromFn.eval(context); final TIntArrayList patternSites = new TIntArrayList(); if (from <= Constants.OFF) return new Region(patternSites.toArray()); final SiteType realType = (type == null) ? context.board().defaultSite() : type; final int cid = new ContainerId(null, null, null, null, new IntConstant(from)).eval(context); final other.topology.Topology graph = context.containers()[cid].topology(); final ContainerState cs = context.containerState(0); if (from >= graph.getGraphElements(realType).size()) return new Region(patternSites.toArray()); final int[] whats = (whatsFn != null) ? new int[whatsFn.length] : new int[1]; if (whatsFn != null) { for (int i = 0; i < whats.length; i++) whats[i] = whatsFn[i].eval(context); } else { final int what = cs.what(from, realType); whats[0] = what; } final List<DirectionFacing> orthogonalSupported = graph.supportedOrthogonalDirections(realType); List<DirectionFacing> walkDirection; walkDirection = graph.supportedOrthogonalDirections(realType); for (final DirectionFacing startDirection : walkDirection) { final TIntArrayList pattern = new TIntArrayList(); int currentLoc = from; DirectionFacing currentDirection = startDirection; int whatIndex = 0; if (cs.what(from, realType) != whats[whatIndex]) return new Region(patternSites.toArray()); whatIndex++; if (whatIndex == whats.length) whatIndex = 0; boolean correctPattern = true; pattern.add(currentLoc); for (final StepType step : walk) { if (step == StepType.F) { final List<Step> stepsDirection = graph.trajectories().steps(realType, currentLoc, currentDirection.toAbsolute()); int to = Constants.UNDEFINED; for (final Step stepDirection : stepsDirection) { if (stepDirection.from().siteType() != stepDirection.to().siteType()) continue; to = stepDirection.to().id(); } currentLoc = to; // No correct walk with that state or not correct what. if (to == Constants.UNDEFINED || cs.what(to, realType) != whats[whatIndex]) { correctPattern = false; break; } else pattern.add(to); whatIndex++; if (whatIndex == whats.length) whatIndex = 0; } else if (step == StepType.R) { currentDirection = currentDirection.right(); while (!orthogonalSupported.contains(currentDirection)) currentDirection = currentDirection.right(); } else if (step == StepType.L) { currentDirection = currentDirection.left(); while (!orthogonalSupported.contains(currentDirection)) currentDirection = currentDirection.left(); } } if (correctPattern) patternSites.addAll(pattern); } return new Region(patternSites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flag = 0l; if (fromFn != null) flag |= fromFn.gameFlags(game); if (whatsFn != null) for (final IntFunction what : whatsFn) flag |= what.gameFlags(game); flag |= SiteType.gameFlags(type); return flag; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.Pattern.id(), true); concepts.or(SiteType.concepts(type)); if (fromFn != null) concepts.or(fromFn.concepts(game)); if (whatsFn != null) for (final IntFunction what : whatsFn) concepts.or(what.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (fromFn != null) writeEvalContext.or(fromFn.writesEvalContextRecursive()); if (whatsFn != null) for (final IntFunction what : whatsFn) writeEvalContext.or(what.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (fromFn != null) readEvalContext.or(fromFn.readsEvalContextRecursive()); if (whatsFn != null) for (final IntFunction what : whatsFn) readEvalContext.or(what.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (fromFn != null) fromFn.preprocess(game); if (whatsFn != null) for (final IntFunction what : whatsFn) what.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (fromFn != null) missingRequirement |= fromFn.missingRequirement(game); if (whatsFn != null) for (final IntFunction what : whatsFn) missingRequirement |= what.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (fromFn != null) willCrash |= fromFn.willCrash(game); if (whatsFn != null) for (final IntFunction what : whatsFn) willCrash |= what.willCrash(game); return willCrash; } }
7,422
25.137324
98
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/piece/SitesStart.java
package game.functions.region.sites.piece; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.util.equipment.Region; import game.util.moves.Piece; import other.context.Context; /** * Returns the sites that a specified component starts on. * * @author Eric.Piette */ @Hide public final class SitesStart extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** Index of the component. */ private final IntFunction indexFn; /** * @param piece The index of the component. */ public SitesStart ( final Piece piece ) { indexFn = piece.component(); } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; if (indexFn == null) return new Region(); final int index = indexFn.eval(context); if (index < 1 || index >= context.components().length) return new Region(); return context.trial().startingPos().get(index); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (indexFn != null) return indexFn.isStatic(); return false; } @Override public long gameFlags(final Game game) { if (indexFn != null) return indexFn.gameFlags(game); return 0L; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (indexFn != null) concepts.or(indexFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (indexFn != null) writeEvalContext.or(indexFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (indexFn != null) readEvalContext.or(indexFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { if (isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (indexFn != null) missingRequirement |= indexFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (indexFn != null) willCrash |= indexFn.willCrash(game); return willCrash; } @Override public String toEnglish(final Game game) { return "start position"; } }
2,949
20.223022
76
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/player/SitesEquipmentRegion.java
package game.functions.region.sites.player; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.other.Regions; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.types.play.RoleType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.context.Context; /** * Returns all the sites of a region defined in the equipment. * * @author Eric.Piette */ @Hide public final class SitesEquipmentRegion extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; /** * If we can precompute on a per-player basis (and not just once above), we * store here */ private Region[] precomputedPerPlayer = null; /** * For every player, a precomputed list of regions that satisfy the name check. * If index == null, we only just index 0. * * NOTE: this "optimisation" works even if we're not static! */ private List<game.equipment.other.Regions>[] regionsPerPlayer = null; //------------------------------------------------------------------------- /** The index of the column. */ private final IntFunction index; /** The name of the region. */ private final String name; //------------------------------------------------------------------------- /** * @param player Index of the row, column or phase to return. * @param role The Role type corresponding to the index. * @param name The name of the region to return. */ public SitesEquipmentRegion ( @Or @Opt final game.util.moves.Player player, @Or @Opt final RoleType role, @Opt final String name ) { index = (role != null) ? RoleType.toIntFunction(role) : (player != null) ? player.index() : null; this.name = (name == null) ? "" : name; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; // NOTE: if index == null, we'll use index 0 in our regionsPerPlayer array final int who = (index != null) ? index.eval(context) : 0; if (precomputedPerPlayer != null) return precomputedPerPlayer[who]; return computeForWho(context, who); } @Override public boolean