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Ludii | Ludii-master/Core/src/game/match/Games.java | package game.match;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.List;
import annotations.Or;
import other.BaseLudeme;
/**
* Defines the games used in a match.
*
* @author Eric.Piette
*/
public class Games extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The games used in the match.
*/
final List<Subgame> games;
//-------------------------------------------------------------------------
/**
* @param game The game that makes up the subgames of the match.
* @param games The games that make up the subgames of the match.
*
* @example (games { (subgame "Tic-Tac-Toe" next:1) (subgame "Yavalath" next:2)
* (subgame "Breakthrough" next:0) })
*/
public Games
(
@Or final Subgame game,
@Or final Subgame[] games
)
{
int numNonNull = 0;
if (game != null)
numNonNull++;
if (games != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Exactly one Or parameter must be non-null.");
if (game != null)
{
this.games = new ArrayList<Subgame>();
this.games.add(game);
}
else
{
if (games.length < 1)
throw new IllegalArgumentException("A match needs at least one game.");
this.games = new ArrayList<Subgame>();
for (final Subgame subGame : games)
this.games.add(subGame);
}
}
//-------------------------------------------------------------------------
/**
* @return the games.
*/
public List<Subgame> games()
{
return this.games;
}
//-------------------------------------------------------------------------
}
| 1,708 | 20.632911 | 84 | java |
Ludii | Ludii-master/Core/src/game/match/Match.java | package game.match;
import java.text.DecimalFormat;
import java.util.BitSet;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Random;
import annotations.Hide;
import annotations.Opt;
import game.Game;
import game.equipment.Equipment;
import game.equipment.component.Component;
import game.equipment.container.Container;
import game.equipment.container.board.Board;
import game.equipment.container.other.Dice;
import game.players.Players;
import game.rules.end.End;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import main.Constants;
import main.grammar.Description;
import metadata.Metadata;
import other.AI;
import other.GameLoader;
import other.action.others.ActionNextInstance;
import other.concept.Concept;
import other.concept.ConceptDataType;
import other.context.Context;
import other.move.Move;
import other.playout.PlayoutMoveSelector;
import other.topology.TopologyElement;
import other.trial.Trial;
/**
* Defines a match made up of a series of subgames.
*
* @author Eric.Piette
*/
public class Match extends Game
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The end condition for the match. */
private End end;
/** The difference possible instance for a match. */
protected Subgame[] instances;
//-------------------------------------------------------------------------
/**
* @param name The name of the match.
* @param players The players of the match [(players 2)].
* @param games The different subgames that make up the match.
* @param end The end rules of the match.
*
* @example (match "Match" (players 2) (games { (subgame "Tic-Tac-Toe" next:1)
* (subgame "Yavalath" next:2) (subgame "Breakthrough" next:0) } ) (end
* { (if (and (= (count Trials) 3) (> (matchScore P1) (matchScore P2)))
* (result P1 Win)) (if (and (= (count Trials) 3) (< (matchScore P1)
* (matchScore P2))) (result P2 Win)) (if (and (= (count Trials) 3) (=
* (matchScore P1) (matchScore P2))) (result P1 Draw)) }) )
*/
public Match
(
final String name,
@Opt final Players players,
final Games games,
final End end
)
{
super(name, players, null, null, null);
final List<Subgame> subgames = games.games();
this.instances = new Subgame[subgames.size()];
for (int i = 0; i < subgames.size(); i++)
this.instances[i] = subgames.get(i);
if (instances.length == 0)
throw new IllegalArgumentException("A match needs at least one game.");
stateReference = null;
this.end = end;
this.end.setMatch(true);
}
//-------------------------------------------------------------------------
/**
* @param name The name of the game.
* @param gameDescription The description of the game.
*/
@Hide
public Match(final String name, final Description gameDescription)
{
super(name, gameDescription);
}
//-------------------------------------------------------------------------
@Override
public Move apply(final Context context, final Move move, final boolean skipEndRules)
{
context.getLock().lock();
try
{
if (move.containsNextInstance())
{
// We need to move on to next instance, so apply on match context instead of subcontext
assert (context.subcontext().trial().over());
assert (move.actions().size() == 1 && move.actions().get(0) instanceof ActionNextInstance);
context.currentInstanceContext().trial().addMove(move);
context.trial().addMove(move);
context.advanceInstance();
return move;
}
final Context subcontext = context.subcontext();
final Trial subtrial = subcontext.trial();
final int numMovesBeforeApply = subtrial.numMoves();
// First just apply the move on the subcontext
final Move appliedMove = subcontext.game().apply(subcontext, move, skipEndRules);
if (!skipEndRules)
{
// Will likely have to append some extra moves to the match-wide trial
final List<Move> subtrialMoves = subtrial.generateCompleteMovesList();
final int numMovesAfterApply = subtrialMoves.size();
final int numMovesToAppend = numMovesAfterApply - numMovesBeforeApply;
for (int i = 0; i < numMovesToAppend; ++i)
context.trial().addMove(subtrialMoves.get(subtrialMoves.size() - 1 - i));
}
return appliedMove;
}
finally
{
context.getLock().unlock();
}
}
@Override
public Moves moves(final Context context)
{
context.getLock().lock();
try
{
final Context subcontext = context.subcontext();
final Moves moves;
if (subcontext.trial().over())
{
// Our only action will be to move on to next instance
moves = new BaseMoves(null);
if (context.trial().over())
return moves; // Full match is over
final ActionNextInstance action = new ActionNextInstance();
action.setDecision(true);
final Move move = new Move(action);
move.setDecision(true);
move.setMover(subcontext.state().mover());
moves.moves().add(move);
}
else
{
// Normal moves generation
moves = subcontext.game().moves(subcontext);
}
if (context.trial().auxilTrialData() != null)
context.trial().auxilTrialData().updateNewLegalMoves(moves, context);
return moves;
}
finally
{
context.getLock().unlock();
}
}
//-------------------------------------------------------------------------
@Override
public void setMetadata(final Object md)
{
metadata = (Metadata)md;
// We add the concepts of the metadata to the game.
if (metadata != null)
{
final BitSet metadataConcept = metadata.concepts(this);
booleanConcepts.or(metadata.concepts(this));
final boolean stackTypeUsed = booleanConcepts.get(Concept.StackType.id());
if (stackTypeUsed && !metadataConcept.get(Concept.Stack.id())
&& booleanConcepts.get(Concept.StackState.id()))
booleanConcepts.set(Concept.Stack.id(), false);
}
else
{
metadata = new Metadata(null, null, null, null);
}
}
//-------------------------------------------------------------------------
@Override
public End endRules()
{
return end;
}
@Override
public Subgame[] instances()
{
return instances;
}
//-------------------------------------------------------------------------
@Override
public boolean hasSubgames()
{
return true;
}
@Override
public boolean hasCustomPlayouts()
{
for (final Subgame instance : instances)
{
if (instance.getGame().hasCustomPlayouts())
return true;
}
return false;
}
@Override
public void disableMemorylessPlayouts()
{
for (final Subgame instance : instances)
{
instance.disableMemorylessPlayouts();
}
}
@Override
public boolean usesNoRepeatPositionalInGame()
{
return false;
}
@Override
public boolean usesNoRepeatPositionalInTurn()
{
return false;
}
@Override
public boolean requiresScore()
{
return true; // Matches always have scores
}
@Override
public boolean automove()
{
return false; // this flag should never be true for a Match
}
//-------------------------------------------------------------------------
@Override
public Board board()
{
// StringRoutines.stackTrace();
System.err.println("Match.board() always returns null! Should probably call context.board() instead.");
return null;
}
@Override
public Equipment equipment()
{
//StringRoutines.stackTrace();
System.err.println("Match.equipment() always returns null! Should probably call context.equipment() instead.");
return null;
}
@Override
public boolean hasSharedPlayer()
{
//StringRoutines.stackTrace();
System.err.println("Match.hasSharedPlayer() always returns false! Should probably call context.hasSharedPlayer() instead.");
return false;
}
@Override
public List<Dice> handDice()
{
//StringRoutines.stackTrace();
System.err.println("Match.handDice() always returns null! Should probably call context.handDice() instead.");
return null;
}
@Override
public int numContainers()
{
//StringRoutines.stackTrace();
System.err.println("Match.numContainers() always returns -1! Should probably call context.numContainers() instead.");
return Constants.UNDEFINED;
}
@Override
public int numComponents()
{
//StringRoutines.stackTrace();
System.err.println("Match.numComponents() always returns -1! Should probably call context.numComponents() instead.");
return Constants.UNDEFINED;
}
//-------------------------------------------------------------------------
@Override
public void create()
{
if (finishedPreprocessing)
System.err.println("Warning! Match.create() has already previously been called on " + name());
GameLoader.compileInstance(instances()[0]);
finishedPreprocessing = true;
booleanConcepts = computeBooleanConcepts();
conceptsNonBoolean = computeNonBooleanConcepts();
hasMissingRequirement = computeRequirementReport();
willCrash = computeCrashReport();
}
@Override
public void start(final Context context)
{
context.getLock().lock();
try
{
final Context subcontext = context.subcontext();
final Trial subtrial = subcontext.trial();
final int numMovesBeforeStart = subtrial.numMoves();
// Start the first instance
instances()[0].getGame().start(subcontext);
// Will maybe have to append some extra moves to the match-wide trial
final List<Move> subtrialMoves = subtrial.generateCompleteMovesList();
final int numMovesAfterStart = subtrialMoves.size();
final int numMovesToAppend = numMovesAfterStart - numMovesBeforeStart;
for (int i = 0; i < numMovesToAppend; ++i)
context.trial().addMove(subtrialMoves.get(subtrialMoves.size() - 1 - i));
// // Let the match-wide trial know how many initial moves there are
// context.trial().setNumInitialPlacementMoves(subtrial.numInitialPlacementMoves());
// Make sure our "real" context's RNG actually gets used and progresses
if (!context.trial().over() && context.game().isStochasticGame())
context.game().moves(context);
}
finally
{
context.getLock().unlock();
}
}
@Override
public Trial playout
(
final Context context, final List<AI> ais, final double thinkingTime,
final PlayoutMoveSelector playoutMoveSelector, final int maxNumBiasedActions,
final int maxNumPlayoutActions, final Random random
)
{
return context.model().playout
(
context, ais, thinkingTime, playoutMoveSelector,
maxNumBiasedActions, maxNumPlayoutActions,
random
);
}
//-------------------------------------------------------------------------
@Override
public boolean isGraphGame()
{
//StringRoutines.stackTrace();
System.err.println("Match.isGraphGame() always returns false! Should probably call context.isGraphGame() instead.");
return false;
}
@Override
public boolean isVertexGame()
{
//StringRoutines.stackTrace();
System.err.println("Match.isVertexGame() always returns false! Should probably call context.isVertexGame() instead.");
return false;
}
@Override
public boolean isEdgeGame()
{
//StringRoutines.stackTrace();
System.err.println("Match.isEdgeGame() always returns false! Should probably call context.isEdgeGame() instead.");
return false;
}
@Override
public boolean isCellGame()
{
//StringRoutines.stackTrace();
System.err.println("Match.isCellGame() always returns false! Should probably call context.isCellGame() instead.");
return false;
}
@Override
public boolean equipmentWithStochastic()
{
final BitSet regionConcept = new BitSet();
if (instances != null)
for (final Subgame subgame : instances)
if (subgame.getGame() != null)
for (int i = 0; i < subgame.getGame().equipment().regions().length; i++)
regionConcept.or(subgame.getGame().equipment().regions()[i].concepts(this));
return regionConcept.get(Concept.Stochastic.id());
}
//-------------------------------------------------------------------------
@Override
public BitSet computeBooleanConcepts()
{
final BitSet gameConcept = new BitSet();
if (end != null)
gameConcept.or(end.concepts(this));
if (instances != null)
for (final Subgame subgame : instances)
gameConcept.or(subgame.concepts(this));
gameConcept.set(Concept.Match.id(), true);
return gameConcept;
}
@Override
public BitSet computeWritingEvalContextFlag()
{
final BitSet writingEvalContextFlags = new BitSet();
if (end != null)
writingEvalContextFlags.or(end.writesEvalContextRecursive());
if (instances != null)
for (final Subgame subgame : instances)
writingEvalContextFlags.or(subgame.writesEvalContextRecursive());
return writingEvalContextFlags;
}
@Override
public BitSet computeReadingEvalContextFlag()
{
final BitSet readingEvalContextFlags = new BitSet();
if (end != null)
readingEvalContextFlags.or(end.readsEvalContextRecursive());
if (instances != null)
for (final Subgame subgame : instances)
readingEvalContextFlags.or(subgame.readsEvalContextRecursive());
return readingEvalContextFlags;
}
@Override
public Map<Integer, String> computeNonBooleanConcepts()
{
final Map<Integer, String> nonBooleanConcepts = new HashMap<Integer, String>();
int countPlayableSites = 0;
int countPlayableSitesOnBoard = 0;
int numColumns = 0;
int numRows = 0;
int numCorners = 0;
double avgNumDirection = 0.0;
double avgNumOrthogonalDirection = 0.0;
double avgNumDiagonalDirection = 0.0;
double avgNumAdjacentlDirection = 0.0;
double avgNumOffDiagonalDirection = 0.0;
int numOuterSites = 0;
int numInnerSites = 0;
int numLayers = 0;
int numEdges = 0;
int numCells = 0;
int numVertices = 0;
int numPerimeterSites = 0;
int numTopSites = 0;
int numBottomSites = 0;
int numRightSites = 0;
int numLeftSites = 0;
int numCentreSites = 0;
int numConvexCorners = 0;
int numConcaveCorners = 0;
int numPhasesBoard = 0;
int numComponentsType = 0;
double numComponentsTypePerPlayer = 0.0;
int numPlayPhase = 0;
int numDice = 0;
int numContainers = 0;
int numStartComponents = 0;
int numStartComponentsHands = 0;
int numStartComponentsBoard = 0;
int numPlayers = 0;
int numGamesCompiled = 0;
for (final Subgame subGame : instances)
{
final Game game = subGame.getGame();
if(game != null)
{
numGamesCompiled++;
final SiteType defaultSiteType = game.board().defaultSite();
final List<? extends TopologyElement> elements = game.board().topology().getGraphElements(defaultSiteType);
final int numDefaultElements = elements.size();
int totalNumDirections = 0;
int totalNumOrthogonalDirections = 0;
int totalNumDiagonalDirections = 0;
int totalNumAdjacentDirections = 0;
int totalNumOffDiagonalDirections = 0;
for (final TopologyElement element : elements)
{
totalNumDirections += element.neighbours().size();
totalNumOrthogonalDirections += element.orthogonal().size();
totalNumDiagonalDirections += element.diagonal().size();
totalNumAdjacentDirections += element.adjacent().size();
totalNumOffDiagonalDirections += element.off().size();
}
for (final Concept concept : Concept.values())
if (!concept.dataType().equals(ConceptDataType.BooleanData))
{
switch (concept)
{
case NumPlayableSites:
for (int cid = 0; cid < game.equipment().containers().length; cid++)
{
final Container container = game.equipment().containers()[cid];
if (cid != 0)
countPlayableSites += container.numSites();
else
{
if (booleanConcepts.get(Concept.Cell.id()))
countPlayableSites += container.topology().cells().size();
if (booleanConcepts.get(Concept.Vertex.id()))
countPlayableSites += container.topology().vertices().size();
if (booleanConcepts.get(Concept.Edge.id()))
countPlayableSites += container.topology().edges().size();
}
}
break;
case NumPlayableSitesOnBoard:
final Container container = game.equipment().containers()[0];
if (booleanConcepts.get(Concept.Cell.id()))
countPlayableSitesOnBoard += container.topology().cells().size();
if (booleanConcepts.get(Concept.Vertex.id()))
countPlayableSitesOnBoard += container.topology().vertices().size();
if (booleanConcepts.get(Concept.Edge.id()))
countPlayableSitesOnBoard += container.topology().edges().size();
break;
case NumColumns:
numColumns += game.board().topology().columns(defaultSiteType).size();
break;
case NumPlayers:
numPlayers += game.players().count();
break;
case NumRows:
numRows += game.board().topology().rows(defaultSiteType).size();
break;
case NumCorners:
numCorners += game.board().topology().corners(defaultSiteType).size();
break;
case NumDirections:
avgNumDirection += (double) totalNumDirections / (double) numDefaultElements;
break;
case NumOrthogonalDirections:
avgNumOrthogonalDirection += (double) totalNumOrthogonalDirections
/ (double) numDefaultElements;
break;
case NumDiagonalDirections:
avgNumDiagonalDirection += (double) totalNumDiagonalDirections / (double) numDefaultElements;
break;
case NumAdjacentDirections:
avgNumAdjacentlDirection += (double) totalNumAdjacentDirections / (double) numDefaultElements;
break;
case NumOffDiagonalDirections:
avgNumOffDiagonalDirection += (double) totalNumOffDiagonalDirections
/ (double) numDefaultElements;
break;
case NumOuterSites:
numOuterSites += game.board().topology().outer(defaultSiteType).size();
break;
case NumInnerSites:
numInnerSites += game.board().topology().inner(defaultSiteType).size();
break;
case NumLayers:
numLayers += game.board().topology().layers(defaultSiteType).size();
break;
case NumEdges:
numEdges += game.board().topology().edges().size();
break;
case NumCells:
numCells += game.board().topology().cells().size();
break;
case NumVertices:
numVertices += game.board().topology().vertices().size();
break;
case NumPerimeterSites:
numPerimeterSites += game.board().topology().perimeter(defaultSiteType).size();
break;
case NumTopSites:
numTopSites += game.board().topology().top(defaultSiteType).size();
break;
case NumBottomSites:
numBottomSites += game.board().topology().bottom(defaultSiteType).size();
break;
case NumRightSites:
numRightSites += game.board().topology().right(defaultSiteType).size();
break;
case NumLeftSites:
numLeftSites += game.board().topology().left(defaultSiteType).size();
break;
case NumCentreSites:
numCentreSites += game.board().topology().centre(defaultSiteType).size();
break;
case NumConvexCorners:
numConvexCorners += game.board().topology().cornersConvex(defaultSiteType).size();
break;
case NumConcaveCorners:
numConcaveCorners += game.board().topology().cornersConcave(defaultSiteType).size();
break;
case NumPhasesBoard:
final List<List<TopologyElement>> phaseElements = game.board().topology()
.phases(defaultSiteType);
for (final List<TopologyElement> topoElements : phaseElements)
if (topoElements.size() != 0)
numPhasesBoard++;
break;
case NumComponentsType:
numComponentsType += game.equipment().components().length - 1;
break;
case NumComponentsTypePerPlayer:
final int[] componentsPerPlayer = new int[game.players().size()];
for (int i = 1; i < game.equipment().components().length; i++)
{
final Component component = game.equipment().components()[i];
if (component.owner() > 0 && component.owner() < players().size())
componentsPerPlayer[component.owner()]++;
}
int numOwnerComponent = 0;
for (int i = 1; i < componentsPerPlayer.length; i++)
numOwnerComponent += componentsPerPlayer[i];
String avgNumComponentPerPlayer = players.count() <= 0 ? "0": new DecimalFormat("##.##")
.format((double) numOwnerComponent / (double) players.count()) + "";
avgNumComponentPerPlayer = avgNumComponentPerPlayer.replaceAll(",", ".");
numComponentsTypePerPlayer += ((double) numOwnerComponent / (double) players.count());
break;
case NumPlayPhase:
numPlayPhase += game.rules().phases().length;
break;
case NumDice:
for (int i = 1; i < game.equipment().components().length; i++)
if (game.equipment().components()[i].isDie())
numDice++;
break;
case NumContainers:
numContainers += game.equipment().containers().length;
break;
case NumStartComponents:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponents + "");
break;
case NumStartComponentsHand:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponentsHands + "");
break;
case NumStartComponentsBoard:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponentsBoard + "");
break;
case NumStartComponentsPerPlayer:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponents / (players().count() == 0 ? 1 : players().count()) + "");
break;
case NumStartComponentsHandPerPlayer:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponentsHands / (players().count() == 0 ? 1 : players().count()) + "");
break;
case NumStartComponentsBoardPerPlayer:
nonBooleanConcepts.put(Integer.valueOf(concept.id()), numStartComponentsBoard / (players().count() == 0 ? 1 : players().count()) + "");
break;
default:
break;
}
}
}
}
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPlayableSites.id()), ((double) countPlayableSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPlayableSitesOnBoard.id()), ((double) countPlayableSitesOnBoard / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumColumns.id()), ((double) numColumns / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumRows.id()), ((double) numRows / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumCorners.id()), ((double) numCorners / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumDirections.id()), new DecimalFormat("##.##").format(avgNumDirection / numGamesCompiled).replaceAll(",", ".") + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumOrthogonalDirections.id()), new DecimalFormat("##.##").format(avgNumOrthogonalDirection / numGamesCompiled).replaceAll(",", ".") + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumDiagonalDirections.id()), new DecimalFormat("##.##").format(avgNumDiagonalDirection / numGamesCompiled).replaceAll(",", ".") + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumAdjacentDirections.id()), new DecimalFormat("##.##").format(avgNumAdjacentlDirection / numGamesCompiled).replaceAll(",", ".") + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumOffDiagonalDirections.id()), new DecimalFormat("##.##").format(avgNumOffDiagonalDirection / numGamesCompiled).replaceAll(",", ".") + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumOuterSites.id()), ((double) numOuterSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumInnerSites.id()), ((double) numInnerSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumLayers.id()), ((double) numLayers / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumEdges.id()), ((double) numEdges / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumCells.id()), ((double) numCells / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumVertices.id()), ((double) numVertices / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPerimeterSites.id()), ((double) numPerimeterSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumTopSites.id()), ((double) numTopSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumBottomSites.id()), ((double) numBottomSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumRightSites.id()), ((double) numRightSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumLeftSites.id()), ((double) numLeftSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumCentreSites.id()), ((double) numCentreSites / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumConvexCorners.id()), ((double) numConvexCorners / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumConcaveCorners.id()), ((double) numConcaveCorners / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPhasesBoard.id()), ((double) numPhasesBoard / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumComponentsType.id()), ((double) numComponentsType / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumComponentsTypePerPlayer.id()), (numComponentsTypePerPlayer / numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPlayPhase.id()), ((double) numPlayPhase / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumDice.id()), ((double) numDice / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumContainers.id()), ((double) numContainers / (double) numGamesCompiled) + "");
nonBooleanConcepts.put(Integer.valueOf(Concept.NumPlayers.id()), ((double) numPlayers / (double) numGamesCompiled) + "");
return nonBooleanConcepts;
}
@Override
public boolean computeRequirementReport()
{
boolean missingRequirement = false;
if (end != null)
missingRequirement |= end.missingRequirement(this);
if (instances != null)
for (final Subgame subgame : instances)
missingRequirement |= subgame.missingRequirement(this);
return missingRequirement;
}
@Override
public boolean computeCrashReport()
{
boolean crash = false;
if (end != null)
crash |= end.willCrash(this);
if (instances != null)
for (final Subgame subgame : instances)
crash |= subgame.willCrash(this);
return crash;
}
@Override
public boolean isStacking()
{
return false;
}
}
| 26,922 | 32.69587 | 189 | java |
Ludii | Ludii-master/Core/src/game/match/Subgame.java | package game.match;
import java.io.Serializable;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.functions.ints.IntFunction;
import other.BaseLudeme;
/**
* Defines an instance game of a match.
*
* @author Eric.Piette
*/
public final class Subgame extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The name of the game. */
private final String gameName;
/** The name of the option. */
private final String optionName;
/** The game compiled. */
private Game game = null;
/** The next instance. */
private final IntFunction nextInstance;
/** The result (for the match score) got by the winner. */
private final IntFunction result;
/** If this is set to true, we should automatically disable memoryless playouts on any games we compile */
private boolean disableMemorylessPlayouts = false;
//-------------------------------------------------------------------------
/**
* @param name The name of the game instance.
* @param option The option of the game instance.
* @param next The index of the next instance.
* @param result The score result for the match when game instance is over.
*
* @example (subgame "Tic-Tac-Toe")
*/
public Subgame
(
final String name,
@Opt final String option,
@Opt @Name final IntFunction next,
@Opt @Name final IntFunction result
)
{
gameName = name;
optionName = option;
nextInstance = next;
this.result = result;
}
//-------------------------------------------------------------------------
/**
* To set the game.
*
* @param game
*/
public void setGame(final Game game)
{
this.game = game;
if (disableMemorylessPlayouts)
game.disableMemorylessPlayouts();
}
/**
* @return The name of the game.
*/
public String gameName()
{
return gameName;
}
/**
* @return The name of the option.
*/
public String optionName()
{
return optionName;
}
/**
* @return the game compiled.
*/
public Game getGame()
{
return game;
}
/**
* Disables memoryless playouts on the current game (if any), and any future
* games that may get set.
*/
public void disableMemorylessPlayouts()
{
disableMemorylessPlayouts = true;
if (game != null)
game.disableMemorylessPlayouts();
}
//-------------------------------------------------------------------------
/**
* @return next Instance.
*/
public IntFunction next()
{
return nextInstance;
}
/**
* @return result for the winner.
*/
public IntFunction result()
{
return result;
}
//-------------------------------------------------------------------------
@Override
public BitSet concepts(final Game g)
{
final BitSet concepts = new BitSet();
if (game != null)
concepts.or(game.computeBooleanConcepts());
if (nextInstance != null)
concepts.or(nextInstance.concepts(game));
if (result != null)
concepts.or(result.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
if (game != null)
writeEvalContext.or(game.computeWritingEvalContextFlag());
if (nextInstance != null)
writeEvalContext.or(nextInstance.writesEvalContextRecursive());
if (result != null)
writeEvalContext.or(result.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
if (game != null)
readEvalContext.or(game.computeReadingEvalContextFlag());
if (nextInstance != null)
readEvalContext.or(nextInstance.readsEvalContextRecursive());
if (result != null)
readEvalContext.or(result.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game g)
{
boolean missingRequirement = false;
if (g != null)
missingRequirement |= g.missingRequirement(g);
if (nextInstance != null)
missingRequirement |= nextInstance.missingRequirement(g);
if (result != null)
missingRequirement |= result.missingRequirement(g);
return missingRequirement;
}
@Override
public boolean willCrash(final Game g)
{
boolean willCrash = false;
if (g != null)
willCrash |= g.willCrash(g);
if (nextInstance != null)
willCrash |= nextInstance.willCrash(g);
if (result != null)
willCrash |= result.willCrash(g);
return willCrash;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
final StringBuilder sb = new StringBuilder();
sb.append("[Subgame: " + gameName);
if (optionName != null)
sb.append(" (" + optionName + ")");
sb.append("]");
return sb.toString();
}
}
| 4,860 | 20.227074 | 107 | java |
Ludii | Ludii-master/Core/src/game/match/package-info.java | /**
* {\it Matches} are composed of multiple {\it instances} of component games.
* Each match maintains additional state information beyond that stored for each of its component games,
* and is effectively a super-game whose result is determined by the results of its sub-games.
*/
package game.match;
| 309 | 43.285714 | 105 | java |
Ludii | Ludii-master/Core/src/game/mode/Mode.java | package game.mode;
import java.io.Serializable;
import java.util.BitSet;
import game.Game;
import game.types.play.ModeType;
import other.BaseLudeme;
import other.model.AlternatingMove;
import other.model.Model;
import other.model.SimulationMove;
import other.model.SimultaneousMove;
import other.playout.Playout;
/**
* Describes the mode of play.
*
* @author cambolbro and Eric.Piette
*/
public final class Mode extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
/** Control type. */
protected ModeType mode;
// Custom playout for certain game types
protected Playout playout;
//-------------------------------------------------------------------------
/**
* @param mode The mode of the game.
*
* @example (mode Simultaneous)
*/
public Mode
(
final ModeType mode
)
{
this.mode = mode;
}
//-------------------------------------------------------------------------
/**
* @return Control type.
*/
public ModeType mode()
{
return mode;
}
/**
* To set the mode of the game.
* @param modeType
*/
public void setMode(ModeType modeType)
{
this.mode = modeType;
}
/**
* @return Playout implementation
*/
public Playout playout()
{
return playout;
}
/**
* Set playout implementation to use
* @param newPlayout
*/
public void setPlayout(final Playout newPlayout)
{
playout = newPlayout;
}
/**
* @return A newly-created model for this mode
*/
public Model createModel()
{
final Model model;
switch (mode)
{
case Alternating:
model = new AlternatingMove();
break;
case Simultaneous:
model = new SimultaneousMove();
break;
case Simulation:
model = new SimulationMove();
break;
default:
model = null;
break;
}
return model;
}
@Override
public BitSet concepts(final Game game)
{
// switch (mode)
// {
// case Alternating:
// return GameConcept.Alternating;
// case Simultaneous:
// return GameConcept.Simultaneous;
// case Simulation:
// return GameConcept.Simulation;
// default:
// return GameConcept.Alternating;
// }
return new BitSet();
}
}
| 2,141 | 16.274194 | 76 | java |
Ludii | Ludii-master/Core/src/game/mode/package-info.java | /**
* The {\it mode} of a game refers to the way it is played.
* Ludii supports the following modes of play:
*
* \begin{itemize}
* \item {\it Alternating}: Players take turns making discrete moves.
* \item {\it Simultaneous}: Players move at the same time.
* \end{itemize}
*/
package game.mode;
| 305 | 26.818182 | 69 | java |
Ludii | Ludii-master/Core/src/game/players/Player.java | package game.players;
import java.awt.Color;
import java.io.Serializable;
import java.util.BitSet;
import game.Game;
import game.util.directions.DirectionFacing;
import gnu.trove.list.array.TIntArrayList;
import other.BaseLudeme;
import other.concept.Concept;
/**
* A player of the game.
*
* @author cambolbro and Eric.Piette
*
* @remarks Defines a player with a specific name or direction.
*/
public final class Player extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Player index, starting at 1. */
private int index;
/** Player name. */
private String name;
/** Player colour for UI. */
private Color colour;
/** Player colour for UI. */
private final DirectionFacing direction;
/** List of enemies. */
private final TIntArrayList enemies = new TIntArrayList();
//-------------------------------------------------------------------------
/**
* For defining a player with a facing direction.
*
* @param dirn The direction of the pieces of the player.
*
* @example (player N)
*/
public Player(final DirectionFacing dirn)
{
this.direction = dirn;
}
//-------------------------------------------------------------------------
/**
* @return Player index, starting at 1.
*/
public int index()
{
return index;
}
/**
* Set the index of the player.
*
* @param id The index.
*/
public void setIndex(final int id)
{
index = id;
}
/**
* @return Player name.
*/
public String name()
{
return name;
}
/**
* To set the name of the player.
*
* @param s
*/
public void setName(final String s)
{
name = s;
}
/**
* @return Player colour.
*/
public Color colour()
{
return colour;
}
/**
* @return Player direction.
*/
public DirectionFacing direction()
{
return direction;
}
/**
* @return Enemies.
*/
public TIntArrayList enemies()
{
return enemies;
}
/**
* To init the enemies of the player.
*
* @param numPlayers
*/
public void setEnemies(int numPlayers)
{
for (int id = 1; id <= numPlayers; id++)
if (id != index)
enemies.add(id);
}
/**
* @return true of the function is immutable, allowing extra optimisations.
*/
public static boolean isStatic()
{
return false;
}
/**
* Called once after a game object has been created. Allows for any game-
* specific preprocessing (e.g. precomputing and caching of static results).
*
* @param game
*/
public void preprocess(final Game game)
{
// Nothing to do.
}
/**
* @param game The game.
* @return Accumulated flags for this state type.
*/
public static long gameFlags(final Game game)
{
return 0l;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
if (direction != null)
{
concepts.set(Concept.PieceDirection.id(), true);
concepts.set(Concept.PlayersWithDirections.id(), true);
}
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)
{
final boolean missingRequirement = false;
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
final boolean willCrash = false;
return willCrash;
}
//-------------------------------------------------------------------------
/**
* Set default colour. Can be overridden by user UI settings.
*/
public void setDefaultColour()
{
switch (index)
{
case 1:
this.colour = new Color(255, 255, 255);
break;
case 2:
this.colour = new Color(63, 63, 63);
break;
case 3:
this.colour = new Color(191, 191, 191);
break;
case 4:
this.colour = new Color(255, 0, 0);
break;
case 5:
this.colour = new Color(0, 127, 255);
break;
case 6:
this.colour = new Color(0, 200, 255);
break;
case 7:
this.colour = new Color(230, 230, 0);
break;
case 8:
this.colour = new Color(0, 230, 230);
break;
default:
this.colour = null;
}
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
final String str = "Player(name: " + name + ", index: " + index + ", colour: " + colour + ")";
return str;
}
}
| 4,524 | 17.545082 | 96 | java |
Ludii | Ludii-master/Core/src/game/players/Players.java | package game.players;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.Collections;
import java.util.List;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import exception.LimitPlayerException;
import game.Game;
import main.Constants;
import other.BaseLudeme;
/**
* Defines the players of the game.
*
* @author cambolbro and Eric.Piette
*/
public final class Players extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Player records: 0 is empty, then player indices are 1..P. */
protected final List<Player> players = new ArrayList<Player>();
//-------------------------------------------------------------------------
/**
* To define a set of many players with specific data for each.
*
* @param players The list of players.
* @example (players {(player N) (player S)})
*/
public Players
(
final Player[] players
)
{
this.players.add(null); // pad slot 0 to null player
if (players != null)
for (int p = 0; p < players.length; p++)
{
final Player player = players[p];
if(player.name() == null)
player.setName("Player " + (p+1));
player.setIndex(p+1);
player.setDefaultColour();
player.setEnemies(players.length);
this.players.add(player);
}
if (this.players.size() > Constants.MAX_PLAYERS + 1)
throw new LimitPlayerException(this.players.size());
}
/**
* To define a set of many players with the same data for each.
*
* @param numPlayers The number of players.
*
* @example (players 2)
*/
public Players
(
final Integer numPlayers
)
{
players.add(null); // pad slot 0 to null player
if (players != null)
for (int p = 0; p < numPlayers.intValue(); p++)
{
final Player player = new Player(null);
if (player.name() == null)
player.setName("Player " + (p+1));
player.setIndex(p+1);
player.setDefaultColour();
player.setEnemies(numPlayers.intValue());
players.add(player);
}
if (players.size() > Constants.MAX_PLAYERS + 1)
throw new LimitPlayerException(players.size());
if (numPlayers.intValue() < 0)
throw new LimitPlayerException(numPlayers.intValue());
}
//-------------------------------------------------------------------------
/**
* @return Number of players.
*/
public int count()
{
return players.size() - 1;
}
/**
* @return Number of player slots including null player.
*/
public int size()
{
return players.size();
}
/**
* @return Player records: 0 is empty, then player indices are 1..P.
*/
public List<Player> players()
{
return Collections.unmodifiableList(players);
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
concepts.or(player.concepts(game));
}
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
writeEvalContext.or(player.writesEvalContextRecursive());
}
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
readEvalContext.or(player.readsEvalContextRecursive());
}
return readEvalContext;
}
/**
* Called once after a game object has been created. Allows for any game-
* specific preprocessing (e.g. precomputing and caching of static results).
*
* @param game
*/
public void preprocess(final Game game)
{
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
player.preprocess(game);
}
}
/**
* @param game The game.
* @return Accumulated flags for this state type.
*/
public long gameFlags(final Game game)
{
long gameFlags = 0l;
for (int i = 1; i < players.size(); i++)
{
//final Player player = players.get(i);
gameFlags |= Player.gameFlags(game);
}
return gameFlags;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
missingRequirement |= player.missingRequirement(game);
}
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
for (int i = 1; i < players.size(); i++)
{
final Player player = players.get(i);
willCrash |= player.willCrash(game);
}
return willCrash;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
if(count() == 0)
return "";
final Pattern p = Pattern.compile("Player \\d+");
Matcher m = null;
String playerName = null;
boolean allMatch = false;
String text = "";
for(int i = 1; i < players.size(); i++)
{
playerName = players.get(i).name();
m = p.matcher(playerName);
// Does the player have a specific name?
final boolean match = m.matches();
if(i == 1)
allMatch = match;
else if(allMatch ^ match)
throw new RuntimeException("We assume that every player has a unique name or no one has one!");
if(!match)
{
if(!text.isEmpty())
text += i == players.size() - 1 ? " and " : ", ";
text += playerName;
}
}
return text;
}
//-------------------------------------------------------------------------
}
| 5,752 | 21.920319 | 99 | java |
Ludii | Ludii-master/Core/src/game/players/package-info.java | /**
* The {\it players} of a game are the entities that compete within the game according to its rules.
* Players can be:
*
* \begin{itemize}
* \item {\it Human}: i.e. you!
* \item {\it AI}: Artificial intelligence agents.
* \item {\it Remote}: Remote players over a network, which may be Human or AI.
* \end{itemize}
*
* Each player has a name and a number according to the default play order.
* The {\tt Neutral} player (index 0) is used to denote equipment that belongs to no player,
* and to make moves associated with the environment rather than any actual player.
* The {\tt Shared} player (index $N+1$ where $N$ is the number of players) is used to denote equipment that belongs to all players.
* The actual players are denoted {\tt P1}, {\tt P2}, {\tt P3}, ... in game descriptions.
*/
package game.players;
| 838 | 45.611111 | 133 | java |
Ludii | Ludii-master/Core/src/game/rules/Rule.java | package game.rules;
import game.types.state.GameType;
import other.Ludeme;
import other.context.Context;
/**
* Defines a rule of the game.
*
* @author cambolbro
*/
public interface Rule extends GameType, Ludeme
{
/**
* @param context
*/
public void eval(final Context context);
}
| 293 | 14.473684 | 46 | java |
Ludii | Ludii-master/Core/src/game/rules/Rules.java | package game.rules;
import java.io.Serializable;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.rules.end.End;
import game.rules.meta.Meta;
import game.rules.phase.Phase;
import game.rules.play.Play;
import game.rules.start.Start;
import game.types.play.RoleType;
import other.BaseLudeme;
/**
* Sets the game's rules.
*
* @author cambolbro and Eric.Piette
*/
public final class Rules extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Metarules defined before play that supersede all other rules. */
private final Meta metarules;
/** Starting instructions. */
private final Start start;
/** Phases of the game. */
private final Phase[] phases;
/** Global game end (not coupled to phases, does not require any player to be active) */
private End end;
//-------------------------------------------------------------------------
/**
* For defining the rules with start, play and end.
*
* @param meta Metarules defined before play that supersede all other rules.
* @param start Rules defining the starting position.
* @param play Rules of play.
* @param end Ending rules.
*
* @example (rules (play (move Add (to (sites Empty)))) (end (if (is Line 3)
* (result Mover Win))) )
*/
public Rules
(
@Opt final Meta meta,
@Opt final Start start,
final Play play,
final End end
)
{
metarules = meta;
this.start = start;
phases = new Phase[] {new Phase("Default Phase", RoleType.Shared, null, play, null, null, null)};
this.end = end;
}
/**
* For defining the rules with some phases.
*
* @param meta Metarules defined before play that supersede all other rules.
* @param start The starting rules.
* @param play The playing rules shared between each phase.
* @param phases The phases of the game.
* @param end The ending rules shared between each phase.
*
* @example (rules (start (place "Ball" "Hand" count:3))
*
* phases:{ (phase "Placement" (play (fromTo (from (handSite Mover))
* (to (sites Empty))) ) (nextPhase ("HandEmpty" P2) "Movement") )
*
* (phase "Movement" (play (forEach Piece)) ) } (end (if (is Line 3)
* (result Mover Win))) )
*/
public Rules
(
@Opt final Meta meta,
@Opt final Start start,
@Opt final Play play,
@Name final Phase[] phases,
@Opt final End end
)
{
metarules = meta;
this.start = start;
this.phases = phases;
for (final Phase phase : phases)
{
if (phase.play() == null)
phase.setPlay(play);
else if (play != null)
phase.setPlay
(
new Play
(
new game.rules.play.moves.nonDecision.operators.logical.Or(phase.play().moves(), play.moves(),
null)
)
);
}
this.end = end;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String text = "";
if(start != null)
{
String startRules = "";
for(int i = 0; i < start.rules().length; i++)
{
final String rule = start.rules()[i].toEnglish(game);
if(!rule.isEmpty())
startRules += "\n " + rule.substring(0, 1).toUpperCase() + rule.substring(1);
}
if(!startRules.isEmpty())
text += "Setup:" + startRules + ".";
}
String phaseRules = "";
for (final Phase phase : phases)
{
final String rule = phase.play().toEnglish(game);
if(!rule.isEmpty())
phaseRules += (phaseRules.isEmpty() ? "" : " ") + rule;
}
if(!phaseRules.isEmpty())
text += (text.isEmpty() ? "" : "\n") + "Rules: \n " + phaseRules.substring(0, 1).toUpperCase() + phaseRules.substring(1) + ".";
if(end != null)
{
String endRules = "";
for (int i = 0; i < end.endRules().length; i++)
{
final String rule = end.endRules()[i].toEnglish(game);
if(!rule.isEmpty())
endRules += (endRules.isEmpty() ? "" : " ") + rule;
}
if(!endRules.isEmpty())
text += (text.isEmpty() ? "" : "\n") + "Aim: \n " + endRules.substring(0, 1).toUpperCase() + endRules.substring(1) + ".";
}
return text;
}
//-------------------------------------------------------------------------
/**
* @return Meta instructions.
*/
public Meta meta()
{
return metarules;
}
/**
* @return Starting instructions.
*/
public Start start()
{
return start;
}
/**
* @return Phases of the game.
*/
public Phase[] phases()
{
return phases;
}
/**
* @return End rules of the game
*/
public End end()
{
return end;
}
/**
* To set the ending rules.
*
* @param e
*/
public void setEnd(final End e)
{
end = e;
}
}
| 4,833 | 21.801887 | 134 | java |
Ludii | Ludii-master/Core/src/game/rules/package-info.java | /**
* @chapter Rule ludemes describe {\it how} the game is played.
* Games may be sub-divided into named {\it phases}, each with its own sub-rules, for clarity.
* Each games will typically have ``start'', ``play'' and ``end'' rules.
*
* @section The {\it rules} ludeme describes the actual rules of play.
* These typically consist of ``start'', ``play'' and ``end'' rules.
*/
package game.rules;
| 434 | 42.5 | 103 | java |
Ludii | Ludii-master/Core/src/game/rules/end/BaseEndRule.java | package game.rules.end;
import java.util.BitSet;
import annotations.Hide;
import annotations.Opt;
import game.Game;
import other.context.Context;
/**
* Dual role object; links end rules in the grammar and contains result afterwards.
*
* @author cambolbro
*/
@Hide
public class BaseEndRule extends EndRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The base end rule.
*
* @param result The result.
*/
public BaseEndRule
(
@Opt final Result result
)
{
super(result);
}
//-------------------------------------------------------------------------
/**
* @return Must return EndRule object!
* If return Result, grammar can't chain it with an end rule.
*/
@Override
public EndRule eval(final Context context)
{
return null;
}
@Override
public long gameFlags(final Game game)
{
return 0;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet stateConcepts(final Context context)
{
final BitSet concepts = new BitSet();
return concepts;
}
@Override
public String toEnglish(final Game game)
{
return "";
}
}
| 1,224 | 15.780822 | 84 | java |
Ludii | Ludii-master/Core/src/game/rules/end/ByScore.java | package game.rules.end;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.board.Id;
import game.types.state.GameType;
import game.util.end.Score;
import main.Status;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* Is used to end a game based on the score of each player.
*
* @author Eric.Piette and cambolbro
*/
public class ByScore extends Result
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** To compute the scores. */
final private Score[] finalScore;
/** Misere version. */
private final BooleanFunction misereFn;
//-------------------------------------------------------------------------
/**
* @param finalScore The final score of each player.
* @param misere Misere version of the ludeme [False].
* @example (byScore)
*/
public ByScore
(
@Opt final Score[] finalScore,
@Opt @Name final BooleanFunction misere
)
{
super(null, null);
this.finalScore = finalScore;
this.misereFn = (misere == null) ? new BooleanConstant(false) : misere;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
final Trial trial = context.trial();
final boolean misere = misereFn.eval(context);
if (finalScore != null)
{
for (int i = 0; i < finalScore.length; i++)
{
final Score score = finalScore[i];
final int pid = new Id(null, score.role()).eval(context);
final int scoreToSet = score.score().eval(context);
context.setScore(pid, scoreToSet);
}
}
final int numPlayers = context.game().players().count();
context.setAllInactive();
final int[] allScores = new int[numPlayers + 1];
for (int pid = 1; pid < allScores.length; pid++)
{
// System.out.println("Player " + pid + " has score " + context.score(pid) + ".");
allScores[pid] = context.score(pid);
}
// Keep assigning ranks until everyone got a rank
int numAssignedRanks = 0;
if(!misere)
{
while (true)
{
int maxScore = Integer.MIN_VALUE;
int numMax = 0;
// Detection of the max score
for (int p = 1; p < allScores.length; p++)
{
final int score = allScores[p];
if (score > maxScore)
{
maxScore = score;
numMax = 1;
}
else if (score == maxScore)
{
++numMax;
}
}
if (maxScore == Integer.MIN_VALUE) // We've assigned players to every rank
break;
final double nextWinRank = ((numAssignedRanks + 1.0) * 2.0 + numMax - 1.0) / 2.0;
assert(nextWinRank >= 1.0 && nextWinRank <= context.trial().ranking().length);
for (int p = 1; p < allScores.length; p++)
{
if (maxScore == allScores[p])
{
context.trial().ranking()[p] = nextWinRank;
allScores[p] = Integer.MIN_VALUE;
}
}
numAssignedRanks += numMax;
}
}
else
{
while (true)
{
int minScore = Integer.MAX_VALUE;
int numMin = 0;
// Detection of the min score
for (int p = 1; p < allScores.length; p++)
{
final int score = allScores[p];
if (score < minScore)
{
minScore = score;
numMin = 1;
}
else if (score == minScore)
{
++numMin;
}
}
if (minScore == Integer.MAX_VALUE) // We've assigned players to every rank
break;
final double nextWinRank = ((numAssignedRanks + 1.0) * 2.0 + numMin - 1.0) / 2.0;
assert(nextWinRank >= 1.0 && nextWinRank <= context.trial().ranking().length);
for (int p = 1; p < allScores.length; p++)
{
if (minScore == allScores[p])
{
context.trial().ranking()[p] = nextWinRank;
allScores[p] = Integer.MAX_VALUE;
}
}
numAssignedRanks += numMin;
}
}
// Set status (with winner if someone has full rank 1.0)
int winner = 0;
int loser = 0;
for (int p = 1; p < context.trial().ranking().length; ++p)
{
if (context.trial().ranking()[p] == 1.0)
winner = p;
else if (context.trial().ranking()[p] == context.trial().ranking().length)
loser = p;
}
if (winner > 0)
context.addWinner(winner);
if (loser > 0)
context.addLoser(loser);
trial.setStatus(new Status(winner));
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0L;
gameFlags |= GameType.Score;
if (finalScore != null)
for (final Score fScore : finalScore)
gameFlags |= fScore.gameFlags(game);
gameFlags |= misereFn.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.set(Concept.Scoring.id(), true);
concepts.set(Concept.ScoringEnd.id(), true);
concepts.set(Concept.ScoringWin.id(), true);
if (finalScore != null)
for (final Score fScore : finalScore)
concepts.or(fScore.concepts(game));
if (concepts.get(Concept.Territory.id()))
{
concepts.set(Concept.TerritoryEnd.id(), true);
concepts.set(Concept.TerritoryWin.id(), true);
}
concepts.or(misereFn.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (finalScore != null)
for (final Score fScore : finalScore)
writeEvalContext.or(fScore.writesEvalContextRecursive());
writeEvalContext.or(misereFn.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (finalScore != null)
for (final Score fScore : finalScore)
readEvalContext.or(fScore.readsEvalContextRecursive());
readEvalContext.or(misereFn.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (finalScore != null)
for (final Score fScore : finalScore)
missingRequirement |= fScore.missingRequirement(game);
missingRequirement |= misereFn.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (finalScore != null)
for (final Score fScore : finalScore)
willCrash |= fScore.willCrash(game);
willCrash |= misereFn.willCrash(game);
return willCrash;
}
@Override
public void preprocess(final Game game)
{
if (finalScore != null)
for (final Score fScore : finalScore)
fScore.preprocess(game);
misereFn.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
final boolean misere = misereFn.eval(new Context(game, new Trial(game)));
if(misere)
return "the game ends and the player with the lowest score wins";
else
return "the game ends and the player with the highest score wins";
}
}
| 7,273 | 23.166113 | 85 | java |
Ludii | Ludii-master/Core/src/game/rules/end/End.java | package game.rules.end;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Or;
import game.Game;
import game.functions.ints.board.Id;
import game.rules.Rule;
import game.types.play.ResultType;
import game.types.play.RoleType;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.Status;
import other.BaseLudeme;
import other.context.Context;
import other.state.State;
import other.trial.Trial;
/**
* Defines the rules for ending a game.
*
* @author Eric.Piette and cambolbro
*/
public class End extends BaseLudeme implements Rule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Condition that triggers end of game. */
private final EndRule[] endRules;
/** True if this ludeme is used for a match. */
private boolean match = false;
//-------------------------------------------------------------------------
/**
* @param endRule The ending rule.
* @param endRules The ending rules.
*
* @example (end (if (no Moves Next) (result Mover Win) ) )
*/
public End
(
@Or final EndRule endRule,
@Or final EndRule[] endRules
)
{
int numNonNull = 0;
if (endRule != null)
numNonNull++;
if (endRules != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Exactly one Or parameter must be non-null.");
if (endRule != null)
this.endRules = new EndRule[] { endRule };
else
{
this.endRules = endRules;
}
}
//-------------------------------------------------------------------------
/**
* @return Array of end rules.
*/
public EndRule[] endRules()
{
return endRules;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
if (match)
{
evalMatch(context);
}
else
{
Result applyResult;
for (final EndRule endingRule : endRules)
{
final EndRule endRuleResult = endingRule.eval(context);
if (endRuleResult == null)
continue;
applyResult = endRuleResult.result();
if (applyResult == null)
continue;
final int whoResult = new Id(null, applyResult.who()).eval(context);
if (!context.active(whoResult) && whoResult != context.game().players().size())
continue;
applyResult(applyResult, context);
// Do not break here. Sometimes we need to check all
// end conditions, not just the first one that's true.
// break;
}
if (!context.trial().over() && context.game().requiresAllPass() && context.allPass())
{
// Nobody wins
applyResult = new Result(RoleType.All, ResultType.Draw);
applyResult(applyResult, context);
}
}
// Reinit these numbers
context.setNumLossesDecided(0);
context.setNumWinsDecided(0);
// To print the rank at the end
// for (int id = 0; id < context.state().ranking().length; id++)
// System.out.println("id = 0, rank is " + context.state().ranking()[id]);
}
/**
* Apply the result of the game.
*
* @param applyResult The result to apply.
* @param context The context.
*/
public static void applyResult(final Result applyResult, final Context context)
{
final RoleType whoRole = applyResult.who();
if (whoRole.toString().contains("Team"))
{
applyTeamResult(applyResult, context);
}
else
{
final Trial trial = context.trial();
final State state = context.state();
// Apply result
final int who = new Id(null, whoRole).eval(context);
// System.out.println("WHO: " + who);
double rank = 1.0;
int onlyOneActive = Constants.UNDEFINED;
switch (applyResult.result())
{
case Win: // "who" wins
if (whoRole.equals(RoleType.All))
{
if (context.game().players().count() > 1)
{
final double score = 1.0;
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 0.0)
{
context.addWinner(player);
context.trial().ranking()[player] = score;
}
}
}
else
{
context.trial().ranking()[1] = 0.0;
}
context.setAllInactive();
trial.setStatus(new Status(0));
}
else
{
context.setActive(who, false);
rank = context.computeNextWinRank();
context.addWinner(who);
assert(rank >= 1.0 && rank <= context.trial().ranking().length);
context.trial().ranking()[who] = rank;
onlyOneActive = context.onlyOneActive();
if (onlyOneActive != 0)
{
context.trial().ranking()[onlyOneActive] = rank + 1.0;
context.addLoser(onlyOneActive);
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1)
{
trial.setStatus(new Status(player));
break;
}
}
context.setActive(onlyOneActive, false);
}
else if (!context.active())
{
context.setAllInactive();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1)
{
trial.setStatus(new Status(player));
break;
}
}
}
}
// We increment that data in case of many results in the same turn.
context.setNumWinsDecided(context.numWinsDecided() + 1);
break;
case Loss: // "opp" loses
if (whoRole.equals(RoleType.All))
{
if (context.game().players().count() > 1)
{
final double score = context.game().players().count();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 0.0)
{
context.trial().ranking()[player] = score;
}
}
}
else
{
context.trial().ranking()[1] = 0.0;
}
context.setAllInactive();
trial.setStatus(new Status(0));
break;
}
else
{
if (context.active(who)) // We apply the result only if that player was active before to lose.
{
context.setActive(who, false);
if (state.next() == who && context.game().players().count() != 1)
{
int next = who;
while (!context.active(next) && context.active())
{
next++;
if (next > context.game().players().count())
next = 1;
}
state.setNext(next);
}
// Don't do anything for one player game.
if (context.trial().ranking().length > 2)
{
// Rank we would assign for a brand new singular loss
rank = context.computeNextLossRank();
// Num losses already assigned in same eval() call
final int numSimulLosses = context.numLossesDecided();
// Compute rank we may have temporarily assigned to any previous losses
final double prevLossRank = rank + 1.0 + 0.5 * (numSimulLosses - 1.0);
// Compute the correct rank that we want for this player and any other simultaneous losers
rank = prevLossRank - 0.5;
context.trial().ranking()[who] = rank;
context.addLoser(who);
assert(rank >= 1.0 && context.trial().ranking()[who] <= rank);
for (int id = 0; id < context.trial().ranking().length; id++)
{
if (context.trial().ranking()[id] == prevLossRank)
context.trial().ranking()[id] = rank;
}
if (!context.active())
{
context.setAllInactive();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1.0)
{
trial.setStatus(new Status(player));
break;
}
}
}
else
{
onlyOneActive = context.onlyOneActive();
if (onlyOneActive != 0)
{
rank = context.computeNextWinRank();
assert(rank >= 1.0 && rank <= context.trial().ranking().length);
context.trial().ranking()[onlyOneActive] = rank;
double minRank = Constants.DEFAULT_MOVES_LIMIT; // A high limit to be sure that will
// be
// never reach with 16 players.
for (int player = 1; player < context.trial().ranking().length; player++)
if (context.trial().ranking()[player] < minRank)
minRank = context.trial().ranking()[player];
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == minRank)
{
trial.setStatus(new Status(player));
context.addWinner(player);
break;
}
}
context.setActive(onlyOneActive, false);
}
}
}
else
{
context.setAllInactive();
trial.setStatus(new Status(0));
}
}
// We increment that data in case of many results in the same turn.
context.setNumLossesDecided(context.numLossesDecided() + 1);
break;
}
case Draw: // nobody wins
if (context.game().players().count() > 1)
{
final double score = context.computeNextDrawRank();
assert(score >= 1.0 && score <= context.trial().ranking().length);
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 0.0)
{
context.trial().ranking()[player] = score;
}
}
}
else if (context.game().players().count() == 1)
{
context.trial().ranking()[1] = 0.0;
}
context.setAllInactive();
trial.setStatus(new Status(0));
for (int i = 0; i < context.trial().ranking().length; i++)
{
if (context.trial().ranking()[i] == 1.0)
trial.setStatus(new Status(i));
}
break;
case Tie: // everybody wins
context.setAllInactive();
trial.setStatus(new Status(state.numPlayers() + 1)); // 0));
break;
case Abandon:
case Crash: // nobody wins
context.setAllInactive();
trial.setStatus(new Status(-1));
break;
default:
System.out.println("** End.apply(): Result type " + applyResult.result() + " not recognised.");
}
}
}
/**
* Eval the end of a match
*
* @param context
*/
private void evalMatch(final Context context)
{
for (final EndRule endingRule : endRules)
{
final EndRule endRule = endingRule.eval(context);
if (endRule == null)
continue;
final Result applyResult = endRule.result();
if (applyResult == null)
continue;
final int whoResult = new Id(null, applyResult.who()).eval(context);
if (!context.active(whoResult) && whoResult != context.game().players().size())
continue;
applyResultMatch(applyResult, context);
//break;
}
}
/**
* Apply the result of the match.
*
* @param applyResult The result to apply.
* @param context The context.
*/
public void applyResultMatch(final Result applyResult, final Context context)
{
final RoleType whoRole = applyResult.who();
if (whoRole.toString().contains("Team"))
{
applyTeamResult(applyResult, context);
}
else
{
final Trial trial = context.trial();
// Apply result
final int who = new Id(null, whoRole).eval(context);
// System.out.println("WHO: " + who);
switch (applyResult.result())
{
case Win: // "who" wins
context.setActive(who, false);
context.addWinner(who);
// To get the rank of the player.
double rank = 1.0;
for (/**/; rank < context.trial().ranking().length; rank++)
{
boolean yourRank = true;
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == rank)
{
yourRank = false;
break;
}
}
if (yourRank)
{
context.trial().ranking()[who] = rank;
assert(rank >= 1.0 && rank <= context.trial().ranking().length);
break;
}
}
// We set the same rank at all the other players winning in the same state.
for (final EndRule endingRule : endRules)
{
final EndRule endRule = endingRule.eval(context);
if (endRule == null)
continue;
final Result applySubResult = endRule.result();
if (applySubResult == null)
continue;
final int whoResult = new Id(null, applySubResult.who()).eval(context);
if (!context.active(whoResult) && whoResult != context.game().players().size())
continue;
final ResultType resultType = applySubResult.result();
if (resultType.equals(ResultType.Win))
{
context.setActive(whoResult, false);
context.addWinner(whoResult);
context.trial().ranking()[whoResult] = rank;
}
}
// We compute the rank for the losers.
int gapRank = 0;
for (int player = 1; player < context.trial().ranking().length; player++)
if (context.active(player))
gapRank++;
// We set all the losers.
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.active(player))
{
context.setActive(player, false);
context.trial().ranking()[player] = rank + gapRank;
}
}
// We close the game.
context.setAllInactive();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1)
{
trial.setStatus(new Status(player));
break;
}
}
// final int onlyOneActive = context.onlyOneActive();
// if (onlyOneActive != 0)
// {
// context.trial().ranking()[onlyOneActive] = rank + 1;
// assert(context.trial().ranking()[onlyOneActive] >= 1.0 && context.trial().ranking()[onlyOneActive] <= context.trial().ranking().length);
// for (int player = 1; player < context.trial().ranking().length; player++)
// {
// if (context.trial().ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// break;
// }
// }
// }
// else if (!context.active())
// {
// context.setAllInactive();
// for (int player = 1; player < context.trial().ranking().length; player++)
// {
// if (context.trial().ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// break;
// }
// }
// }
break;
case Loss: // "opp" loses
// state.setActive(who, false);
// if (state.next() == who && context.activeGame().players().count() != 1)
// {
// int next = who;
// while (!state.active(next))
// {
// next++;
// if (next > context.activeGame().players().count())
// next = 1;
// }
// state.setNext(next);
// }
// // Don't do anything for one player game.
// if (state.ranking().length > 2)
// {
// rank = state.ranking().length - 1;
// for (; rank > 0; rank--)
// {
// boolean yourRank = true;
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == rank)
// {
// yourRank = false;
// break;
// }
// }
// if (yourRank)
// {
// state.ranking()[who] = rank;
// break;
// }
// }
//
// if (!state.active())
// {
// state.setAllInactive();
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// break;
// }
// }
// }
// else
// {
// onlyOneActive = state.onlyOneActive(state.numPlayers());
// if (onlyOneActive != 0)
// {
// state.ranking()[onlyOneActive] = rank - 1;
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// state.setActive(onlyOneActive, false);
// state.addWinner(player);
// break;
// }
// }
// }
// }
// }
// else
// {
// state.setAllInactive();
// trial.setStatus(new Status(0));
// }
break;
case Draw: // nobody wins
if (context.game().players().count() > 1)
{
final double score = (context.numActive() + 1) / 2.0 + (context.numWinners());
assert(score >= 1.0 && score <= context.trial().ranking().length);
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 0.0)
{
context.trial().ranking()[player] = score;
}
}
}
else
{
context.trial().ranking()[1] = 0.0;
}
trial.setStatus(new Status(0));
for (int i = 0; i < context.trial().ranking().length; i++)
{
if (context.trial().ranking()[i] == 1.0)
trial.setStatus(new Status(i));
}
break;
case Tie: // everybody wins
trial.setStatus(new Status(context.game().players().count() + 1)); // 0));
break;
case Abandon:
case Crash: // nobody wins
trial.setStatus(new Status(-1));
break;
default:
System.out.println("** End.apply(): Result type " + applyResult.result() + " not recognised.");
}
}
}
//-------------------------------------------------------------------------
/**
* Apply the result of the game.
*
* @param applyResult
* @param context
*/
public static void applyTeamResult(final Result applyResult, final Context context)
{
final Trial trial = context.trial();
final State state = context.state();
final RoleType whoRole = applyResult.who();
final int team = new Id(null, whoRole).eval(context);
switch (applyResult.result())
{
case Win: // "who" wins
final TIntArrayList teamMembers = new TIntArrayList();
for (int pid = 1; pid <= context.game().players().count(); pid++)
if (context.state().playerInTeam(pid, team))
teamMembers.add(pid);
for (int i = 0; i < teamMembers.size(); i++)
{
final int pid = teamMembers.getQuick(i);
context.setActive(pid, false);
context.addWinner(pid);
}
// To get the rank of the player.
int rank = 1;
for (/**/; rank < context.trial().ranking().length; rank++)
{
boolean yourRank = true;
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == rank)
{
yourRank = false;
break;
}
}
if (yourRank)
{
for (int i = 0; i < teamMembers.size(); i++)
{
final int pid = teamMembers.getQuick(i);
context.trial().ranking()[pid] = rank;
}
break;
}
}
final int onlyOneActive = context.onlyOneTeamActive();
if (onlyOneActive != 0)
{
final TIntArrayList teamLossMembers = new TIntArrayList();
for (int pid = 1; pid <= context.game().players().count(); pid++)
if (context.state().playerInTeam(pid, onlyOneActive))
teamLossMembers.add(pid);
for (int i = 0; i < teamLossMembers.size(); i++)
{
final int pid = teamLossMembers.getQuick(i);
context.trial().ranking()[pid] = rank + teamMembers.size();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1)
{
trial.setStatus(new Status(player));
break;
}
}
}
}
else if (!context.active())
{
context.setAllInactive();
for (int player = 1; player < context.trial().ranking().length; player++)
{
if (context.trial().ranking()[player] == 1)
{
trial.setStatus(new Status(player));
break;
}
}
}
break;
case Loss: // "opp" loses
// TO DO ERIC
// state.setActive(team, false);
// if (state.next() == team && context.activeGame().players().count() != 1)
// {
// int next = team;
// while (!state.active(next))
// {
// next++;
// if (next > context.activeGame().players().count())
// next = 1;
// }
// state.setNext(next);
// }
// state.setNumActive(state.numActive() - 1);
// // Don't do anything for one player game.
// if (state.ranking().length > 2)
// {
// rank = state.ranking().length - 1;
// for (; rank > 0; rank--)
// {
// boolean yourRank = true;
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == rank)
// {
// yourRank = false;
// break;
// }
// }
// if (yourRank)
// {
// state.ranking()[team] = rank;
// break;
// }
// }
//
// if (!state.active())
// {
// state.setAllInactive();
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// break;
// }
// }
// }
// else
// {
// onlyOneActive = state.onlyOneActive(state.numPlayers());
// if (onlyOneActive != 0)
// {
// state.setNumActive(state.numActive() - 1);
// state.ranking()[onlyOneActive] = rank - 1;
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == 1)
// {
// trial.setStatus(new Status(player));
// state.setActive(onlyOneActive, false);
// state.addWinner(player);
// break;
// }
// }
// }
// }
// }
// else
// {
// state.setAllInactive();
// trial.setStatus(new Status(0));
// }
break;
case Draw: // nobody wins
// TO DO ERIC
// if (context.activeGame().players().count() > 1)
// {
// final double score = (state.numActive() + 1) / 2.0 + (state.numWinner());
// for (int player = 1; player < state.ranking().length; player++)
// {
// if (state.ranking()[player] == 0.0)
// {
// state.ranking()[player] = score;
// }
// }
// }
// else
// {
// state.ranking()[1] = 0.0;
// }
//
// state.setAllInactive();
//
// trial.setStatus(new Status(0));
// for (int i = 0; i < state.ranking().length; i++)
// {
// if (state.ranking()[i] == 1.0)
// trial.setStatus(new Status(i));
// }
break;
case Tie: // everybody wins
context.setAllInactive();
trial.setStatus(new Status(state.numPlayers() + 1)); // 0));
break;
case Abandon:
case Crash: // nobody wins
context.setAllInactive();
trial.setStatus(new Status(-1));
break;
default:
System.out.println("** End.apply(): Result type " + applyResult.result() + " not recognised.");
}
}
//-------------------------------------------------------------------------
@Override
public boolean isStatic()
{
return false;
}
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0;
for (final EndRule endRule : endRules)
gameFlags |= endRule.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
for (final EndRule endRule : endRules)
concepts.or(endRule.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
for (final EndRule endRule : endRules)
writeEvalContext.or(endRule.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
for (final EndRule endRule : endRules)
readEvalContext.or(endRule.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public void preprocess(final Game game)
{
for (final EndRule endRule : endRules)
endRule.preprocess(game);
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
for (final EndRule endRule : endRules)
missingRequirement |= endRule.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
for (final EndRule endRule : endRules)
willCrash |= endRule.willCrash(game);
return willCrash;
}
//-------------------------------------------------------------------------
/**
* set this ending rules to a match.
*
* @param value
*/
public void setMatch(final boolean value)
{
match = value;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "[End: " + Arrays.toString(endRules) + "]";
}
//-------------------------------------------------------------------------
}
| 24,662 | 24.961053 | 143 | java |
Ludii | Ludii-master/Core/src/game/rules/end/EndRule.java | package game.rules.end;
import java.io.Serializable;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import other.BaseLudeme;
import other.context.Context;
/**
* Declares a generic end rule.
*
* @author cambolbro
*/
public abstract class EndRule extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The result of applying this end rule. */
private Result result = null;
//-------------------------------------------------------------------------
/**
* @param result The result of the rule.
*/
public EndRule
(
@Opt final Result result
)
{
this.result = result;
}
//-------------------------------------------------------------------------
/**
* @return The result of the end rule.
*/
public Result result()
{
return result;
}
/**
* Set the result of the end rule.
*
* @param rslt
*/
public void setResult(final Result rslt)
{
result = rslt;
}
//-------------------------------------------------------------------------
/**
* @param context
* @return Must return EndRule object! If return Result, grammar can't chain it
* with an end rule.
*/
public abstract EndRule eval(final Context context);
/**
* @param game
* @return The gameFlags of the end rule.
*/
public abstract long gameFlags(final Game game);
/**
* Preprocess the end rule.
*
* @param game
*/
public abstract void preprocess(final Game game);
//-------------------------------------------------------------------------
/**
* @param context The context.
* @return The concepts related to a specific ending state
*/
public abstract BitSet stateConcepts(final Context context);
}
| 1,799 | 19.454545 | 80 | java |
Ludii | Ludii-master/Core/src/game/rules/end/ForEach.java | package game.rules.end;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.functions.booleans.BooleanConstant.FalseConstant;
import game.functions.booleans.BooleanFunction;
import game.types.board.TrackType;
import game.types.play.RoleType;
import other.concept.EndConcepts;
import other.context.Context;
import other.context.EvalContextData;
/**
* Applies the end condition to each player of a certain type.
*
* @author cambolbro and Eric.Piette
*/
public final class ForEach extends BaseEndRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The Roletype to iterate. */
final private RoleType type;
/** To iterate on the tracks. */
final private TrackType trackType;
/** The condition to check for each iteration. */
final private BooleanFunction cond;
//-------------------------------------------------------------------------
/**
* @param type Role type to iterate through [Shared].
* @param trackType To iterate on each track.
* @param If Condition to apply.
* @param result Result to return.
*
* @example (forEach NonMover if:(is Blocked Player) (result Player Loss))
*/
public ForEach
(
@Opt @Or final RoleType type,
@Opt @Or final TrackType trackType,
@Name final BooleanFunction If,
final Result result
)
{
super(result);
int numNonNull = 0;
if (type != null)
numNonNull++;
if (trackType != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException(
"ForEach(): one of RoleType or trackType has to be null.");
this.type = (type == null) ? RoleType.Shared : type;
this.cond = If;
this.trackType = trackType;
}
//-------------------------------------------------------------------------
@Override
public EndRule eval(final Context context)
{
final int numPlayers = context.game().players().count();
if (trackType != null) // If track is specified we iterate by track.
{
final int originalTrackIndex = context.track();
for(int trackIndex = 0; trackIndex < context.board().tracks().size(); trackIndex++)
{
// Stop the loop if the game is inactive
if (!context.active())
break;
context.setTrack(trackIndex);
if (cond.eval(context))
End.applyResult(result(), context);
}
context.setTrack(originalTrackIndex);
}
else
{
final int originPlayer = context.player();
// Step through each player
for (int pid = 1; pid <= numPlayers; pid++)
{
if (type == RoleType.NonMover)
{
final int mover = context.state().mover();
if (pid == mover)
continue;
}
// Do nothing if the player is not active.
if (!context.active(pid))
continue;
// Check that player.
context.setPlayer(pid);
if (cond.eval(context))
End.applyResult(result(), context);
}
context.setPlayer(originPlayer);
}
return new BaseEndRule(null);
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0;
if (cond != null)
gameFlags |= cond.gameFlags(game);
if (result() != null)
gameFlags |= result().gameFlags(game);
return gameFlags;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (cond instanceof FalseConstant)
{
game.addRequirementToReport("One of the ending condition is \"false\" which is wrong.");
missingRequirement = true;
}
if (trackType != null && !game.hasTrack())
{
game.addRequirementToReport(
"The ludeme (forEach Track ...) is used in the ending rules but the board has no tracks.");
missingRequirement = true;
}
// We check if the roletype is correct.
if (type != null)
{
final int indexOwnerPhase = type.owner();
if (((indexOwnerPhase < 1 && !type.equals(RoleType.NonMover)) && !type.equals(RoleType.Mover)
&& !type.equals(RoleType.Player) && !type.equals(RoleType.All) && !type.equals(RoleType.Shared)
&& !type.equals(RoleType.Each)) || indexOwnerPhase > game.players().count())
{
game.addRequirementToReport(
"(forEach ...) is used in the ending conditions with an incorrect RoleType " + type + ".");
missingRequirement = true;
}
}
if (cond != null)
missingRequirement |= cond.missingRequirement(game);
if (result() != null)
missingRequirement |= result().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (cond != null)
willCrash |= cond.willCrash(game);
if (result() != null)
willCrash |= result().willCrash(game);
return willCrash;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (cond != null)
concepts.or(cond.concepts(game));
if (result() != null)
concepts.or(result().concepts(game));
concepts.or(EndConcepts.get(cond, null, game, result()));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
if (cond != null)
writeEvalContext.or(cond.writesEvalContextRecursive());
if (result() != null)
writeEvalContext.or(result().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet writesEvalContextFlat()
{
final BitSet writeEvalContext = new BitSet();
if (trackType != null)
writeEvalContext.set(EvalContextData.Track.id(), true);
else
writeEvalContext.set(EvalContextData.Player.id(), true);
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (cond != null)
readEvalContext.or(cond.readsEvalContextRecursive());
if (result() != null)
readEvalContext.or(result().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public void preprocess(final Game game)
{
if (cond != null)
cond.preprocess(game);
if (result() != null)
result().preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public BitSet stateConcepts(final Context context)
{
final int numPlayers = context.game().players().count();
final BitSet concepts = new BitSet();
if (trackType != null) // If track is specified we iterate by track.
{
final int originalTrackIndex = context.track();
for (int trackIndex = 0; trackIndex < context.board().tracks().size(); trackIndex++)
{
// Stop the loop if the game is inactive
if (!context.active())
break;
context.setTrack(trackIndex);
if (cond.eval(context))
concepts.or(EndConcepts.get(cond, context, context.game(), result()));
}
context.setTrack(originalTrackIndex);
}
else
{
final int originPlayer = context.player();
// Step through each player
for (int pid = 1; pid <= numPlayers; pid++)
{
if (type == RoleType.NonMover)
{
final int mover = context.state().mover();
if (pid == mover)
continue;
}
// Do nothing if the player is not active.
if (!context.active(pid))
continue;
// Check that player.
context.setPlayer(pid);
if (cond.eval(context))
concepts.or(EndConcepts.get(cond, context, context.game(), result()));
}
context.setPlayer(originPlayer);
}
return concepts;
}
}
| 7,666 | 23.812298 | 100 | java |
Ludii | Ludii-master/Core/src/game/rules/end/If.java | package game.rules.end;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.functions.booleans.BooleanConstant.FalseConstant;
import game.functions.booleans.BooleanFunction;
import other.concept.EndConcepts;
import other.context.Context;
/**
* Implements the condition(s) for ending the game, and deciding its result.
*
* @author cambolbro and Eric.Piette
*
* @remarks If the stopping condition is met then this rule will return a result,
* whether any sub-conditions are defined or not.
*/
public class If extends BaseEndRule
{
private static final long serialVersionUID = 1L;
/** Test for whether the game ends or not. */
private final BooleanFunction endCondition;
/** Sub-conditions (one or many) to decide some more complex result. */
private final If[] subconditions;
//-------------------------------------------------------------------------
/**
* @param test Condition to end the game.
* @param sub Sub-condition to check.
* @param subs Sub-conditions to check.
* @param result Default result to return if no sub-condition is satisfied.
*
* @example (if (is Mover (next)) (result Mover Win))
*/
public If
(
final BooleanFunction test,
@Opt @Or final If sub,
@Opt @Or final If[] subs,
@Opt final Result result
)
{
super(result);
int numNonNull = 0;
if (sub != null)
numNonNull++;
if (subs != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Can't have more than one non-null Or parameter.");
endCondition = test;
subconditions = (subs != null)
? subs
: (sub != null)
? new If[]{ sub }
: null;
}
//-------------------------------------------------------------------------
/**
* @param context
* @return The result of the game.
*/
@Override
public EndRule eval(final Context context)
{
// Multiple sub-conditions to test
if (endCondition.eval(context))
{
if (subconditions == null)
{
result().eval(context);
return new BaseEndRule(result());
}
else
{
for (final If sub : subconditions)
{
final EndRule subResult = sub.eval(context);
if (subResult != null)
return subResult;
}
}
// No other result, so fall through to default result
return new BaseEndRule(result());
}
return null;
}
//-------------------------------------------------------------------------
/**
* @param game
* @return The gameFlags of that ludeme.
*/
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0;
if (endCondition != null)
gameFlags |= endCondition.gameFlags(game);
if (subconditions != null)
for (final If sub : subconditions)
gameFlags |= sub.gameFlags(game);
if (result() != null)
gameFlags |= result().gameFlags(game);
return gameFlags;
}
/**
* @param game
* @return The gameFlags of that ludeme.
*/
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
if (endCondition != null)
concepts.or(endCondition.concepts(game));
if (subconditions != null)
for (final If sub : subconditions)
concepts.or(sub.concepts(game));
if (result() != null)
concepts.or(result().concepts(game));
concepts.or(EndConcepts.get(endCondition, null, game, result()));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
if (endCondition != null)
writeEvalContext.or(endCondition.writesEvalContextRecursive());
if (subconditions != null)
for (final If sub : subconditions)
writeEvalContext.or(sub.writesEvalContextRecursive());
if (result() != null)
writeEvalContext.or(result().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
if (endCondition != null)
readEvalContext.or(endCondition.readsEvalContextRecursive());
if (subconditions != null)
for (final If sub : subconditions)
readEvalContext.or(sub.readsEvalContextRecursive());
if (result() != null)
readEvalContext.or(result().readsEvalContextRecursive());
return readEvalContext;
}
/**
* To preprocess the condition of that ludeme.
*/
@Override
public void preprocess(final Game game)
{
if (endCondition != null)
endCondition.preprocess(game);
if (subconditions != null)
for (final If sub : subconditions)
sub.preprocess(game);
if (result() != null)
result().preprocess(game);
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (endCondition instanceof FalseConstant)
{
game.addRequirementToReport("One of the ending condition is \"false\" which is wrong.");
missingRequirement = true;
}
if (!hasAResult())
{
game.addRequirementToReport("One of the ending rule has no result.");
missingRequirement = true;
}
if (endCondition != null)
missingRequirement |= endCondition.missingRequirement(game);
if (subconditions != null)
for (final If sub : subconditions)
missingRequirement |= sub.missingRequirement(game);
if (result() != null)
missingRequirement |= result().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (endCondition != null)
willCrash |= endCondition.willCrash(game);
if (subconditions != null)
for (final If sub : subconditions)
willCrash |= sub.willCrash(game);
if (result() != null)
willCrash |= result().willCrash(game);
return willCrash;
}
//-------------------------------------------------------------------------
/**
* @return endCondition.
*/
public BooleanFunction endCondition()
{
return endCondition;
}
/**
* @return true if the condition has a result.
*/
public boolean hasAResult()
{
if (result() != null)
return true;
else if (subconditions != null)
for (final If subcondition : subconditions)
return subcondition.hasAResult();
return false;
}
//-------------------------------------------------------------------------
@Override
public BitSet stateConcepts(final Context context)
{
// Multiple sub-conditions to test
if (endCondition.eval(context))
{
if (subconditions == null)
{
return EndConcepts.get(endCondition, context, context.game(), result());
}
else
{
for (final If sub : subconditions)
{
final EndRule subResult = sub.eval(context);
if (subResult != null)
return subResult.stateConcepts(context);
}
}
}
return new BitSet();
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String endConditionString = "";
if (result() != null)
endConditionString = ", " + result().toEnglish(game);
return "If " + endCondition.toEnglish(game) + endConditionString;
}
} | 7,112 | 22.245098 | 91 | java |
Ludii | Ludii-master/Core/src/game/rules/end/Payoffs.java | package game.rules.end;
import java.util.BitSet;
import game.Game;
import game.functions.ints.board.Id;
import game.types.state.GameType;
import game.util.end.Payoff;
import main.Status;
import other.context.Context;
import other.trial.Trial;
/**
* Is used to end a game based on the payoff of each player.
*
* @author Eric.Piette
*/
public class Payoffs extends Result
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** To compute the scores. */
final private Payoff[] finalPayoff;
//-------------------------------------------------------------------------
/**
* @param finalPayoffs The final score of each player.