contains(final Context context, final int location) { if (precomputedRegion != null || precomputedPerPlayer != null) return super.contains(context, location); // NOTE: if index == null, we'll use index 0 in our regionsPerPlayer array final int who = (index != null) ? index.eval(context) : 0; for (final game.equipment.other.Regions region : regionsPerPlayer[who]) { if (region.contains(context, location)) return true; } return false; } /** * @param context The context. * @param player The player. * @return Region for given player (use 0 also for no index given) */ private Region computeForWho(final Context context, final int player) { final List<TIntArrayList> siteLists = new ArrayList<TIntArrayList>(); int totalNumSites = 0; for (final game.equipment.other.Regions region : regionsPerPlayer[player]) { final TIntArrayList wrapped = TIntArrayList.wrap(region.eval(context)); siteLists.add(wrapped); totalNumSites += wrapped.size(); } final int[] sites = new int[totalNumSites]; int startIdx = 0; for (final TIntArrayList wrapped : siteLists) { wrapped.toArray(sites, 0, startIdx, wrapped.size()); startIdx += wrapped.size(); } return new Region(sites); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "EquipmentRegion()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (game.equipment().regions().length == 0) { game.addRequirementToReport( "The ludeme (sites ...) to get a region of the equipment is used but the equipment has no defined region."); missingRequirement = true; } if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } @SuppressWarnings("unchecked") @Override public void preprocess(final Game game) { if (regionsPerPlayer != null) return; // We've already done our preprocessing if (index != null) { index.preprocess(game); // Finally we have access to game, now we can compute if we were // actually static all along final boolean whoStatic = index.isStatic(); boolean regionsStatic = true; final game.equipment.other.Regions[] regions = game.equipment().regions(); regionsPerPlayer = new List[Constants.MAX_PLAYERS + 1]; for (int p = 0; p < regionsPerPlayer.length; ++p) { regionsPerPlayer[p] = new ArrayList<game.equipment.other.Regions>(); } for (final game.equipment.other.Regions region : regions) { if (region.name().contains(name)) { regionsPerPlayer[region.owner()].add(region); // Make sure that this region itself also gets preprocessed region.preprocess(game); } } for (final game.equipment.other.Regions region : regions) if (region.region() != null) for (final RegionFunction regionFunction : region.region()) regionsStatic &= regionFunction.isStatic(); if (whoStatic && regionsStatic) { precomputedRegion = eval(new Context(game, null)); } else if (regionsStatic) { precomputedPerPlayer = new Region[Constants.MAX_PLAYERS + 1]; for (int p = 0; p < precomputedPerPlayer.length; ++p) { precomputedPerPlayer[p] = computeForWho(new Context(game, null), p); } } } else { final game.equipment.other.Regions[] regions = game.equipment().regions(); regionsPerPlayer = new List[1]; regionsPerPlayer[0] = (new ArrayList<game.equipment.other.Regions>()); for (final game.equipment.other.Regions region : regions) { if (region.name().equals(name)) { regionsPerPlayer[0].add(region); // Make sure that this region itself also gets preprocessed region.preprocess(game); } } } if (index == null && isStatic()) precomputedRegion = eval(new Context(game, null)); } @Override public String toEnglish(final Game game) { if (precomputedRegion != null) return precomputedRegion.toEnglish(game); String text = ""; if(regionsPerPlayer == null) return text; for (final List<Regions> regions : regionsPerPlayer) { if (!regions.isEmpty()) { for (final Regions region : regions) { text += region.name(); text += " or "; } } } if (text.length() > 4) text = text.substring(0, text.length()-4); return text; } }
8,139
24.123457
113
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/player/SitesHand.java
package game.functions.region.sites.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.container.Container; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.play.RoleType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites in a specific hand. * * @author Eric.Piette */ @Hide public final class SitesHand extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * The index of the hand. */ private final IntFunction index; /** * The role. */ private final RoleType role; /** * @param player Index of the side. * @param role The Role type corresponding to the index. */ public SitesHand ( @Or @Opt final game.util.moves.Player player, @Or @Opt final RoleType role ) { index = (role != null) ? RoleType.toIntFunction(role) : (player != null) ? player.index() : null; this.role = role; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; if (index == null) return new Region(); final int pid = index.eval(context); if (pid < 1 || pid > context.game().players().size()) { System.out.println("** Bad player index."); return new Region(); } for (int id = 0; id < context.containers().length; id++) { final Container c = context.containers()[id]; if (c.isHand()) { if ( role == RoleType.Shared || c.owner() == pid ) { final int[] sites = new int[context.game().equipment().containers()[id].numSites()]; for (int i = 0; i < sites.length; i++) sites[i] = context.game().equipment().sitesFrom()[id] + i; return new Region(sites); } } } return new Region(); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Hand()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; boolean gameHasHands = false; for (final Container c : game.equipment().containers()) { if (c.isHand()) { gameHasHands = true; break; } } if (!gameHasHands) { game.addRequirementToReport("The ludeme (sites Hand ...) is used but the equipment has no hands."); missingRequirement = true; } if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { if (index != null) index.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public boolean isHand() { return true; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the sites in Player " + index.toEnglish(game) + "'s hand"; } //------------------------------------------------------------------------- }
4,563
20.327103
102
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/player/SitesWinning.java
package game.functions.region.sites.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.NonDecision; import game.types.play.RoleType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.concept.Concept; import other.context.Context; import other.context.TempContext; import other.move.Move; /** * Returns the winning positions for a player. * * @author Eric.Piette and cambolbro * * @remarks Useful to avoid the "kingmaker" effect in multiplayer games. */ @Hide public final class SitesWinning extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The index of the player. */ private final IntFunction indexFn; /** The generator we use to generate moves for which we check whether they're winning */ private final NonDecision movesGenerator; //------------------------------------------------------------------------- /** * @param player The index of the player. * @param role The roleType of the player. * @param moves The moves for which to check which ones lead to wins. */ public SitesWinning ( @Or @Opt final game.util.moves.Player player, @Or @Opt final RoleType role, final NonDecision moves ) { this.indexFn = (role != null) ? RoleType.toIntFunction(role) : (player != null) ? player.index() : null; this.movesGenerator = moves; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList winningPositions = new TIntArrayList(); if (indexFn == null) return new Region(); final int pid = indexFn.eval(context); if (pid == context.state().mover()) { final int mover = context.state().mover(); final Moves legalMoves = movesGenerator.eval(context); for (final Move m : legalMoves.moves()) { if (m.toNonDecision() != -1 && !winningPositions.contains(m.toNonDecision())) { final Context newContext = new TempContext(context); newContext.game().apply(newContext, m); if (newContext.winners().contains(mover)) { winningPositions.add(m.toNonDecision()); newContext.winners().remove(mover); } } } } else { // We compute the legal move of this player in this state final Context newContext = new Context(context); newContext.setMoverAndImpliedPrevAndNext(pid); final Moves legalMoves = movesGenerator.eval(newContext); for (final Move m : legalMoves.moves()) { if (m.toNonDecision() != -1 && !winningPositions.contains(m.toNonDecision())) { final Context newNewContext = new TempContext(newContext); newNewContext.game().apply(newNewContext, m); if (newNewContext.winners().contains(pid)) { winningPositions.add(m.toNonDecision()); newNewContext.winners().remove(pid); } } } } return new Region(winningPositions.