* @example (payoffs {(payoff P1 5.5) (payoff P2 1.2)})
*/
public Payoffs
(
final Payoff[] finalPayoffs
)
{
super(null, null);
this.finalPayoff = finalPayoffs;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
final Trial trial = context.trial();
if (finalPayoff != null)
{
for (int i = 0; i < finalPayoff.length; i++)
{
final Payoff payoff = finalPayoff[i];
final int pid = new Id(null, payoff.role()).eval(context);
final double payoffToSet = payoff.payoff().eval(context);
context.setPayoff(pid, payoffToSet);
}
}
final int numPlayers = context.game().players().count();
context.setAllInactive();
final double[] allPayoffs = new double[numPlayers + 1];
for (int pid = 1; pid < allPayoffs.length; pid++)
{
// System.out.println("Player " + pid + " has score " + context.score(pid) + ".");
allPayoffs[pid] = context.payoff(pid);
}
if (numPlayers == 1)
{
// Special case: "lose" if payoff <= 0, "win" otherwise
context.trial().ranking()[1] = (allPayoffs[1] <= 0.0) ? 0.0 : 1.0;
}
else
{
// Keep assigning ranks until everyone got a rank
int numAssignedRanks = 0;
while (true)
{
double maxPayoff = Integer.MIN_VALUE;
int numMax = 0;
// Detection of the max score
for (int p = 1; p < allPayoffs.length; p++)
{
final double payoff = allPayoffs[p];
if (payoff > maxPayoff)
{
maxPayoff = payoff;
numMax = 1;
}
else if (payoff == maxPayoff)
{
++numMax;
}
}
if (maxPayoff == Integer.MIN_VALUE) // We've assigned players to every rank
break;
final double nextWinRank = ((numAssignedRanks + 1.0) * 2.0 + numMax - 1.0) / 2.0;
assert(nextWinRank >= 1.0 && nextWinRank <= context.trial().ranking().length);
for (int p = 1; p < allPayoffs.length; p++)
{
if (maxPayoff == allPayoffs[p])
{
context.trial().ranking()[p] = nextWinRank;
allPayoffs[p] = Integer.MIN_VALUE;
}
}
numAssignedRanks += numMax;
}
}
// Set status (with winner if someone has full rank 1.0)
int winner = 0;
int loser = 0;
for (int p = 1; p < context.trial().ranking().length; ++p)
{
if (context.trial().ranking()[p] == 1.0)
winner = p;
else if (context.trial().ranking()[p] == context.trial().ranking().length)
loser = p;
}
if (winner > 0)
context.addWinner(winner);
if (loser > 0)
context.addLoser(loser);
trial.setStatus(new Status(winner));
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0L;
gameFlags |= GameType.Payoff;
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
gameFlags |= fPayoff.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
concepts.or(fPayoff.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
writeEvalContext.or(fPayoff.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
readEvalContext.or(fPayoff.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
missingRequirement |= fPayoff.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
willCrash |= fPayoff.willCrash(game);
return willCrash;
}
@Override
public void preprocess(final Game game)
{
if (finalPayoff != null)
for (final Payoff fPayoff : finalPayoff)
fPayoff.preprocess(game);
}
}
| 5,228 | 22.768182 | 85 | java |
Ludii | Ludii-master/Core/src/game/rules/end/Result.java | package game.rules.end;
import java.io.Serializable;
import java.util.BitSet;
import game.Game;
import game.types.play.ResultType;
import game.types.play.RoleType;
import other.BaseLudeme;
import other.concept.Concept;
import other.context.Context;
import other.translation.LanguageUtils;
/**
* Gives the result when an ending rule is reached for a specific player/team.
*
* @author cambolbro and Eric.Piette
*/
public class Result extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The player or the team. */
private final RoleType who;
/** The result type of the player or team. */
private final ResultType result;
//-------------------------------------------------------------------------
/**
* @param who The player or the team.
* @param result The result type of the player or team.
* @example (result Mover Win)
*/
public Result
(
final RoleType who,
final ResultType result
)
{
this.who = who;
this.result = result;
}
//-------------------------------------------------------------------------
/**
* @return role of player, else None or All.
*/
public RoleType who()
{
return who;
}
/**
* @return Result type.
*/
public ResultType result()
{
return result;
}
/**
* Allow eval for iterators.
*
* @param context
*/
public void eval(final Context context)
{
// Nothing to do.
}
//-------------------------------------------------------------------------
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
if (result != null)
if (result.equals(ResultType.Draw))
concepts.set(Concept.Draw.id(), true);
return concepts;
}
/**
* @param game The game.
* @return The long value corresponding of the state flags.
*/
@SuppressWarnings("static-method")
public long gameFlags(final Game game)
{
return 0;
}
/**
* @param game
*/
public void preprocess(final Game game)
{
// Placeholder for derived classes to implement.
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
// We check if the role is correct.
final int indexOwnerPhase = who.owner();
if ((indexOwnerPhase < 1 && !who.equals(RoleType.All) && !who.equals(RoleType.Player)
&& !who.equals(RoleType.Mover) && !who.equals(RoleType.TeamMover)
&& !who.equals(RoleType.Next) && !who.equals(RoleType.Prev))
|| indexOwnerPhase > game.players().count())
{
game.addRequirementToReport(
"A result is defined in the ending rules with an incorrect player: " + who + ".");
missingRequirement = true;
}
if (result.equals(ResultType.Crash))
{
game.addRequirementToReport("A crash result is used in an ending condition.");
missingRequirement = true;
}
if (result.equals(ResultType.Abandon))
{
game.addRequirementToReport("An abandon result is used in an ending condition.");
missingRequirement = true;
}
return missingRequirement;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "[Result: " + who + " " + result + "]";
}
@Override
public String toEnglish(final Game game)
{
switch(result)
{
case Win:
return LanguageUtils.RoleTypeAsText(who, false) + " wins";
case Loss:
return LanguageUtils.RoleTypeAsText(who, false) + " loses";
case Draw:
return "it's a draw";
default:
throw new RuntimeException("Not implemented yet! [ResultType=" + result.name() + "]");
}
}
}
| 3,645 | 21.231707 | 89 | java |
Ludii | Ludii-master/Core/src/game/rules/end/package-info.java | /**
* The {\tt end} rules describe the terminating conditions of the game and the result of the game.
*/
package game.rules.end;
| 131 | 25.4 | 98 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/Automove.java | package game.rules.meta;
import java.util.BitSet;
import game.Game;
import game.rules.phase.Phase;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import main.Constants;
import other.MetaRules;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.move.MoveUtilities;
/**
* To apply automatically to the game all the legal moves only applicable to a
* single site.
*
* @author Eric.Piette
*/
public class Automove extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @example (automove)
*/
public Automove()
{
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
context.game().metaRules().setAutomove(true);
}
/**
* @param context The context.
* @param move The original move.
*/
public static void apply(final Context context, final Move move)
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
if (metaRules.automove())
{
boolean repeatAutoMove = true;
while (repeatAutoMove)
{
repeatAutoMove = false;
if (context.state().isDecided() != Constants.UNDEFINED)
context.state().setIsDecided(Constants.UNDEFINED);
context.storeCurrentData(); // We need to save the data before to apply the move.
final Move moveApplied = (Move) move.apply(context, true);
final int mover = context.state().mover();
final int indexPhase = context.state().currentPhase(mover);
final Phase phase = context.game().rules().phases()[indexPhase];
final Moves newLegalMoves = phase.play().moves().eval(context);
for (int j = 0; j < newLegalMoves.moves().size() - 1; j++)
{
final Move newMove = newLegalMoves.get(j);
final int site = newMove.toNonDecision();
int cpt = 1;
for (int k = j + 1; k < newLegalMoves.moves().size(); k++)
{
if (site == newLegalMoves.moves().get(k).toNonDecision())
cpt++;
}
if (cpt != 1)
{
for (int k = 0; k < newLegalMoves.moves().size(); k++)
{
if (newLegalMoves.moves().get(k).toNonDecision() == site)
{
newLegalMoves.moves().remove(k);
k--;
}
}
j--;
}
}
if (!newLegalMoves.moves().isEmpty())
{
final Moves forcedMoves = new BaseMoves(null);
for (int j = 0; j < newLegalMoves.moves().size(); j++)
MoveUtilities.chainRuleCrossProduct(context, forcedMoves, null, newLegalMoves.moves().get(j), false);
move.then().add(forcedMoves);
repeatAutoMove = true;
}
moveApplied.undo(context, true); // We undo the move.
}
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return 0;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.set(Concept.AutoMove.id(), true);
return concepts;
}
@Override
public int hashCode()
{
final int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Automove))
return false;
return true;
}
@Override
public String toEnglish(final Game game)
{
return "Metarule: apply automatically to the game all the legal moves only applicable to a single site";
}
} | 3,638 | 21.602484 | 107 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/Gravity.java | package game.rules.meta;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.GravityType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Step;
import main.Constants;
import other.MetaRules;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.TempContext;
import other.move.Move;
import other.state.container.ContainerState;
import other.topology.Topology;
/**
* To apply a certain type of gravity after making a move.
*
* @author Eric.Piette
*/
public class Gravity extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The gravity type.
*/
final GravityType type;
/**
* @param type The type of gravity [PyramidalDrop].
*
* @example (gravity)
*/
public Gravity
(
@Opt final GravityType type
)
{
this.type = (type == null) ? GravityType.PyramidalDrop : type;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
context.game().metaRules().setGravityType(type);
}
/**
* @param context The context.
* @param move The original move.
*/
public static void apply(final Context context, final Move move)
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
if (metaRules.gravityType() != null)
{
if (metaRules.gravityType().equals(GravityType.PyramidalDrop))
{
final Topology topology = context.topology();
boolean pieceDropped = false;
final Move droppedMove = new Move(new ArrayList<Action>());
final Context newContext = new TempContext(context);
game.applyInternal(newContext, move, false);
do
{
pieceDropped = false;
for (int site = 0; site < topology.vertices().size(); site++)
{
final ContainerState cs = newContext.containerState(newContext.containerId()[site]);
if (cs.what(site, SiteType.Vertex) != 0)
{
final List<game.util.graph.Step> steps = topology.trajectories().steps(SiteType.Vertex, site, SiteType.Vertex, AbsoluteDirection.Downward);
for (final Step step : steps)
{
final int toSite = step.to().id();
if (cs.what(toSite, SiteType.Vertex) == 0)
{
final Action action = ActionMove.construct(SiteType.Vertex, site, 0, SiteType.Vertex, toSite, 0, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, false);
final Move moveToApply = new Move(action);
moveToApply.apply(newContext, false);
droppedMove.actions().add(action);
pieceDropped = true;
break;
}
}
}
if (pieceDropped)
break;
}
}
while (pieceDropped);
final Moves droppedMoves = new BaseMoves(null);
droppedMoves.moves().add(droppedMove);
move.then().add(droppedMoves);
}
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return 0;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.set(Concept.CopyContext.id(), true);
return concepts;
}
@Override
public int hashCode()
{
final int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Gravity))
return false;
return true;
}
} | 3,873 | 22.621951 | 176 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/Meta.java | package game.rules.meta;
import java.io.Serializable;
import annotations.Or;
import other.BaseLudeme;
import other.context.Context;
/**
* Defines a metarule defined before play that supersedes all other rules.
*
* @author cambolbro
*
*/
public class Meta extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The metarules. */
private final MetaRule[] rules;
//-------------------------------------------------------------------------
/**
* @param rules A collection of metarules.
* @param rule A single metarule.
*
* @example (meta (swap))
*/
public Meta
(
@Or final MetaRule[] rules,
@Or final MetaRule rule
)
{
int numNonNull = 0;
if (rules != null)
numNonNull++;
if (rule != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Exactly one Or parameter must be non-null.");
if (rules != null)
this.rules = rules;
else
{
this.rules = new MetaRule[1];
this.rules[0] = rule;
}
}
//-------------------------------------------------------------------------
/**
* @return The metarules.
*/
public MetaRule[] rules()
{
return rules;
}
//-------------------------------------------------------------------------
/**
* Eval the meta rules.
*
* @param context The context.
*/
public void eval(final Context context)
{
for (final MetaRule rule : rules)
rule.eval(context);
}
} | 1,530 | 18.628205 | 84 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/MetaRule.java | package game.rules.meta;
import game.rules.Rule;
import other.BaseLudeme;
/**
* Metarule defined before play that supersedes all other rules.
*
* @author cambolbro
*/
public abstract class MetaRule extends BaseLudeme implements Rule
{
private static final long serialVersionUID = 1L;
}
| 295 | 17.5 | 65 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/PassEnd.java | package game.rules.meta;
import java.util.BitSet;
import game.Game;
import game.types.play.PassEndType;
import game.types.state.GameType;
import other.context.Context;
/**
* To apply a certain end result to all players if all players pass their turns.
*
* @author Eric.Piette
*/
public class PassEnd extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The passEnd type.
*/
final PassEndType type;
/**
* @param type The type of passEnd.
*
* @example (passEnd NoEnd)
*/
public PassEnd(final PassEndType type)
{
this.type = type;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
// Nothing to do.
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return type == PassEndType.NoEnd ? GameType.NotAllPass : 0l;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
return concepts;
}
@Override
public int hashCode()
{
final int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof PassEnd))
return false;
return true;
}
} | 1,518 | 16.067416 | 80 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/Pin.java | package game.rules.meta;
import java.util.BitSet;
import java.util.List;
import game.Game;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.PinType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Step;
import other.MetaRules;
import other.action.Action;
import other.action.ActionType;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
/**
* To filter some remove moves in case some pieces can not be removed because of pieces on top of them.
*
* @author Eric.Piette
*/
public class Pin extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The pin type.
*/
final PinType type;
/**
* @param type The type of pin.
*
* @example (pin SupportMultiple)
*/
public Pin(final PinType type)
{
this.type = type;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
context.game().metaRules().setPinType(type);
}
/**
* @param context The context.
* @param legalMoves The original legal moves.
*/
public static void apply(final Context context, final Moves legalMoves)
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
final PinType pinType = metaRules.pinType();
if (pinType != null)
{
if (pinType.equals(PinType.SupportMultiple))
{
for (int indexMove = legalMoves.moves().size() - 1; indexMove >= 0; indexMove--)
{
final Move move = legalMoves.moves().get(indexMove);
boolean forbiddenMove = false;
for(final Action action : move.actions())
if (action != null && action.actionType().equals(ActionType.Remove))
{
final int siteToRemove = action.to();
final ContainerState cs = context.containerState(context.containerId()[siteToRemove]);
if (cs.what(siteToRemove, SiteType.Vertex) != 0)
{
final List<game.util.graph.Step> steps = game.board().topology().trajectories()
.steps(SiteType.Vertex, siteToRemove, SiteType.Vertex, AbsoluteDirection.Upward);
int numOccupiedUpWardSites = 0;
for (final Step step : steps)
{
final int toSite = step.to().id();
if (cs.what(toSite, SiteType.Vertex) != 0)
numOccupiedUpWardSites++;
}
if (numOccupiedUpWardSites > 1)
{
forbiddenMove = true;
break;
}
}
}
if (forbiddenMove)
legalMoves.moves().remove(indexMove);
}
}
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return 0;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
return concepts;
}
@Override
public int hashCode()
{
final int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Pin))
return false;
return true;
}
} | 3,299 | 21.44898 | 103 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/Swap.java | package game.rules.meta;
import java.util.BitSet;
import game.Game;
import game.functions.ints.IntConstant;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.state.swap.players.SwapPlayers;
import game.types.state.GameType;
import main.Constants;
import other.MetaRules;
import other.concept.Concept;
import other.context.Context;
import other.trial.Trial;
/**
* To activate the swap rule.
*
* @author Eric.Piette
*/
public class Swap extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @example (swap)
*/
public Swap()
{
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
// Do nothing
}
/**
* @param context The context.
* @param legalMoves The original legal moves.
*/
public static void apply(final Context context, final Moves legalMoves)
{
final Game game = context.game();
final Trial trial = context.trial();
final int mover = context.state().mover();
final MetaRules metaRules = game.metaRules();
if (metaRules.usesSwapRule() && trial.moveNumber() == context.game().players().count() - 1)
{
final int moverLastTurn = context.trial().lastTurnMover(mover);
if(mover != moverLastTurn && moverLastTurn != Constants.UNDEFINED)
legalMoves.moves()
.addAll(new SwapPlayers(new IntConstant(mover), null, new IntConstant(moverLastTurn), null, null)
.eval(context).moves());
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return GameType.UsesSwapRule;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.set(Concept.SwapPlayersDecision.id(), true);
concepts.set(Concept.SwapOption.id(), true);
return concepts;
}
@Override
public int hashCode()
{
final int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Swap))
return false;
return true;
}
} | 2,335 | 20.431193 | 103 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/package-info.java | /**
* The {\tt meta} rules describe higher-level rules applied across the entire game.
*/
package game.rules.meta;
| 117 | 22.6 | 83 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/No.java | package game.rules.meta.no;
import annotations.Opt;
import game.Game;
import game.rules.meta.MetaRule;
import game.rules.meta.no.repeat.NoRepeat;
import game.rules.meta.no.simple.NoSuicide;
import game.types.play.RepetitionType;
import other.context.Context;
/**
* Defines a no meta rules to forbid certain moves.
*
* @author Eric.Piette
*/
@SuppressWarnings("javadoc")
public final class No extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* For specifying a particular type of repetition that is forbidden in the game.
*
* @param type Type of repetition to forbid [Positional].
* @param repetitionType Type of repetition to forbid [Positional].
*
* @example (no Repeat PositionalInTurn)
*/
public static MetaRule construct
(
final NoRepeatType type,
@Opt final RepetitionType repetitionType
)
{
switch (type)
{
case Repeat:
return new NoRepeat(repetitionType);
default:
break;
}
// We should never reach that except if we forget some codes.
throw new IllegalArgumentException("No(): A NoRepeatType is not implemented.");
}
/**
* For specifying that a move leading to a direct loss is forbidden in the game.
*
* @param type Type of suicide.
*
* @example (no Suicide)
*/
public static MetaRule construct
(
final NoSimpleType type
)
{
switch (type)
{
case Suicide:
return new NoSuicide();
default:
break;
}
// We should never reach that except if we forget some codes.
throw new IllegalArgumentException("No(): A NoSimpleType is not implemented.");
}
private No()
{
// Make grammar pick up construct() and not default constructor
}
//-------------------------------------------------------------------------
@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.
}
@Override
public void eval(Context context)
{
// Nothing to do.
}
//-------------------------------------------------------------------------
}
| 2,263 | 19.770642 | 81 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/NoRepeatType.java | package game.rules.meta.no;
/**
* Defines the types of no repeat meta rules.
*/
public enum NoRepeatType
{
/** Makes a particular type of repetition that is forbidden in the game. */
Repeat,
}
| 198 | 17.090909 | 76 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/NoSimpleType.java | package game.rules.meta.no;
/**
* Defines the types of meta rules with no parameters.
*/
public enum NoSimpleType
{
/** Makes all moves leading directly to lose forbidden. */
Suicide,
}
| 191 | 16.454545 | 59 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/package-info.java | /**
* To specifies rules not allowed across the entire game.
*/
package game.rules.meta.no;
| 94 | 18 | 57 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/repeat/NoRepeat.java | package game.rules.meta.no.repeat;
import java.util.BitSet;
import annotations.Hide;
import annotations.Opt;
import game.Game;
import game.rules.meta.MetaRule;
import game.types.play.RepetitionType;
import game.types.state.GameType;
import other.MetaRules;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Specifies a particular type of repetition that is forbidden in the game.
*
* @author Eric.Piette
*
* @remarks The Infinite option disallows players from making consecutive
* sequences of moves that would lead to the same state twice, which
* would indicate the start of an infinite cycle of moves.
*/
@Hide
public class NoRepeat extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
private final RepetitionType type;
//-------------------------------------------------------------------------
/**
* @param type Type of repetition to forbid [Positional].
*/
public NoRepeat
(
@Opt final RepetitionType type
)
{
this.type = (type == null) ? RepetitionType.Positional : type;
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
context.game().metaRules().setRepetitionType(type);
}
/**
* @param context The context.
* @param move The move to check.
* @return True if the given move does not reach a state previously reached.
*/
public static boolean apply(final Context context, final Move move)
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
final RepetitionType type = metaRules.repetitionType();
if (type != null)
{
if (move.isPass())
return true;
context.storeCurrentData(); // We need to save the data before to apply the move.
// final String stacktraceString = Utilities.stackTraceString();
// if
// (
// !stacktraceString.contains("getMoveStringToDisplay")
// &&
// !stacktraceString.contains("other.context.InformationContext.moves")
// &&
// !stacktraceString.contains("game.rules.play.moves.Moves$1.canMoveConditionally(Moves.java:305)")
// )
// {
// System.out.println("Applying move: " + move);
// }
final Move moveApplied = (Move) move.apply(context, true);
boolean noRepeat = true;
switch (type)
{
case PositionalInTurn:
{
noRepeat = !context.trial().previousStateWithinATurn().contains(context.state().stateHash());
break;
}
case SituationalInTurn:
{
noRepeat = !context.trial().previousStateWithinATurn().contains(context.state().fullHash());
break;
}
case Positional:
{
noRepeat = !context.trial().previousState().contains(context.state().stateHash());
break;
}
case Situational:
{
noRepeat = !context.trial().previousState().contains(context.state().fullHash());
break;
}
default:
break;
}
// if
// (
// !stacktraceString.contains("getMoveStringToDisplay")
// &&
// !stacktraceString.contains("other.context.InformationContext.moves")
// &&
// !stacktraceString.contains("game.rules.play.moves.Moves$1.canMoveConditionally(Moves.java:305)")
// )
// {
// System.out.println("Undoing move: " + move);
// }
moveApplied.undo(context, true); // We undo the move.
return noRepeat;
}
return true;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0l;
if (type == RepetitionType.Positional)
gameFlags |= GameType.RepeatPositionalInGame;
if (type == RepetitionType.PositionalInTurn)
gameFlags |= GameType.RepeatPositionalInTurn;
if (type == RepetitionType.Situational)
gameFlags |= GameType.RepeatSituationalInGame;
if (type == RepetitionType.SituationalInTurn)
gameFlags |= GameType.RepeatSituationalInTurn;
return gameFlags;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
if (type == RepetitionType.PositionalInTurn)
concepts.set(Concept.TurnKo.id(), true);
else if (type == RepetitionType.Positional)
concepts.set(Concept.PositionalSuperko.id(), true);
else if (type == RepetitionType.SituationalInTurn)
concepts.set(Concept.SituationalTurnKo.id(), true);
else if (type == RepetitionType.Situational)
concepts.set(Concept.SituationalSuperko.id(), true);
return concepts;
}
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + type.hashCode();
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof NoRepeat))
return false;
final NoRepeat other = (NoRepeat) obj;
return type.equals(other.type);
}
} | 5,047 | 24.24 | 102 | java |
Ludii | Ludii-master/Core/src/game/rules/meta/no/simple/NoSuicide.java | package game.rules.meta.no.simple;
import java.util.BitSet;
import annotations.Hide;
import game.Game;
import game.rules.meta.MetaRule;
import other.MetaRules;
import other.context.Context;
import other.context.TempContext;
import other.move.Move;
/**
* Specifies a particular type of repetition that is forbidden in the game.
*
* @author Eric.Piette
*
* @remarks The Infinite option disallows players from making consecutive
* sequences of moves that would lead to the same state twice, which
* would indicate the start of an infinite cycle of moves.
*/
@Hide
public class NoSuicide extends MetaRule
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* Constructor.
*/
public NoSuicide()
{
}
//-------------------------------------------------------------------------
@Override
public void eval(final Context context)
{
context.game().metaRules().setNoSuicide(true);
}
/**
* @param context The context.
* @param move The move to check.
* @return True if the given move does not reach a state previously reached.
*/
public static boolean apply(final Context context, final Move move)
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
if (metaRules.usesNoSuicide())
{
final Context newContext = new TempContext(context);
game.applyInternal(newContext, move, false);
final boolean moverActive = newContext.active(context.state().mover());
if(moverActive)
return true;
else
return !newContext.losers().contains(context.state().mover());
}
return true;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = 0l;
return gameFlags;
}
@Override
public boolean isStatic()
{
return true;
}
@Override
public void preprocess(final Game game)
{
// Nothing to do.
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
return concepts;
}
@Override
public int hashCode()
{
int result = 1;
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof NoSuicide))
return false;
return true;
}
} | 2,348 | 19.787611 | 77 | java |
Ludii | Ludii-master/Core/src/game/rules/phase/NextPhase.java | package game.rules.phase;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanConstant.FalseConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.BaseIntFunction;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.board.Id;
import game.types.play.RoleType;
import main.Constants;
import other.context.Context;
/**
* Enables a player or all the players to proceed to another phase of the game.
*
* @author Eric.Piette and cambolbro
*
* @remarks If no phase is specified, moves to the next phase in the list,
* wrapping back to the first phase if needed.
* The ludeme returns Undefined (-1) if the condition is false or if
* the named phase does not exist.
*/
public final class NextPhase extends BaseIntFunction
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Index of the player to go to another phase. N+1 if this is all. */
private final IntFunction who;
/** Condition to reach a phase. */
private final BooleanFunction cond;
/** Name of the phase to reach. */
private final String phaseName;
//-------------------------------------------------------------------------
/**
* @param role The roleType of the player [Shared].
* @param indexPlayer The index of the player.
* @param cond The condition to satisfy to go to another phase [True].
* @param phaseName The name of the phase.
*
* @example (nextPhase Mover (= (count Moves) 10) "Movement")
*/
public NextPhase
(
@Opt @Or final RoleType role,
@Opt @Or final game.util.moves.Player indexPlayer,
@Opt final BooleanFunction cond,
@Opt final String phaseName
)
{
int numNonNull = 0;
if (role != null)
numNonNull++;
if (indexPlayer != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Zero or one Or parameter must be non-null.");
this.cond = (cond == null) ? new BooleanConstant(true) : cond;
this.phaseName = phaseName;
if (indexPlayer != null)
this.who = indexPlayer.index();
else if (role != null)
this.who = RoleType.toIntFunction(role);
else
this.who = new Id(null, RoleType.Shared);
}
//-------------------------------------------------------------------------
@Override
public final int eval(final Context context)
{
if (context.game().rules().phases() == null)
return Constants.UNDEFINED;
final Phase[] phases = context.game().rules().phases();
if (cond.eval(context))
{
// Return the next phase of the player if no specific name defined
if (phaseName == null)
{
final int pid = who.eval(context);
final int currentPhase = (pid == context.game().players().size())
? context.state().currentPhase(context.state().mover())
: context.state().currentPhase(pid);
return (currentPhase + 1) % phases.length;
}
else
{
for (int phaseId = 0; phaseId < phases.length; phaseId++)
{
final Phase phase = phases[phaseId];
if (phase.name().equals(phaseName))
return phaseId;
}
}
throw new IllegalArgumentException("BUG: Phase " + phaseName + " unfounded.");
}
return Constants.UNDEFINED;
}
//-------------------------------------------------------------------------
/**
* @return The player concerned by that nextPhase ludeme.
*/
public IntFunction who()
{
return who;
}
/**
* @return The name of the next phase.
*/
public String phaseName()
{
return phaseName;
}
//-------------------------------------------------------------------------
@Override
public boolean isStatic()
{
return cond.isStatic() && who.isStatic();
}
@Override
public long gameFlags(final Game game)
{
return cond.gameFlags(game) | who.gameFlags(game);
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(cond.concepts(game));
concepts.or(who.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(cond.writesEvalContextRecursive());
writeEvalContext.or(who.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(cond.readsEvalContextRecursive());
readEvalContext.or(who.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= cond.missingRequirement(game);
missingRequirement |= who.missingRequirement(game);
if (who instanceof IntConstant)
{
final int whoValue = ((IntConstant) who).eval(null);
if (whoValue < 1 || whoValue > game.players().size())
{
game.addRequirementToReport("A wrong player index is used in (nextPhase ...).");
missingRequirement = true;
}
}
if (cond instanceof FalseConstant)
{
game.addRequirementToReport("The condition of a (nextPhase ...) ludeme is \"false\" which is wrong.");
missingRequirement = true;
}
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= cond.willCrash(game);
willCrash |= who.willCrash(game);
return willCrash;
}
@Override
public void preprocess(final Game game)
{
cond.preprocess(game);
who.preprocess(game);
}
//-------------------------------------------------------------------------
}
| 5,786 | 25.18552 | 105 | java |
Ludii | Ludii-master/Core/src/game/rules/phase/Phase.java | package game.rules.phase;
import java.io.Serializable;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.mode.Mode;
import game.rules.end.End;
import game.rules.play.Play;
import game.types.play.RoleType;
import other.BaseLudeme;
import other.playout.Playout;
/**
* Defines the phase of a game.
*
* @author Eric.Piette and cambolbro
* @remarks A phase can be defined for only one player.
*/
public class Phase extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
/** Move logic. */
private Play play;
/** End logic. */
private End end;
/** Owner of the phase. */
private final RoleType role;
/** Mode for this phase */
private final Mode mode;
/** Name of the phase. */
private final String name;
/** Conditions to reach another phase. */
private final NextPhase[] nextPhase;
/** Playout implementation to use inside this phase */
private Playout playout;
//-------------------------------------------------------------------------
/**
* @param name The name of the phase.
* @param role The roleType of the owner of the phase [Shared].
* @param mode The mode of this phase within the game [mode defined for
* whole game)].
* @param play The playing rules of this phase.
* @param end The ending rules of this phase.
* @param nextPhase The next phase of this phase.
* @param nextPhases The next phases of this phase.
*
* @example (phase "Movement" (play (forEach Piece)))
*/
public Phase
(
final String name,
@Opt final RoleType role,
@Opt final Mode mode,
final Play play,
@Opt final End end,
@Opt @Or final NextPhase nextPhase,
@Opt @Or final NextPhase[] nextPhases
)
{
this.name = name;
this.role = (role == null) ? RoleType.Shared : role;
this.mode = mode;
this.play = play;
this.end = end;
int numNonNull = 0;
if (nextPhase != null)
numNonNull++;
if (nextPhases != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Zero or one Or parameter must be non-null.");
if (nextPhase != null)
{
this.nextPhase = new NextPhase[1];
this.nextPhase[0] = nextPhase;
}
else if (nextPhases != null)
{
this.nextPhase = nextPhases;
}
else
{
this.nextPhase = new NextPhase[0];
}
}
//-------------------------------------------------------------------------
/**
* @return Mode for this phase
*/
public Mode mode()
{
return mode;
}
/**
* @return Play logic.
*/
public Play play()
{
return play;
}
/**
* @return End logic.
*/
public End end()
{
return end;
}
/**
* @return Name of the phase.
*/
public String name()
{
return name;
}
/**
* @return Owner of the phase
*/
public RoleType owner()
{
return role;
}
/**
* @return Conditions to reach another phase.
*/
public NextPhase[] nextPhase()
{
return nextPhase;
}
/**
* Set the Play object
* @param play
*/
public void setPlay(final Play play)
{
this.play = play;
}
/**
* Set the End object
* @param end
*/
public void setEnd(final End end)
{
this.end = end;
}
/**
* @return Playout implementation for this phase
*/
public Playout playout()
{
return playout;
}
/**
* Sets the playout implementation for this phase
* @param playout
*/
public void setPlayout(final Playout playout)
{
this.playout = playout;
}
//---------------------------------------------------
/**
* To preprocess the phase.
*
* @param game The game.
*/
public void preprocess(final Game game)
{
play.moves().preprocess(game);
for (final NextPhase next : nextPhase())
next.preprocess(game);
if (end() != null)
end().preprocess(game);
}
/**
* @param game The game.
* @return The gameFlags of the phase.
*/
public long gameFlags(final Game game)
{
long gameFlags = play.moves().gameFlags(game);
for (final NextPhase next : nextPhase())
gameFlags |= next.gameFlags(game);
if (end() != null)
gameFlags |= end().gameFlags(game);
return gameFlags;
}
/**
* @param game The game.
* @return The gameFlags of the phase.
*/
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(play.moves().concepts(game));
for (final NextPhase next : nextPhase())
concepts.or(next.concepts(game));
if (end() != null)
concepts.or(end().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(play.moves().writesEvalContextRecursive());
for (final NextPhase next : nextPhase())
writeEvalContext.or(next.writesEvalContextRecursive());
if (end() != null)
writeEvalContext.or(end().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(play.moves().readsEvalContextRecursive());
for (final NextPhase next : nextPhase())
readEvalContext.or(next.readsEvalContextRecursive());
if (end() != null)
readEvalContext.or(end().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (game.rules().phases().length > 1)
{
// We check if the owner is correct.
final int indexOwnerPhase = role.owner();
if ((indexOwnerPhase < 1 && !role.equals(RoleType.Shared)) || indexOwnerPhase > game.players().size())
{
game.addRequirementToReport(
"The phase \"" + name + "\" has an incorrect owner which is " + owner() + ".");
missingRequirement = true;
}
else
{
final boolean[] playersInitPhase = new boolean[game.players().size()];
boolean phaseUsed = false;
boolean nextPhaseIsReached = false;
// We check if the phase can be reached.
for (int i = 0; i < game.rules().phases().length; i++)
{
final Phase phase = game.rules().phases()[i];
final String phaseName = phase.name();
if (nextPhaseIsReached)
{
if (phaseName.equals(name))
{
phaseUsed = true;
break;
}
nextPhaseIsReached = false;
}
final RoleType rolePhase = phase.owner();
// The phase belongs to all the players.
if (rolePhase.equals(RoleType.Shared))
{
for (int pid = 1; pid <= game.players().count(); pid++)
{
if (!playersInitPhase[pid])
{
if (phaseName.equals(name))
phaseUsed = true;
break;
}
}
for (int pid = 1; pid < game.players().count(); pid++)
playersInitPhase[pid] = true;
}
else // The phase is for a particular player.
{
if (rolePhase.owner() < 1 || rolePhase.owner() > game.players().size())
continue;
if (playersInitPhase[rolePhase.owner()] == false)
{
if (phaseName.equals(name))
{
phaseUsed = true;
break;
}
playersInitPhase[rolePhase.owner()] = true;
}
}
// Check next phases.
for (int j = 0; j < phase.nextPhase.length; j++)
{
final String nameNextPhase = phase.nextPhase[j].phaseName();
if (nameNextPhase == null)
{
nextPhaseIsReached = true;
}
else if (nameNextPhase.equals(name))
{
phaseUsed = true;
break;
}
}
if (phaseUsed)
break;
}
if (!phaseUsed)
{
game.addRequirementToReport(
"The phase \"" + name + "\" is described but the phase is never used in the game.");
missingRequirement = true;
}
}
}
missingRequirement |= play.moves().missingRequirement(game);
for (final NextPhase next : nextPhase())
missingRequirement |= next.missingRequirement(game);
if (end() != null)
missingRequirement |= end().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= play.moves().willCrash(game);
for (final NextPhase next : nextPhase())
willCrash |= next.willCrash(game);
if (end() != null)
willCrash |= end().willCrash(game);
return willCrash;
}
}
| 8,350 | 21.210106 | 105 | java |
Ludii | Ludii-master/Core/src/game/rules/phase/package-info.java | /**
* Games may be sub-divided into named {\it phases} for clarity.
* Each phase can contain its own sub-rules, which override the rules for the broader game while in that phase.
* Each phase can nominate a ``next'' phase to which control is relinquished under specified conditions.
*/
package game.rules.phase;
| 317 | 44.428571 | 111 | java |
Ludii | Ludii-master/Core/src/game/rules/play/Play.java | package game.rules.play;
import java.io.Serializable;
import game.Game;
import game.rules.play.moves.Moves;
import other.BaseLudeme;
/**
* Checks the playing rules of the game.
*
* @author cambolbro and Eric.Piette
*/
public final class Play extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The playing moves. */
private final Moves moves;
//-------------------------------------------------------------------------
/**
* The playing rules of the game.
*
* @param moves The legal moves of the playing rules.
* @example (play (forEach Piece))
*/
public Play
(
final Moves moves
)
{
this.moves = moves;
}
//-------------------------------------------------------------------------
/**
* @return The moves.
*/
public Moves moves()
{
return moves;
}
//-------------------------------------------------------------------------
// Ludeme overrides
@Override
public String toEnglish(final Game game)
{
return moves.toEnglish(game);
}
//-------------------------------------------------------------------------
}
| 1,198 | 18.655738 | 76 | java |
Ludii | Ludii-master/Core/src/game/rules/play/package-info.java | /**
* The {\tt play} rules describe the actual rules of play, from the start to the end of each trial.
*/
package game.rules.play;
| 133 | 25.8 | 99 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/BaseMoves.java | package game.rules.play.moves;
import annotations.Hide;
import annotations.Opt;
import game.Game;
import game.rules.play.moves.nonDecision.effect.Then;
import other.context.Context;
/**
* Placeholder object for creating default Moves objects without initialisation.
*
* @author cambolbro
*/
@Hide
public class BaseMoves extends Moves
{
/** */
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* The base Moves.
*
* @param then The subsequents of the moves.
*/
public BaseMoves
(
@Opt final Then then
)
{
super(then);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
return this;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
return 0L;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
}
//-------------------------------------------------------------------------
}
| 1,159 | 16.575758 | 80 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/Moves.java | package game.rules.play.moves;
import java.util.Iterator;
import java.util.function.BiPredicate;
import annotations.Opt;
import game.Game;
import game.rules.meta.no.repeat.NoRepeat;
import game.rules.meta.no.simple.NoSuicide;
import game.rules.play.moves.nonDecision.effect.Then;
import game.types.state.GameType;
import main.collections.FastArrayList;
import other.BaseLudeme;
import other.context.Context;
import other.move.Move;
import other.move.MovesIterator;
/**
* Returns a moves collection.
*
* @author cambolbro and Eric.Piette
*/
public abstract class Moves extends BaseLudeme implements GameType
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** List of Moves. */
private final FastArrayList<Move> moves = new FastArrayList<Move>(10);
/** Consequent actions of moves. */
private Then then;
/** If the move is a decision. */
private boolean isDecision = false;
/**
* Use for the simultaneous games, to apply the consequence when all the moves
* of all the players are applied.
*/
private boolean applyAfterAllMoves = false;
//-------------------------------------------------------------------------
/**
* @param then The subsequents of the moves.
*/
public Moves
(
@Opt final Then then
)
{
this.then = then;
}
//-------------------------------------------------------------------------
/**
* @return The moves generated by moves.
*/
public FastArrayList<Move> moves()
{
return moves;
}
/**
* @return The subsequents of the moves.
*/
public Then then()
{
return then;
}
/**
* To set the then moves of the moves.
*
* @param then
*/
public void setThen(final Then then)
{
this.then = then;
}
/**
* @return The number of moves.
*/
public int count()
{
return moves.size();
}
/**
* @param n
* @return To get the move n in the list of moves.
*/
public Move get(final int n)
{
return moves.get(n);
}
//-------------------------------------------------------------------------
/**
* @param context
* @return The result of applying this function in this context.
*/
public abstract Moves eval(final Context context);
//-------------------------------------------------------------------------
/**
* @param context
* @param target
* @return True if this generator can generate moves in the given context
* that would move towards "target"
*/
public boolean canMoveTo(final Context context, final int target)
{
final Iterator<Move> it = movesIterator(context);
while (it.hasNext())
{
if (it.next().toNonDecision() == target)
return true;
}
return false;
}
//-------------------------------------------------------------------------
@Override
public void preprocess(final Game game)
{
if (then != null)
then.moves().preprocess(game);
}
@Override
public long gameFlags(final Game game)
{
long result = 0L;
if (then != null)
result |= then.moves().gameFlags(game);
return result;
}
@Override
public boolean isStatic()
{
if (then != null)
return then.moves().isStatic();
return false; // TODO this should return true?
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
final StringBuilder sb = new StringBuilder();
for (final Move m : moves)
{
if (sb.length() > 0)
sb.append(", ");
sb.append(m.toString());
}
if (then != null)
{
sb.append(then);
}
return sb.toString();
}
//-------------------------------------------------------------------------
// WARNING: the below hashCode() and equals() implementations are WRONG!
// All other Moves ludemes do not provide correct (or any) implementations!
// @Override
// public int hashCode()
// {
// final int prime = 31;
// int result = 1;
// result = prime * result + ((consequents == null) ? 0 : consequents.hashCode());
// result = prime * result + ((moves == null) ? 0 : moves.hashCode());
// return result;
// }
//
// @Override
// public boolean equals(final Object obj)
// {
// if (this == obj)
// return true;
//
// if (obj == null)
// return false;
//
// if (getClass() != obj.getClass())
// return false;
//
// final Moves other = (Moves) obj;
// if (consequents == null)
// {
// if (other.consequents != null)
// return false;
// }
// else if (!consequents.equals(other.consequents))
// {
// return false;
// }
//
// if (moves == null)
// {
// if (other.moves != null)
// return false;
// }
// else if (!moves.equals(other.moves))
// {
// return false;
// }
//
// return true;
// }
//-------------------------------------------------------------------------
/**
* @return True if the moves is a constraint move.
*/
@SuppressWarnings("static-method")
public boolean isConstraintsMoves()
{
return false;
}
/**
* @return True if the moves returned have to be a decision moves.
*/
public boolean isDecision()
{
return isDecision;
}
/**
* Set the moves to be a decision.
*/
public void setDecision()
{
isDecision = true;
}
/**
* @return The applyAfterAllMoves.
*/
public boolean applyAfterAllMoves()
{
return applyAfterAllMoves;
}
/**
* Set the flag applyAfterAllMoves.
*
* @param value The new value.
*/
public void setApplyAfterAllMoves(final boolean value)
{
applyAfterAllMoves = value;
}
//-------------------------------------------------------------------------
/**
* @param context
* @return Iterator for iterating through moves in given context.
* Base class implementation just computes full list of legal moves,
* and allows iterating through it afterwards.
*/
public MovesIterator movesIterator(final Context context)
{
final FastArrayList<Move> generatedMoves = eval(context).moves();
return new MovesIterator(){
private int cursor = 0;
@Override
public boolean hasNext()
{
return cursor < generatedMoves.size();
}
@Override
public Move next()
{
return generatedMoves.get(cursor++);
}
@Override
public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate)
{
for (final Move m : generatedMoves)
if (predicate.test(context, m))
return true;
return false;
}
};
}
/**
* @param context
* @return True if there is at least one legal move in given context
*/
public boolean canMove(final Context context)
{
return movesIterator(context).canMoveConditionally(
(final Context c, final Move m) ->
{
final boolean noRepeat = NoRepeat.apply(c, m);
final boolean noSuicide = NoSuicide.apply(c, m);
return noRepeat && noSuicide;
});
}
}
| 6,767 | 19.44713 | 83 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/package-info.java | /**
* @chapter Move ludemes define the legal moves for a given game state.
* We distinguish between:
* \begin{itemize}
* \item {\it decision moves} that involve a choice by the player,
* \item {\it effect moves} that are applied as the result of a decision, and
* \item {\it move generators} that iterate over the playable sites.
* \end{itemize}
*/
package game.rules.play.moves;
| 443 | 39.363636 | 86 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/Decision.java | package game.rules.play.moves.decision;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Then;
import other.context.Context;
//-----------------------------------------------------------------------------
/**
* Defines moves that involve a decision by the player.
*
* @author Eric.Piette and cambolbro
*/
public abstract class Decision extends Moves
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The subsequents of the moves.
*/
public Decision(final Then then)
{
super(then);
}
//-------------------------------------------------------------------------
/**
* Trick ludeme into joining the grammar.
*/
@Override
public Moves eval(final Context context)
{
return null;
}
//-------------------------------------------------------------------------
}
| 922 | 20.97619 | 79 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/Move.java | package game.rules.play.moves.decision;
import annotations.And;
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.intArray.math.Difference;
import game.functions.ints.IntFunction;
import game.functions.range.RangeFunction;
import game.functions.region.RegionFunction;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Add;
import game.rules.play.moves.nonDecision.effect.Bet;
import game.rules.play.moves.nonDecision.effect.Claim;
import game.rules.play.moves.nonDecision.effect.FromTo;
import game.rules.play.moves.nonDecision.effect.Hop;
import game.rules.play.moves.nonDecision.effect.Leap;
import game.rules.play.moves.nonDecision.effect.Pass;
import game.rules.play.moves.nonDecision.effect.PlayCard;
import game.rules.play.moves.nonDecision.effect.Promote;
import game.rules.play.moves.nonDecision.effect.Propose;
import game.rules.play.moves.nonDecision.effect.Remove;
import game.rules.play.moves.nonDecision.effect.Select;
import game.rules.play.moves.nonDecision.effect.Shoot;
import game.rules.play.moves.nonDecision.effect.Slide;
import game.rules.play.moves.nonDecision.effect.Step;
import game.rules.play.moves.nonDecision.effect.Then;
import game.rules.play.moves.nonDecision.effect.Vote;
import game.rules.play.moves.nonDecision.effect.set.SetNextPlayerType;
import game.rules.play.moves.nonDecision.effect.set.SetRotationType;
import game.rules.play.moves.nonDecision.effect.set.SetTrumpType;
import game.rules.play.moves.nonDecision.effect.set.direction.SetRotation;
import game.rules.play.moves.nonDecision.effect.set.nextPlayer.SetNextPlayer;
import game.rules.play.moves.nonDecision.effect.set.suit.SetTrumpSuit;
import game.rules.play.moves.nonDecision.effect.state.swap.SwapPlayersType;
import game.rules.play.moves.nonDecision.effect.state.swap.SwapSitesType;
import game.rules.play.moves.nonDecision.effect.state.swap.players.SwapPlayers;
import game.rules.play.moves.nonDecision.effect.state.swap.sites.SwapPieces;
import game.types.board.SiteType;
import game.types.board.StepType;
import game.types.play.RoleType;
import game.types.play.WhenType;
import game.util.directions.AbsoluteDirection;
import game.util.moves.From;
import game.util.moves.Piece;
import game.util.moves.Player;
import game.util.moves.To;
import other.context.Context;
/**
* Defines a decision move.
*
* @author Eric.Piette
*/
@SuppressWarnings("javadoc")
public final class Move extends Decision
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* For deciding to swap two players.
*
* @param moveType The type of move.
* @param swapType The type of property to take.
* @param player1 The index of the first player.
* @param role1 The role of the first player.
* @param player2 The index of the second player.
* @param role2 The role of the second player.
* @param then The moves applied after that move is applied.
*
* @example (move Swap Players P1 P2)
*/
public static Moves construct
(
final MoveSwapType moveType,
final SwapPlayersType swapType,
@And @Or final IntFunction player1,
@And @Or final RoleType role1,
@And @Or2 final IntFunction player2,
@And @Or2 final RoleType role2,
@Opt final Then then
)
{
int numNonNull = 0;
if (player1 != null)
numNonNull++;
if (role1 != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Move(): With MoveSwapType and SwapPlayersType exactly one player1 or role1 parameter must be non-null.");
int numNonNull2 = 0;
if (player2 != null)
numNonNull2++;
if (role2 != null)
numNonNull2++;
if (numNonNull2 != 1)
throw new IllegalArgumentException("Move(): With MoveSwapType and SwapPlayersType exactly one player2 or role2 parameter must be non-null.");
Moves moves = null;
switch (moveType)
{
case Swap:
moves = new SwapPlayers(player1, role1, player2, role2, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveSwapType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to swap two pieces.
*
* @param moveType The type of move.
* @param swapType The type of property to take.
* @param locA The first location [(lastFrom)].
* @param locB The second location [(lastTo)].
* @param then The moves applied after that move is applied.
*
* @example (move Swap Pieces (last To) (last From))
*/
public static Moves construct
(
final MoveSwapType moveType,
final SwapSitesType swapType,
@Opt final IntFunction locA,
@Opt final IntFunction locB,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Swap:
moves = new SwapPieces(locA, locB,then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveSwapType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to remove components.
*
* @param moveType The type of move.
* @param type The graph element type of the location [Cell (or
* Vertex if the main board uses this)].
* @param locationFunction The location to remove a piece.
* @param regionFunction The locations to remove a piece.
* @param level The level to remove a piece [top level].
* @param at When to perform the removal [immediately].
* @param count The number of pieces to remove [1].
* @param then The moves applied after that move is applied.
*
* @example (move Remove (last To))
*/
public static Moves construct
(
final MoveRemoveType moveType,
@Opt final SiteType type,
@Or final IntFunction locationFunction,
@Or final RegionFunction regionFunction,
@Opt @Name final IntFunction level,
@Opt @Name final WhenType at,
@Opt @Name final IntFunction count,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Remove:
moves = new Remove(type, locationFunction, regionFunction, level, at, count, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveRemoveType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding the trump suit of a card game.
*
* @param moveType The type of move.
* @param setType The type of property to set.
* @param suit The suit to choose.
* @param suits The possible suits to choose.
* @param then The moves applied after that move is applied.
*
* @example (move Set TrumpSuit (card Suit at:(handSite Shared)))
*
*/
public static Moves construct
(
final MoveSetType moveType,
final SetTrumpType setType,
@Or final IntFunction suit,
@Or final Difference suits,
@Opt final Then then
)
{
int numNonNull = 0;
if (suit != null)
numNonNull++;
if (suits != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException(
"Move(): With SetSuitType only one suit or suits parameter must be non-null.");
Moves moves = null;
switch (setType)
{
case TrumpSuit:
moves = new SetTrumpSuit(suit, suits, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A SetSuitType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding the next player.
*
* @param moveType The type of move.
* @param setType The type of property to set.
* @param who The data of the next player.
* @param nextPlayers The indices of the next players.
* @param then The moves applied after that move is applied.
*
* @example (move Set NextPlayer (player (mover)))
*
*/
public static Moves construct
(
final MoveSetType moveType,
final SetNextPlayerType setType,
@Or final Player who,
@Or final IntArrayFunction nextPlayers,
@Opt final Then then
)
{
int numNonNull = 0;
if (who != null)
numNonNull++;
if (nextPlayers != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException(
"Move(): With SetPlayerType only one who or nextPlayers parameter can be non-null.");
Moves moves = null;
switch (setType)
{
case NextPlayer:
moves = new SetNextPlayer(who, nextPlayers, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A SetPlayerType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to set the rotation.
*
* @param moveType The type of move.
* @param setType The type of property to set.
* @param to Description of the ``to'' location [(to (from))].
* @param directions The index of the possible new directions.
* @param direction The index of the possible new direction.
* @param previous True to allow movement to the left [True].
* @param next True to allow movement to the right [True].
* @param then The moves applied after that move is applied.
*
* @example (move Set Rotation)
*
* @example (move Set Rotation (to (last To)) next:False)
*/
public static Moves construct
(
final MoveSetType moveType,
final SetRotationType setType,
@Opt final game.util.moves.To to,
@Opt @Or final IntFunction[] directions,
@Opt @Or final IntFunction direction,
@Opt @Name final BooleanFunction previous,
@Opt @Name final BooleanFunction next,
@Opt final Then then
)
{
int numNonNull = 0;
if (directions != null)
numNonNull++;
if (direction != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException(
"Move(): With SetRotationType zero or one directions or direction parameter must be non-null.");
Moves moves = null;
switch (setType)
{
case Rotation:
moves = new SetRotation(to, directions, direction, previous, next, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A SetRotationType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to step.
*
* @param moveType The type of move.
* @param from Description of ``from'' location [(from)].
* @param directions The directions of the move [Adjacent].
* @param to Description of the ``to'' location.
* @param stack True if the move is applied to a stack [False].
* @param then Moves to apply after this one.
*
* @example (move Step (to if:(is Empty (to))) )
*
* @example (move Step Forward (to if:(is Empty (to))) )
*
* @example (move Step (directions {FR FL}) (to if:(or (is Empty (to)) (is
* Enemy (who at:(to)))) (apply (remove (to)))) )
*/
public static Moves construct
(
final MoveStepType moveType,
@Opt final game.util.moves.From from,
@Opt final game.util.directions.Direction directions,
final game.util.moves.To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Step:
moves = new Step(from, directions, to, stack, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveStepType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to slide.
*
* @param moveType The type of move.
* @param from Description of the ``from'' location [(from)].
* @param track The track on which to slide.
* @param directions The directions of the move [Adjacent].
* @param between Description of the location(s) between ``from'' and ``to''.
* @param to Description of the ``to'' location.
* @param stack True if the move is applied to a stack [False].
* @param then Moves to apply after this one.
*
* @example (move Slide)
*
* @example (move Slide Orthogonal)
*
* @example (move Slide "AllTracks" (between if:(or (= (between) (from)) (is In
* (between) (sites Empty)) ) ) (to if:(is Enemy (who at:(to))) (apply
* (remove (to))) ) (then (set Counter)) )
*
*/
public static Moves construct
(
final MoveSlideType moveType,
@Opt final game.util.moves.From from,
@Opt final String track,
@Opt final game.util.directions.Direction directions,
@Opt final game.util.moves.Between between,
@Opt final To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Slide:
moves = new Slide(from, track, directions, between, to, stack, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveSlideType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to shoot.
*
* @param moveType The type of move.
* @param what The data about the piece to shoot.
* @param from The ``from'' location [(lastTo)].
* @param dirn The direction to follow [Adjacent].
* @param between The location(s) between ``from'' and ``to''.
* @param to The condition on the ``to'' location to allow shooting [(to
* if:(in (to) (sites Empty)))].
* @param then The moves applied after that move is applied.
*
* @example (move Shoot (piece "Dot0"))
*
*/
public static Moves construct
(
final MoveShootType moveType,
final Piece what,
@Opt final From from,
@Opt final AbsoluteDirection dirn,
@Opt final game.util.moves.Between between,
@Opt final To to,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Shoot:
moves = new Shoot(what, from, dirn, between, to, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveShootType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to select sites.
*
* @param moveType The type of move.
* @param from Describes the ``from'' location to select [(from)].
* @param to Describes the ``to'' location to select.
* @param mover The mover of the move.
* @param then The moves applied after that move is applied.
*
* @example (move Select (from) (then (remove (last To))))
*
* @example (move Select (from (sites Occupied by:Mover) if:(!= (state at:(to))
* 0) ) (to (sites Occupied by:Next) if:(!= (state at:(to)) 0) ) (then
* (set State at:(last To) (% (+ (state at:(last From)) (state at:(last
* To))) 5) ) ) )
*
*/
public static Moves construct
(
final MoveSelectType moveType,
final From from,
@Opt final To to,
@Opt final RoleType mover,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Select:
moves = new Select(from, to, mover, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveSelectType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to vote or propose.
*
* @param moveType The type of move.
* @param message The message.
* @param messages The messages.
* @param then The moves applied after that move is applied.
*
* @example (move Propose "End")
*
* @example (move Vote "End")
*
*/
public static Moves construct
(
final MoveMessageType moveType,
@Or final String message,
@Or final String[] messages,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Propose:
moves = new Propose(message, messages, then);
break;
case Vote:
moves = new Vote(message, messages, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveProposeType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to promote.
*
* @param moveType The type of move.
* @param type The graph element type [default SiteType of the board].
* @param locationFn The location of the piece to promote [(to)].
* @param what The data about the promoted pieces.
* @param who Data of the owner of the promoted piece.
* @param role RoleType of the owner of the promoted piece.
* @param then The moves applied after that move is applied.
*
* @example (move Promote (last To) (piece {"Queen" "Knight" "Bishop" "Rook"})
* Mover)
*
*/
public static Moves construct
(
final MovePromoteType moveType,
@Opt final SiteType type,
@Opt final IntFunction locationFn,
final Piece what,
@Opt @Or final Player who,
@Opt @Or final RoleType role,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Promote:
moves = new Promote(type, locationFn, what, who, role, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MovePromotionType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to pass or play a card.
*
* @param moveType The type of move.
* @param then The moves applied after that move is applied.
*
* @example (move Pass)
*/
public static Moves construct
(
final MoveSimpleType moveType,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Pass:
moves = new Pass(then);
break;
case PlayCard:
moves = new PlayCard(then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveSimpleType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to leap.
*
* @param moveType The type of move.
* @param from The from location [(from)].
* @param walk The walk to follow.
* @param forward True if the move can only move forward according to the
* direction of the piece [False].
* @param rotations True if the move includes all the rotations of the walk
* [True].
* @param to The data about the location to move.
* @param then The moves applied after that move is applied.
*
* @example (move Leap { {F F R F} {F F L F} } (to if:(or (is Empty (to)) (is
* Enemy (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove
* (to) ) ) ) ) )
*
*/
public static Moves construct
(
final MoveLeapType moveType,
@Opt final game.util.moves.From from,
final StepType[][] walk,
@Opt @Name final BooleanFunction forward,
@Opt @Name final BooleanFunction rotations,
final To to,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Leap:
moves = new Leap(from, walk, forward, rotations, to, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveLeapType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to hop.
*
* @param moveType The type of move.
* @param from The data of the from location [(from)].
* @param directions The directions of the move [Adjacent].
* @param between The information about the locations between ``from'' and
* ``to'' [(between if:True)].
* @param to The condition on the location to move.
* @param stack True if the move has to be applied for stack [False].
* @param then The moves applied after that move is applied.
*
* @example (move Hop (between if:(is Enemy (who at:(between))) (apply (remove
* (between))) ) (to if:(is Empty (to))) )
*
* @example (move Hop Orthogonal (between if:(is Friend (who at:(between)))
* (apply (remove (between))) ) (to if:(is Empty (to))) )
*
*/
public static Moves construct
(
final MoveHopType moveType,
@Opt final game.util.moves.From from,
@Opt final game.util.directions.Direction directions,
@Opt final game.util.moves.Between between,
final To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Hop:
moves = new Hop(from, directions, between, to, stack, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveHopType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to move a piece.
*
* @param from The data of the ``from'' location [(from)].
* @param to The data of the ``to'' location.
* @param count The number of pieces to move.
* @param copy Whether to duplicate the piece rather than moving it [False].
* @param stack To move a complete stack [False].
* @param mover The mover of the move.
* @param then The moves applied after that move is applied.
*
* @example (move (from (last To)) (to (last From)))
*
* @example (move (from (handSite Mover)) (to (sites Empty)))
*
* @example (move (from (to)) (to (sites Empty)) count:(count at:(to)))
*
* @example (move (from (handSite Shared)) (to (sites Empty)) copy:True )
*
*/
public static Moves construct
(
final From from,
final To to,
@Opt @Name final IntFunction count,
@Opt @Name final BooleanFunction copy,
@Opt @Name final Boolean stack,
@Opt final RoleType mover,
@Opt final Then then
)
{
final Moves moves = new FromTo(from, to, count, copy, stack, mover, then);
moves.setDecision();
return moves;
}
/**
* For deciding to bet.
*
* @param moveType The type of move.
* @param who The data about the player to bet.
* @param role The RoleType of the player to bet.
* @param range The range of the bet.
* @param then The moves applied after that move is applied.
*
* @example (move Bet P1 (range 0 5))
*
*/
public static Moves construct
(
final MoveBetType moveType,
@Or final Player who,
@Or final RoleType role,
final RangeFunction range,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Bet:
moves = new Bet(who, role, range, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveBetType is not implemented.");
moves.setDecision();
return moves;
}
//-------------------------------------------------------------------------
/**
* For deciding to add a piece or claim a site.
*
* @param moveType The type of move.
* @param what The data about the components to add.
* @param to The data on the location to add.
* @param count The number of components to add [1].
* @param stack True if the move has to be applied on a stack [False].
* @param then The moves applied after that move is applied.
*
* @example (move Add (to (sites Empty)))
*
* @example (move Claim (to Cell (site)))
*/
public static Moves construct
(
final MoveSiteType moveType,
@Opt final Piece what,
final To to,
@Opt @Name final IntFunction count,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
Moves moves = null;
switch (moveType)
{
case Add:
moves = new Add(what, to, count, stack, then);
break;
case Claim:
moves = new Claim(what, to, then);
break;
default:
break;
}
// We should never reach that except if we forget some codes.
if (moves == null)
throw new IllegalArgumentException("Move(): A MoveAddType is not implemented.");
moves.setDecision();
return moves;
}
private Move()
{
super(null);
// Ensure that compiler does pick up default constructor
}
@Override
public Moves eval(final Context context)
{
// Should not be called, should only be called on subclasses
throw new UnsupportedOperationException("Move.eval(): Should never be called directly.");
}
//-------------------------------------------------------------------------
@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.
}
@Override
public boolean canMoveTo(Context context, int target)
{
// Should never be there
throw new UnsupportedOperationException("Move.canMoveTo(): Should never be called directly.");
}
//-------------------------------------------------------------------------
}
| 28,259 | 28.044193 | 144 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveBetType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to bet.
*/
public enum MoveBetType
{
/** Makes a bet move. */
Bet,
}
| 169 | 14.454545 | 59 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveFromToType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to move a piece from a site
* to another.
*/
public enum MoveFromToType
{
/** Makes a FromTo move. */
FromTo,
}
| 213 | 16.833333 | 79 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveHopType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a hop move.
*/
public enum MoveHopType
{
/** Makes a Hop move. */
Hop,
}
| 176 | 15.090909 | 66 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveLeapType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a leap move.
*/
public enum MoveLeapType
{
/** Makes a Leap move. */
Leap,
}
| 180 | 15.454545 | 67 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveMessageType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move relative to a message.
*/
public enum MoveMessageType
{
/** Makes a propose move. */
Propose,
/** Makes a vote move. */
Vote,
}
| 217 | 14.571429 | 60 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MovePromoteType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a promotion move.
*/
public enum MovePromoteType
{
/** Makes a promotion move. */
Promote,
}
| 196 | 16.909091 | 72 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveRemoveType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a remove move.
*/
public enum MoveRemoveType
{
/** Makes a remove move. */
Remove,
}
| 188 | 16.181818 | 69 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSelectType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a select move.
*/
public enum MoveSelectType
{
/** Makes a select move. */
Select,
}
| 188 | 16.181818 | 69 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSetType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a set move.
*/
public enum MoveSetType
{
/** Makes a set move. */
Set,
}
| 176 | 15.090909 | 66 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveShootType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a shoot move.
*/
public enum MoveShootType
{
/** Makes a shoot move. */
Shoot,
}
| 184 | 15.818182 | 68 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSimpleType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to move with no parameters except the subsequents.
*/
public enum MoveSimpleType
{
/** Makes a pass move. */
Pass,
/** Plays a card. */
PlayCard,
}
| 251 | 17 | 102 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSiteType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a single site.
*/
public enum MoveSiteType
{
/** Makes a add move. */
Add,
/** Makes a claim move. */
Claim,
}
| 217 | 14.571429 | 69 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSlideType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a slide move.
*/
public enum MoveSlideType
{
/** Makes a slide move. */
Slide,
}
| 184 | 15.818182 | 68 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveStepType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a step move.
*/
public enum MoveStepType
{
/** Makes a step move. */
Step,
}
| 180 | 15.454545 | 67 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/MoveSwapType.java | package game.rules.play.moves.decision;
/**
* Defines the types of decision move corresponding to a swap move.
*/
public enum MoveSwapType
{
/** To Swap two pieces or two players. */
Swap,
}
| 196 | 16.909091 | 67 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/decision/package-info.java | /**
* To specify that a move is a decision move.
*/
package game.rules.play.moves.decision;
| 94 | 18 | 45 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/NonDecision.java | package game.rules.play.moves.nonDecision;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Then;
import other.context.Context;
/**
* Defines moves that do not involve an immediate decision by the player.
*
* @author Eric.Piette and cambolbro
*
* @remarks Non-decision moves include move operators that might combine
* further decision moves.
*/
public abstract class NonDecision extends Moves
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The subsequents of the moves.
*/
public NonDecision(final Then then)
{
super(then);
}
//-------------------------------------------------------------------------
/**
* Trick ludeme into joining the grammar.
*/
@Override
public Moves eval(final Context context)
{
return null;
}
//-------------------------------------------------------------------------
}
| 981 | 21.837209 | 76 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Add.java | package game.rules.play.moves.nonDecision.effect;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.state.Mover;
import game.functions.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.equipment.Region;
import game.util.moves.Piece;
import game.util.moves.To;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.Action;
import other.action.move.ActionAdd;
import other.action.move.ActionInsert;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.container.ContainerState;
import other.trial.Trial;
/**
* Places one or more component(s) at a collection of sites or at one specific
* site.
*
* @author cambolbro and Eric.Piette
*
* @remarks The ``to'' location is not updated until the move is made.
*/
public final class Add extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which local state. */
private final IntFunction localState;
/** Which components. */
private IntFunction[] components;
/** Which region. */
private final RegionFunction region;
/** Which site. */
private final IntFunction site;
/** Which site. */
private final IntFunction level;
/** Which site. */
private final BooleanFunction test;
/** The number of pieces to add to each site. */
private final IntFunction countFn;
/** The condition to apply the side effect. */
private final BooleanFunction sideEffectCondition;
/** The side effect to apply. */
private final Moves sideEffect;
/** Which site. */
private final boolean onStack;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/** Action cache (indexed by mover first, component second, state+1 third, site fourth) */
private Move[][][][] actionCache = null;
/**
* Set to false if use of action cache is not allowed
* This being true causes the bug reported here (https://ludii.games/forums/showthread.php?tid=589)
*/
private boolean allowCacheUse = false;
//-------------------------------------------------------------------------
/**
* @param what The data about the components to add.
* @param to The data on the location to add.
* @param count The number of components to add [1].
* @param stack True if the move has to be applied on a stack [False].
* @param then The moves applied after that move is applied.
*
* @example (add (to (sites Empty)))
*
* @example (add (to Cell (sites Empty Cell)))
*
* @example (add (piece "Disc0") (to (last From)))
*
* @example (add (piece "Disc0") (to (sites Empty)) (then (attract)) )
*/
public Add
(
@Opt final Piece what,
final To to,
@Opt @Name final IntFunction count,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
super(then);
if (what != null && what.components() == null)
{
if (what.component() == null)
components = new IntFunction[] {new Mover()};
else
components = new IntFunction[]
{ what.component() };
}
else
{
components = (what == null) ? new IntFunction[]
{ new Mover() } : what.components();
}
localState = (what == null) ? null : (what.state() == null) ? null : what.state();
site = to.loc();
region = to.region();
test = to.cond();
onStack = (stack == null) ? false : stack.booleanValue();
type = to.type();
level = to.level();
sideEffectCondition = (to.effect() == null) ? null : to.effect().condition();
sideEffect = to.effect();
countFn = (count == null) ? new IntConstant(1) : count;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
// Return list of legal "to" moves
final BaseMoves moves = new BaseMoves(super.then());
final int origFrom = context.from();
final int origTo = context.to();
final int mover = context.state().mover();
final int count = countFn.eval(context);
if (count < 1)
return moves;
for (final IntFunction componentFn : components)
{
final int componentId = componentFn.eval(context);
if (componentId == Constants.UNDEFINED)
continue;
// We check if we try to add a large piece.
final Component component = context.components()[componentId];
if (component != null && component.isLargePiece())
{
final Moves movesLargePiece = evalLargePiece(context, component);
moves.moves().addAll(movesLargePiece.moves());
continue;
}
if (site != null)
{
// TODO we're not making use of cache inside this block?
final int siteEval = site.eval(context);
context.setTo(siteEval);
if (test == null || test.eval(context))
{
Move move;
final int state = (localState == null) ? Constants.UNDEFINED : localState.eval(context);
final Action actionToAdd = (level == null)
? new ActionAdd(type, siteEval, componentId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED,
null)
: new ActionInsert(type, siteEval, level.eval(context), componentId, state);
final int cid = siteEval >= context.containerId().length ? 0 : context.containerId()[siteEval];
final ContainerState cs = context.containerState(cid);
if(context.game().isStacking())
actionToAdd.setLevelTo(cs.sizeStack(siteEval, type));
if (isDecision())
actionToAdd.setDecision(true);
move = new Move(actionToAdd);
int remainingCount = count - 1;
while (remainingCount > 0)
{
final Action actionToAddAgain = (level == null)
? new ActionAdd(type, siteEval, componentId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED, null)
: new ActionInsert(type, siteEval, level.eval(context), componentId, state);
move.actions().add(actionToAddAgain);
remainingCount--;
}
if (sideEffect != null && (sideEffectCondition == null
|| (sideEffectCondition != null && (sideEffectCondition.eval(context)))))
{
context.setFrom(siteEval);
context.setTo(siteEval);
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
}
if (type.equals(SiteType.Edge))
{
move.setFromNonDecision(siteEval);
move.setToNonDecision(siteEval);
move.setEdgeMove(siteEval);
move.setOrientedMove(false);
}
else
{
move.setFromNonDecision(siteEval);
move.setToNonDecision(siteEval);
}
moves.moves().add(move);
context.setFrom(origFrom);
context.setTo(origTo);
for (int j = 0; j < moves.moves().size(); j++)
{
final Move m = moves.moves().get(j);
m.setMover(mover);
if (then() != null)
m.then().add(then().moves());
}
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
}
final Move[][] compActionCache = actionCache[mover][componentId];
if (region == null)
return moves;
final Region sites = region.eval(context);
for (int toSite = sites.bitSet().nextSetBit(0); toSite >= 0; toSite = sites.bitSet().nextSetBit(toSite + 1))
{
Move move;
context.setTo(toSite);
if (test == null || test.eval(context))
{
final int state = (localState == null) ? -1 : localState.eval(context);
if (compActionCache[state + 1][toSite] == null)
{
final Action actionToAdd = (level == null)
? new ActionAdd(type, toSite, componentId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED, null)
: new ActionInsert(type, toSite, level.eval(context), componentId, state);
final int cid = toSite >= context.containerId().length ? 0 : context.containerId()[toSite];
final ContainerState cs = context.containerState(cid);
if(context.game().isStacking())
actionToAdd.setLevelTo(cs.sizeStack(toSite, type));
actionToAdd.setDecision(isDecision());
move = new Move(actionToAdd);
int remainingCount = count - 1;
while (remainingCount > 0)
{
final Action actionToAddAgain = (level == null)
? new ActionAdd(type, toSite, componentId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED, null)
: new ActionInsert(type, toSite, level.eval(context), componentId, state);
move.actions().add(actionToAddAgain);
remainingCount--;
}
if (sideEffect != null && (sideEffectCondition == null
|| (sideEffectCondition != null && (sideEffectCondition.eval(context)))))
{
context.setFrom(toSite);
context.setTo(toSite);
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
}
if (type.equals(SiteType.Edge))
{
move.setFromNonDecision(toSite);
move.setToNonDecision(toSite);
move.setEdgeMove(toSite);
move.setOrientedMove(false);
}
else
{
move.setFromNonDecision(toSite);
move.setToNonDecision(toSite);
}
if (then() != null)
move.then().add(then().moves());
move.setMover(mover);
if (allowCacheUse)
compActionCache[state+1][toSite] = move;
}
else
{
move = compActionCache[state+1][toSite];
}
moves.moves().add(move);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
private Moves evalLargePiece(final Context context, final Component largePiece)
{
final BaseMoves moves = new BaseMoves(super.then());
final int largePieceId = largePiece.index();
final int nbPossibleStates = largePiece.walk().length * 4;
final int localStateToAdd = (localState == null) ? Constants.UNDEFINED : localState.eval(context);
final int mover = context.state().mover();
if (site != null)
{
final int siteEval = site.eval(context);
final ContainerState cs = context.containerState(context.containerId()[siteEval]);
for (int state = 0; state < nbPossibleStates; state++)
{
if (localStateToAdd != Constants.UNDEFINED && localStateToAdd != state)
continue;
final TIntArrayList locsLargePiece = largePiece.locs(context, siteEval, state, context.topology());
if (locsLargePiece == null || locsLargePiece.size() <= 0)
continue;
boolean valid = true;
for (int i = 0; i < locsLargePiece.size(); i++)
{
final int siteToCheck = locsLargePiece.get(i);
if (!cs.isEmpty(siteToCheck, type))
{
valid = false;
break;
}
}
if (valid)
{
final Action actionAdd = new ActionAdd(type, siteEval, largePieceId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED,
null);
actionAdd.setDecision(isDecision());
final Move move = new Move(actionAdd);
move.setFromNonDecision(siteEval);
move.setToNonDecision(siteEval);
move.setMover(mover);
move.setStateNonDecision(state);
moves.moves().add(move);
}
}
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
final Region sites = region.eval(context);
for (int toSite = sites.bitSet().nextSetBit(0); toSite >= 0; toSite = sites.bitSet().nextSetBit(toSite + 1))
{
final ContainerState cs = context.containerState(context.containerId()[toSite]);
for (int state = 0; state < nbPossibleStates; state++)
{
if (localStateToAdd != Constants.UNDEFINED && localStateToAdd != state)
continue;
final TIntArrayList locsLargePiece = largePiece.locs(context, toSite, state, context.topology());
if (locsLargePiece == null || locsLargePiece.size() <= 0)
continue;
boolean valid = true;
for (int i = 0; i < locsLargePiece.size(); i++)
{
final int siteToCheck = locsLargePiece.get(i);
if (!cs.isEmpty(siteToCheck, type))
{
valid = false;
break;
}
}
if (valid)
{
final Action actionAdd = new ActionAdd(type, toSite, largePieceId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED, null);
actionAdd.setDecision(isDecision());
final Move move = new Move(actionAdd);
move.setFromNonDecision(toSite);
move.setToNonDecision(toSite);
move.setMover(mover);
move.setStateNonDecision(state);
moves.moves().add(move);
}
}
}
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
if (onStack)
gameFlags |= GameType.Stacking;
else
if (!(countFn instanceof IntConstant) || ((countFn instanceof IntConstant)
&& ((IntConstant) countFn).eval(new Context(game, new Trial(game))) != 1))
gameFlags |= GameType.Count;
gameFlags |= SiteType.gameFlags(type);
if (region != null)
gameFlags |= region.gameFlags(game);
if (countFn != null)
gameFlags |= countFn.gameFlags(game);
if (test != null)
gameFlags |= test.gameFlags(game);
for (final IntFunction comp : components)
gameFlags |= comp.gameFlags(game);
if (site != null)
gameFlags |= site.gameFlags(game);
if (localState != null)
gameFlags |= GameType.SiteState;
if (level != null)
{
gameFlags |= level.gameFlags(game);
gameFlags |= GameType.Stacking;
}
if (sideEffect != null)
gameFlags |= sideEffect.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
if (isDecision())
concepts.set(Concept.AddDecision.id(), true);
else
concepts.set(Concept.AddEffect.id(), true);
if (region != null)
concepts.or(region.concepts(game));
if (test != null)
concepts.or(test.concepts(game));
for (final IntFunction comp : components)
concepts.or(comp.concepts(game));
if (countFn != null)
concepts.or(countFn.concepts(game));
if (site != null)
concepts.or(site.concepts(game));
if (level != null)
concepts.or(level.concepts(game));
if (sideEffect != null)
concepts.or(sideEffect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (region != null)
writeEvalContext.or(region.writesEvalContextRecursive());
if (test != null)
writeEvalContext.or(test.writesEvalContextRecursive());
for (final IntFunction comp : components)
writeEvalContext.or(comp.writesEvalContextRecursive());
if (countFn != null)
writeEvalContext.or(countFn.writesEvalContextRecursive());
if (site != null)
writeEvalContext.or(site.writesEvalContextRecursive());
if (level != null)
writeEvalContext.or(level.writesEvalContextRecursive());
if (sideEffect != null)
writeEvalContext.or(sideEffect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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 (region != null)
readEvalContext.or(region.readsEvalContextRecursive());
if (test != null)
readEvalContext.or(test.readsEvalContextRecursive());
for (final IntFunction comp : components)
readEvalContext.or(comp.readsEvalContextRecursive());
if (countFn != null)
readEvalContext.or(countFn.readsEvalContextRecursive());
if (site != null)
readEvalContext.or(site.readsEvalContextRecursive());
if (level != null)
readEvalContext.or(level.readsEvalContextRecursive());
if (sideEffect != null)
readEvalContext.or(sideEffect.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (region != null)
missingRequirement |= region.missingRequirement(game);
if (test != null)
missingRequirement |= test.missingRequirement(game);
for (final IntFunction comp : components)
missingRequirement |= comp.missingRequirement(game);
if (countFn != null)
missingRequirement |= countFn.missingRequirement(game);
if (site != null)
missingRequirement |= site.missingRequirement(game);
if (level != null)
missingRequirement |= level.missingRequirement(game);
if (sideEffect != null)
missingRequirement |= sideEffect.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (region != null)
willCrash |= region.willCrash(game);
if (test != null)
willCrash |= test.willCrash(game);
for (final IntFunction comp : components)
willCrash |= comp.willCrash(game);
if (site != null)
willCrash |= site.willCrash(game);
if (level != null)
willCrash |= level.willCrash(game);
if (countFn != null)
willCrash |= countFn.willCrash(game);
if (sideEffect != null)
willCrash |= sideEffect.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
// We check if each player has a piece if the piece of the mover has to be added.
boolean moverPieceAdded = false;
for(final IntFunction compFn : components)
if(compFn instanceof Mover)
{
moverPieceAdded =true;
break;
}
boolean componentOwnedByEachPlayer = true;
if(moverPieceAdded)
{
for(int pid = 1; pid < game.players().size();pid++)
{
boolean foundPiece = false;
for(int compId = 1; compId < game.equipment().components().length; compId++)
{
final Component component = game.equipment().components()[compId];
if(component.owner() == pid)
{
foundPiece = true;
break;
}
}
if(!foundPiece)
componentOwnedByEachPlayer = false;
}
}
if(moverPieceAdded && !componentOwnedByEachPlayer)
{
game.addCrashToReport("The ludeme (move Add ...) or (add ...) is used to add the piece of the mover but a player has no piece.");
willCrash = true;
}
return willCrash;
}
@Override
public boolean isStatic()
{
for (final IntFunction comp : components)
if (!comp.isStatic())
return false;
if (region != null && !region.isStatic())
return false;
if (test != null && !test.isStatic())
return false;
if (test != null && !test.isStatic())
return false;
if (localState != null && !localState.isStatic())
return false;
if (site != null && !site.isStatic())
return false;
if (level != null && !level.isStatic())
return false;
if (sideEffect != null && !sideEffect.isStatic())
return false;
if (countFn != null && !countFn.isStatic())
return false;
return true;
}
@Override
public void preprocess(final Game game)
{
if (type == null)
type = game.board().defaultSite();
super.preprocess(game);
if (countFn != null)
countFn.preprocess(game);
if (region != null)
region.preprocess(game);
if (test != null)
test.preprocess(game);
if (localState != null)
localState.preprocess(game);
for (final IntFunction comp : components)
comp.preprocess(game);
if (site != null)
site.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
final int maxNumStates;
if (game.requiresLocalState())
maxNumStates = game.maximalLocalStates();
else
maxNumStates = 0;
if (game.isStacking())
{
// No cache allowed in stacking games
allowCacheUse = false;
}
// Generate action cache
if (type.equals(SiteType.Cell))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.numComponents() + 1]
[maxNumStates + 2]
[game.equipment().totalDefaultSites()];
}
}
else if (type.equals(SiteType.Edge))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.numComponents() + 1]
[maxNumStates + 2]
[game.board().topology().edges().size()];
}
}
else if (type.equals(SiteType.Vertex))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.numComponents() + 1]
[maxNumStates + 2]
[game.board().topology().vertices().size()];
}
}
}
//-------------------------------------------------------------------------
/**
* @return Components which can be placed
*/
public IntFunction[] components()
{
return components;
}
/**
* @return The RegionFunction that tells us where we're allowed to move to
*/
public RegionFunction region()
{
return region;
}
/**
* @return Site we're allowed to move to
*/
public IntFunction site()
{
return site;
}
/**
* @return Function telling us which moves are legal
*/
public BooleanFunction legal()
{
return test;
}
/**
* @return On stack?