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = movesGenerator.gameFlags(game); if (indexFn != null) flags |= indexFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(movesGenerator.concepts(game)); concepts.set(Concept.CopyContext.id(), true); if (indexFn != null) concepts.or(indexFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(movesGenerator.writesEvalContextRecursive()); if (indexFn != null) writeEvalContext.or(indexFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(movesGenerator.readsEvalContextRecursive()); if (indexFn != null) readEvalContext.or(indexFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= movesGenerator.missingRequirement(game); if (indexFn != null) missingRequirement |= indexFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= movesGenerator.willCrash(game); if (indexFn != null) willCrash |= indexFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { if (indexFn != null) indexFn.preprocess(game); movesGenerator.preprocess(game); } }
5,087
24.69697
106
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/random/SitesRandom.java
package game.functions.region.sites.random; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionFunction; import game.functions.region.sites.index.SitesEmpty; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.concept.Concept; import other.context.Context; /** * Returns a list of random sites in a region. * * @author Eric.Piette */ @Hide public final class SitesRandom extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The region. */ private final RegionFunction region; /** The number of sites to get randomly from the region. */ private final IntFunction numSitesFn; /** * @param region The region to get. * @param num The number of sites to return. */ public SitesRandom ( @Opt final RegionFunction region, @Opt @Name final IntFunction num ) { this.region = (region == null) ? SitesEmpty.construct(SiteType.Cell, new IntConstant(0)) :region; numSitesFn = (num == null) ? new IntConstant(1) : num; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); final int[] regionSites = region.eval(context).sites(); int numSites = numSitesFn.eval(context); if (numSites > regionSites.length) numSites = regionSites.length; while (sites.size() != numSites) { if (regionSites.length == 0) break; final int site = regionSites[context.rng().nextInt(regionSites.length)]; if (!sites.contains(site)) sites.add(site); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public String toString() { return "SitesRandom()"; } @Override public long gameFlags(final Game game) { final long flags = region.gameFlags(game) | numSitesFn.gameFlags(game) | GameType.Stochastic; return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(region.concepts(game)); concepts.or(numSitesFn.concepts(game)); concepts.set(Concept.Stochastic.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(numSitesFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(numSitesFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= region.missingRequirement(game); missingRequirement |= numSitesFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= region.willCrash(game); willCrash |= numSitesFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { region.preprocess(game); numSitesFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String regionString = ""; if (region != null) regionString = region.toEnglish(game); return "randomly select " + numSitesFn.toEnglish(game) + " within " + regionString; } //------------------------------------------------------------------------- }
4,131
23.742515
99
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/side/SitesSide.java
package game.functions.region.sites.side; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.players.Player; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.directions.CompassDirection; import game.util.directions.DirectionFacing; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.topology.TopologyElement; /** * Returns all the sites in a specific side of the board. * * @author Eric.Piette */ @Hide public final class SitesSide extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** The index of the side. */ private final IntFunction index; /** The role. */ private final RoleType role; //------------------------------------------------------------------------- /** * The direction of the side. */ private final DirectionFacing direction; /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. * @param player Index of the side. * @param role The Role type corresponding to the index. * @param direction Direction of the side to return. */ public SitesSide ( @Opt final SiteType elementType, @Or @Opt final game.util.moves.Player player, @Or @Opt final RoleType role, @Or @Opt final CompassDirection direction ) { type = elementType; this.direction = direction; index = (role != null) ? RoleType.toIntFunction(role) : (player != null) ? player.index() : null; this.role = role; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final boolean useCells = type != null && type.equals(SiteType.Cell) || type == null && context.game().board().defaultSite() != SiteType.Vertex; final other.topology.Topology graph = context.topology(); if (role != null && role == RoleType.Shared) return new Region(useCells ? graph.outer(SiteType.Cell) : graph.outer(SiteType.Vertex)); DirectionFacing dirn = direction; if (dirn == null && index != null) { // Get direction from (possibly dynamic) player index final int pid = index.eval(context); if (pid < 1 || pid > context.game().players().count()) { System.out.println("** Bad player index."); return new Region(); } final Player player = context.game().players().players().get(pid); dirn = player.direction(); } if (dirn == null) return new Region(); final TIntArrayList sites = new TIntArrayList(); if (useCells) { final List<TopologyElement> side = graph.sides(SiteType.Cell).get(dirn); for (final TopologyElement v : side) sites.add(v.index()); } else { final List<TopologyElement> side = graph.sides(SiteType.Vertex).get(dirn); for (final other.topology.TopologyElement v : side) sites.add(v.index()); } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (index != null) return index.isStatic(); return true; } @Override public String toString() { return "Side()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (index != null) flags = index.gameFlags(game); flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (index != null) concepts.or(index.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (index != null) writeEvalContext.or(index.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (index != null) readEvalContext.or(index.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (index != null) missingRequirement |= index.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (index != null) willCrash |= index.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (index != null) index.preprocess(game); if (isStatic()) { if (type.equals(SiteType.Cell)) precomputedRegion = new Region( game.equipment().containers()[0].topology().sides(SiteType.Cell) .get(direction)); else precomputedRegion = new Region( game.equipment().containers()[0].topology().sides(SiteType.Vertex) .get(direction)); } } //------------------------------------------------------------------------- @Override public String toEnglish(Game game) { return "the " + direction.toEnglish(game) + " side"; } //------------------------------------------------------------------------- }