*/
public boolean onStack()
{
return onStack;
}
/**
* @return Variable type
*/
public SiteType type()
{
return type;
}
/**
* Disables use of the action cache
*/
public void disableActionCache()
{
allowCacheUse = false;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
if (components.length == 1)
{
return
"[Add: " +
components[0] + ", " +
region + ", " +
site + ", " +
then() +
"]";
}
else
{
return
"[Add: " +
Arrays.toString(components) + ", " +
region + ", " +
site + ", " +
then() +
"]";
}
}
@Override
public String toEnglish(final Game game)
{
String englishString = "";
if(components != null && region != null)
{
String textCopm = "";
String textRegion = "any site";
for (final IntFunction comp : components)
if (comp instanceof Mover == false)
textCopm+=comp.toEnglish(game);
if(region.toEnglish(game).startsWith("empty "))
textRegion = "an " + region.toEnglish(game);
else
textRegion = region.toEnglish(game);
if(textCopm.equals(""))
englishString = "Add one of your pieces to " + textRegion;
else
englishString = "Add " + textCopm + " to " + textRegion;
}
else if(components != null && region == null)
{
String textCopm="";
for (final IntFunction comp : components)
textCopm+=comp.toEnglish(game);
englishString = "add " + textCopm;
}
else if(components == null && region != null)
{
if(region.toEnglish(game).startsWith("empty "))
englishString = "Add one of your pieces to an " + region.toEnglish(game);
else
englishString = "Add one of your pieces to " + region.toEnglish(game);
}
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return englishString + thenString;
}
}
| 24,797 | 24.670807 | 132 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Apply.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Name;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.NonDecision;
import other.context.Context;
/**
* Returns the effect to apply only if the condition is satisfied.
*
* @author Eric.Piette
*/
public final class Apply extends Moves
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which condition. */
final BooleanFunction cond;
/** If the condition is true. */
final NonDecision effect;
//-------------------------------------------------------------------------
/**
* For checking a condition before to apply the default effect.
*
* @param If The condition to satisfy to get the effect moves.
*
* @example (apply if:(is Mover P1))
*/
public Apply
(
@Name final BooleanFunction If
)
{
super(null);
cond = If;
effect = null;
}
/**
* For applying an effect.
*
* @param effect The moves to apply to make the effect.
*
* @example (apply (moveAgain))
*/
public Apply
(
final NonDecision effect
)
{
super(null);
cond = null;
this.effect = effect;
}
/**
* For applying an effect if a condition is verified.
*
* @param If The condition to satisfy to get the effect moves.
* @param effect The moves to apply to make the effect.
*
* @example (apply if:(is Mover P1) (moveAgain))
*/
public Apply
(
@Name final BooleanFunction If,
final NonDecision effect
)
{
super(null);
cond = If;
this.effect = effect;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
if (cond == null || cond.eval(context))
return effect.eval(context);
return new BaseMoves(super.then());
}
//-------------------------------------------------------------------------
@Override
public boolean canMove(final Context context)
{
if (cond == null || cond.eval(context))
return effect.canMove(context);
return false;
}
@Override
public boolean canMoveTo(final Context context, final int target)
{
if (cond == null || cond.eval(context))
return effect.canMoveTo(context, target);
else
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long flags = super.gameFlags(game);
if (cond != null)
flags |= cond.gameFlags(game);
if (effect != null)
flags |= effect.gameFlags(game);
return flags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (cond != null)
concepts.or(cond.concepts(game));
if (effect != null)
concepts.or(effect.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (cond != null)
writeEvalContext.or(cond.writesEvalContextRecursive());
if (effect != null)
writeEvalContext.or(effect.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (cond != null)
readEvalContext.or(cond.readsEvalContextRecursive());
if (effect != null)
readEvalContext.or(effect.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (cond != null)
missingRequirement |= cond.missingRequirement(game);
if (effect != null)
missingRequirement |= effect.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (cond != null)
willCrash |= cond.willCrash(game);
if (effect != null)
willCrash |= effect.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
if (cond != null && !cond.isStatic())
return false;
if (effect != null && !effect.isStatic())
return false;
return true;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
if (cond != null)
cond.preprocess(game);
if (effect != null)
effect.preprocess(game);
}
/**
* @return The condition.
*/
public BooleanFunction condition()
{
return cond;
}
/**
* @return The effect.
*/
public Moves effect()
{
return effect;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String text="";
if(cond != null)
text += cond.toEnglish(game) + ", ";
text += effect.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return text + thenString;
}
}
| 5,263 | 19.091603 | 76 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Attract.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.directions.Directions;
import game.functions.ints.IntFunction;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.Action;
import other.action.BaseAction;
import other.action.move.ActionAdd;
import other.action.move.remove.ActionRemove;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to attract all the pieces as close as possible to a site.
*
* @author Eric.Piette
*/
public final class Attract extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final Directions dirnChoice;
/** Add on Cell/Edge/Vertex. */
protected SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The data of the from location [(from (last To))].
* @param dirn The specific direction [Adjacent].
* @param then The moves applied after that move is applied.
*
* @example (attract (from (last To)) Diagonal)
*/
public Attract
(
@Opt final game.util.moves.From from,
@Opt final AbsoluteDirection dirn,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
dirnChoice = (dirn == null) ? new Directions(AbsoluteDirection.Adjacent, null) : new Directions(dirn, null);
type = (from == null) ? null : from.type();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
if (from == Constants.OFF)
return moves;
final Topology graph = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
// Get piece at 'from'
final ContainerState containerState = context.state().containerStates()[0];
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV,
null, null, null,
context);
for (final AbsoluteDirection direction : directions)
{
final List<Radial> radialList = graph.trajectories().radials(type, fromV.index(), direction);
for (final Radial radial : radialList)
{
final TIntArrayList piecesInThisDirection = new TIntArrayList();
for (int toIdx = 1; toIdx < radial.steps().length; toIdx++)
{
final int to = radial.steps()[toIdx].id();
final int what = containerState.what(to, realType);
if (what != 0)
{
piecesInThisDirection.add(what);
final BaseAction removeAction = ActionRemove.construct(context.board().defaultSite(), to, Constants.UNDEFINED, true);
final Move move = new Move(removeAction);
moves.moves().add(move);
}
}
for (int toIdx = 1; toIdx <= piecesInThisDirection.size(); toIdx++)
{
final int to = radial.steps()[toIdx].id();
final int what = piecesInThisDirection.getQuick(toIdx - 1);
final Action actionAdd = new ActionAdd(type, to, what, 1, Constants.UNDEFINED, Constants.UNDEFINED,
Constants.UNDEFINED,
null);
final Move move = new Move(actionAdd);
moves.moves().add(move);
}
}
}
// for (final Move m : moves.moves())
// m.setMover(context.state().mover());
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | startLocationFn.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
if (dirnChoice != null)
writeEvalContext.or(dirnChoice.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
if (dirnChoice != null)
readEvalContext.or(dirnChoice.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
startLocationFn.preprocess(game);
type = SiteType.use(type, game);
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "attracts all pieces towards " + type.name() + " " + startLocationFn.toEnglish(game) + thenString;
}
}
| 7,027 | 27.112 | 123 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Bet.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.functions.ints.IntFunction;
import game.functions.range.RangeFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.play.ModeType;
import game.types.play.RoleType;
import game.types.state.GameType;
import game.util.moves.Player;
import main.Constants;
import other.action.state.ActionBet;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Is used to bet an amount.
*
* @author Eric.Piette
*/
public final class Bet extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The player making the bet. */
private final IntFunction playerFn;
/** The role making the bet to check in the required warning. */
private final RoleType role;
/** The range of the bet. */
private final RangeFunction range;
/**
* @param who The data about the player to bet.
* @param role The roleType of the player to bet.
* @param range The range of the bet.
* @param then The moves applied after that move is applied.
*
* @example (bet P1 (range 0 5))
*/
public Bet
(
@Or final Player who,
@Or final RoleType role,
final RangeFunction range,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (who != null)
numNonNull++;
if (role != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException(
"Piece(): One who or role parameter must be non-null.");
this.range = range;
playerFn = (role != null) ? RoleType.toIntFunction(role) : who.index();
this.role = role;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int player = playerFn.eval(context);
final int min = range.minFn().eval(context);
final int max = range.maxFn().eval(context);
for (int i = min; i <= max; i++)
{
final ActionBet actionBet = new ActionBet(player, i);
if (isDecision())
actionBet.setDecision(true);
final Move move = new Move(actionBet);
move.setDecision(true);
move.setFromNonDecision(Constants.OFF);
move.setToNonDecision(Constants.OFF);
if (context.game().mode().mode() == ModeType.Simultaneous)
move.setMover(player);
else
move.setMover(context.state().mover());
moves.moves().add(move);
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | range.gameFlags(game) | playerFn.gameFlags(game) | GameType.Bet;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(range.concepts(game));
concepts.or(playerFn.concepts(game));
if (isDecision())
concepts.set(Concept.BetDecision.id(), true);
else
concepts.set(Concept.BetEffect.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(range.writesEvalContextRecursive());
writeEvalContext.or(playerFn.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(range.readsEvalContextRecursive());
readEvalContext.or(playerFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
// We check if the role is correct.
if (role != null)
{
final int indexOwnerPhase = role.owner();
if ((indexOwnerPhase < 1 && !role.equals(RoleType.Mover) && !role.equals(RoleType.Prev)
&& !role.equals(RoleType.Next)
&& !role.equals(RoleType.All)) || indexOwnerPhase > game.players().count())
{
game.addRequirementToReport(
"The ludeme (bet ...) or (move Bet ...) is used with a wrong RoleType: " + role + ".");
missingRequirement = true;
}
}
missingRequirement |= super.missingRequirement(game);
missingRequirement |= range.missingRequirement(game);
missingRequirement |= playerFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= range.willCrash(game);
willCrash |= playerFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
range.preprocess(game);
playerFn.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return playerFn.toEnglish(game) + " makes a bet between " + range.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 6,343 | 24.893878 | 107 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Claim.java | package game.rules.play.moves.nonDecision.effect;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.IntFunction;
import game.functions.ints.state.Mover;
import game.functions.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.util.equipment.Region;
import game.util.moves.Piece;
import game.util.moves.To;
import main.Constants;
import other.action.Action;
import other.action.move.ActionAdd;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
/**
* Claims a site by adding a piece of the specified colour there.
*
* @author Eric.Piette and cambolbro
*
* @remarks This ludeme is used for graph games.
*/
public final class Claim extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which local state. */
private final IntFunction localState;
/** Which components. */
private IntFunction[] components;
/** Which region. */
private final RegionFunction region;
/** Which site. */
private final IntFunction site;
/** Which site. */
private final BooleanFunction test;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/** Action cache (indexed by move first, component second, state+1 third, site fourth) */
private Move[][][][] actionCache = null;
/** Set to false if use of action cache is not allowed */
private boolean allowCacheUse = false;
//-------------------------------------------------------------------------
/**
* @param what The data about the components to claim.
* @param to The data on the location to claim.
* @param then The moves applied after that move is applied.
*
* @example (claim (to Cell (site)) (then (and (addScore Mover 1) (moveAgain))))
*/
public Claim
(
@Opt final Piece what,
final To to,
@Opt final Then then
)
{
super(then);
if (what != null && what.components() == null)
{
if (what.component() == null)
components = new IntFunction[] {new Mover()};
else
components = new IntFunction[]
{ what.component() };
}
else
{
components = (what == null) ? new IntFunction[]
{ new Mover() } : what.components();
}
localState = (what == null) ? null : (what.state() == null) ? null : what.state();
site = to.loc();
region = to.region();
test = to.cond();
type = to.type();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
// Return list of legal "to" moves
final BaseMoves moves = new BaseMoves(super.then());
final int origFrom = context.from();
final int origTo = context.to();
final int mover = context.state().mover();
for (final IntFunction compomentFn : components)
{
final int componentId = compomentFn.eval(context);
if (site != null)
{
// TODO we're not making use of cache inside this block?
final int siteEval = site.eval(context);
context.setTo(siteEval);
if (test == null || test.eval(context))
{
final Move action;
final int state = (localState == null) ? -1 : localState.eval(context);
final Action actionAdd = new ActionAdd(type, siteEval, componentId, 1, state, Constants.UNDEFINED,
Constants.UNDEFINED,
null);
if (isDecision())
actionAdd.setDecision(true);
action = new Move(actionAdd);
if (type.equals(SiteType.Edge))
{
action.setFromNonDecision(siteEval);
action.setToNonDecision(siteEval);
action.setEdgeMove(siteEval);
action.setOrientedMove(false);
}
else
{
action.setFromNonDecision(siteEval);
action.setToNonDecision(siteEval);
}
if (then() != null)
{
// action.consequents().add(consequents().moves());
final int fromOrigCsq = context.from();
final int toOrigCsq = context.to();
context.setFrom(action.fromNonDecision());
context.setTo(action.toNonDecision());
final Moves m = then().moves().eval(context);
context.setFrom(fromOrigCsq);
context.setTo(toOrigCsq);
for (final Move mCsq : m.moves())
{
for (final Action a : mCsq.actions())
{
action.actions().add(a);
}
}
}
moves.moves().add(action);
// for (final Move m : moves.moves())
// {
// System.out.println(m);
// if (m.consequents() != null)
// System.out.println("csq: " + m.consequents());
// }
context.setFrom(origFrom);
context.setTo(origTo);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
}
final Move[][] compActionCache = actionCache[mover][componentId];
final Region sites = region.eval(context);
for (int toSite = sites.bitSet().nextSetBit(0); toSite >= 0; toSite = sites.bitSet().nextSetBit(toSite + 1))
{
final Move action;
context.setTo(toSite);
if (test == null || test.eval(context))
{
final int state = (localState == null) ? -1 : localState.eval(context);
if (compActionCache[state+1][toSite] == null)
{
final Action actionAdd = new ActionAdd(type, toSite, componentId, 1, state,
Constants.UNDEFINED, Constants.UNDEFINED,
null);
if (isDecision())
actionAdd.setDecision(true);
action = new Move(actionAdd);
if (type.equals(SiteType.Edge))
{
action.setFromNonDecision(toSite);
action.setToNonDecision(toSite);
action.setEdgeMove(toSite);
action.setOrientedMove(false);
}
else
{
action.setFromNonDecision(toSite);
action.setToNonDecision(toSite);
}
if (then() != null)
action.then().add(then().moves());
action.setMover(mover);
if (allowCacheUse)
compActionCache[state+1][toSite] = action;
}
else
{
action = compActionCache[state+1][toSite];
// action.consequents().clear();
}
moves.moves().add(action);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
// System.out.println("MOVES ARE");
// for (final Move m : moves.moves())
// System.out.println(m);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (region != null)
gameFlags |= region.gameFlags(game);
if (test != null)
gameFlags |= test.gameFlags(game);
for (final IntFunction comp : components)
gameFlags |= comp.gameFlags(game);
if (site != null)
gameFlags |= site.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
if (region != null)
concepts.or(region.concepts(game));
if (test != null)
concepts.or(test.concepts(game));
for (final IntFunction comp : components)
concepts.or(comp.concepts(game));
if (site != null)
concepts.or(site.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (region != null)
writeEvalContext.or(region.writesEvalContextRecursive());
if (test != null)
writeEvalContext.or(test.writesEvalContextRecursive());
for (final IntFunction comp : components)
writeEvalContext.or(comp.writesEvalContextRecursive());
if (site != null)
writeEvalContext.or(site.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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 (region != null)
readEvalContext.or(region.readsEvalContextRecursive());
if (test != null)
readEvalContext.or(test.readsEvalContextRecursive());
for (final IntFunction comp : components)
readEvalContext.or(comp.readsEvalContextRecursive());
if (site != null)
readEvalContext.or(site.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (region != null)
missingRequirement |= region.missingRequirement(game);
if (test != null)
missingRequirement |= test.missingRequirement(game);
for (final IntFunction comp : components)
missingRequirement |= comp.missingRequirement(game);
if (site != null)
missingRequirement |= site.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (region != null)
willCrash |= region.willCrash(game);
if (test != null)
willCrash |= test.willCrash(game);
for (final IntFunction comp : components)
willCrash |= comp.willCrash(game);
if (site != null)
willCrash |= site.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
for (final IntFunction comp : components)
if (!comp.isStatic())
return false;
if (region != null && !region.isStatic())
return false;
if (test != null && !test.isStatic())
return false;
if (test != null && !test.isStatic())
return false;
if (localState != null && !localState.isStatic())
return false;
if (site != null && !site.isStatic())
return false;
return true;
}
@Override
public void preprocess(final Game game)
{
if (type == null)
type = game.board().defaultSite();
super.preprocess(game);
if (region != null)
region.preprocess(game);
if (test != null)
test.preprocess(game);
if (localState != null)
localState.preprocess(game);
for (final IntFunction comp : components)
comp.preprocess(game);
if (site != null)
site.preprocess(game);
final int maxNumStates;
if (game.requiresLocalState())
maxNumStates = game.maximalLocalStates();
else
maxNumStates = 0;
// generate action cache
if (type.equals(SiteType.Cell))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.numComponents() + 1]
[maxNumStates + 2]
[game.equipment().totalDefaultSites()];
}
}
else if (type.equals(SiteType.Edge))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.players().count() + 1]
[maxNumStates + 2]
[game.board().topology().edges().size()];
}
}
else if (type.equals(SiteType.Vertex))
{
actionCache = new Move[game.players().count() + 1][][][];
for (int p = 1; p < actionCache.length; ++p)
{
actionCache[p] = new Move
[game.numComponents() + 1]
[maxNumStates + 2]
[game.board().topology().vertices().size()];
}
}
}
//-------------------------------------------------------------------------
/**
* @return Components which can be placed
*/
public IntFunction[] components()
{
return components;
}
/**
* @return The RegionFunction that tells us where we're allowed to move to
*/
public RegionFunction region()
{
return region;
}
/**
* @return Site we're allowed to move to
*/
public IntFunction site()
{
return site;
}
/**
* @return Function telling us which moves are legal
*/
public BooleanFunction legal()
{
return test;
}
/**
* @return Variable type
*/
public SiteType type()
{
return type;
}
/**
* Disables use of the action cache
*/
public void disableActionCache()
{
allowCacheUse = false;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
if (components.length == 1)
{
return
"[Colour: " +
components[0] + ", " +
region + ", " +
site + ", " +
then() +
"]";
}
else
{
return
"[Colour: " +
Arrays.toString(components) + ", " +
region + ", " +
site + ", " +
then() +
"]";
}
}
@Override
public String toEnglish(final Game game)
{
String englishString = "";
if (region != null)
englishString = "claim the region " + region.toEnglish(game);
else
englishString = "claim the site " + site.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return englishString + thenString;
}
}
| 13,968 | 22.596284 | 111 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Custodial.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.player.IsEnemy;
import game.functions.booleans.is.player.IsFriend;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.Between;
import game.functions.ints.iterator.To;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.StringRoutines;
import main.collections.FastTIntArrayList;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to apply an effect to all the sites flanked between two sites.
*
* @author mrraow and cambolbro and Eric.Piette
*
* @remarks Used for example in all the Tafl games.
*/
public final class Custodial extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final AbsoluteDirection dirnChoice;
/** Limit to flank. */
private final IntFunction limit;
/** The piece to flank. */
private final BooleanFunction targetRule;
/** The rule to detect the friend to flank. */
private final BooleanFunction friendRule;
/** The effect to apply on the pieces flanked. */
private final Moves targetEffect;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The data about the sites used as an origin to flank [(from
* (last To))].
* @param dirnChoice The direction to compute the flanking [Adjacent].
* @param between The condition and effect on the pieces flanked [(between
* if:(is Enemy (between)) (apply (remove (between))))].
* @param to The condition on the pieces surrounding [(to if:(is Friend
* (to)))].
* @param then The moves applied after that move is applied.
*
* @example (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy
* (who at:(between))) (apply (remove (between))) ) (to if:(is Friend
* (who at:(to)))) )
*/
public Custodial
(
@Opt final game.util.moves.From from,
@Opt final AbsoluteDirection dirnChoice,
@Opt final game.util.moves.Between between,
@Opt final game.util.moves.To to,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
type = (from == null) ? null : from.type();
limit = (between == null || between.range() == null) ? new IntConstant(Constants.MAX_DISTANCE)
: between.range().maxFn();
this.dirnChoice = (dirnChoice == null) ? AbsoluteDirection.Adjacent : dirnChoice;
targetRule = (between == null || between.condition() == null)
? new IsEnemy(Between.instance(), null)
: between.condition();
friendRule = (to == null || to.cond() == null)
? new IsFriend(To.instance(), null)
: to.cond();
targetEffect = (between == null || between.effect() == null)
? new Remove(null, Between.instance(), null, null, null, null, null)
: between.effect();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int fromOrig = context.from();
final int toOrig = context.to();
final int betweenOrig = context.between();
final Topology graph = context.topology();
if (from == Constants.UNDEFINED)
return new BaseMoves(null);
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
final List<Radial> radialList = graph.trajectories().radials(type, fromV.index(), dirnChoice);
final int maxPathLength = limit.eval(context);
if (maxPathLength == 1)
shortSandwich(context, moves, fromV, radialList);
else
longSandwich(context, moves, fromV, radialList, maxPathLength);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
context.setBetween(betweenOrig);
context.setTo(toOrig);
context.setFrom(fromOrig);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
/**
* To compute a short flank (= 1).
*
* @param context
* @param moves
* @param fromV
* @param directionIndices
*/
private void shortSandwich
(
final Context context,
final Moves moves,
final TopologyElement fromV,
final List<Radial> radials
)
{
for (final Radial radial : radials)
{
final int between = radial.steps()[1].id();
if (radial.steps().length < 3 || !isTarget(context, between)
|| !isFriend(context, radial.steps()[2].id()))
continue;
context.setBetween(between);
MoveUtilities.chainRuleCrossProduct(context, moves, targetEffect, null, false);
final TIntArrayList betweenSites = new TIntArrayList(1);
betweenSites.add(between);
moves.moves().get(moves.moves().size() - 1).setBetweenNonDecision(betweenSites);
}
}
private boolean isFriend
(
final Context context,
final int location
)
{
context.setTo(location);
return friendRule.eval(context);
}
private boolean isTarget
(
final Context context,
final int location
)
{
context.setBetween(location);
return targetRule.eval(context);
}
/**
* To compute a longer flank (> 1).
*
* @param context
* @param moves
* @param fromV
* @param directionIndices
* @param maxPathLength
*/
private void longSandwich
(
final Context context,
final Moves moves,
final TopologyElement fromV,
final List<Radial> radials,
final int maxPathLength
)
{
for (final Radial radial : radials)
{
final FastTIntArrayList betweenSites = new FastTIntArrayList();
boolean foundEnemy = false;
int posIdx = 1;
while (posIdx < radial.steps().length && posIdx <= maxPathLength)
{
if (!isTarget(context, radial.steps()[posIdx].id()))
break;
foundEnemy = true;
posIdx++;
}
if (!foundEnemy)
continue;
final int friendPos = posIdx < radial.steps().length ? radial.steps()[posIdx].id() : Constants.OFF;
if (isFriend(context, friendPos))
{
for (int i = 1; i < posIdx; i++)
{
final int between = radial.steps()[i].id();
betweenSites.add(between);
context.setBetween(between);
MoveUtilities.chainRuleCrossProduct(context, moves, targetEffect, null, false);
}
if(!moves.moves().isEmpty())
moves.moves().get(moves.moves().size() - 1).setBetweenNonDecision(new FastTIntArrayList(betweenSites));
}
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | startLocationFn.gameFlags(game)
|
limit.gameFlags(game)
|
targetRule.gameFlags(game)
|
friendRule.gameFlags(game)
|
targetEffect.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
concepts.or(limit.concepts(game));
concepts.or(targetRule.concepts(game));
concepts.or(friendRule.concepts(game));
concepts.or(targetEffect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (targetEffect.concepts(game).get(Concept.RemoveEffect.id())
|| targetEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.CustodialCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
writeEvalContext.or(limit.writesEvalContextRecursive());
writeEvalContext.or(targetRule.writesEvalContextRecursive());
writeEvalContext.or(friendRule.writesEvalContextRecursive());
writeEvalContext.or(targetEffect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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(super.readsEvalContextRecursive());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
readEvalContext.or(limit.readsEvalContextRecursive());
readEvalContext.or(targetRule.readsEvalContextRecursive());
readEvalContext.or(friendRule.readsEvalContextRecursive());
readEvalContext.or(targetEffect.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
missingRequirement |= limit.missingRequirement(game);
missingRequirement |= targetRule.missingRequirement(game);
missingRequirement |= friendRule.missingRequirement(game);
missingRequirement |= targetEffect.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
willCrash |= limit.willCrash(game);
willCrash |= targetRule.willCrash(game);
willCrash |= friendRule.willCrash(game);
willCrash |= targetEffect.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return startLocationFn.isStatic() && limit.isStatic() && targetRule.isStatic() && friendRule.isStatic()
&& targetEffect.isStatic();
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
startLocationFn.preprocess(game);
limit.preprocess(game);
targetRule.preprocess(game);
friendRule.preprocess(game);
targetEffect.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String targetString = "";
if (targetRule != null)
targetString = " if the target is " + targetRule.toEnglish(game);
String friendString = "";
if (friendRule != null)
friendString = " if the friend is " + friendRule.toEnglish(game);
String directionString = "";
if (dirnChoice != null)
directionString += " with "+ dirnChoice.name()+ " direction";
String fromString = "";
if (startLocationFn != null)
fromString = " starting from " + startLocationFn.toEnglish(game);
String limitString = "";
if (limit != null)
limitString = " with a limit of " + limit.toEnglish(game) + " pieces";
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
final SiteType realType = (type != null) ? type : game.board().defaultSite();
return "for all flanked pieces on " + realType.name() + StringRoutines.getPlural(realType.name()) + fromString + directionString + limitString + targetString + friendString + targetEffect.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 12,920 | 28.703448 | 219 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Deal.java | package game.rules.play.moves.nonDecision.effect;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.equipment.container.Container;
import game.equipment.container.other.Deck;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.component.DealableType;
import game.types.state.GameType;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.Action;
import other.action.BaseAction;
import other.action.move.ActionAdd;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
/**
* Deals cards or dominoes to each player.
*
* @author Eric.Piette
*/
public final class Deal extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The number to deal. */
private final IntFunction countFn;
/** The number to deal. */
private final DealableType type;
/** To start to deal with a specific player. */
private final IntFunction beginWith;
//-------------------------------------------------------------------------
/**
* @param type Type of deal.
* @param count The number of components to deal [1].
* @param beginWith To start to deal with a specific player.
* @param then The moves applied after that move is applied.
*
* @example (deal Cards 3 beginWith:(mover))
*/
public Deal
(
final DealableType type,
@Opt final IntFunction count,
@Opt @Name final IntFunction beginWith,
@Opt final Then then
)
{
super(then);
this.type = type;
countFn = (count == null) ? new IntConstant(1) : count;
this.beginWith = beginWith;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
if (type == DealableType.Cards)
return evalCards(context);
else if (type == DealableType.Dominoes)
return evalDominoes(context);
return new BaseMoves(super.then());
}
//-------------------------------------------------------------------------
/**
* @param context
* @return The moves to deal cards.
*/
public Moves evalCards(final Context context)
{
final Moves moves = new BaseMoves(super.then());
// If no deck nothing to do.
if (context.game().handDeck().isEmpty())
return moves;
final List<Integer> handIndex = new ArrayList<>();
for (final Container c : context.containers())
if (c.isHand() && !c.isDeck() && !c.isDice())
handIndex.add(Integer.valueOf(context.sitesFrom()[c.index()]));
// If each player does not have a hand, nothing to do.
if (handIndex.size() != context.game().players().count())
return moves;
final Deck deck = context.game().handDeck().get(0);
final ContainerState cs = context.containerState(deck.index());
final int indexSiteDeck = context.sitesFrom()[deck.index()];
final int sizeDeck = cs.sizeStackCell(indexSiteDeck);
final int count = countFn.eval(context);
if (sizeDeck < count * handIndex.size())
throw new IllegalArgumentException("You can not deal so much cards.");
int hand = (beginWith == null) ? 0 : (beginWith.eval(context) - 1);
int counter = 0;
for (int indexCard = 0; indexCard < count * handIndex.size(); indexCard++)
{
final Action dealAction = ActionMove.construct(SiteType.Cell, indexSiteDeck, cs.sizeStackCell(indexSiteDeck) - 1 - counter, SiteType.Cell, handIndex.get(hand).intValue(), Constants.OFF, Constants.OFF, Constants.OFF, Constants.OFF, false);
final Move move = new Move(dealAction);
moves.moves().add(move);
if (hand == context.game().players().count() - 1)
hand = 0;
else
hand++;
counter++;
}
// The subsequents to add to the moves
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
/**
* @param context
* @return The moves to deal dominoes.
*/
public Moves evalDominoes(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final TIntArrayList handIndex = new TIntArrayList();
for (final Container c : context.containers())
if (c.isHand() && !c.isDeck() && !c.isDice())
handIndex.add(context.sitesFrom()[c.index()]);
// If each player does not have a hand, nothing to do.
if (handIndex.size() != context.game().players().count())
return moves;
final Component[] components = context.components();
final int count = countFn.eval(context);
if (components.length < count * handIndex.size())
throw new IllegalArgumentException("You can not deal so much dominoes.");
final TIntArrayList toDeal = new TIntArrayList();
for (int i = 1; i < components.length; i++)
toDeal.add(i);
final int nbPlayers = context.players().size() - 1;
final ArrayList<boolean[]> masked = new ArrayList<>();
for (int i = 1; i <= nbPlayers; i++)
{
masked.add(new boolean[nbPlayers]);
for (int j = 1; j <= nbPlayers; j++)
{
if (i == j)
masked.get(i - 1)[j - 1] = false;
else
masked.get(i - 1)[j - 1] = true;
}
}
int dealed = 0;
while (dealed < (count * 2))
{
final int index = context.rng().nextInt(toDeal.size());
final int indexComponent = toDeal.getQuick(index);
final Component component = components[indexComponent];
final int currentPlayer = dealed % nbPlayers;
final BaseAction actionAtomic = new ActionAdd(SiteType.Cell,
handIndex.getQuick(currentPlayer) + (dealed / nbPlayers),
component.index(), count, Constants.OFF, Constants.OFF, Constants.UNDEFINED,
null);
final Move move = new Move(actionAtomic);
moves.moves().add(move);
toDeal.removeAt(index);
dealed++;
}
// The subsequents to add to the moves.
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
return moves;
}
@Override
public boolean canMove(final Context context)
{
return false;
}
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = countFn.gameFlags(game) | super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
if (type == DealableType.Cards)
return GameType.Card | gameFlags;
else if (type == DealableType.Dominoes)
return GameType.LargePiece | GameType.Dominoes | GameType.Stochastic | GameType.HiddenInfo
| gameFlags;
else
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(countFn.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (type == DealableType.Cards)
concepts.set(Concept.Card.id(), true);
else if (type == DealableType.Dominoes)
concepts.set(Concept.Domino.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(countFn.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(countFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (type == DealableType.Cards)
{
boolean gameHasCard = false;
for (int i = 1; i < game.equipment().components().length; i++)
{
final Component component = game.equipment().components()[i];
if (component.isCard())
{
gameHasCard = true;
break;
}
}
if (!gameHasCard)
{
game.addRequirementToReport("The ludeme (deal Cards ...) is used but the equipment has no cards.");
missingRequirement = true;
}
}
else if (type == DealableType.Dominoes)
{
if (!game.hasDominoes())
{
game.addRequirementToReport(
"The ludeme (deal Dominoes ...) is used but the equipment has no dominoes.");
missingRequirement = true;
}
}
missingRequirement |= super.missingRequirement(game);
missingRequirement |= countFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= countFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
countFn.preprocess(game);
if (beginWith != null)
beginWith.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String beginString = "";
if (beginWith != null)
beginString = " beginning with " + beginWith.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "deal " + countFn.toEnglish(game) + " " + type.name().toLowerCase() + " to each player" + beginString + thenString;
}
//-------------------------------------------------------------------------
}
| 10,346 | 26.445623 | 241 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Directional.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.player.IsEnemy;
import game.functions.directions.Directions;
import game.functions.directions.DirectionsFunction;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.From;
import game.functions.ints.iterator.To;
import game.functions.ints.last.LastFrom;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import main.Constants;
import main.StringRoutines;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to apply an effect to all the pieces in a direction from a location.
*
* @author Eric.Piette
* @remarks For example, used in Fanorona.
*/
public final class Directional extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** The kind of piece to capture. */
private final BooleanFunction targetRule;
/** Moves to apply. */
private final Moves effect;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
/** Direction to use. */
private final DirectionsFunction dirnChoice;
//-------------------------------------------------------------------------
/**
* @param from The origin of the move [(from (last To))].
* @param directions The directions to use [(directions from:(last From)
* to:(last To))].
* @param to The condition of the location to apply the effect [(to
* if:(is Enemy (to)) (apply (remove (from))))].
* @param then The moves applied after that move is applied.
*
* @example (directional (from (last To)) (to if:(is Enemy (who at:(to))) (apply
* (remove (to))) ))
*/
public Directional
(
@Opt final game.util.moves.From from,
@Opt final game.util.directions.Direction directions,
@Opt final game.util.moves.To to,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
type = (from == null) ? null : from.type();
targetRule = (to == null || to.cond() == null)
? new IsEnemy(To.instance(), null)
: to.cond();
effect = (to == null || to.effect() == null)
? new Remove(null, new From(null), null, null, null, null, null)
: to.effect();
// The directions
dirnChoice = (directions != null) ? directions.directionsFunctions()
: null;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int fromOrig = context.from();
final int toOrig = context.to();
final Topology topology = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = topology.getGraphElements(realType).get(from);
final List<AbsoluteDirection> directions = (dirnChoice != null)
? dirnChoice.convertToAbsolute(realType, fromV, null, null, null, context)
: new Directions(realType, new LastFrom(null), new LastTo(null)).convertToAbsolute(realType, fromV,
null, null, null, context);
for (final AbsoluteDirection direction : directions)
{
final List<Radial> radials = topology.trajectories().radials(type, fromV.index(), direction);
for (final Radial radial : radials)
{
for (int i = 1; i < radial.steps().length; i++)
{
final int locUnderThreat = radial.steps()[i].id();
if (!isTarget(context, locUnderThreat))
break;
final int saveFrom = context.from();
final int saveTo = context.to();
context.setFrom(Constants.OFF);
context.setTo(locUnderThreat);
MoveUtilities.chainRuleCrossProduct(context, moves, effect, null, false);
context.setTo(saveTo);
context.setFrom(saveFrom);
}
}
}
context.setFrom(fromOrig);
context.setTo(toOrig);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
/**
* @param context The context.
* @param location The location.
* @return True if the target condition is true.
*/
private boolean isTarget
(
final Context context,
final int location
)
{
context.setTo(location);
return targetRule.eval(context);
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = startLocationFn.gameFlags(game) | targetRule.gameFlags(game)
| effect.gameFlags(game) | super.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
concepts.or(targetRule.concepts(game));
concepts.or(effect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (effect.concepts(game).get(Concept.RemoveEffect.id())
|| effect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.DirectionCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
writeEvalContext.or(targetRule.writesEvalContextRecursive());
writeEvalContext.or(effect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
readEvalContext.or(targetRule.readsEvalContextRecursive());
readEvalContext.or(effect.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean isStatic()
{
return startLocationFn.isStatic() && targetRule.isStatic() && effect.isStatic();
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
startLocationFn.preprocess(game);
targetRule.preprocess(game);
effect.preprocess(game);
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
missingRequirement |= targetRule.missingRequirement(game);
missingRequirement |= effect.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
willCrash |= targetRule.willCrash(game);
willCrash |= effect.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String targetString = "";
if (targetRule != null)
targetString = " if the target is " + targetRule.toEnglish(game);
String directionString = "";
if (dirnChoice != null)
directionString += " with "+ dirnChoice.toEnglish(game)+ " direction";
String fromString = "";
if (startLocationFn != null)
fromString = " starting from " + startLocationFn.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "for all pieces on " + type.name() + StringRoutines.getPlural(type.name()) + fromString + directionString + targetString + effect.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 9,192 | 28.750809 | 168 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Effect.java | package game.rules.play.moves.nonDecision.effect;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.NonDecision;
import other.context.Context;
//-----------------------------------------------------------------------------
/**
* Defines moves which do not involve a player decision.
*
* @author Eric.Piette and cambolbro
*
* Effect moves are typically applied in response to player decision moves,
* e.g. the capture of a piece following the move of another piece.
*/
public abstract class Effect extends NonDecision
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The effect of the moves.
*/
public Effect
(
final Then then
)
{
super(then);
}
//-------------------------------------------------------------------------
/**
* Trick ludeme into joining the grammar.
*/
@Override
public Moves eval(final Context context)
{
return null;
}
//-------------------------------------------------------------------------
}
| 1,087 | 21.666667 | 79 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Enclose.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.player.IsEnemy;
import game.functions.directions.Directions;
import game.functions.directions.DirectionsFunction;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.Between;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.util.directions.AbsoluteDirection;
import game.util.directions.Direction;
import gnu.trove.list.array.TIntArrayList;
import main.StringRoutines;
import main.collections.FastTIntArrayList;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.MoveUtilities;
import other.state.container.ContainerState;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Applies a move to an enclosed group.
*
* @author Eric Piette
*
* @remarks A group of components is 'enclosed' if it has no adjacent empty
* sites, where board sides count as boundaries. This ludeme is used
* for surround capture games such as Go.
*/
public final class Enclose extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The starting point of the loop. */
private final IntFunction startFn;
/** Direction chosen. */
private final DirectionsFunction dirnChoice;
/** The piece to surround. */
private final BooleanFunction targetRule;
/** The number of liberties allowed in the group to enclose. */
private final IntFunction numEmptySitesInGroupEnclosed;
/** Effect to apply to each site inside the group. */
private final Moves effect;
/** The graph element type. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param type The graph element type [default site type of the board].
* @param from The origin of the enclosed group [(from (last To))].
* @param directions The direction to use [Adjacent].
* @param between The condition and effect on the pieces enclosed [(between
* if:(is Enemy (between)) (apply (remove (between))))].
* @param numException The number of liberties allowed in the group to enclose
* [0].
* @param then The moves applied after that move is applied.