5,722
24.100877
99
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesBoard.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; import other.topology.Topology; /** * Returns all the sites of the board. * * @author Eric.Piette */ @Hide public final class SitesBoard extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesBoard ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final Topology graph = context.topology(); return new Region(graph.getGraphElements(type)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "All()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the sites of the board"; } //------------------------------------------------------------------------- }
2,454
19.805085
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesBottom.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the bottom sites of the board. * * @author Eric.Piette */ @Hide public final class SitesBottom extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesBottom ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.bottom(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Bottom()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the bottom sites of the board"; } //------------------------------------------------------------------------- }
2,538
20.158333
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesCentre.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the centre sites of the board. * * @author Eric.Piette */ @Hide public final class SitesCentre extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesCentre ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.centre(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Centre()"; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the centre sites of the board"; } //------------------------------------------------------------------------- }
2,546
20.225
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesConcaveCorners.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the concave corners sites of the board. * * @author Eric.Piette */ @Hide public final class SitesConcaveCorners extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesConcaveCorners ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.cornersConcave(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "ConcaveCorners()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the concave corner sites of the board"; } //------------------------------------------------------------------------- }
2,587
20.566667
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesConvexCorners.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the convex corners sites of the board. * * @author Eric.Piette */ @Hide public final class SitesConvexCorners extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesConvexCorners ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.cornersConvex(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "ConvexCorners()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the convex corner sites of the board"; } //------------------------------------------------------------------------- }
2,581
20.516667
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesCorners.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the corners sites of the board. * * @author Eric.Piette */ @Hide public final class SitesCorners extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesCorners ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.corners(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Corners()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the corner sites of the board"; } //------------------------------------------------------------------------- }
2,543
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesHint.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns the hint region stored in the context. * * @author Eric.Piette and cambolbro * * @remarks Rename from Hint ludeme to avoid compiler confusion. */ @Hide public final class SitesHint extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesHint() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { return context.hintRegion().eval(context); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public String toString() { return "Hint()"; } @Override public long gameFlags(final Game game) { return GameType.DeductionPuzzle; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // Do nothing } @Override public String toEnglish(final Game game) { return "current hint region"; } }
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesInner.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the inner sites of the board. * * @author Eric.Piette */ @Hide public final class SitesInner extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesInner ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.inner(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Inner()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the inner sites of the board"; } //------------------------------------------------------------------------- }
2,539
20.166667
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesLastFrom.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.action.Action; import other.context.Context; import other.move.Move; /** * Returns all the "from" of the last move. * * @author Eric.Piette */ @Hide public final class SitesLastFrom extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesLastFrom() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final Move lastMove = context.trial().lastMove(); final TIntArrayList allFromMove = new TIntArrayList(); allFromMove.add(lastMove.fromNonDecision()); for (final Action action : lastMove.actions()) { final int from = action.from(); if (!allFromMove.contains(from) && from < context.board().numSites() && from >= 0) allFromMove.add(from); } for (final Moves moves : lastMove.then()) { moves.eval(context); for (final Move m : moves.moves()) { final int from = m.fromNonDecision(); if (!allFromMove.contains(from) && from >= 0) allFromMove.add(from); } } return new Region(allFromMove.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return 0L; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // nothing todo } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the last from sites of the board"; } //------------------------------------------------------------------------- }
2,434
19.991379
85
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesLastTo.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.rules.play.moves.Moves; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.action.Action; import other.context.Context; import other.move.Move; /** * Returns all the "to" positions of the last move. * * @author Eric.Piette */ @Hide public final class SitesLastTo extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesLastTo() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final Move lastMove = context.trial().lastMove(); final TIntArrayList allToMove = new TIntArrayList(); allToMove.add(lastMove.toNonDecision()); for (final Action action : lastMove.actions()) { final int to = action.to(); if (!allToMove.contains(to) && to < context.board().numSites() && to >= 0) allToMove.add(to); } for (final Moves moves : lastMove.then()) { moves.eval(context); for (final Move m : moves.moves()) { final int to = m.toNonDecision(); if (!allToMove.contains(to) && to >= 0) allToMove.add(to); } } return new Region(allToMove.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return 0L; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // nothing todo } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the last to sites of the board"; } //------------------------------------------------------------------------- }