*
* @example (enclose (from (last To)) Orthogonal (between if:(is Enemy (who
* at:(between))) (apply (remove (between) ) ) ))
*/
public Enclose
(
@Opt final SiteType type,
@Opt final game.util.moves.From from,
@Opt final Direction directions,
@Opt final game.util.moves.Between between,
@Opt @Name final IntFunction numException,
@Opt final Then then
)
{
super(then);
startFn = (from == null) ? new LastTo(null) : (from.loc() == null) ? new LastTo(null) : from.loc();
dirnChoice = (directions != null) ? directions.directionsFunctions()
: new Directions(AbsoluteDirection.Adjacent, null);
targetRule = (between == null || between.condition() == null)
? new IsEnemy(Between.instance(), null)
: between.condition();
effect = (between == null || between.effect() == null)
? new Remove(null, Between.instance(), null, null, null, null, null)
: between.effect();
this.type = type;
numEmptySitesInGroupEnclosed = (numException == null) ? new IntConstant(0) : numException;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startFn.eval(context);
final int originBetween = context.between();
final int originTo = context.to();
// Check if this is a site.
if (from < 0)
return moves;
final Topology topology = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final List<? extends TopologyElement> graphElements = topology.getGraphElements(realType);
// Check if the site is in the board.
if (from >= graphElements.size())
return moves;
final ContainerState cs = context.containerState(0);
final int what = cs.what(from, realType);
// Check if the site is not empty.
if (what <= 0)
return moves;
final int numException = numEmptySitesInGroupEnclosed.eval(context);
final boolean atLeastAnEmpty = targetRule.concepts(context.game()).get(Concept.IsEmpty.id());
// We get all the sites around the starting positions satisfying the target
// rule.
final TIntArrayList aroundTarget = new TIntArrayList();
final TopologyElement element = graphElements.get(from);
final List<AbsoluteDirection> directionsElement = dirnChoice.convertToAbsolute(type, element, null, null, null,
context);
for (final AbsoluteDirection direction : directionsElement)
{
final List<game.util.graph.Step> steps = topology.trajectories().steps(type, element.index(), type,
direction);
for (final game.util.graph.Step step : steps)
{
final int between = step.to().id();
if (!aroundTarget.contains(between))
{
if (isTarget(context, between))
aroundTarget.add(between);
else if (numException > 0 && cs.what(between, realType) == 0)
aroundTarget.add(between);
}
}
}
// We look the group of each possible target, if no liberties, we apply the
// effect.
final boolean[] sitesChecked = new boolean[graphElements.size()];
aroundTargetLoop:
for (int indexEnclosed = 0; indexEnclosed < aroundTarget.size(); indexEnclosed++)
{
final int target = aroundTarget.get(indexEnclosed);
// If already checked we continue;
if (sitesChecked[target])
continue;
int numExceptionToUse = numException;
if (numExceptionToUse > 0 && cs.what(target, realType) == 0)
numExceptionToUse--;
// We get the group of sites satisfying the target rule.
final boolean[] enclosedGroup = new boolean[graphElements.size()];
final FastTIntArrayList enclosedGroupList = new FastTIntArrayList();
enclosedGroup[target] = true;
enclosedGroupList.add(target);
int i = 0;
while (i != enclosedGroupList.size())
{
final int site = enclosedGroupList.getQuick(i);
final TopologyElement siteElement = graphElements.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, site,
type, direction);
for (final game.util.graph.Step step : steps)
{
final int between = step.to().id();
// If we already have it we continue to look the others.
if (enclosedGroup[between])
continue;
if (isTarget(context, between))
{
enclosedGroup[between] = true;
enclosedGroupList.add(between);
}
else if (cs.what(between, realType) == 0)
{
if (numExceptionToUse > 0)
{
enclosedGroup[between] = true;
enclosedGroupList.add(between);
numExceptionToUse--;
}
else
{
// It's a liberty, so move on
continue aroundTargetLoop;
}
}
}
}
sitesChecked[site] = true;
i++;
}
final TIntArrayList enclosingGroup = new TIntArrayList();
// We check whether we have liberties
for (int indexGroup = 0; indexGroup < enclosedGroupList.size(); indexGroup++)
{
final int siteGroup = enclosedGroupList.getQuick(indexGroup);
final TopologyElement elem = graphElements.get(siteGroup);
final List<AbsoluteDirection> directionsElem = dirnChoice.convertToAbsolute(type, elem, null,
null, null, context);
for (final AbsoluteDirection direction : directionsElem)
{
final List<game.util.graph.Step> steps = topology.trajectories().steps(type, siteGroup, type,
direction);
for (final game.util.graph.Step step : steps)
{
final int to = step.to().id();
if (!enclosedGroup[to] && !enclosingGroup.contains(to))
if (atLeastAnEmpty ? isTarget(context, to) : cs.what(to, type) == 0)
continue aroundTargetLoop; // At least one liberty, so move on
else enclosingGroup.add(to);
}
}
}
// If the enclosed site can be empty.
if(atLeastAnEmpty)
{
// Check if that's a single group.
boolean aSingleGroup = true;
int siteGroup = enclosingGroup.get(0);
while(enclosingGroup.size() != 1)
{
final List<game.util.graph.Step> steps = topology.trajectories().steps(type, siteGroup, type,
AbsoluteDirection.All);
boolean inSameGroup = false;
for (final game.util.graph.Step step : steps)
{
final int to = step.to().id();
if(enclosingGroup.contains(to))
{
enclosingGroup.remove(siteGroup);
siteGroup = to;
inSameGroup = true;
break;
}
}
if(!inSameGroup)
{
aSingleGroup = false;
break;
}
}
if(!aSingleGroup)
continue aroundTargetLoop;
}
// If we reach this point and didn't continue the "aroundTargetLoop" above,
// this means that we have no liberties.
// If no liberties, this group is enclosed and we apply the effect.
for (int indexBetween = 0; indexBetween < enclosedGroupList.size(); indexBetween++)
{
final int between = enclosedGroupList.getQuick(indexBetween);
context.setBetween(between);
MoveUtilities.chainRuleCrossProduct(context, moves, effect, null, false);
}
moves.moves().get(moves.moves().size() - 1).setBetweenNonDecision(new FastTIntArrayList(enclosedGroupList));
}
context.setTo(originTo);
context.setBetween(originBetween);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
/**
* @param context The context.
* @param location The site.
* @return True if the target rule is true.
*/
private boolean isTarget(final Context context, final int location)
{
context.setBetween(location);
return targetRule.eval(context);
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return startFn.gameFlags(game)
|
targetRule.gameFlags(game)
|
effect.gameFlags(game)
|
numEmptySitesInGroupEnclosed.gameFlags(game)
|
gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (effect.concepts(game).get(Concept.RemoveEffect.id())
|| effect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.EncloseCapture.id(), true);
concepts.or(startFn.concepts(game));
concepts.or(targetRule.concepts(game));
concepts.or(effect.concepts(game));
concepts.or(numEmptySitesInGroupEnclosed.concepts(game));
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
writeEvalContext.or(startFn.writesEvalContextRecursive());
writeEvalContext.or(targetRule.writesEvalContextRecursive());
writeEvalContext.or(effect.writesEvalContextRecursive());
writeEvalContext.or(numEmptySitesInGroupEnclosed.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.Between.id(), true);
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
readEvalContext.or(startFn.readsEvalContextRecursive());
readEvalContext.or(targetRule.readsEvalContextRecursive());
readEvalContext.or(effect.readsEvalContextRecursive());
readEvalContext.or(numEmptySitesInGroupEnclosed.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 (then() != null)
missingRequirement |= then().missingRequirement(game);
missingRequirement |= startFn.missingRequirement(game);
missingRequirement |= targetRule.missingRequirement(game);
missingRequirement |= effect.missingRequirement(game);
missingRequirement |= numEmptySitesInGroupEnclosed.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
willCrash |= startFn.willCrash(game);
willCrash |= targetRule.willCrash(game);
willCrash |= effect.willCrash(game);
willCrash |= numEmptySitesInGroupEnclosed.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
startFn.preprocess(game);
targetRule.preprocess(game);
effect.preprocess(game);
numEmptySitesInGroupEnclosed.preprocess(game);
type = SiteType.use(type, game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String targetString = "";
if (targetRule != null)
targetString = " if the target is " + targetRule.toEnglish(game);
String directionString = "";
if (dirnChoice != null)
directionString += " with "+ dirnChoice.toEnglish(game)+ " direction";
String fromString = "";
if (startFn != null)
fromString = " starting from " + startFn.toEnglish(game);
String limitString = "";
if (numEmptySitesInGroupEnclosed != null)
limitString = " if the number of liberties is less than or equal to " + numEmptySitesInGroupEnclosed.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "for all enclosed pieces on " + type.name() + StringRoutines.getPlural(type.name()) + fromString + directionString + limitString + targetString + effect.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 15,817 | 29.95499 | 191 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Flip.java | package game.rules.play.moves.nonDecision.effect;
import java.util.ArrayList;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.To;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.moves.Flips;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.BaseAction;
import other.action.move.ActionAdd;
import other.action.state.ActionSetState;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
/**
* Is used to flip a piece.
*
* @author Eric.Piette
*/
public final class Flip extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** location. */
protected final IntFunction locFn;
/** Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param type The graph element type [default SiteType of the board].
* @param loc The location to flip the piece [(to)].
* @param then The moves applied after that move is applied.
*
* @example (flip)
*
* @example (flip (last To))
*/
public Flip
(
@Opt final SiteType type,
@Opt final IntFunction loc,
@Opt final Then then
)
{
super(then);
locFn = (loc == null) ? To.instance() : loc;
this.type = type;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int loc = locFn.eval(context);
if (loc == Constants.OFF)
return moves;
final int cid = loc >= context.containerId().length ? 0 : context.containerId()[loc];
SiteType realType = type;
if (cid > 0)
realType = SiteType.Cell;
else if (realType == null)
realType = context.board().defaultSite();
final ContainerState cs = context.state().containerStates()[cid];
final int stackSize = cs.sizeStack(loc, realType);
if (stackSize > 1)
{
final Move move = new Move(new ArrayList<other.action.Action>());
final TIntArrayList whats = new TIntArrayList();
final TIntArrayList states = new TIntArrayList();
final TIntArrayList rotations = new TIntArrayList();
final TIntArrayList values = new TIntArrayList();
for (int level = 0; level < stackSize; level++)
{
whats.add(cs.what(loc, level, realType));
states.add(cs.state(loc, level, realType));
rotations.add(cs.rotation(loc, level, realType));
values.add(cs.value(loc, level, realType));
move.actions().add(other.action.move.remove.ActionRemove.construct(realType, loc, level, true));
}
for (int level = 0; level < stackSize; level++)
{
final int what = whats.get(whats.size() - level - 1);
final int value = values.get(whats.size() - level - 1);
final int rotation = rotations.get(whats.size() - level - 1);
int state = states.get(states.size() - level - 1);
final Flips flips = context.components()[what].getFlips();
if (flips != null)
state = flips.flipState(state);
move.actions().add(new ActionAdd(realType, loc, what, 1, state, rotation, value, Boolean.TRUE));
}
moves.moves().add(move);
}
else if (stackSize == 1)
{
final int currentState = context.containerState(context.containerId()[loc]).state(loc, realType);
final int whatValue = context.containerState(context.containerId()[loc]).what(loc, realType);
if (whatValue == 0)
return moves;
final Flips flips = context.components()[whatValue].getFlips();
if (flips == null)
return moves;
final int newState = flips.flipState(currentState);
final BaseAction action = new ActionSetState(realType, loc, Constants.UNDEFINED, newState);
final Move m = new Move(action);
moves.moves().add(m);
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public String toString()
{
return "Flip(" + locFn + ")";
}
@Override
public long gameFlags(final Game game)
{
long gameFlags = GameType.SiteState | locFn.gameFlags(game) | super.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.set(Concept.Flip.id(), true);
concepts.or(locFn.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(locFn.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(locFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
boolean gameHasComponentsWithFlips = false;
for (int i = 1; i < game.equipment().components().length; i++)
{
final Component component = game.equipment().components()[i];
if (component.getFlips() != null)
{
gameHasComponentsWithFlips = true;
break;
}
}
if (!gameHasComponentsWithFlips)
{
game.addRequirementToReport("The ludeme (flip ...) is used but no component has flips defined.");
missingRequirement = true;
}
missingRequirement |= super.missingRequirement(game);
missingRequirement |= locFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= locFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return locFn.isStatic();
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
locFn.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String englishString = "";
if(locFn != null)
englishString = "flip piece in "+ locFn.toEnglish(game);
else
englishString = "flip piece";
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
englishString += thenString;
return englishString;
}
}
| 7,506 | 25.620567 | 100 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/FromTo.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.intArray.state.Rotations;
import game.functions.ints.IntFunction;
import game.functions.ints.board.Id;
import game.functions.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.RoleType;
import game.types.state.GameType;
import game.util.moves.From;
import game.util.moves.To;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.Action;
import other.action.move.ActionCopy;
import other.action.move.ActionMoveN;
import other.action.move.ActionSubStackMove;
import other.action.move.move.ActionMove;
import other.action.state.ActionSetRotation;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.container.ContainerState;
/**
* Moves a piece from one site to another, possibly in another container, with
* no direction link between the ``from'' and ``to'' sites.
*
* @author Eric.Piette
*
* @remarks If the ``copy'' parameter is set, then a copy of the piece is
* duplicated at the ``to'' site rather than actually moving there.
*/
public final class FromTo extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Loc from. */
private final IntFunction locFrom;
/** Level. */
private final IntFunction levelFrom;
/** Count. */
private final IntFunction countFn;
/** Loc to. */
private final IntFunction locTo;
/** Rotation to. */
private final Rotations rotationTo;
/** Level. */
private final IntFunction levelTo;
/** Region from. */
private final RegionFunction regionFrom;
/** Region to. */
private final RegionFunction regionTo;
/** From Condition Rule. */
private final BooleanFunction fromCondition;
/** Move Rule. */
private final BooleanFunction moveRule;
/** Capture Rule. */
private final BooleanFunction captureRule;
/** Capture Effect. */
private final Moves captureEffect;
/** The mover of this moves for simultaneous game (e.g. Rock-Paper-Scissors). */
private final RoleType mover;
/** To move a complete stack. */
private final boolean stack;
/** Cell/Edge/Vertex for the origin. */
private SiteType typeFrom;
/** Cell/Edge/Vertex for the target. */
private SiteType typeTo;
/** If true, we do not move the piece, we copy it. */
private final BooleanFunction copy;
//-------------------------------------------------------------------------
/** True if the to type was defined explicitly */
private final boolean typeToDefined;
/**
* @param from The data of the ``from'' location [(from)].
* @param to The data of the ``to'' location.
* @param count The number of pieces to move.
* @param copy Whether to duplicate the piece rather than moving it [False].
* @param stack To move a complete stack [False].
* @param mover The mover of the move.
* @param then The moves applied after that move is applied.
*
* @example (fromTo (from (last To)) (to (last From)))
*
* @example (fromTo (from (handSite Mover)) (to (sites Empty)))
*
* @example (fromTo (from (to)) (to (sites Empty)) count:(count at:(to)))
*
* @example (fromTo (from (handSite Shared)) (to (sites Empty)) copy:True )
*/
public FromTo
(
final From from,
final To to,
@Opt @Name final IntFunction count,
@Opt @Name final BooleanFunction copy,
@Opt @Name final Boolean stack,
@Opt final RoleType mover,
@Opt final Then then
)
{
super(then);
locFrom = from.loc();
fromCondition = from.cond();
levelFrom = from.level();
countFn = count;
locTo = to.loc();
levelTo = to.level();
regionFrom = from.region();
regionTo = to.region();
moveRule = (to.cond() == null) ? new BooleanConstant(true) : to.cond();
captureRule = (to.effect() == null) ? null : to.effect().condition();
captureEffect = (to.effect() == null) ? null : to.effect().effect();
this.mover = mover;
rotationTo = to.rotations();
this.stack = (stack == null) ? false : stack.booleanValue();
typeFrom = from.type();
typeTo = to.type();
typeToDefined = (to.type() != null);
this.copy = (copy == null) ? new BooleanConstant(false) : copy;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final int[] sitesFrom = (regionFrom == null) ? new int[] { locFrom.eval(context) } : regionFrom.eval(context).sites();
final int origFrom = context.from();
final int origTo = context.to();
final BaseMoves moves = new BaseMoves(super.then());
final boolean stackingGame = context.currentInstanceContext().game().isStacking();
for (final int from : sitesFrom)
{
if (from > Constants.OFF)
{
final int cidFrom = from >= context.containerId().length ? 0 : context.containerId()[from];
SiteType realTypeFrom = typeFrom;
if (cidFrom > 0)
realTypeFrom = SiteType.Cell;
else if (realTypeFrom == null)
realTypeFrom = context.board().defaultSite();
final ContainerState cs = context.containerState(cidFrom);
final int what = cs.what(from, realTypeFrom);
if (what <= 0)
continue;
context.setFrom(from);
final boolean copyTo = copy.eval(context);
if (fromCondition != null && !fromCondition.eval(context))
continue;
final int[] sitesTo = (regionTo == null) ? new int[] { locTo.eval(context) } : regionTo.eval(context).sites();
final int count = (countFn == null) ? 1 : countFn.eval(context);
context.setFrom(origFrom);
final Component component = context.components()[what];
// Special case for LargePiece.
if (component != null && component.isLargePiece())
{
final BaseMoves movesLargePiece = evalLargePiece(context, from, sitesTo);
for (final Move m : movesLargePiece.moves())
moves.moves().add(m);
continue;
}
for (final int to : sitesTo)
{
if (to > Constants.OFF)
{
// Get the right container id for 'to' and the right site type of the 'to'.
int cidTo;
SiteType realTypeTo = typeTo;
if (typeToDefined)
{
cidTo = (!typeTo.equals(SiteType.Cell)) ? 0 : context.containerId()[to];
}
else
{
cidTo = to >= context.containerId().length ? 0 : context.containerId()[to];
if (cidTo > 0)
realTypeTo = SiteType.Cell;
else if (realTypeTo == null)
realTypeTo = context.board().defaultSite();
}
final ContainerState csTo = context.containerState(cidTo);
// Compute the right action to move the piece(s).
final Action actionMove;
if (levelTo != null)
{
if (!stack)
{
if (levelFrom == null)
{
actionMove = ActionMove.construct
(
realTypeFrom,
from,
Constants.UNDEFINED,
realTypeTo,
to,
levelTo.eval(context),
Constants.UNDEFINED,
Constants.UNDEFINED,
Constants.OFF,
false
);
actionMove.setLevelFrom(cs.sizeStack(from, typeFrom) - 1);
}
else
{
actionMove = ActionMove.construct
(
realTypeFrom,
from,
levelFrom.eval(context),
realTypeTo,
to,
levelTo.eval(context),
Constants.UNDEFINED,
Constants.UNDEFINED,
Constants.OFF,
false
);
}
}
else
{
actionMove = ActionMove.construct
(
realTypeFrom,
from,
Constants.UNDEFINED,
realTypeTo,
to,
levelTo.eval(context),
Constants.UNDEFINED,
Constants.UNDEFINED,
Constants.OFF,
true
);
actionMove.setLevelFrom(0);
}
}
else if (levelFrom == null && countFn == null)
{
if (copyTo) {
actionMove = new ActionCopy
(
realTypeFrom,
from,
Constants.UNDEFINED,
realTypeTo,
to,
Constants.OFF,
Constants.UNDEFINED,
Constants.OFF,
Constants.OFF,
false
);
}
else
{
actionMove = ActionMove.construct
(
realTypeFrom,
from,
Constants.UNDEFINED,
realTypeTo,
to,
Constants.OFF,
Constants.UNDEFINED,
Constants.OFF,
Constants.OFF,
stack
);
}
if(stack)
actionMove.setLevelFrom(0);
else
actionMove.setLevelFrom(cs.sizeStack(from, typeFrom) - 1);
}
else if (levelFrom != null)
{
actionMove = ActionMove.construct
(
realTypeFrom,
from,
levelFrom.eval(context),
realTypeTo,
to,
Constants.UNDEFINED,
Constants.UNDEFINED,
Constants.UNDEFINED,
Constants.OFF,
false
);
}
else
{
if (!stackingGame && !stack)
{
actionMove = new ActionMoveN(realTypeFrom, from, realTypeTo, to, count);
actionMove.setLevelFrom(cs.sizeStack(from, typeFrom) - 1);
}
// Move a sub stack.
else
{
actionMove = new ActionSubStackMove(realTypeFrom, from, realTypeTo, to, count);
actionMove.setLevelFrom(cs.sizeStack(from, realTypeFrom) - (count));
actionMove.setLevelTo(csTo.sizeStack(to, realTypeTo));
}
}
if (isDecision())
actionMove.setDecision(true);
context.setFrom(from);
context.setTo(to);
if (moveRule.eval(context))
{
context.setFrom(origFrom);
Move move = new Move(actionMove);
move.setFromNonDecision(from);
move.setToNonDecision(to);
// to add the levels to move a stack on the Move class (only for GUI)
if (context.game().isStacking())
{
if (levelFrom == null)
{
move.setLevelMinNonDecision(cs.sizeStack(from, realTypeFrom) - 1);
move.setLevelMaxNonDecision(cs.sizeStack(from, realTypeFrom) - 1);
}
else
{
move.setLevelMinNonDecision(levelFrom.eval(context));
move.setLevelMaxNonDecision(levelFrom.eval(context));
}
// To add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
move.setLevelMinNonDecision(0);
move.setLevelMaxNonDecision(cs.sizeStack(from, realTypeFrom) - 1);
move.setLevelFrom(0);
}
}
if (rotationTo != null)
{
final int[] rotations = rotationTo.eval(context);
for (final int rotation : rotations)
{
final Move moveWithRotation = new Move(move);
final Action actionRotation = new ActionSetRotation(typeTo, to, rotation);
moveWithRotation.actions().add(actionRotation);
moves.moves().add(moveWithRotation);
}
}
else if (captureRule == null || (captureRule != null && (captureRule.eval(context))))
{
context.setFrom(from);
context.setTo(to);
move = MoveUtilities.chainRuleWithAction(context, captureEffect, move, true, false);
move.setFromNonDecision(from);
move.setToNonDecision(to);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
}
else
{
moves.moves().add(move);
}
}
}
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
// We set the mover to the move.
final int moverToSet = (mover == null) ? context.state().mover() : new Id(null, mover).eval(context);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, moverToSet);
return moves;
}
//-------------------------------------------------------------------------
private BaseMoves evalLargePiece(final Context context, final int from, final int[] sitesTo)
{
final int origFrom = context.from();
final int origTo = context.to();
final BaseMoves moves = new BaseMoves(super.then());
final ContainerState cs = context.containerState(context.containerId()[from]);
final int what = cs.what(from, typeFrom);
final int localState = cs.state(from, typeFrom);
final Component largePiece = context.components()[what];
final int nbPossibleStates = largePiece.walk().length * 4;
final TIntArrayList currentLocs = largePiece.locs(context, from, localState, context.topology());
final TIntArrayList newSitesTo = new TIntArrayList();
for (int i = 0; i < sitesTo.length; i++)
newSitesTo.add(sitesTo[i]);
for (int i = 1; i < currentLocs.size(); i++)
newSitesTo.add(currentLocs.getQuick(i));
for (int index = 0; index < newSitesTo.size(); index++)
{
final int to = newSitesTo.getQuick(index);
for (int state = 0; state < nbPossibleStates; state++)
{
final TIntArrayList locs = largePiece.locs(context, to, state, context.topology());
if (locs == null || locs.size() <= 0)
continue;
final ContainerState csTo = context.containerState(context.containerId()[locs.getQuick(0)]);
boolean valid = true;
for (int i = 0; i < locs.size(); i++)
{
if (!largePiece.isDomino())
{
if (!newSitesTo.contains(locs.getQuick(i)) && locs.getQuick(i) != from)
{
valid = false;
break;
}
}
else if (!csTo.isPlayable(locs.getQuick(i)) && context.trial().moveNumber() > 0)
{
valid = false;
break;
}
}
if (valid && (from != to || (from == to) && localState != state))
{
final Action actionMove = ActionMove.construct
(
typeFrom,
from,
Constants.UNDEFINED,
typeTo,
to,
Constants.OFF,
state,
Constants.OFF,
Constants.OFF,
false
);
if (isDecision())
actionMove.setDecision(true);
Move move = new Move(actionMove);
move = MoveUtilities.chainRuleWithAction(context, captureEffect, move, true, false);
move.setFromNonDecision(from);
move.setToNonDecision(to);
move.setStateNonDecision(state);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
gameFlags |= SiteType.gameFlags(typeFrom);
gameFlags |= SiteType.gameFlags(typeTo);
if (locFrom != null)
gameFlags |= locFrom.gameFlags(game);
if (locTo != null)
gameFlags |= locTo.gameFlags(game);
if (fromCondition != null)
gameFlags |= fromCondition.gameFlags(game);
if (regionFrom != null)
gameFlags |= regionFrom.gameFlags(game);
if (captureRule != null)
gameFlags |= captureRule.gameFlags(game);
if (moveRule != null)
gameFlags |= moveRule.gameFlags(game);
if (levelTo != null)
gameFlags |= levelTo.gameFlags(game);
if (countFn != null)
gameFlags |= countFn.gameFlags(game);
if (captureEffect != null)
gameFlags |= captureEffect.gameFlags(game);
if (regionTo != null)
gameFlags |= regionTo.gameFlags(game);
if (levelFrom != null || stack)
gameFlags |= GameType.Stacking;
if (rotationTo != null)
gameFlags |= rotationTo.gameFlags(game) | GameType.Rotation;
gameFlags |= copy.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(SiteType.concepts(typeFrom));
concepts.or(SiteType.concepts(typeTo));
if(isDecision())
{
concepts.set(Concept.FromToDecision.id(), true);
if (moveRule.concepts(game).get(Concept.IsEmpty.id()))
concepts.set(Concept.FromToDecisionEmpty.id(), true);
if (moveRule.concepts(game).get(Concept.IsFriend.id()))
concepts.set(Concept.FromToDecisionFriend.id(), true);
if (moveRule.concepts(game).get(Concept.IsEnemy.id()))
concepts.set(Concept.FromToDecisionEnemy.id(), true);
if (moveRule instanceof BooleanConstant.TrueConstant)
{
concepts.set(Concept.FromToDecisionEmpty.id(), true);
concepts.set(Concept.FromToDecisionFriend.id(), true);
concepts.set(Concept.FromToDecisionEnemy.id(), true);
}
}
else
concepts.set(Concept.FromToEffect.id(), true);
if (isDecision())
concepts.set(Concept.FromToDecision.id(), true);
if (locFrom != null)
concepts.or(locFrom.concepts(game));
if (fromCondition != null)
concepts.or(fromCondition.concepts(game));
if (locTo != null)
concepts.or(locTo.concepts(game));
if (regionFrom != null)
concepts.or(regionFrom.concepts(game));
if (captureRule != null)
concepts.or(captureRule.concepts(game));
if (levelTo != null)
concepts.or(levelTo.concepts(game));
if (countFn != null)
concepts.or(countFn.concepts(game));
if (captureEffect != null)
concepts.or(captureEffect.concepts(game));
if (regionTo != null)
concepts.or(regionTo.concepts(game));
if (rotationTo != null)
concepts.or(rotationTo.concepts(game));
concepts.or(copy.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (captureEffect != null)
if (captureEffect.concepts(game).get(Concept.RemoveEffect.id())
|| captureEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.ReplacementCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (locFrom != null)
writeEvalContext.or(locFrom.writesEvalContextRecursive());
if (fromCondition != null)
writeEvalContext.or(fromCondition.writesEvalContextRecursive());
if (locTo != null)
writeEvalContext.or(locTo.writesEvalContextRecursive());
if (regionFrom != null)
writeEvalContext.or(regionFrom.writesEvalContextRecursive());
if (captureRule != null)
writeEvalContext.or(captureRule.writesEvalContextRecursive());
if (moveRule != null)
writeEvalContext.or(moveRule.writesEvalContextRecursive());
if (levelTo != null)
writeEvalContext.or(levelTo.writesEvalContextRecursive());
if (countFn != null)
writeEvalContext.or(countFn.writesEvalContextRecursive());
if (captureEffect != null)
writeEvalContext.or(captureEffect.writesEvalContextRecursive());
if (regionTo != null)
writeEvalContext.or(regionTo.writesEvalContextRecursive());
if (rotationTo != null)
writeEvalContext.or(rotationTo.writesEvalContextRecursive());
writeEvalContext.or(copy.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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 (locFrom != null)
readEvalContext.or(locFrom.readsEvalContextRecursive());
if (fromCondition != null)
readEvalContext.or(fromCondition.readsEvalContextRecursive());
if (locTo != null)
readEvalContext.or(locTo.readsEvalContextRecursive());
if (regionFrom != null)
readEvalContext.or(regionFrom.readsEvalContextRecursive());
if (captureRule != null)
readEvalContext.or(captureRule.readsEvalContextRecursive());
if (moveRule != null)
readEvalContext.or(moveRule.readsEvalContextRecursive());
if (levelTo != null)
readEvalContext.or(levelTo.readsEvalContextRecursive());
if (countFn != null)
readEvalContext.or(countFn.readsEvalContextRecursive());
if (captureEffect != null)
readEvalContext.or(captureEffect.readsEvalContextRecursive());
if (regionTo != null)
readEvalContext.or(regionTo.readsEvalContextRecursive());
if (rotationTo != null)
readEvalContext.or(rotationTo.readsEvalContextRecursive());
readEvalContext.or(copy.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (locFrom != null)
missingRequirement |= locFrom.missingRequirement(game);
if (fromCondition != null)
missingRequirement |= fromCondition.missingRequirement(game);
if (locTo != null)
missingRequirement |= locTo.missingRequirement(game);
if (regionFrom != null)
missingRequirement |= regionFrom.missingRequirement(game);
if (captureRule != null)
missingRequirement |= captureRule.missingRequirement(game);
if (moveRule != null)
missingRequirement |= moveRule.missingRequirement(game);
if (levelTo != null)
missingRequirement |= levelTo.missingRequirement(game);
if (countFn != null)
missingRequirement |= countFn.missingRequirement(game);
if (captureEffect != null)
missingRequirement |= captureEffect.missingRequirement(game);
if (regionTo != null)
missingRequirement |= regionTo.missingRequirement(game);
if (rotationTo != null)
missingRequirement |= rotationTo.missingRequirement(game);
missingRequirement |= copy.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (locFrom != null)
willCrash |= locFrom.willCrash(game);
if (fromCondition != null)
willCrash |= fromCondition.willCrash(game);
if (locTo != null)
willCrash |= locTo.willCrash(game);
if (regionFrom != null)
willCrash |= regionFrom.willCrash(game);
if (captureRule != null)
willCrash |= captureRule.willCrash(game);
if (moveRule != null)
willCrash |= moveRule.willCrash(game);
if (levelTo != null)
willCrash |= levelTo.willCrash(game);
if (countFn != null)
willCrash |= countFn.willCrash(game);
if (captureEffect != null)
willCrash |= captureEffect.willCrash(game);
if (regionTo != null)
willCrash |= regionTo.willCrash(game);
if (rotationTo != null)
willCrash |= rotationTo.willCrash(game);
willCrash |= copy.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
boolean isStatic = true;
if (locFrom != null)
isStatic = isStatic && locFrom.isStatic();
if (fromCondition != null)
isStatic = isStatic && fromCondition.isStatic();
if (locTo != null)
isStatic = isStatic && locTo.isStatic();
if (regionFrom != null)
isStatic = isStatic && regionFrom.isStatic();
if (regionTo != null)
isStatic = isStatic && regionTo.isStatic();
isStatic = isStatic && copy.isStatic();
return isStatic;
}
@Override
public void preprocess(final Game game)
{
if (typeFrom == null)
typeFrom = game.board().defaultSite();
if (typeTo == null)
typeTo = game.board().defaultSite();
super.preprocess(game);
if (locFrom != null)
locFrom.preprocess(game);
if (fromCondition != null)
fromCondition.preprocess(game);
if (locTo != null)
locTo.preprocess(game);
if (regionFrom != null)
regionFrom.preprocess(game);
if (regionTo != null)
regionTo.preprocess(game);
if (rotationTo != null)
rotationTo.preprocess(game);
if (levelFrom != null)
levelFrom.preprocess(game);
if (countFn != null)
countFn.preprocess(game);
if (levelTo != null)
levelTo.preprocess(game);
if (moveRule != null)
moveRule.preprocess(game);
if (captureRule != null)
captureRule.preprocess(game);
if (captureEffect != null)
captureEffect.preprocess(game);
copy.preprocess(game);
}
//-------------------------------------------------------------------------
/**
* @return Location to move from
*/
public IntFunction locFrom()
{
return locFrom;
}
/**
* @return Location to move to
*/
public IntFunction locTo()
{
return locTo;
}
/**
* @return Region to move from
*/
public RegionFunction regionFrom()
{
return regionFrom;
}
/**
* @return Region to move to
*/
public RegionFunction regionTo()
{
return regionTo;
}
/**
* @return Move rule
*/
public BooleanFunction moveRule()
{
return moveRule;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
final SiteType realTypeFrom = (typeFrom != null) ? typeFrom : game.board().defaultSite();
String englishString = "from " + realTypeFrom.name().toLowerCase() +
(regionFrom == null ? "" : " in " + regionFrom.toEnglish(game)) +
(locFrom == null ? "" : " in " + locFrom.toEnglish(game)) +
(levelFrom == null ? "" : " " + levelFrom.toEnglish(game)) +
(fromCondition == null ? "" : " if " + fromCondition.toEnglish(game));
final SiteType realTypeTo = (typeTo != null) ? typeTo : game.board().defaultSite();
if (regionTo != null)
englishString += " to " + realTypeTo.name().toLowerCase() +
" in " + regionTo.toEnglish(game) +
(levelTo == null ? "" : " " + levelTo.toEnglish(game));
if (locTo != null)
englishString += " to " + realTypeTo.name().toLowerCase() +
" " + locTo.toEnglish(game) +
(levelTo == null ? "" : " " + levelTo.toEnglish(game));
if (moveRule != null)
englishString += " moveRule: " + moveRule.toEnglish(game);
if (captureRule != null)
englishString += " captureRule: " + captureRule.toEnglish(game);
if (captureEffect != null)
englishString += " captureEffect: " + captureEffect.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
englishString += thenString;
return englishString;
}
//-------------------------------------------------------------------------
}
| 27,377 | 26.160714 | 120 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Hop.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
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.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.From;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.GraphElement;
import game.util.graph.Radial;
import game.util.moves.To;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import main.collections.FastTIntArrayList;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.stacking.BaseContainerStateStacking;
import other.topology.Topology;
import other.topology.TopologyElement;
import other.trial.Trial;
/**
* Defines a hop in which a piece hops over a hurdle (the {\it pivot}) in a direction.
*
* @author Eric.Piette and cambolbro
*
* @remarks Capture moves in Draughts are typical hop moves.
* Note that we extend the standard definition of ``hop'' to include cases
* where the pivot is empty, for example in games such as Lines of Action
* and Quantum Leap.
*/
public final class Hop extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final DirectionsFunction dirnChoice;
/** Move without to reach the hurdle. */
private final BooleanFunction goRule;
/** To detect the hurdle. */
private final BooleanFunction hurdleRule;
/** Rule to stop the move after to jump the hurdle. */
private final BooleanFunction stopRule;
/** Effect on the stop component corresponding to the stopRule. */
private final Moves stopEffect;
/** Maximum distance between from and the hurdle. */
private final IntFunction maxDistanceFromHurdleFn;
/** Minimum length of the hurdle. */
private final IntFunction minLengthHurdleFn;
/** Maximum length of the hurdle. */
private final IntFunction maxLengthHurdleFn;
/** Maximum distance between the hurdle and to. */
private final IntFunction maxDistanceHurdleToFn;
/** From Condition Rule. */
private final BooleanFunction fromCondition;
/** effect on the Hurdle. */
private final Moves sideEffect;
/** To Hop with a complete stack. */
private final boolean stack;
/** Add on Cell/Edge/Vertex. */
protected SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The data of the from location [(from)].
* @param directions The directions of the move [Adjacent].
* @param between The information about the locations between ``from'' and
* ``to'' [(between if:true)].
* @param to The condition on the location to move.
* @param stack True if the move has to be applied for stack [False].
* @param then The moves applied after that move is applied.