2,398
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesLeft.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the left sites of the board. * * @author Eric.Piette */ @Hide public final class SitesLeft extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesLeft ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.left(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Left()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the left sites of the board"; } //------------------------------------------------------------------------- }
2,540
20.175
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesLineOfPlay.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.booleans.is.in.IsIn; import game.functions.ints.IntFunction; import game.functions.ints.iterator.To; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionConstant; import game.functions.region.RegionFunction; import game.functions.region.sites.Sites; import game.functions.region.sites.SitesSimpleType; import game.functions.region.sites.around.SitesAround; import game.functions.region.sites.index.SitesEmpty; import game.types.board.SiteType; import game.types.state.GameType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.state.container.ContainerState; /** * Returns the line of play of any dominoes games. * * @author Eric.Piette * * @remarks Works only for dominoes game, return an empty region for any other * games. */ @Hide public final class SitesLineOfPlay extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesLineOfPlay() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); if (!context.game().isBoardless()) { if (context.trial().moveNumber() == 0) { return Sites.construct(SitesSimpleType.Centre, null) .eval(context); } else { final TIntArrayList occupiedSite = new TIntArrayList(); for (int i = 0; i < context.containers()[0].numSites(); i++) if (!context.containerState(0).isEmpty(i, SiteType.Cell)) occupiedSite.add(i); final RegionFunction occupiedRegion = new RegionConstant(new Region(occupiedSite.toArray())); return new SitesAround(null, null, occupiedRegion, null, null, null, IsIn.construct(null, new IntFunction[] { To.instance() }, SitesEmpty.construct(null, null), null), null).eval(context); } } final ContainerState cs = context.state().containerStates()[0]; final int numSite = context.game().equipment().containers()[0].numSites(); for (int index = 0; index < numSite; index++) if (cs.isPlayable(index)) sites.add(index); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public String toString() { return "LineOfPlay()"; } @Override public long gameFlags(final Game game) { return GameType.LineOfPlay; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (!game.hasDominoes()) { game.addRequirementToReport("The ludeme (sites LineOfPlay ...) is used but the equipment has no dominoes."); missingRequirement = true; } return missingRequirement; } @Override public void preprocess(final Game game) { // Do nothing } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the line of play sites of the board"; } //------------------------------------------------------------------------- }
3,784
23.901316
111
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesMajor.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the major sites of the board. * * @author Eric.Piette */ @Hide public final class SitesMajor extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesMajor ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.major(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Major()"; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the major sites of the board"; } //------------------------------------------------------------------------- }
2,540
20.175
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesMinor.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the major sites of the board. * * @author Eric.Piette */ @Hide public final class SitesMinor extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesMinor ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.minor(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Major()"; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the minor sites of the board"; } //------------------------------------------------------------------------- }
2,540
20.175
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesOuter.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the outer sites of the board. * * @author Eric.Piette */ @Hide public final class SitesOuter extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesOuter ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.outer(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Outer()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the outer sites of the board"; } //------------------------------------------------------------------------- }
2,534
19.950413
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesPending.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the sites currently in pending from the previous state. * * @author Eric.Piette */ @Hide public final class SitesPending extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesPending() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { return new Region(context.state().pendingValues().toArray()); } @Override public boolean contains(final Context context, final int location) { return context.state().pendingValues().contains(location); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return GameType.PendingValues; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // Nothing to do. } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the pending sites"; } //------------------------------------------------------------------------- }
1,936
18.969072
77
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesPerimeter.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the perimeter sites of the board. * * @author Eric.Piette */ @Hide public final class SitesPerimeter extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesPerimeter ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.perimeter(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Outer()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the perimeter sites of the board"; } //------------------------------------------------------------------------- }
2,559
20.333333
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesPlayable.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.booleans.is.in.IsIn; import game.functions.ints.IntFunction; import game.functions.ints.iterator.To; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionConstant; import game.functions.region.RegionFunction; import game.functions.region.sites.Sites; import game.functions.region.sites.SitesSimpleType; import game.functions.region.sites.around.SitesAround; import game.functions.region.sites.index.SitesEmpty; import game.types.board.SiteType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import other.context.Context; import other.state.container.ContainerState; /** * Returns the playable sites of any boardless game. * * @author Eric.Piette and cambolbro * * @remarks For non-boardless games, it returns the site around the current * occupied sites of the board. * Used on any boardless game to play all the pieces in a unique group. */ @Hide public final class SitesPlayable extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesPlayable() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final TIntArrayList sites = new TIntArrayList(); if(!context.game().isBoardless()) { if (context.trial().moveNumber() == 0) { return Sites.construct(SitesSimpleType.Centre, null) .eval(context); } else { final TIntArrayList occupiedSite = new TIntArrayList(); for (int i = 0; i < context.containers()[0].numSites(); i++) if (!context.containerState(0).isEmpty(i, SiteType.Cell)) occupiedSite.add(i); final RegionFunction occupiedRegion = new RegionConstant(new Region(occupiedSite.toArray())); return new SitesAround(null, null, occupiedRegion, null, null, null, IsIn.construct(null, new IntFunction[] { To.instance() }, SitesEmpty.construct(null, null), null), null).eval(context); } } final ContainerState cs = context.state().containerStates()[0]; final int numSite = context.game().equipment().containers()[0].numSites(); for (int index = 0; index < numSite; index++) if (cs.isPlayable(index)) sites.add(index); return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public String toString() { return "Playable()"; } @Override public long gameFlags(final Game game) { return 0; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // Do nothing } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the playable sites"; } //------------------------------------------------------------------------- }
3,524
23.823944
97
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesRight.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the right sites of the board. * * @author Eric.Piette */ @Hide public final class SitesRight extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType Type of graph elements to return [Cell (or Vertex if the * main board uses intersections)]. */ public SitesRight ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.right(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Right()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the right sites of the board"; } //------------------------------------------------------------------------- }
2,532
20.108333
79
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesToClear.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.state.GameType; import game.util.equipment.Region; import other.context.Context; /** * Returns the sites to remove when a capture sequence is currently in progress. * * @author Eric.Piette */ @Hide public final class SitesToClear extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * */ public SitesToClear() { // Nothing to do. } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { return context.state().regionToRemove(); } @Override public boolean contains(final Context context, final int location) { return context.state().sitesToRemove().contains(location); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public String toString() { return "ToClear()"; } @Override public long gameFlags(final Game game) { return GameType.SequenceCapture; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { // Do nothing } }
1,733
17.645161
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java
Ludii
Ludii-master/Core/src/game/functions/region/sites/simple/SitesTop.java
package game.functions.region.sites.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.util.equipment.Region; import other.context.Context; /** * Returns all the top sites of the board. * * @author Eric.Piette */ @Hide public final class SitesTop extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** * @param elementType The graph element type [default SiteType of the board]. */ public SitesTop ( @Opt final SiteType elementType ) { type = elementType; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; final SiteType realType = (type != null) ? type : context.board().defaultSite(); final other.topology.Topology graph = context.topology(); return new Region(graph.top(realType)); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public String toString() { return "Top()"; } @Override public long gameFlags(final Game game) { long flags = 0; flags |= SiteType.gameFlags(type); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "the top sites of the board"; } //------------------------------------------------------------------------- }
2,470
19.764706
78
java
Ludii
Ludii-master/Core/src/game/functions/region/sites/track/SitesTrack.java
package game.functions.region.sites.track; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.BaseRegionFunction; import game.types.play.RoleType; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.context.Context; /** * Returns all the sites of a track. * * @author Eric.Piette */ @Hide public final class SitesTrack extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** If we can, we'll precompute once and cache. */ private Region precomputedRegion = null; //------------------------------------------------------------------------- /** The index of the owner of the track. */ private final IntFunction pid; /** The name of the track. */ private final String name; /** Returns the sites from that site in the track (site included). */ private final IntFunction fromFn; /** Returns the sites until that site (site included) */ private final IntFunction toFn; /** * @param pid Index of the player. * @param role The Role type corresponding to the index. * @param name The name of the track. * @param from Only the sites in the track from that site (included). * @param to Only the sites in the track until to reach that site (included). */ public SitesTrack ( @Or @Opt final game.util.moves.Player pid, @Or @Opt final RoleType role, @Or2 @Opt final String name, @Opt @Name final IntFunction from, @Opt @Name final IntFunction to ) { this.pid = (role != null) ? RoleType.toIntFunction(role) : (pid != null) ? pid.index() : null; this.name = (name == null) ? "" : name; fromFn = from; toFn = to; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { if (precomputedRegion != null) return precomputedRegion; game.equipment.container.board.Track track = null; if (context.track() != Constants.UNDEFINED) { final int index = context.track(); if (index >= 0 && index < context.tracks().size()) track = context.tracks().get(index); } else { final int playerId = (pid != null) ? pid.eval(context) : 0; for (final game.equipment.container.board.Track t : context.tracks()) { if (name != null) { if (t.name().equals(name) || ( (t.name().contains(name)) && (t.owner() == playerId || t.owner() == 0) ) ) { track = t; break; } } else if (t.owner() == playerId || t.owner() == 0) { track = t; break; } } } if (track == null) return new Region(); // no track for this player final TIntArrayList sites = new TIntArrayList(); if (fromFn == null && toFn == null) { for (int i = 0; i < track.elems().length; i++) sites.add(track.elems()[i].site); } else { final int from = (fromFn != null) ? fromFn.eval(context) : Constants.UNDEFINED; final int to = (toFn != null) ? toFn.eval(context) : Constants.UNDEFINED; // Get the first index. int fromIndex = Constants.UNDEFINED; // No from defined so we take from the start if (from == Constants.UNDEFINED) fromIndex = 0; else // Check the index on the track corresponding to the from site. { for (int i = 0; i < track.elems().length; i++) { final int site = track.elems()[i].site; if (site == from) { fromIndex = i; break; } } // From not found if (fromIndex == Constants.UNDEFINED) return new Region(sites.toArray()); } // Get the sites until reaching the to site. boolean toFound = false; for (int i = fromIndex; i < track.elems().length; i++) { final int site = track.elems()[i].site; sites.add(site); if (site == to) { toFound = true; break; } } // If to is not found we check the sites before the from index on the track if (!toFound) { for (int i = 0; i < fromIndex; i++) { final int site = track.elems()[i].site; sites.add(site); if (site == to) break; } } } return new Region(sites.