*
* @example (hop (between if:(is Enemy (who at:(between))) (apply (remove
* (between))) ) (to if:(is Empty (to))) )
*
* @example (hop Orthogonal (between if:(is Friend (who at:(between))) (apply
* (remove (between))) ) (to if:(is Empty (to))) )
*/
public Hop
(
@Opt final game.util.moves.From from,
@Opt final game.util.directions.Direction directions,
@Opt final game.util.moves.Between between,
final To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null || from.loc() == null) ? new From(null) : from.loc();
fromCondition = (from == null) ? null : from.cond();
type = (from == null) ? null : from.type();
maxDistanceFromHurdleFn = (between == null || between.before() == null ? new IntConstant(0) : between.before());
minLengthHurdleFn = (between == null || between.range() == null) ? new IntConstant(1) : between.range().minFn();
maxLengthHurdleFn = (between == null || between.range() == null) ? new IntConstant(1) : between.range().maxFn();
maxDistanceHurdleToFn = (between == null || between.after() == null ? new IntConstant(0) : between.after());
sideEffect = between == null ? null : between.effect();
goRule = to.cond();
hurdleRule = (between == null) ? new BooleanConstant(true): between.condition();
dirnChoice = (directions != null) ? directions.directionsFunctions()
: new Directions(AbsoluteDirection.Adjacent, null);
// Stop effect
stopRule = (to.effect() == null) ? null : to.effect().condition();
stopEffect = (to.effect() == null) ? null : to.effect().effect();
// Stack
this.stack = (stack == null) ? false : stack.booleanValue();
}
//-------------------------------------------------------------------------
@Override
public final Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
if (from == Constants.OFF)
return moves;
final int origFrom = context.from();
final int origTo = context.to();
final int origBetween = context.between();
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);
final int maxDistanceFromHurdle = maxDistanceFromHurdleFn.eval(context);
final int minLengthHurdle = minLengthHurdleFn.eval(context);
final int maxLengthHurdle = (minLengthHurdleFn == maxLengthHurdleFn) ? minLengthHurdle : maxLengthHurdleFn.eval(context);
final int maxDistanceHurdleTo = maxDistanceHurdleToFn.eval(context);
context.setFrom(from);
// If the min length is 0 we can step.
if (minLengthHurdle == 0)
{
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.setFrom(from);
if (fromCondition != null && !fromCondition.eval(context))
continue;
context.setTo(to);
if (!goRule.eval(context))
continue;
if (!alreadyCompute(moves, from, to))
{
final Action action = ActionMove.construct(type, from, Constants.UNDEFINED, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
Move thisAction = new Move(action);
// to add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
thisAction.setLevelMinNonDecision(0);
thisAction.setLevelMaxNonDecision(((BaseContainerStateStacking) context.state().containerStates()[0])
.sizeStack(from, type) - 1);
}
thisAction = MoveUtilities.chainRuleWithAction(context, sideEffect, thisAction, true, false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, thisAction, false);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
}
}
}
// context.setTo(origTo);
// context.setFrom(origFrom);
}
// From here the code to hop at least a site.
if (maxLengthHurdle > 0)
for (final AbsoluteDirection direction : directions)
{
final List<Radial> radialList = graph.trajectories().radials(type, from, direction);
for (final Radial radial : radialList)
{
final GraphElement[] steps = radial.steps();
for (int toIdx = 1; toIdx < steps.length; toIdx++)
{
final FastTIntArrayList betweenSites = new FastTIntArrayList();
final int between = steps[toIdx].id();
//context.setFrom(from);
if (fromCondition != null && !fromCondition.eval(context))
continue;
context.setBetween(between);
if (hurdleRule != null && (hurdleRule.eval(context)))
{
final TIntArrayList hurdleLocs = new TIntArrayList();
hurdleLocs.add(between);
int lengthHurdle = 1;
int hurdleIdx = toIdx + 1;
boolean hurdleWrong = false;
for (/**/; hurdleIdx < steps.length && lengthHurdle < maxLengthHurdle; hurdleIdx++)
{
final int hurdleLoc = steps[hurdleIdx].id();
context.setBetween(hurdleLoc);
if (!hurdleRule.eval(context))
{
hurdleWrong = true;
break;
}
hurdleLocs.add(hurdleLoc);
lengthHurdle++;
}
if (lengthHurdle < minLengthHurdle || (hurdleWrong && lengthHurdle == maxLengthHurdle))
break;
betweenSites.addAll(hurdleLocs);
// Jump between the min size of the hurdle to the length of the hurdle detected.
for (int fromMinHurdle = lengthHurdle
- minLengthHurdle; fromMinHurdle >= 0; fromMinHurdle--)
{
int afterHurdleToIdx = hurdleIdx - fromMinHurdle;
for (/**/; afterHurdleToIdx < steps.length; afterHurdleToIdx++)
{
final int afterHurdleTo = steps[afterHurdleToIdx].id();
//context.setFrom(from);
context.setTo(afterHurdleTo);
if (!goRule.eval(context))
{
if (stopRule != null && stopRule.eval(context))
{
final Action action = ActionMove.construct(type, from, Constants.UNDEFINED, type, afterHurdleTo, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
Move move = new Move(action);
if (stopEffect != null)
move = MoveUtilities.chainRuleWithAction(context, stopEffect,
move, true, false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move,
false);
move.setFromNonDecision(from);
move.setBetweenNonDecision(new FastTIntArrayList(betweenSites));
move.setToNonDecision(afterHurdleTo);
}
break;
}
if (stopRule == null)
{
final Action action = ActionMove.construct(type, from, Constants.UNDEFINED, type, afterHurdleTo, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
Move move = new Move(action);
if (stopEffect != null)
move = MoveUtilities.chainRuleWithAction(context, stopEffect,
move, true, false);
for (int hurdleLocIndex = 0; hurdleLocIndex < hurdleLocs.size()
- fromMinHurdle; hurdleLocIndex++)
{
final int hurdleLoc = hurdleLocs.getQuick(hurdleLocIndex);
context.setBetween(hurdleLoc);
if (sideEffect != null)
move = MoveUtilities.chainRuleWithAction(context, sideEffect,
move, true, false);
}
MoveUtilities.chainRuleCrossProduct(context, moves, null,
move, false);
move.setFromNonDecision(from);
move.setBetweenNonDecision(new FastTIntArrayList(betweenSites));
move.setToNonDecision(afterHurdleTo);
// to add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
move.setLevelMinNonDecision(0);
move.setLevelMaxNonDecision(
((BaseContainerStateStacking) context.state().containerStates()[0])
.sizeStack(from, type) - 1);
}
}
if ((afterHurdleToIdx - hurdleIdx + 1) > (maxDistanceHurdleTo - fromMinHurdle))
break;
}
}
break;
}
context.setTo(between);
if (toIdx > maxDistanceFromHurdle || (!goRule.eval(context)))
break;
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
context.setBetween(origBetween);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, context.state().mover());
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
if (stack)
gameFlags |= GameType.Stacking;
if (goRule != null)
gameFlags |= goRule.gameFlags(game);
if (startLocationFn != null)
gameFlags |= startLocationFn.gameFlags(game);
if (fromCondition != null)
gameFlags |= fromCondition.gameFlags(game);
if (hurdleRule != null)
gameFlags |= hurdleRule.gameFlags(game);
if (maxDistanceFromHurdleFn != null)
gameFlags = gameFlags | maxDistanceFromHurdleFn.gameFlags(game);
if (maxDistanceHurdleToFn != null)
gameFlags = gameFlags | maxDistanceHurdleToFn.gameFlags(game);
if (maxLengthHurdleFn != null)
gameFlags = gameFlags | maxLengthHurdleFn.gameFlags(game);
if (minLengthHurdleFn != null)
gameFlags = gameFlags | minLengthHurdleFn.gameFlags(game);
if (sideEffect != null)
gameFlags = gameFlags | sideEffect.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(SiteType.concepts(type));
if(isDecision())
{
concepts.set(Concept.HopDecision.id(), true);
if (hurdleRule != null && goRule != null)
{
if ((goRule.concepts(game).get(Concept.IsEmpty.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsEnemy.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionEnemyToEmpty.id(), true);
if ((goRule.concepts(game).get(Concept.IsEmpty.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsFriend.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionFriendToEmpty.id(), true);
if ((goRule.concepts(game).get(Concept.IsFriend.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsEnemy.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionEnemyToFriend.id(), true);
if ((goRule.concepts(game).get(Concept.IsFriend.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsFriend.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionFriendToFriend.id(), true);
if ((goRule.concepts(game).get(Concept.IsEnemy.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsEnemy.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionEnemyToEnemy.id(), true);
if ((goRule.concepts(game).get(Concept.IsEnemy.id()) || goRule instanceof BooleanConstant.TrueConstant)
&& (hurdleRule.concepts(game).get(Concept.IsFriend.id()) || hurdleRule instanceof BooleanConstant.TrueConstant))
concepts.set(Concept.HopDecisionFriendToEnemy.id(), true);
}
}
else
concepts.set(Concept.HopEffect.id(), true);
if (goRule != null)
concepts.or(goRule.concepts(game));
if (fromCondition != null)
concepts.or(fromCondition.concepts(game));
if (startLocationFn != null)
concepts.or(startLocationFn.concepts(game));
if (hurdleRule != null)
concepts.or(hurdleRule.concepts(game));
if (maxDistanceFromHurdleFn != null)
concepts.or(maxDistanceFromHurdleFn.concepts(game));
if (maxDistanceHurdleToFn != null)
concepts.or(maxDistanceHurdleToFn.concepts(game));
if (maxLengthHurdleFn != null)
concepts.or(maxLengthHurdleFn.concepts(game));
if (minLengthHurdleFn != null)
concepts.or(minLengthHurdleFn.concepts(game));
if (sideEffect != null)
concepts.or(sideEffect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
// We check if that's effectively a replacement capture (remove or fromTo).
if (stopEffect != null)
if (stopEffect.concepts(game).get(Concept.RemoveEffect.id())
|| stopEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.ReplacementCapture.id(), true);
// We check if that's effectively a hop capture (remove or fromTo).
if (sideEffect != null)
if (sideEffect.concepts(game).get(Concept.RemoveEffect.id())
|| sideEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.HopCapture.id(), true);
// We check if some pieces can jump more than one site.
if (isDecision())
{
if (minLengthHurdleFn instanceof IntConstant)
{
if (((IntConstant) minLengthHurdleFn).eval(new Context(game, new Trial(game))) > 1)
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
}
else
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
if (maxLengthHurdleFn instanceof IntConstant)
{
if (((IntConstant) maxLengthHurdleFn).eval(new Context(game, new Trial(game))) > 1)
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
}
else
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
// If the pieces jumped are potentially more than one and capture is
// activated we active the HopCaptureMoreThanOne too.
if (concepts.get(Concept.HopDecisionMoreThanOne.id()) && concepts.get(Concept.HopCapture.id()))
concepts.set(Concept.HopCaptureMoreThanOne.id());
if (maxDistanceHurdleToFn instanceof IntConstant)
{
if (((IntConstant) maxDistanceHurdleToFn).eval(new Context(game, new Trial(game))) > 1)
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
}
else
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
if (maxDistanceFromHurdleFn instanceof IntConstant)
{
if (((IntConstant) maxDistanceFromHurdleFn).eval(new Context(game, new Trial(game))) > 1)
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
}
else
concepts.set(Concept.HopDecisionMoreThanOne.id(), true);
}
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (goRule != null)
writeEvalContext.or(goRule.writesEvalContextRecursive());
if (fromCondition != null)
writeEvalContext.or(fromCondition.writesEvalContextRecursive());
if (startLocationFn != null)
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (hurdleRule != null)
writeEvalContext.or(hurdleRule.writesEvalContextRecursive());
if (maxDistanceFromHurdleFn != null)
writeEvalContext.or(maxDistanceFromHurdleFn.writesEvalContextRecursive());
if (maxDistanceHurdleToFn != null)
writeEvalContext.or(maxDistanceHurdleToFn.writesEvalContextRecursive());
if (maxLengthHurdleFn != null)
writeEvalContext.or(maxLengthHurdleFn.writesEvalContextRecursive());
if (minLengthHurdleFn != null)
writeEvalContext.or(minLengthHurdleFn.writesEvalContextRecursive());
if (sideEffect != null)
writeEvalContext.or(sideEffect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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(super.readsEvalContextRecursive());
if (goRule != null)
readEvalContext.or(goRule.readsEvalContextRecursive());
if (fromCondition != null)
readEvalContext.or(fromCondition.readsEvalContextRecursive());
if (startLocationFn != null)
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (hurdleRule != null)
readEvalContext.or(hurdleRule.readsEvalContextRecursive());
if (maxDistanceFromHurdleFn != null)
readEvalContext.or(maxDistanceFromHurdleFn.readsEvalContextRecursive());
if (maxDistanceHurdleToFn != null)
readEvalContext.or(maxDistanceHurdleToFn.readsEvalContextRecursive());
if (maxLengthHurdleFn != null)
readEvalContext.or(maxLengthHurdleFn.readsEvalContextRecursive());
if (minLengthHurdleFn != null)
readEvalContext.or(minLengthHurdleFn.readsEvalContextRecursive());
if (sideEffect != null)
readEvalContext.or(sideEffect.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().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 (goRule != null)
missingRequirement |= goRule.missingRequirement(game);
if (fromCondition != null)
missingRequirement |= fromCondition.missingRequirement(game);
if (startLocationFn != null)
missingRequirement |= startLocationFn.missingRequirement(game);
if (hurdleRule != null)
missingRequirement |= hurdleRule.missingRequirement(game);
if (maxDistanceFromHurdleFn != null)
missingRequirement |= maxDistanceFromHurdleFn.missingRequirement(game);
if (maxDistanceHurdleToFn != null)
missingRequirement |= maxDistanceHurdleToFn.missingRequirement(game);
if (maxLengthHurdleFn != null)
missingRequirement |= maxLengthHurdleFn.missingRequirement(game);
if (minLengthHurdleFn != null)
missingRequirement |= minLengthHurdleFn.missingRequirement(game);
if (sideEffect != null)
missingRequirement |= sideEffect.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (fromCondition != null)
willCrash |= fromCondition.willCrash(game);
if (goRule != null)
willCrash |= goRule.willCrash(game);
if (startLocationFn != null)
willCrash |= startLocationFn.willCrash(game);
if (hurdleRule != null)
willCrash |= hurdleRule.willCrash(game);
if (maxDistanceFromHurdleFn != null)
willCrash |= maxDistanceFromHurdleFn.willCrash(game);
if (maxDistanceHurdleToFn != null)
willCrash |= maxDistanceHurdleToFn.willCrash(game);
if (maxLengthHurdleFn != null)
willCrash |= maxLengthHurdleFn.willCrash(game);
if (minLengthHurdleFn != null)
willCrash |= minLengthHurdleFn.willCrash(game);
if (sideEffect != null)
willCrash |= sideEffect.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
if (goRule != null)
goRule.preprocess(game);
if (stopRule != null)
stopRule.preprocess(game);
if (fromCondition != null)
fromCondition.preprocess(game);
if (stopEffect != null)
stopEffect.preprocess(game);
if (startLocationFn != null)
startLocationFn.preprocess(game);
if (hurdleRule != null)
hurdleRule.preprocess(game);
if (maxDistanceFromHurdleFn != null)
maxDistanceFromHurdleFn.preprocess(game);
if (maxDistanceHurdleToFn != null)
maxDistanceHurdleToFn.preprocess(game);
if (maxLengthHurdleFn != null)
maxLengthHurdleFn.preprocess(game);
if (minLengthHurdleFn != null)
minLengthHurdleFn.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
}
//-------------------------------------------------------------------------
/**
* @return Rule that tells us the kinds of cells we're allowed to traverse
* on the way to the hurdle.
*/
public BooleanFunction goRule()
{
return goRule;
}
/**
* @return Rule that tells us what kinds of cells are recognised as hurdle
*/
public BooleanFunction hurdleRule()
{
return hurdleRule;
}
/**
* @return Maximum number of steps we're allowed to take to reach a hurdle
*/
public IntFunction maxDistanceFromHurdleFn()
{
return maxDistanceFromHurdleFn;
}
/**
* @return Minimum number of steps that must be occupied by hurdle
*/
public IntFunction minLengthHurdleFn()
{
return minLengthHurdleFn;
}
/**
* @return Maximum number of steps that must be occupied by hurdle
*/
public IntFunction maxLengthHurdleFn()
{
return maxLengthHurdleFn;
}
/**
* @return Maximum number of steps we're allowed to take "behind" hurdle
*/
public IntFunction maxDistanceHurdleToFn()
{
return maxDistanceHurdleToFn;
}
/**
* To know if a move is already compute (for wheel board with the center, this
* is possible).
*
* @param moves
* @param from
* @param to
* @return
*/
private static boolean alreadyCompute(final Moves moves, final int from, final int to)
{
for (final Move m : moves.moves())
{
if (m.fromNonDecision() == from && m.toNonDecision() == to)
{
return true;
}
}
return false;
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "hop " + dirnChoice.toEnglish(game) + thenString;
}
}
| 26,531 | 30.548157 | 181 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Intervene.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.player.IsEnemy;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.To;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
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.context.EvalContextData;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to apply an effect to all the sites flanking a site.
*
* @author Eric.Piette
*/
public final class Intervene extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final AbsoluteDirection dirnChoice;
/** Limit to intervene. */
private final IntFunction limit;
/** Min to intervene. */
private final IntFunction min;
/** The piece to intervene. */
private final BooleanFunction targetRule;
/** The effect to apply on the pieces flanked. */
private final Moves targetEffect;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The data about the sites to intervene [(from (last To))].
* @param dirnChoice The direction to compute the flanking [Adjacent].
* @param between The condition on the pieces flanked [(between (exact 1))].
* @param to The condition and effect on the pieces flanking [(to if:(is
* Enemy (who at:(to))) (apply (remove (to))))].
* @param then The moves applied after that move is applied.
*
* @example (intervene (from (last To)) (to if:(is Enemy (who at:(to))) (apply
* (remove (to))) ) )
*/
public Intervene
(
@Opt final game.util.moves.From from,
@Opt final AbsoluteDirection dirnChoice,
@Opt final game.util.moves.Between between,
@Opt final game.util.moves.To to,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
type = (from == null) ? null : from.type();
limit = (between == null || between.range() == null) ? new IntConstant(1)
: between.range().maxFn();
min = (between == null || between.range() == null) ? new IntConstant(1)
: between.range().minFn();
this.dirnChoice = (dirnChoice == null) ? AbsoluteDirection.Adjacent : dirnChoice;
targetRule = (to == null || to.cond() == null) ? new IsEnemy(To.instance(), null) : to.cond();
targetEffect = (to == null || to.effect() == null)
? new Remove(null, To.instance(), null, null, null, null, null)
: to.effect();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int fromOrig = context.from();
final int toOrig = context.to();
final Topology graph = context.topology();
if (from == Constants.UNDEFINED)
return new BaseMoves(null);
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
final List<Radial> radialList = graph.trajectories().radials(type, fromV.index())
.distinctInDirection(dirnChoice);
final int minPathLength = min.eval(context);
final int maxPathLength = limit.eval(context);
if (maxPathLength == 1 && minPathLength == 1)
shortSandwich(context, moves, fromV, radialList);
else
longSandwich(context, moves, fromV, radialList, maxPathLength, minPathLength);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
context.setTo(toOrig);
context.setFrom(fromOrig);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
/**
* To compute a short flank (= 1).
*
* @param context
* @param actions
* @param fromV
* @param directionIndices
*/
private void shortSandwich(final Context context, final Moves actions, final TopologyElement fromV,
final List<Radial> radials)
{
for (final Radial radial : radials)
{
if (radial.steps().length < 2 || !isTarget(context, radial.steps()[1].id()))
continue;
final List<Radial> oppositeRadials = radial.opposites();
if (oppositeRadials != null)
{
boolean oppositeFound = false;
for (final Radial oppositeRadial : oppositeRadials)
{
if (oppositeRadial.steps().length < 2 || !isTarget(context, oppositeRadial.steps()[1].id()))
continue;
context.setTo(oppositeRadial.steps()[1].id());
MoveUtilities.chainRuleCrossProduct(context, actions, targetEffect, null, false);
oppositeFound = true;
}
if (oppositeFound)
{
context.setTo(radial.steps()[1].id());
MoveUtilities.chainRuleCrossProduct(context, actions, targetEffect, null, false);
}
}
}
}
private boolean isTarget(final Context context, final int location)
{
context.setTo(location);
return targetRule.eval(context);
}
/**
* To compute a longer flank (> 1).
*
* @param context
* @param actions
* @param fromV
* @param directionIndices
* @param maxPathLength
*/
private void longSandwich(final Context context, final Moves actions, final TopologyElement fromV,
final List<Radial> radials, final int maxPathLength, final int minPathLength)
{
for (final Radial radial : radials)
{
final TIntArrayList sitesToIntervene = new TIntArrayList();
int posIdx = 1;
while (posIdx < radial.steps().length && posIdx <= maxPathLength)
{
if (!isTarget(context, radial.steps()[posIdx].id()))
break;
sitesToIntervene.add(radial.steps()[posIdx].id());
posIdx++;
}
if (sitesToIntervene.size() < minPathLength || sitesToIntervene.size() > maxPathLength)
continue;
final List<Radial> oppositeRadials = radial.opposites();
if (oppositeRadials != null)
{
final TIntArrayList sitesOppositeToIntervene = new TIntArrayList();
boolean oppositeFound = false;
for (final Radial oppositeRadial : oppositeRadials)
{
int posOppositeIdx = 1;
while (posOppositeIdx < oppositeRadial.steps().length && posOppositeIdx <= maxPathLength)
{
if (!isTarget(context, oppositeRadial.steps()[posOppositeIdx].id()))
break;
sitesOppositeToIntervene.add(oppositeRadial.steps()[posOppositeIdx].id());
posOppositeIdx++;
}
if (sitesOppositeToIntervene.size() < minPathLength
|| sitesOppositeToIntervene.size() > maxPathLength)
continue;
for (int i = 0; i < sitesOppositeToIntervene.size(); i++)
{
final int oppositeSite = sitesOppositeToIntervene.get(i);
context.setTo(oppositeSite);
MoveUtilities.chainRuleCrossProduct(context, actions, targetEffect, null, false);
}
oppositeFound = true;
}
if (oppositeFound)
{
for (int i = 0; i < sitesToIntervene.size(); i++)
{
final int oppositeSite = sitesToIntervene.get(i);
context.setTo(oppositeSite);
MoveUtilities.chainRuleCrossProduct(context, actions, targetEffect, null, false);
}
}
}
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | startLocationFn.gameFlags(game) | limit.gameFlags(game)
| min.gameFlags(game) | targetRule.gameFlags(game) | targetEffect.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
concepts.or(limit.concepts(game));
concepts.or(min.concepts(game));
concepts.or(targetRule.concepts(game));
concepts.or(targetEffect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (targetEffect.concepts(game).get(Concept.RemoveEffect.id())
|| targetEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.InterveneCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
writeEvalContext.or(limit.writesEvalContextRecursive());
writeEvalContext.or(min.writesEvalContextRecursive());
writeEvalContext.or(targetRule.writesEvalContextRecursive());
writeEvalContext.or(targetEffect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
readEvalContext.or(limit.readsEvalContextRecursive());
readEvalContext.or(min.readsEvalContextRecursive());
readEvalContext.or(targetRule.readsEvalContextRecursive());
readEvalContext.or(targetEffect.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
missingRequirement |= limit.missingRequirement(game);
missingRequirement |= min.missingRequirement(game);
missingRequirement |= targetRule.missingRequirement(game);
missingRequirement |= targetEffect.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
willCrash |= limit.willCrash(game);
willCrash |= min.willCrash(game);
willCrash |= targetRule.willCrash(game);
willCrash |= targetEffect.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return startLocationFn.isStatic() && limit.isStatic() && targetRule.isStatic()
&& targetEffect.isStatic() && min.isStatic();
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
startLocationFn.preprocess(game);
min.preprocess(game);
limit.preprocess(game);
targetRule.preprocess(game);
targetEffect.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String directionString = "";
if (dirnChoice != null)
directionString = " in direction " + dirnChoice.toString();
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
final SiteType realType = (type != null) ? type : game.board().defaultSite();
return "apply " + targetEffect.toEnglish(game) + " to all sites flanking " + realType.name() + StringRoutines.getPlural(realType.name()) + " " + startLocationFn.toEnglish(game) + directionString + thenString;
}
//-------------------------------------------------------------------------
}
| 12,751 | 29.801932 | 210 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Leap.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
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.ints.iterator.From;
import game.functions.region.RegionFunction;
import game.functions.region.sites.Sites;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.board.StepType;
import game.types.state.GameType;
import game.util.directions.CompassDirection;
import game.util.moves.To;
import main.Constants;
import other.ContainerId;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.topology.TopologyElement;
/**
* Allows a player to leap a piece to sites defined by walks through the board graph.
*
* @author Eric.Piette and cambolbro
*
* @remarks Use this ludeme to make leaping moves to pre-defined destination sites
* that do not care about intervening pieces, such as knight moves in Chess.
*/
public final class Leap extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** From Condition Rule. */
private final BooleanFunction fromCondition;
/** The specific walk of the move. */
private final RegionFunction walk;
/** If the leap has to be only in a forward direction. */
private final BooleanFunction forward;
/** The rule to continue the move */
private final BooleanFunction goRule;
/** The Move applied on the location reached. */
private final Moves sideEffect;
/** Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The site to leap from [(from)].
* @param walk The walk that defines the landing site(s).
* @param forward Whether to only keep moves that land forwards [False].
* @param rotations Whether to apply the leap to all rotations [True].
* @param to Details about the site to move to.
* @param then Moves to apply after the leap.
*
* @example (leap { {F F R F} {F F L F} } (to if:(or (is Empty (to)) (is Enemy
* (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to) ) )
* ) ) )
*/
public Leap
(
@Opt final game.util.moves.From from,
final StepType[][] walk,
@Opt @Name final BooleanFunction forward,
@Opt @Name final BooleanFunction rotations,
final To to,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new From(null) : from.loc();
fromCondition = (from == null) ? null : from.cond();
type = (from == null) ? null : from.type();
this.walk = Sites.construct(null, startLocationFn, walk, rotations);
this.forward = (forward == null) ? new BooleanConstant(false) : forward;
goRule = to.cond();
sideEffect = to.effect();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int cid = new ContainerId(null, null, null, null, new IntConstant(from)).eval(context);
final other.topology.Topology graph = context.containers()[cid].topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
CompassDirection facing = null;
if (forward.eval(context))
{
final int pieceIndex = context.state().containerStates()[cid].what(from, type);
if (pieceIndex != 0)
{
final Component piece = context.game().equipment().components()[pieceIndex];
facing = (CompassDirection) piece.getDirn();
}
}
if (from == Constants.OFF)
return moves;
final int origFrom = context.from();
final int origTo = context.to();
context.setFrom(from);
if (fromCondition != null && !fromCondition.eval(context))
return moves;
final int[] sitesAfterWalk = walk.eval(context).sites();
for (final int to : sitesAfterWalk)
{
final TopologyElement fromV = graph.getGraphElement(realType, from);
final TopologyElement toV = graph.getGraphElement(realType, to);
if (facing == null || checkForward(facing, fromV, toV))
{
context.setTo(to);
if (!goRule.eval(context))
continue;
final Action actionMove = ActionMove.construct(realType, from, Constants.UNDEFINED, realType, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false);
if (isDecision())
actionMove.setDecision(true);
Move thisAction = new Move(actionMove);
thisAction = MoveUtilities.chainRuleWithAction(context, sideEffect, thisAction, true,
false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, thisAction, false);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
}
}
context.setTo(origTo);
context.setFrom(origFrom);
for (final Move m : moves.moves())
m.setMover(context.state().mover());
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
/**
* @param facing
* @param from
* @param to
* @return True only if the forward condition is respecting according to the
* facing direction.
*/
private static boolean checkForward(final CompassDirection facing, final TopologyElement from, final TopologyElement to)
{
switch (facing)
{
case N:
return from.row() < to.row();
case NE:
return from.row() < to.row() && from.col() < to.col();
case E:
return from.col() < to.col();
case SE:
return from.row() > to.row() && from.col() < to.col();
case S:
return from.row() > to.row();
case SW:
return from.row() > to.row() && from.col() > to.col();
case W:
return from.col() > to.col();
case NW:
return from.row() < to.row() && from.col() > to.col();
case ENE:
case ESE:
case NNE:
case NNW:
case SSE:
case SSW:
case WNW:
case WSW:
default:
return false;
}
}
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
if (startLocationFn != null)
gameFlags |= startLocationFn.gameFlags(game);
if (sideEffect != null)
gameFlags |= sideEffect.gameFlags(game);
if (walk != null)
gameFlags |= walk.gameFlags(game);
if (fromCondition != null)
gameFlags |= fromCondition.gameFlags(game);
if (goRule != null)
gameFlags |= goRule.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
if (isDecision())
{
concepts.set(Concept.LeapDecision.id(), true);
if (goRule != null)
{
if (goRule.concepts(game).get(Concept.IsEmpty.id()))
concepts.set(Concept.LeapDecisionToEmpty.id(), true);
if (goRule.concepts(game).get(Concept.IsFriend.id()))
concepts.set(Concept.LeapDecisionToFriend.id(), true);
if (goRule.concepts(game).get(Concept.IsEnemy.id()))
concepts.set(Concept.LeapDecisionToEnemy.id(), true);
if (goRule instanceof BooleanConstant.TrueConstant)
{
concepts.set(Concept.LeapDecisionToEmpty.id(), true);
concepts.set(Concept.LeapDecisionToFriend.id(), true);
concepts.set(Concept.LeapDecisionToEnemy.id(), true);
}
}
}
else
concepts.set(Concept.LeapEffect.id(), true);
if (startLocationFn != null)
concepts.or(startLocationFn.concepts(game));
if (sideEffect != null)
concepts.or(sideEffect.concepts(game));
if (walk != null)
concepts.or(walk.concepts(game));
if (fromCondition != null)
concepts.or(fromCondition.concepts(game));
if (goRule != null)
concepts.or(goRule.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (sideEffect != null)
if (sideEffect.concepts(game).get(Concept.RemoveEffect.id())
|| sideEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.ReplacementCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (startLocationFn != null)
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (sideEffect != null)
writeEvalContext.or(sideEffect.writesEvalContextRecursive());
if (walk != null)
writeEvalContext.or(walk.writesEvalContextRecursive());
if (fromCondition != null)
writeEvalContext.or(fromCondition.writesEvalContextRecursive());
if (goRule != null)
writeEvalContext.or(goRule.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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 (startLocationFn != null)
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (sideEffect != null)
readEvalContext.or(sideEffect.readsEvalContextRecursive());
if (walk != null)
readEvalContext.or(walk.readsEvalContextRecursive());
if (fromCondition != null)
readEvalContext.or(fromCondition.readsEvalContextRecursive());
if (goRule != null)
readEvalContext.or(goRule.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (fromCondition != null)
missingRequirement |= fromCondition.missingRequirement(game);
if (startLocationFn != null)
missingRequirement |= startLocationFn.missingRequirement(game);
if (sideEffect != null)
missingRequirement |= sideEffect.missingRequirement(game);
if (walk != null)
missingRequirement |= walk.missingRequirement(game);
if (goRule != null)
missingRequirement |= goRule.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (fromCondition != null)
willCrash |= fromCondition.willCrash(game);
if (startLocationFn != null)
willCrash |= startLocationFn.willCrash(game);
if (sideEffect != null)
willCrash |= sideEffect.willCrash(game);
if (walk != null)
willCrash |= walk.willCrash(game);
if (goRule != null)
willCrash |= goRule.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
if (startLocationFn != null)
startLocationFn.preprocess(game);
if (walk != null)
walk.preprocess(game);
if (goRule != null)
goRule.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
if (fromCondition != null)
fromCondition.preprocess(game);
}
//-------------------------------------------------------------------------
/**
* @return Start locations
*/
public IntFunction startLocationFn()
{
return startLocationFn;
}
/**
* @return Our walk function
*/
public RegionFunction walk()
{
return walk;
}
/**
* @return Our go rule
*/
public BooleanFunction goRule()
{
return goRule;
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "leap a piece to "+ goRule.toEnglish(game) + thenString;
}
}
| 13,107 | 25.915811 | 175 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Note.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import annotations.Or;
import annotations.Or2;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.directions.DirectionsFunction;
import game.functions.floats.FloatFunction;
import game.functions.graph.GraphFunction;
import game.functions.intArray.IntArrayFunction;
import game.functions.ints.IntFunction;
import game.functions.ints.board.Id;
import game.functions.range.RangeFunction;
import game.functions.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.play.RoleType;
import game.types.state.GameType;
import game.util.directions.Direction;
import gnu.trove.list.array.TIntArrayList;
import other.action.others.ActionNote;
import other.context.Context;
import other.move.Move;
/**
* Makes a note to a player or to all the players.
*
* @author Eric.Piette and cambolbro
*/
public final class Note extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The index of the player. */
final IntFunction playerMessage;
/** The index of the player. */
final IntFunction playerFn;
/** The role in the message. */
final RoleType roleMessage;
/** The role. */
final RoleType role;
/** The message. */
final String message;
/** The int message. */
final IntFunction messageInt;
/** The int array message. */
final IntArrayFunction messageIntArray;
/** The float message. */
final FloatFunction messageFloat;
/** The boolean message. */
final BooleanFunction messageBoolean;
/** The region message. */
final RegionFunction messageRegion;
/** The range message. */
final RangeFunction messageRange;
/** The directions message. */
final DirectionsFunction messageDirection;
/** The graph message. */
final GraphFunction messageGraph;
//-------------------------------------------------------------------------
/**
* @param player The index of the player to add at the beginning of
* the message.
* @param Player The role of the player to add at the beginning of the
* message.
* @param message The message as a string.
* @param messageInt The message as an integer.
* @param messageIntArray The message as an array of integer.
* @param messageFloat The message as a float.
* @param messageBoolean The message as a boolean.
* @param messageRegion The message as a region.
* @param messageRange The message as a range.
* @param messageDirection The message as a set of directions.
* @param messageGraph The message as a graph.
* @param to The index of the player.
* @param To The role of the player [ALL].
*
* @example (note "Opponent has played")
*/
public Note
(
@Opt @Or @Name final IntFunction player,
@Opt @Or @Name final RoleType Player,
@Or2 final String message,
@Or2 final IntFunction messageInt,
@Or2 final IntArrayFunction messageIntArray,
@Or2 final FloatFunction messageFloat,
@Or2 final BooleanFunction messageBoolean,
@Or2 final RegionFunction messageRegion,
@Or2 final RangeFunction messageRange,
@Or2 final Direction messageDirection,
@Or2 final GraphFunction messageGraph,
@Opt @Or @Name final game.util.moves.Player to,
@Opt @Or @Name final RoleType To
)
{
super(null);
int numNonNull = 0;
if (Player != null)
numNonNull++;
if (player != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Note(): Only one 'playerMessage' or 'roleMessage' parameters can be non-null.");
numNonNull = 0;
if (to != null)
numNonNull++;
if (To != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Note(): Only one 'to' or 'role' parameters can be non-null.");
numNonNull = 0;
if (message != null)
numNonNull++;
if (messageInt != null)
numNonNull++;
if (messageIntArray != null)
numNonNull++;
if (messageFloat != null)
numNonNull++;
if (messageBoolean != null)
numNonNull++;
if (messageRegion != null)
numNonNull++;
if (messageRange != null)
numNonNull++;
if (messageDirection != null)
numNonNull++;
if (messageGraph != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException(
"Note(): One 'message', 'messageInt', 'messageIntArray', messageFloat', 'messageBoolean', 'messageRegion', 'messageRange',"
+ " 'messageDirection' or 'messageGraph' parameters must be non-null.");
playerFn = (to != null) ? to.index() : (To != null) ? RoleType.toIntFunction(To) : new Id(null, RoleType.All);
role = (to == null && To == null) ? RoleType.All : To;
this.message = message;
this.messageInt = messageInt;
this.messageIntArray = messageIntArray;
this.messageFloat = messageFloat;
this.messageBoolean = messageBoolean;
this.messageRegion = messageRegion;
this.messageRange = messageRange;
this.messageDirection = (messageDirection != null) ? messageDirection.directionsFunctions() : null;
this.messageGraph = messageGraph;
playerMessage = (Player != null) ? new Id(null, Player) : player;
roleMessage = Player;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
// Return list of legal "to" moves
final BaseMoves moves = new BaseMoves(super.then());
// final String msg =
// (message != null)
// ? message
// : (messageInt != null)
// ? messageInt.eval(context) + ""
// : (messageIntArray != null)
// ? messageIntArray.eval(context) + ""
// : (messageFloat != null)
// ? messageFloat.eval(context) + ""
// : (messageBoolean != null)
// ? messageBoolean.eval(context) + ""
// : (messageRegion != null)
// ? new TIntArrayList(messageRegion.eval(context).sites()) + ""
// : (messageRange != null)
// ? "[" + messageRange.eval(context).min(context) + ";" + messageRange.eval(context).max(context) + "]"
// :
// // For the directions we look the result for the first centre site of the default SiteType on the board.
// (messageDirection != null)
// ? messageDirection.convertToAbsolute(context.board().defaultSite(),context.topology().centre(context.board().defaultSite()).get(0),null, null, null, context) + ""
// : (messageGraph != null)
// ? messageGraph.eval(context, context.board().defaultSite()) + ""
// : null;
final String msg;
if ( message != null)
msg = message;
else if ( messageInt != null)
msg = messageInt.eval(context) + "";
else if ( messageIntArray != null)
msg = messageIntArray.eval(context) + "";
else if ( messageFloat != null)
msg = messageFloat.eval(context) + "";
else if ( messageBoolean != null)
msg = messageBoolean.eval(context) + "";
else if ( messageRegion != null)
msg = new TIntArrayList(messageRegion.eval(context).sites()) + "";
else if ( messageRange != null)
msg = "[" + messageRange.eval(context).min(context) + ";" + messageRange.eval(context).max(context) + "]";
else if ( messageDirection != null) // For the directions we look the result for the first centre site of the default SiteType on the board.
msg = messageDirection.convertToAbsolute
(
context.board().defaultSite(),context.topology().centre(context.board().defaultSite()).get(0), null, null, null, context
) + "";
else if ( messageGraph != null)
msg = messageGraph.eval(context, context.board().defaultSite()) + "";
else
msg = null;
final String messageToSend = (playerMessage == null) ? msg : "P" + playerMessage.eval(context) + " " + msg;
if (role == RoleType.All)
{
for(int i = 1; i < context.game().players().size();i++)
{
final Move move = new Move(new ActionNote(messageToSend, i));
moves.moves().add(move);
}
}
else
{
final int pid = playerFn.eval(context);
if (pid > 0 && pid < context.game().players().size())
{
final Move move = new Move(new ActionNote(messageToSend, pid));
moves.moves().add(move);
}
}
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMove(final Context context)
{
return false;
}
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | GameType.Note | playerFn.gameFlags(game);
if (playerMessage != null)
gameFlags |= playerMessage.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
if (messageInt != null)
gameFlags |= messageInt.gameFlags(game);
if (messageIntArray != null)
gameFlags |= messageIntArray.gameFlags(game);
if (messageFloat != null)
gameFlags |= messageFloat.gameFlags(game);
if (messageBoolean != null)
gameFlags |= messageBoolean.gameFlags(game);
if (messageRange != null)
gameFlags |= messageRange.gameFlags(game);
if (messageRegion != null)
gameFlags |= messageRegion.gameFlags(game);
if (messageGraph != null)
gameFlags |= messageGraph.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(playerFn.concepts(game));
concepts.or(super.concepts(game));
if (playerMessage != null)
concepts.or(playerMessage.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (messageInt != null)
concepts.or(messageInt.concepts(game));
if (messageIntArray != null)
concepts.or(messageIntArray.concepts(game));
if (messageFloat != null)
concepts.or(messageFloat.concepts(game));
if (messageBoolean != null)
concepts.or(messageBoolean.concepts(game));
if (messageRange != null)
concepts.or(messageRange.concepts(game));
if (messageRegion != null)
concepts.or(messageRegion.concepts(game));
if (messageGraph != null)
concepts.or(messageGraph.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(playerFn.writesEvalContextRecursive());
writeEvalContext.or(super.writesEvalContextRecursive());
if (playerMessage != null)
writeEvalContext.or(playerMessage.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
if (messageInt != null)
writeEvalContext.or(messageInt.writesEvalContextRecursive());
if (messageIntArray != null)
writeEvalContext.or(messageIntArray.writesEvalContextRecursive());
if (messageBoolean != null)
writeEvalContext.or(messageBoolean.writesEvalContextRecursive());
if (messageRange != null)
writeEvalContext.or(messageRange.writesEvalContextRecursive());
if (messageRegion != null)
writeEvalContext.or(messageRegion.writesEvalContextRecursive());
if (messageGraph != null)
writeEvalContext.or(messageGraph.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(playerFn.readsEvalContextRecursive());
readEvalContext.or(super.readsEvalContextRecursive());
if (playerMessage != null)
readEvalContext.or(playerMessage.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
if (messageInt != null)
readEvalContext.or(messageInt.readsEvalContextRecursive());
if (messageIntArray != null)
readEvalContext.or(messageIntArray.readsEvalContextRecursive());
if (messageBoolean != null)
readEvalContext.or(messageBoolean.readsEvalContextRecursive());
if (messageRange != null)
readEvalContext.or(messageRange.readsEvalContextRecursive());
if (messageRegion != null)
readEvalContext.or(messageRegion.readsEvalContextRecursive());
if (messageGraph != null)
readEvalContext.or(messageGraph.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= playerFn.missingRequirement(game);
missingRequirement |= super.missingRequirement(game);
// We check if the role is correct.
if (role != null)
{
final int indexOwnerPhase = role.owner();
if ((indexOwnerPhase < 1 && !role.equals(RoleType.All) && !role.equals(RoleType.Mover)
&& !role.equals(RoleType.Prev) && !role.equals(RoleType.Next))
|| indexOwnerPhase > game.players().count())
{
game.addRequirementToReport("A (note ...) ludeme is used with an incorrect RoleType " + role + ".");
missingRequirement = true;
}
}
// We check if the role is correct.
if (roleMessage != null)
{
final int indexOwnerPhase = roleMessage.owner();
if ((indexOwnerPhase < 1 && !roleMessage.equals(RoleType.Mover) && !roleMessage.equals(RoleType.Prev)
&& !roleMessage.equals(RoleType.Next)) || indexOwnerPhase > game.players().count())
{
game.addRequirementToReport("A (note ...) ludeme is used with an incorrect RoleType " + roleMessage + ".");
missingRequirement = true;
}
}
if (playerMessage != null)
missingRequirement |= playerMessage.missingRequirement(game);
if (messageInt != null)
missingRequirement |= messageInt.missingRequirement(game);
if (messageIntArray != null)
missingRequirement |= messageIntArray.missingRequirement(game);
if (messageFloat != null)
missingRequirement |= messageFloat.missingRequirement(game);
if (messageBoolean != null)
missingRequirement |= messageBoolean.missingRequirement(game);
if (messageRange != null)
missingRequirement |= messageRange.missingRequirement(game);
if (messageRegion != null)
missingRequirement |= messageRegion.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= playerFn.willCrash(game);
willCrash |= super.willCrash(game);
if (playerMessage != null)
willCrash |= playerMessage.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
if (messageInt != null)
willCrash |= messageInt.willCrash(game);
if (messageIntArray != null)
willCrash |= messageIntArray.willCrash(game);
if (messageFloat != null)
willCrash |= messageFloat.willCrash(game);
if (messageBoolean != null)
willCrash |= messageBoolean.willCrash(game);
if (messageRange != null)
willCrash |= messageRange.willCrash(game);
if (messageRegion != null)
willCrash |= messageRegion.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
playerFn.preprocess(game);
if (playerMessage != null)
playerMessage.preprocess(game);
if (messageInt != null)
messageInt.preprocess(game);
if (messageIntArray != null)
messageIntArray.preprocess(game);
if (messageFloat != null)
messageFloat.preprocess(game);
if (messageBoolean != null)
messageBoolean.preprocess(game);
if (messageRange != null)
messageRange.preprocess(game);
if (messageRegion != null)
messageRegion.preprocess(game);
if (messageGraph != null)
messageGraph.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String msg = "No Message";
if ( message != null)
msg = message;
else if ( messageInt != null)
msg = messageInt.toEnglish(game);
else if ( messageIntArray != null)
msg = messageIntArray.toEnglish(game);
else if ( messageFloat != null)
msg = messageFloat.toEnglish(game);
else if ( messageBoolean != null)
msg = messageBoolean.toEnglish(game);
else if ( messageRegion != null)
msg = messageRegion.toEnglish(game);
else if ( messageRange != null)
msg = messageRange.toEnglish(game);
else if ( messageDirection != null) // For the directions we look the result for the first centre site of the default SiteType on the board.
msg = messageDirection.toEnglish(game);
else if ( messageGraph != null)
msg = messageGraph.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "send message " + msg + thenString;
}
//-------------------------------------------------------------------------
}
| 17,214 | 31.117537 | 175 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Pass.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.state.GameType;
import main.Constants;
import other.action.others.ActionPass;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Passes this turn.