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { if (fromFn != null && !fromFn.isStatic()) return false; if (toFn != null && !toFn.isStatic()) return false; if (pid != null) return pid.isStatic(); return false; } @Override public String toString() { return "Track()"; } @Override public long gameFlags(final Game game) { long flags = 0L; if (fromFn != null) flags = fromFn.gameFlags(game); if (toFn != null) flags = toFn.gameFlags(game); if (pid != null) flags = pid.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (pid != null) concepts.or(pid.concepts(game)); if (fromFn != null) concepts.or(fromFn.concepts(game)); if (toFn != null) concepts.or(toFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (pid != null) writeEvalContext.or(pid.writesEvalContextRecursive()); if (fromFn != null) writeEvalContext.or(fromFn.writesEvalContextRecursive()); if (toFn != null) writeEvalContext.or(toFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (pid != null) readEvalContext.or(pid.readsEvalContextRecursive()); if (fromFn != null) readEvalContext.or(fromFn.readsEvalContextRecursive()); if (toFn != null) readEvalContext.or(toFn.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (!game.hasTrack()) { game.addRequirementToReport("The ludeme (sites Track ...) is used but the board has no tracks."); missingRequirement = true; } if (pid != null) missingRequirement |= pid.missingRequirement(game); if (fromFn != null) missingRequirement |= fromFn.missingRequirement(game); if (toFn != null) missingRequirement |= toFn.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (pid != null) willCrash |= pid.willCrash(game); if (fromFn != null) willCrash |= fromFn.willCrash(game); if (toFn != null) willCrash |= toFn.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { if (pid != null) pid.preprocess(game); if (fromFn != null) fromFn.preprocess(game); if (toFn != null) toFn.preprocess(game); if (isStatic()) precomputedRegion = eval(new Context(game, null)); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "track " + (name.isEmpty() ? "of board" : name) + (pid == null ? "" : " for Player " + pid.toEnglish(game)) + (precomputedRegion == null ? "" : " covering " + precomputedRegion.toEnglish(game)); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/functions/region/sites/walk/SitesWalk.java
package game.functions.region.sites.walk; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.ints.iterator.From; import game.functions.region.BaseRegionFunction; import game.types.board.SiteType; import game.types.board.StepType; import game.util.directions.DirectionFacing; import game.util.equipment.Region; import game.util.graph.Step; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.ContainerId; import other.context.Context; /** * Returns all the sites of a walk got by a graphic turtle walk. * * @author Eric Piette */ @Hide public final class SitesWalk extends BaseRegionFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting location of the walk. */ private final IntFunction startLocationFn; /** Steps for walking. */ private final StepType[][] possibleSteps; /** If the walk includes all the rotations. */ private final BooleanFunction rotations; //------------------------------------------------------------------------- /** * @param type Type of graph element. * @param startLocationFn The starting location of the walk. * @param possibleSteps The different turtle steps defining a graphic turtle * walk. * @param rotations True if the move includes all the rotations of the * walk [True]. */ public SitesWalk ( @Opt final SiteType type, @Opt final IntFunction startLocationFn, final StepType[][] possibleSteps, @Opt @Name final BooleanFunction rotations ) { this.startLocationFn = (startLocationFn == null) ? new From(null) : startLocationFn; this.type = type; this.possibleSteps = possibleSteps; this.rotations = (rotations == null) ? new BooleanConstant(true) : rotations; } //------------------------------------------------------------------------- @Override public Region eval(final Context context) { final int from = startLocationFn.eval(context); if (from == Constants.OFF) return new Region(new TIntArrayList().toArray()); final int cid = new ContainerId(null, null, null, null, new IntConstant(from)).eval(context); final other.topology.Topology graph = context.containers()[cid].topology(); final boolean allRotations = rotations.eval(context); final SiteType realType = (type == null) ? context.board().defaultSite() : type; final List<DirectionFacing> orthogonalSupported = graph.supportedOrthogonalDirections(realType); List<DirectionFacing> walkDirection; if (allRotations) walkDirection = graph.supportedOrthogonalDirections(realType); else { walkDirection = new ArrayList<DirectionFacing>(); walkDirection.add(graph.supportedOrthogonalDirections(realType).get(0)); } final TIntArrayList sitesAfterWalk = new TIntArrayList(); for (final DirectionFacing startDirection : walkDirection) { for (final StepType[] steps : possibleSteps) { int currentLoc = from; DirectionFacing currentDirection = startDirection; for (final StepType step : steps) { if (step == StepType.F) { final List<Step> stepsDirection = graph.trajectories().steps(realType, currentLoc, currentDirection.toAbsolute()); int to = Constants.UNDEFINED; for (final Step stepDirection : stepsDirection) { if (stepDirection.from().siteType() != stepDirection.to().siteType()) continue; to = stepDirection.to().id(); } currentLoc = to; // No correct walk with that state. if (to == Constants.UNDEFINED) break; } else if (step == StepType.R) { currentDirection = currentDirection.right(); while (!orthogonalSupported.contains(currentDirection)) currentDirection = currentDirection.right(); } else if (step == StepType.L) { currentDirection = currentDirection.left(); while (!orthogonalSupported.contains(currentDirection)) currentDirection = currentDirection.left(); } } if (currentLoc != Constants.UNDEFINED) sitesAfterWalk.add(currentLoc); } } return new Region(sitesAfterWalk.toArray()); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0; gameFlags |= SiteType.gameFlags(type); gameFlags |= startLocationFn.gameFlags(game); gameFlags |= rotations.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.or(startLocationFn.concepts(game)); concepts.or(rotations.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(startLocationFn.writesEvalContextRecursive()); writeEvalContext.or(rotations.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(startLocationFn.readsEvalContextRecursive()); readEvalContext.or(rotations.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); startLocationFn.preprocess(game); rotations.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= startLocationFn.missingRequirement(game); missingRequirement |= rotations.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= startLocationFn.willCrash(game); willCrash |= rotations.willCrash(game); return willCrash; } }
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Ludii
Ludii-master/Core/src/game/functions/trackStep/BaseTrackStepFunction.java
package game.functions.trackStep; import annotations.Hide; import game.functions.dim.DimFunction; import game.types.board.TrackStepType; import game.util.directions.CompassDirection; import other.BaseLudeme; import other.context.Context; /** * Common functionality for TrackStepFunction - override where necessary. * * @author cambolbro */ @Hide public abstract class BaseTrackStepFunction extends BaseLudeme implements TrackStepFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Dim function (includes positive integers). */ protected final DimFunction dim; /** Compass direction. */ protected final CompassDirection dirn; /** Constant value: Off/End/Repeat. */ protected final TrackStepType step; /** Precompute once and cache if possible. */ protected TrackStep precomputedTrackStep = null; //------------------------------------------------------------------------- /** * The base range function. * * @param dim Dimension function. * @param dirn Compass direction. * @param step Constant (Off/End/Repeat). */ public BaseTrackStepFunction ( final DimFunction dim, final CompassDirection dirn, final TrackStepType step ) { this.dim = dim; this.dirn = dirn; this.step = step; } //------------------------------------------------------------------------- @Override public TrackStep eval(final Context context) { System.out.println("BaseRangeFunction.eval(): Should not be called directly; call subclass."); return null; } //------------------------------------------------------------------------- /** * @return Integer value or dim function. */ @Override public DimFunction dim() { return dim; } /** * @return Compass direction. */ @Override public CompassDirection dirn() { return dirn; } /** * @return Track step type: Off/End/Repeat. */ @Override public TrackStepType step() { return step; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/functions/trackStep/TrackStep.java
package game.functions.trackStep; import java.util.BitSet; import annotations.Hide; import annotations.Or; import game.Game; import game.functions.dim.DimFunction; import game.types.board.TrackStepType; import game.util.directions.CompassDirection; import other.context.Context; /** * Returns a track step entry. * * @author cambolbro */ @Hide public final class TrackStep extends BaseTrackStepFunction { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * Constructor defining either a number, a direction or a step type. * * @param dim Dim function or integer. * @param dirn Compass direction. * @param step Track step type: Off/End/Repeat. */ public TrackStep ( @Or final DimFunction dim, @Or final CompassDirection dirn, @Or final TrackStepType step ) { super(dim, dirn, step); int numNonNull = 0; if (dim != null) numNonNull++; if (dirn != null) numNonNull++; if (step != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("TrackStep(): Exactly one parameter must be non-null."); } //------------------------------------------------------------------------- // /** // * For a range between two int functions. // * // * @param min Lower extent of range (inclusive). // * @param max Upper extent of range (inclusive) [same as min]. // * // * @example (range (from) (to)) // */ // public TrackStep // ( // final IntFunction min, // @Opt final IntFunction max // ) // { // super(min, max == null ? min : max); // } // // /** // * For a range between two integers. // * // * @param min Lower extent of range (inclusive). // * @param max Upper extent of range (inclusive). // * // * @example (range 1 9) // */ // public Range // ( // final Integer min, // final Integer max // ) // { // super(new IntConstant(min.intValue()), new IntConstant(max.intValue())); // } //------------------------------------------------------------------------- @Override public TrackStep eval(final Context context) { if (precomputedTrackStep != null) return precomputedTrackStep; return this; //new game.util.math.Range(Integer.valueOf(minFn.eval(context)), Integer.valueOf(maxFn.eval(context))); } //------------------------------------------------------------------------- // /** // * @param context The context. // * // * @return The minimum of the range. // */ // public int min(final Context context) // { // return minFn.eval(context); // } // // /** // * @param context The context. // * // * @return The maximum of the range. // */ // public int max(final Context context) // { // return maxFn.eval(context); // } //------------------------------------------------------------------------- @Override public boolean isStatic() { return dim != null && dim.isStatic() || dirn != null // always static || step != null; // always static } @Override public long gameFlags(final Game game) { long flags = 0; if (dim != null) flags |= dim.gameFlags(game); // TODO... // if (dirn != null) // flags |= dirn.gameFlags(game); // // if (step != null) // flags |= step.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); // TODO... // if (dim != null) // concepts.or(dim.concepts(game)); // // if (dirn != null) // concepts.or(dirn.concepts(game)); // // if (step != null) // concepts.or(step.concepts(game)); return concepts; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; // TODO... // if (dim != null) // missingRequirement |= dim.missingRequirement(game); // // if (dirn != null) // missingRequirement |= dirn.missingRequirement(game); // // if (step != null) // missingRequirement |= step.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; // TODO... // if (dim != null) // willCrash |= dim.willCrash(game); // // if (dirn != null) // willCrash |= dirn.willCrash(game); // // if (step != null) // willCrash |= step.willCrash(game); return willCrash; } @Override public void preprocess(final Game game) { if (dim != null) dim.preprocess(game); // TODO... // if (dirn != null) // dirn.preprocess(game); // // if (step != null) // step.preprocess(game); if (isStatic()) precomputedTrackStep = eval(new Context(game, null)); } @Override public String toString() { String str = "["; if (dim != null) str += dim.toString(); if (dirn != null) str += dirn.toString(); if (step != null) str += step.toString(); str += "]"; return str; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/functions/trackStep/TrackStepFunction.java
package game.functions.trackStep; import java.util.BitSet; import game.Game; import game.functions.dim.DimFunction; import game.types.board.TrackStepType; import game.types.state.GameType; import game.util.directions.CompassDirection; import other.context.Context; /** * Returns a track step entry, which can be a dim function (including positive integer), * compass direction or TrackStepType (Off/End/Repeat). * * @author cambolbro */ // ** // ** Do not @Hide, or loses mapping in grammar! // ** public interface TrackStepFunction extends GameType { /** * @param context The context. * @return The range generated by this context. */ public TrackStep eval(final Context context); /** * @return Integer value or dim function. */ public DimFunction dim(); /** * @return Compass direction. */ public CompassDirection dirn(); /** * @return Track step type: Off/End/Repeat. */ public TrackStepType step(); /** * @param game The game. * @return Accumulated flags corresponding to the game concepts. */ public BitSet concepts(final Game game); /** * @return Accumulated flags corresponding to read data in EvalContext. */ public BitSet readsEvalContextRecursive(); /** * @return Accumulated flags corresponding to write data in EvalContext. */ public BitSet writesEvalContextRecursive(); /** * @param game The game. * @return True if a required ludeme is missing. */ public boolean missingRequirement(final Game game); /** * @param game The game. * @return True if the ludeme can crash the game during its play. */ public boolean willCrash(final Game game); }
1,639
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Ludii
Ludii-master/Core/src/game/functions/trackStep/package-info.java
/** * @chapter Track step functions allow simple descriptions of track steps. * * @section Each track step can be a dim function (including positive integers), * a compass direction or TrackStepType (Off/End/Repeat). */ package game.functions.trackStep;
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