*
* @author Eric.Piette and cambolbro
*/
public final class Pass extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The moves applied after that move is applied.
*
* @example (pass)
*/
public Pass
(
@Opt final Then then
)
{
super(then);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final ActionPass actionPass = new ActionPass(false);
if (isDecision())
actionPass.setDecision(true);
final Move move = new Move(actionPass);
move.setFromNonDecision(Constants.OFF);
move.setToNonDecision(Constants.OFF);
move.setMover(context.state().mover());
moves.moves().add(move);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
// If only one player but pass is a legal move, we do not stop the game if the
// player passes.
if (game.players().count() == 1)
gameFlags |= GameType.NotAllPass;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (isDecision())
concepts.set(Concept.PassDecision.id(), true);
else
concepts.set(Concept.PassEffect.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return super.isStatic();
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "pass" + thenString;
}
}
| 3,761 | 21 | 80 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/PlayCard.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import main.Constants;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.context.Context;
import other.move.Move;
/**
* Plays any card in a player's hand to the board at their position.
*
* @author Eric.Piette and cambolbro
*/
public final class PlayCard extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The moves applied after that move is applied.
*
* @example (playCard)
*/
public PlayCard
(
@Opt final Then then
)
{
super(then);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final BaseMoves moves = new BaseMoves(super.then());
for (int cid = 1; cid < context.containers().length; cid++)
{
if (context.containers()[cid].owner() == context.state().mover())
{
final int siteFrom = context.sitesFrom()[cid];
for (int site = siteFrom; site < context.containers()[cid].numSites() + siteFrom; site++)
{
for (int level = 0; level < context.containerState(cid).sizeStackCell(site); level++)
{
final int to = context.state().mover() - 1;
final Action actionMove = ActionMove.construct(SiteType.Cell, site, level, SiteType.Cell, to, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, Constants.OFF, false);
if (isDecision())
actionMove.setDecision(true);
final Move move = new Move(actionMove);
move.setFromNonDecision(site);
move.setLevelMinNonDecision(level);
move.setLevelMaxNonDecision(level);
move.setToNonDecision(to);
move.setMover(context.state().mover());
moves.moves().add(move);
}
}
}
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | GameType.Cell | GameType.Card | GameType.HiddenInfo
| GameType.NotAllPass | GameType.UsesFromPositions;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
boolean gameHasCard = false;
for (int i = 1; i < game.equipment().components().length; i++)
{
final Component component = game.equipment().components()[i];
if (component.isCard())
{
gameHasCard = true;
break;
}
}
if (!gameHasCard)
{
game.addRequirementToReport("The ludeme (playCard ...) is used but the equipment has no cards.");
missingRequirement = true;
}
missingRequirement |= super.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
}
}
| 4,552 | 24.154696 | 185 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Promote.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.equipment.component.Component;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.To;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.RoleType;
import game.util.moves.Piece;
import game.util.moves.Player;
import other.action.BaseAction;
import other.action.move.ActionPromote;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Is used for promotion into another item.
*
* @author Eric.Piette and cambolbro
*/
public final class Promote extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Site to promote. */
private final IntFunction locationFn;
/** Owner of the promoted piece. */
private final IntFunction owner;
/** Name of the new component. */
private final String[] itemNames;
/** Promotion to what piece. */
private final IntFunction toWhat;
/** Pieces To Promote */
private final IntFunction[] toWhats;
/** Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param type The graph element type [default SiteType of the board].
* @param locationFn The location of the piece to promote [(to)].
* @param what The data about the promoted pieces.
* @param who Index of the owner of the promoted piece.
* @param role RoleType of the owner of the promoted piece.
* @param then The moves applied after that move is applied.
*
* @example (promote (last To) (piece {"Queen" "Knight" "Bishop" "Rook"}) Mover)
*/
public Promote
(
@Opt final SiteType type,
@Opt final IntFunction locationFn,
final Piece what,
@Opt @Or final Player who,
@Opt @Or final RoleType role,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (who != null)
numNonNull++;
if (role != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException(
"ForEach(): With ForEachPieceType zero or one who, role parameter must be non-null.");
this.locationFn = (locationFn == null) ? To.instance() : locationFn;
if (what.nameComponent() != null)
{
itemNames = new String[1];
itemNames[0] = what.nameComponent();
toWhat = null;
toWhats = null;
}
else if (what.nameComponents() != null)
{
itemNames = what.nameComponents();
toWhat = null;
toWhats = null;
}
else if (what.components() != null)
{
toWhats = what.components();
toWhat = null;
itemNames = null;
}
else
{
itemNames = null;
toWhat = what.component();
toWhats = null;
}
owner = (who == null && role == null) ? null : role != null ? RoleType.toIntFunction(role) : who.originalIndex();
this.type = type;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final int location = locationFn.eval(context);
final Moves moves = new BaseMoves(super.then());
if (location < 0)
return moves;
final String[] evalItemNames;
if (toWhat != null)
{
evalItemNames = new String[1];
final int id = toWhat.eval(context);
if (id < 1)
return new BaseMoves(super.then());
evalItemNames[0] = context.components()[id].name();
}
else
{
evalItemNames = itemNames;
}
final int[] whats;
if (toWhats != null)
{
whats = new int[toWhats.length];
for (int i = 0; i < toWhats.length; i++)
whats[i] = toWhats[i].eval(context);
}
else
{
whats = new int[evalItemNames.length];
for (int i = 0; i < evalItemNames.length; i++)
{
if (owner == null)
{
final Component component = context.game().getComponent(evalItemNames[i]);
if (component == null)
throw new RuntimeException("Component " + evalItemNames[i] + " is not defined.");
whats[i] = component.index();
}
else
{
final int ownerId = owner.eval(context);
for (int j = 1; j < context.components().length; j++)
{
final Component component = context.components()[j];
if (component.name().contains(evalItemNames[i]) && component.owner() == ownerId)
{
whats[i] = component.index();
break;
}
}
}
}
}
for (final int what : whats)
{
final BaseAction actionPromote = new ActionPromote(type, location, what);
if (isDecision())
actionPromote.setDecision(true);
final Move move = new Move(actionPromote);
move.setFromNonDecision(location);
move.setToNonDecision(location);
move.setMover(context.state().mover());
moves.moves().add(move);
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return locationFn.eval(context) == target;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | locationFn.gameFlags(game);
if (toWhat != null)
gameFlags |= toWhat.gameFlags(game);
if (then() != null)
gameFlags |= then().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(super.concepts(game));
concepts.or(locationFn.concepts(game));
if (isDecision())
concepts.set(Concept.PromotionDecision.id(), true);
else
concepts.set(Concept.PromotionEffect.id(), true);
if (toWhat != null)
concepts.or(toWhat.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(locationFn.writesEvalContextRecursive());
if (toWhat != null)
writeEvalContext.or(toWhat.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(locationFn.readsEvalContextRecursive());
if (toWhat != null)
readEvalContext.or(toWhat.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= locationFn.missingRequirement(game);
if (toWhat != null)
missingRequirement |= toWhat.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= locationFn.willCrash(game);
if (toWhat != null)
willCrash |= toWhat.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
locationFn.preprocess(game);
if (toWhat != null)
toWhat.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
String items="";
int count=0;
if(itemNames != null)
{
for (final String item : itemNames)
{
items+=item;
count++;
if(count == itemNames.length-1)
items+=" or ";
else if(count < itemNames.length)
items+=", ";
}
}
String ownerEnglish = "a player";
if (owner != null)
ownerEnglish = owner.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "a piece of " + ownerEnglish + " " + locationFn.toEnglish(game) + ", this piece can promote into " + items + thenString;
}
}
| 8,862 | 23.551247 | 129 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Propose.java | package game.rules.play.moves.nonDecision.effect;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.state.GameType;
import main.Constants;
import other.action.Action;
import other.action.others.ActionPropose;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Is used to propose something to the other players.
*
* @author Eric.Piette and cambolbro
*/
public final class Propose extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** All the propositions. */
private final String[] propositions;
/** The int representations of all the propositions */
private final int[] propositionInts;
//-------------------------------------------------------------------------
/**
* @param proposition The proposition.
* @param propositions The propositions.
* @param then The moves applied after that move is applied.
*
* @example (propose "End")
*/
public Propose
(
@Or final String proposition,
@Or final String[] propositions,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (proposition != null)
numNonNull++;
if (propositions != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Only one Or parameter can be non-null.");
if (propositions != null)
{
this.propositions = propositions;
}
else
{
this.propositions = new String[1];
this.propositions[0] = proposition;
}
propositionInts = new int[this.propositions.length];
Arrays.fill(propositionInts, Constants.UNDEFINED);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final BaseMoves moves = new BaseMoves(super.then());
for (final int proposition : propositionInts)
{
// NOTE: if we have a -1 here, that means that preprocess() was not called!
final Action action = new ActionPropose(context.game().voteString(proposition), proposition);
if (isDecision())
action.setDecision(true);
final Move move = new Move(action);
move.setFromNonDecision(Constants.OFF);
move.setToNonDecision(Constants.OFF);
move.setMover(context.state().mover());
moves.moves().add(move);
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | GameType.Vote;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (isDecision())
concepts.set(Concept.ProposeDecision.id(), true);
else
concepts.set(Concept.ProposeEffect.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
final boolean isStatic = false;
return isStatic;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
for (int i = 0; i < propositions.length; ++i)
{
propositionInts[i] = game.registerVoteString(propositions[i]);
}
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "propose the following options " + Arrays.toString(propositions) + thenString;
}
//-------------------------------------------------------------------------
}
| 5,336 | 23.040541 | 96 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Push.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.directions.DirectionsFunction;
import game.functions.ints.IntFunction;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import main.Constants;
import other.action.Action;
import other.action.move.ActionAdd;
import other.action.move.remove.ActionRemove;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Pushes all the pieces from a site in one direction.
*
* @author Eric.Piette
*/
public final class Push extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final DirectionsFunction dirnChoice;
/** Add on Cell/Edge/Vertex. */
protected SiteType type;
//-------------------------------------------------------------------------
/**
* @param from Description of the ``from'' location [(from (last To))].
* @param directions The direction to push.
* @param then The moves applied after that move is applied.
*
* @example (push (from (last To)) E)
*/
public Push
(
@Opt final game.util.moves.From from,
final game.util.directions.Direction directions,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
type = (from == null) ? null : from.type();
dirnChoice = directions.directionsFunctions();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
if (from == Constants.OFF)
return moves;
final Topology topology = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = topology.getGraphElements(realType).get(from);
final ContainerState cs = context.state().containerStates()[0];
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null, context);
if (directions.isEmpty())
return moves;
final List<Radial> radials = topology.trajectories().radials(type, fromV.index(), directions.get(0));
for (final Radial radial : radials)
{
int currentPiece = cs.what(radial.steps()[0].id(), realType);
final Action removeAction = ActionRemove.construct(realType, from, Constants.UNDEFINED, true);
moves.moves().add(new Move(removeAction));
for (int toIdx = 1; toIdx < radial.steps().length; toIdx++)
{
final int to = radial.steps()[toIdx].id();
final int what = cs.what(to, realType);
if (what != 0)
{
final Action removeTo = ActionRemove.construct(realType, to, Constants.UNDEFINED, true);
moves.moves().add(new Move(removeTo));
final Action actionAdd = new ActionAdd(realType, to, currentPiece, 1, Constants.UNDEFINED,
Constants.UNDEFINED, Constants.UNDEFINED, null);
final Move move = new Move(actionAdd);
moves.moves().add(move);
currentPiece = what;
}
else
{
final Action actionAdd = new ActionAdd(realType, to, currentPiece, 1, Constants.UNDEFINED,
Constants.UNDEFINED, Constants.UNDEFINED, null);
final Move move = new Move(actionAdd);
moves.moves().add(move);
break;
}
}
}
// for (final Move m : moves.moves())
// m.setMover(context.state().mover());
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = startLocationFn.gameFlags(game) | super.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
concepts.set(Concept.PushEffect.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
type = SiteType.use(type, game);
startLocationFn.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "push " + dirnChoice.toEnglish(game) + thenString;
}
}
| 6,677 | 26.709544 | 118 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Random.java | package game.rules.play.moves.nonDecision.effect;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Name;
import game.Game;
import game.functions.floats.FloatFunction;
import game.functions.ints.IntFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.state.GameType;
import gnu.trove.list.array.TIntArrayList;
import other.concept.Concept;
import other.context.Context;
/**
* Returns a set of moves according to a set of probabilities.
*
* @author Eric.Piette
*/
public final class Random extends Moves
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which probas. */
final FloatFunction[] probaFn;
/** Which moves. */
final Moves[] moves;
//-------------------------------------------------------------------------
/** Which number to return. */
final IntFunction num;
/** Which move ludeme. */
final Moves moveLudeme;
//-------------------------------------------------------------------------
/**
* For making probabilities on different set of moves to return.
*
* @param probas The different probabilities for each move.
* @param moves The different possible moves.
*
* @example (random {0.01 0.99} {(forEach Piece) (move Pass)})
*/
public Random
(
final FloatFunction[] probas,
final Moves[] moves
)
{
super(null);
final int minLength = Math.min(probas.length, moves.length);
this.probaFn = Arrays.copyOf(probas, minLength);
this.moves = Arrays.copyOf(moves, minLength);
this.moveLudeme = null;
this.num = null;
}
/**
* For returning a specific number of random selected moves in a set of moves.
*
* @param moves A list of moves.
* @param num The number of moves to return from that list (less if the number of legal moves is lower).
*
* @example (random (forEach Piece) num:2)
*/
public Random
(
final Moves moves,
@Name final IntFunction num
)
{
super(null);
this.probaFn = null;
this.moves = null;
this.moveLudeme = moves;
this.num = num;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
if (moves != null)
{
final double[] probas = new double[probaFn.length];
if (probas.length == 0)
return new BaseMoves(super.then());
for (int i = 0; i < probas.length; i++)
probas[i] = probaFn[i].eval(context);
double sumProba = 0;
for (final double prob : probas)
sumProba += prob;
final double[] probasNorm = new double[probaFn.length];
for (int i = 0; i < probas.length; i++)
probasNorm[i] = probas[i] / sumProba;
double randomValue = context.rng().nextDouble();
int returnedIndex = 0;
for (; returnedIndex < probasNorm.length; returnedIndex++)
{
randomValue -= probasNorm[returnedIndex];
if (randomValue <= 0)
break;
}
return moves[returnedIndex].eval(context);
}
else
{
final Moves legalMoves = moveLudeme.eval(context);
int numToReturn = Math.max(0, Math.min(num.eval(context), legalMoves.moves().size()));
final Moves movesToReturn = new BaseMoves(super.then());
TIntArrayList previousIndices = new TIntArrayList();
while (numToReturn > 0)
{
int randomIndex = context.rng().nextInt(legalMoves.moves().size());
if (previousIndices.contains(randomIndex))
continue;
movesToReturn.moves().add(legalMoves.moves().get(randomIndex));
numToReturn --;
}
return movesToReturn;
}
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long flags = super.gameFlags(game) | GameType.Stochastic;
if (probaFn != null)
for (final FloatFunction floatFn : probaFn)
flags |= floatFn.gameFlags(game);
if (moves != null)
for (final Moves move : moves)
flags |= move.gameFlags(game);
if (num != null)
flags |= num.gameFlags(game);
if (moveLudeme != null)
flags |= moveLudeme.gameFlags(game);
return flags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.set(Concept.Stochastic.id(), true);
if (probaFn != null)
for (final FloatFunction floatFn : probaFn)
concepts.or(floatFn.concepts(game));
if (moves != null)
for (final Moves move : moves)
concepts.or(move.concepts(game));
if (num != null)
concepts.or(num.concepts(game));
if (moveLudeme != null)
concepts.or(moveLudeme.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (moves != null)
for (final Moves move : moves)
writeEvalContext.or(move.writesEvalContextRecursive());
if (moveLudeme != null)
writeEvalContext.or(moveLudeme.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (moves != null)
for (final Moves move : moves)
readEvalContext.or(move.readsEvalContextRecursive());
if (moveLudeme != null)
readEvalContext.or(moveLudeme.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (probaFn != null)
for (final FloatFunction floatFn : probaFn)
missingRequirement |= floatFn.missingRequirement(game);
if (moves != null)
for (final Moves move : moves)
missingRequirement |= move.missingRequirement(game);
if (num != null)
missingRequirement |= num.missingRequirement(game);
if (moveLudeme != null)
missingRequirement |= moveLudeme.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (probaFn != null)
for (final FloatFunction floatFn : probaFn)
willCrash |= floatFn.willCrash(game);
if (moves != null)
for (final Moves move : moves)
willCrash |= move.willCrash(game);
if (num != null)
willCrash |= num.willCrash(game);
if (moveLudeme != null)
willCrash |= moveLudeme.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
if (probaFn != null)
for (final FloatFunction floatFn : probaFn)
floatFn.preprocess(game);
if (moves != null)
for (final Moves move : moves)
move.preprocess(game);
if (num != null)
num.preprocess(game);
if (moveLudeme != null)
moveLudeme.preprocess(game);
}
}
| 7,004 | 22.665541 | 107 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Remove.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
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.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.WhenType;
import game.types.state.GameType;
import main.Constants;
import other.IntArrayFromRegion;
import other.action.Action;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
import other.state.container.ContainerState;
/**
* Removes an item from a site.
*
* @author Eric.Piette and cambolbro
*
* @remarks If the site is empty, the move is not applied.
*/
public final class Remove extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which sites. */
private final IntArrayFromRegion regionFunction;
/** The number of pieces to remove. */
private final IntFunction countFn;
/** The level of the piece to remove. */
private final IntFunction levelFn;
/** Remove on Cell/Edge/Vertex. */
private SiteType type;
/** When to apply the removal (immediately unless otherwise specified). */
private final WhenType when;
//-------------------------------------------------------------------------
/**
* @param type The graph element type of the location [Cell (or
* Vertex if the main board uses this)].
* @param locationFunction The location to remove a piece.
* @param regionFunction The locations to remove a piece.
* @param level The level to remove a piece [top level].
* @param at When to perform the removal [immediately].
* @param count The number of pieces to remove [1].
* @param then The moves applied after that move is applied.
*
* @example (remove (last To))
*
* @example (remove (last To) at:EndOfTurn)
*/
public Remove
(
@Opt final SiteType type,
@Or final IntFunction locationFunction,
@Or final RegionFunction regionFunction,
@Opt @Name final IntFunction level,
@Opt @Name final WhenType at,
@Opt @Name final IntFunction count,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (locationFunction != null)
numNonNull++;
if (regionFunction != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException(
"Remove(): Only one of locationFunction or regionFunction has to be non-null.");
this.regionFunction = new IntArrayFromRegion(locationFunction, regionFunction);
this.type = type;
when = at;
countFn = (count == null) ? new IntConstant(1) : count;
levelFn = level;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
// Return list of legal "to" moves
final Moves moves = new BaseMoves(super.then());
final int[] locs = regionFunction.eval(context);
final int count = countFn.eval(context);
for (final int loc : locs)
{
final int cid = loc >= context.containerId().length ? 0 : context.containerId()[loc];
SiteType realType = type;
if (cid > 0)
realType = SiteType.Cell;
else if (realType == null)
realType = context.board().defaultSite();
int numToRemove = count;
if (loc < 0)
continue;
final ContainerState cs = context.state().containerStates()[cid];
if (cs.what(loc, realType) <= 0)
continue;
final boolean applyNow = (when == WhenType.EndOfTurn) ? false : true;
int level = (levelFn != null) ? levelFn.eval(context)
: cs.sizeStack(loc, realType) - 1;
level = (level < 0) ? 0 : level;
level = (!context.game().isStacking() || cs.sizeStack(loc, realType) == (level + 1)) ? Constants.UNDEFINED: level;
final Action actionRemove = other.action.move.remove.ActionRemove.construct(realType, loc, level, applyNow);
if (isDecision())
actionRemove.setDecision(true);
final Move move = new Move(actionRemove);
numToRemove--;
while (numToRemove > 0)
{
move.actions().add(other.action.move.remove.ActionRemove.construct(realType, loc, level, applyNow));
numToRemove--;
}
move.setMover(context.state().mover());
moves.moves().add(move);
if (then() != null)
move.then().add(then().moves());
}
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (when != null)
gameFlags |= GameType.SequenceCapture;
return gameFlags | regionFunction.gameFlags(game) | countFn.gameFlags(game);
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
if(isDecision())
concepts.set(Concept.RemoveDecision.id(), true);
else
concepts.set(Concept.RemoveEffect.id(), true);
if (when != null)
concepts.set(Concept.CaptureSequence.id(), true);
if (isDecision())
concepts.set(Concept.RemoveDecision.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
concepts.or(regionFunction.concepts(game));
concepts.or(countFn.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
writeEvalContext.or(regionFunction.writesEvalContextRecursive());
writeEvalContext.or(countFn.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
readEvalContext.or(regionFunction.readsEvalContextRecursive());
readEvalContext.or(countFn.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
missingRequirement |= regionFunction.missingRequirement(game);
missingRequirement |= countFn.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
willCrash |= regionFunction.willCrash(game);
willCrash |= countFn.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
regionFunction.preprocess(game);
countFn.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "remove pieces at " + regionFunction.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 7,955 | 25.787879 | 117 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Roll.java | package game.rules.play.moves.nonDecision.effect;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.equipment.container.other.Dice;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import main.Constants;
import other.action.Action;
import other.action.die.ActionSetDiceAllEqual;
import other.action.die.ActionUpdateDice;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Rolls the dice.
*
* @author Eric.Piette
*/
public final class Roll extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/**
* @param then The moves applied after that move is applied.
*
* @example (roll)
*/
public Roll
(
@Opt final Then then
)
{
super(then);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
boolean allEqual = true;
int valueToCompare = Constants.UNDEFINED;
final List<Action> actions = new ArrayList<Action>();
for (final Dice dice: context.game().handDice())
{
for (int loc = context.sitesFrom()[dice.index()]; loc < context.sitesFrom()[dice.index()]
+ dice.numLocs(); loc++)
{
final int what = context.containerState(dice.index()).what(loc, SiteType.Cell);
final int newValue = context.components()[what].roll(context);
if (valueToCompare == Constants.UNDEFINED)
valueToCompare = newValue;
else if (valueToCompare != newValue)
allEqual = false;
actions.add(new ActionUpdateDice(loc, newValue));
}
}
actions.add(new ActionSetDiceAllEqual(allEqual));
moves.moves().add(new Move(actions));
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = GameType.Stochastic | GameType.SiteState | super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.set(Concept.Roll.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
}
@Override
public boolean missingRequirement(final Game game)
{
if (!game.hasHandDice())
{
game.addRequirementToReport("The ludeme (roll) is used but the equipment has no dice.");
return true;
}
return false;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "roll the dice" + thenString;
}
//-------------------------------------------------------------------------
}
| 4,243 | 22.191257 | 92 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Satisfy.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Or;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import gnu.trove.list.array.TIntArrayList;
import main.Constants;
import other.action.puzzle.ActionSet;
import other.action.puzzle.ActionToggle;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.context.TempContext;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.puzzle.ContainerDeductionPuzzleState;
/**
* Defines constraints applied at run-time for filtering legal puzzle moves.
*
* @author Eric
*
* @remarks This ludeme applies to deduction puzzles.
*/
public class Satisfy extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Constraints to apply. */
protected final BooleanFunction[] constraints;
//-------------------------------------------------------------------------
/**
* @param constraint The constraint of the puzzle.
* @param constraints The constraints of the puzzle.
*
* @example (satisfy (all Different))
*/
public Satisfy
(
@Or final BooleanFunction constraint,
@Or final BooleanFunction[] constraints
)
{
super(null);
int numNonNull = 0;
if (constraint != null)
numNonNull++;
if (constraints != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Exactly one Or parameter must be non-null.");
if (constraints != null)
{
this.constraints = constraints;
}
else
{
this.constraints = new BooleanFunction[1];
this.constraints[0] = constraint;
}
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final SiteType type = context.board().defaultSite();
final int min = context.board().getRange(type).min(context);
final int max = context.board().getRange(type).max(context);
// Eric: improvement possible here in doing the next three steps one time when
// the game is started.
// We get all the variables constrained by the puzzle.
final TIntArrayList varsConstraints = context.game().constraintVariables();
// We got the variables (locations) already solved.
final TIntArrayList initLoc = new TIntArrayList();
if (context.game().rules().start() != null)
if (context.game().rules().start().rules()[0].isSet())
{
final game.rules.start.deductionPuzzle.Set startRule = (game.rules.start.deductionPuzzle.Set) context
.game().rules().start().rules()[0];
final Integer[] init = startRule.vars();
for (final Integer in : init)
initLoc.add(in.intValue());
}
// We keep only the real variables of the problem.
final TIntArrayList sites = new TIntArrayList();
for (int i = 0; i < varsConstraints.size(); i++)
{
final int var = varsConstraints.getQuick(i);
if (!initLoc.contains(var))
sites.add(var);
}
// We compute the legal moves
for (int i = 0; i < sites.size(); i++)
{
final int site = sites.getQuick(i);
for (int index = min; index <= max; index++)
{
// SET
final ActionSet actionSet = new ActionSet(type, site, index);
actionSet.setDecision(true);
final Move moveSet = new Move(actionSet);
moveSet.setFromNonDecision(site);
moveSet.setToNonDecision(site);
// Check constraint
final Context newContext = new TempContext(context);
newContext.game().apply(newContext, moveSet);
boolean constraintOK = true;
if (constraints != null)
for (final BooleanFunction constraint : constraints)
if (!constraint.eval(newContext))
{
constraintOK = false;
break;
}
if (constraintOK)
{
final int saveFrom = context.from();
final int saveTo = context.to();
context.setFrom(site);
context.setTo(Constants.OFF);
MoveUtilities.chainRuleCrossProduct(context, moves, null, moveSet, false);
context.setTo(saveTo);
context.setFrom(saveFrom);
}
// TOGGLE
final ActionToggle actionToggle = new ActionToggle(type, site, index);
actionToggle.setDecision(true);
final Move moveToggle = new Move(actionToggle);
moveToggle.setFromNonDecision(site);
moveToggle.setToNonDecision(site);
final ContainerDeductionPuzzleState ps = (ContainerDeductionPuzzleState) context.state().containerStates()[0];
// Check if all is off
if (!(ps.isResolved(site, type) && ps.bit(site, index, type)))
{
final int saveFrom = context.from();
final int saveTo = context.to();
context.setFrom(site);
context.setTo(Constants.OFF);
MoveUtilities.chainRuleCrossProduct(context, moves, null, moveToggle, false);
context.setTo(saveTo);
context.setFrom(saveFrom);
}
}
}
for (final Move m : moves.moves())
m.setMover(1);
return moves;
}
//-------------------------------------------------------------------------
/**
* @return The constraints to satisfy.
*/
public BooleanFunction[] constraints()
{
return constraints;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | GameType.DeductionPuzzle;
for (final BooleanFunction constraint : constraints)
gameFlags |= constraint.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.set(Concept.DeductionPuzzle.id(), true);
concepts.set(Concept.CopyContext.id(), true);
for (final BooleanFunction constraint : constraints)
concepts.or(constraint.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
for (final BooleanFunction constraint : constraints)
writeEvalContext.or(constraint.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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());
for (final BooleanFunction constraint : constraints)
readEvalContext.or(constraint.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
for (final BooleanFunction constraint : constraints)
missingRequirement |= constraint.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (game.players().count() != 1)
{
game.addCrashToReport("The ludeme (satisfy ...) is used but the number of players is not 1.");
willCrash = true;
}
willCrash |= super.willCrash(game);
for (final BooleanFunction constraint : constraints)
willCrash |= constraint.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
for (final BooleanFunction constraint : constraints)
constraint.preprocess(game);
}
@Override
public boolean isStatic()
{
return false;
}
//-------------------------------------------------------------------------
@Override
public boolean isConstraintsMoves()
{
return true;
}
@Override
public String toEnglish(final Game game)
{
String text = "";
for (final BooleanFunction constraint : constraints)
text += "Satisfy the constraint: " + constraint.toEnglish(game) + ", ";
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return text.substring(0, text.length()-2) + thenString;
}
}
| 8,830 | 25.760606 | 114 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Select.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.IntFunction;
import game.functions.ints.board.Id;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.play.RoleType;
import game.types.state.GameType;
import game.util.moves.From;
import game.util.moves.To;
import main.Constants;
import other.IntArrayFromRegion;
import other.action.move.ActionSelect;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.container.ContainerState;
/**
* Selects either a site or a pair of ``from'' and ``to'' locations.
*
* @author Eric.Piette
*
* @remarks This ludeme is used to select one or two sites in order to apply a
* consequence to them. If the ``to'' location is not specified, then it
* is assumed to be the same as the 'from' location.
*/
public final class Select extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Which region. */
private final IntArrayFromRegion region;
/** Condition to select. */
private final BooleanFunction condition;
/** Which region To. */
private final IntArrayFromRegion regionTo;
/** Condition to select. */
private final BooleanFunction conditionTo;
/** Select From Cell/Edge/Vertex. */
private SiteType typeFrom;
/** Level From Select */
private final IntFunction levelFromFn;
/** Select To Cell/Edge/Vertex. */
private SiteType typeTo;
/** Level To Select */
private final IntFunction levelToFn;
/** Does our game involve stacking? */
private boolean gameUsesStacking = false;
/** The mover of this moves for simultaneous game (e.g. Rock-Paper-Scissors). */
private final RoleType mover;
//-------------------------------------------------------------------------
/**
* @param from Describes the ``from'' location to select [(from)].
* @param to Describes the ``to'' location to select.
* @param mover The mover of the move.
* @param then The moves applied after that move is applied.
*
* @example (select (from) (then (remove (last To))))
*
* @example (select (from (sites Occupied by:Mover) if:(!= (state at:(to)) 0) )
* (to (sites Occupied by:Next) if:(!= (state at:(to)) 0) ) (then (set
* State at:(last To) (% (+ (state at:(last From)) (state at:(last
* To))) 5) ) ) )
*/
public Select
(
final From from,
@Opt final To to,
@Opt final RoleType mover,
@Opt final Then then
)
{
super(then);
region = new IntArrayFromRegion(from.loc(), from.region());
if (to == null)
regionTo = null;
else if (to.region() != null)
regionTo = new IntArrayFromRegion(null, to.region());
else if (to.loc() != null)
regionTo = new IntArrayFromRegion(to.loc(), null);
else
regionTo = null;
condition = (from.cond() == null) ? new BooleanConstant(true) : from.cond();
conditionTo = (to == null || to.cond() == null) ? new BooleanConstant(true) : to.cond();
typeFrom = from.type();
typeTo = (to != null) ? to.type() : null;
levelToFn = (to != null && to.level() != null) ? to.level() : null;
levelFromFn = (from.level() != null) ? from.level() : null;
this.mover = mover;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final BaseMoves moves = new BaseMoves(super.then());
final int[] sites;
sites = region.eval(context);
final int origTo = context.to();
final int origFrom = context.from();
for (final int site : sites)
{
int cid = 0;
if (typeFrom == SiteType.Cell)
{
if (site >= context.containerId().length)
continue;
cid = context.containerId()[site];
}
else
{
if (site >= context.topology().getGraphElements(typeFrom).size())
continue;
}
final ContainerState cs = context.containerState(cid);
final int levelFrom = !gameUsesStacking ? Constants.UNDEFINED
: (levelFromFn != null) ? levelFromFn.eval(context) : cs.sizeStack(site, typeFrom) - 1;
if (site == Constants.UNDEFINED)
continue;
context.setFrom(site);
context.setTo(site);
if (condition.eval(context))
{
if (regionTo == null)
{
final ActionSelect ActionSelect = new ActionSelect(typeFrom, site, levelFrom, null,
Constants.UNDEFINED,
levelFrom);
if (isDecision())
ActionSelect.setDecision(true);
final Move action = new Move(ActionSelect);
action.setFromNonDecision(site);
action.setToNonDecision(site);
action.setMover(context.state().mover());
moves.moves().add(action);
}
else
{
final int[] sitesTo = regionTo.eval(context);
for (final int siteTo : sitesTo)
{
if (siteTo < 0)
continue;
int cidTo = 0;
if (typeTo == SiteType.Cell)
{
if (siteTo >= context.containerId().length)
continue;
cidTo = context.containerId()[siteTo];
}
else
{
if (siteTo >= context.topology().getGraphElements(typeTo).size())
continue;
}
final ContainerState csTo = context.containerState(cidTo);
final int levelTo = levelToFn != null ? levelToFn.eval(context)
: csTo.sizeStack(siteTo, typeTo) - 1;
//context.setFrom(site);
context.setTo(siteTo);
if (conditionTo.eval(context))
{
final ActionSelect ActionSelect = new ActionSelect(typeFrom, site, levelFrom, typeTo,
siteTo,
levelTo);
if (isDecision())
ActionSelect.setDecision(true);
final Move action = new Move(ActionSelect);
action.setFromNonDecision(site);
action.setToNonDecision(siteTo);
action.setMover(context.state().mover());
moves.moves().add(action);
}
//context.setFrom(origFrom);
}
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
// We set the mover to the move.
final int moverToSet = (mover == null) ? context.state().mover() : new Id(null, mover).eval(context);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, moverToSet);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | region.gameFlags(game) | condition.gameFlags(game) | conditionTo.gameFlags(game);
if (regionTo != null)
{
gameFlags |= regionTo.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
}
if (then() != null)
gameFlags |= then().gameFlags(game);
gameFlags |= SiteType.gameFlags(typeFrom);
gameFlags |= SiteType.gameFlags(typeTo);
if (levelFromFn != null)
gameFlags |= levelFromFn.gameFlags(game);
if (levelToFn != null)
gameFlags |= levelToFn.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(typeFrom));
concepts.or(SiteType.concepts(typeTo));
concepts.or(super.concepts(game));
concepts.or(region.concepts(game));
concepts.or(condition.concepts(game));
concepts.or(conditionTo.concepts(game));
if (regionTo != null)
concepts.or(regionTo.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (levelFromFn != null)
concepts.or(levelFromFn.concepts(game));
if (levelToFn != null)
concepts.or(levelToFn.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(region.writesEvalContextRecursive());
writeEvalContext.or(condition.writesEvalContextRecursive());
writeEvalContext.or(conditionTo.writesEvalContextRecursive());
if (regionTo != null)
writeEvalContext.or(regionTo.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
if (levelFromFn != null)
writeEvalContext.or(levelFromFn.writesEvalContextRecursive());
if (levelToFn != null)
writeEvalContext.or(levelToFn.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());
readEvalContext.or(region.readsEvalContextRecursive());
readEvalContext.or(condition.readsEvalContextRecursive());
readEvalContext.or(conditionTo.readsEvalContextRecursive());
if (regionTo != null)
readEvalContext.or(regionTo.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
if (levelFromFn != null)
readEvalContext.or(levelFromFn.readsEvalContextRecursive());
if (levelToFn != null)
readEvalContext.or(levelToFn.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= region.missingRequirement(game);
missingRequirement |= condition.missingRequirement(game);
missingRequirement |= conditionTo.missingRequirement(game);
if (regionTo != null)
missingRequirement |= regionTo.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
if (levelFromFn != null)
missingRequirement |= levelFromFn.missingRequirement(game);
if (levelToFn != null)
missingRequirement |= levelToFn.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= region.willCrash(game);
willCrash |= condition.willCrash(game);
willCrash |= conditionTo.willCrash(game);
if (regionTo != null)
willCrash |= regionTo.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
if (levelFromFn != null)
willCrash |= levelFromFn.willCrash(game);
if (levelToFn != null)
willCrash |= levelToFn.willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
if (regionTo != null && !regionTo.isStatic())
return false;
if (levelFromFn != null && !levelFromFn.isStatic())
return false;
if (levelToFn != null && !levelToFn.isStatic())
return false;
return super.isStatic() && region.isStatic() && condition.isStatic() && conditionTo.isStatic();
}
@Override
public void preprocess(final Game game)
{
typeFrom = SiteType.use(typeFrom, game);
typeTo = SiteType.use(typeTo, game);
super.preprocess(game);
region.preprocess(game);
condition.preprocess(game);
if (regionTo != null)
regionTo.preprocess(game);
conditionTo.preprocess(game);
if (levelFromFn != null)
levelFromFn.preprocess(game);
if (levelToFn != null)
levelToFn.preprocess(game);
gameUsesStacking = game.isStacking();
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String englishString = "select " + typeFrom.name() +
" in " + region.toEnglish(game) +
(levelFromFn == null ? "" : " level " + levelFromFn.toEnglish(game)) +
(condition == null ? "" : " if " + condition.toEnglish(game));
if (regionTo != null)
englishString += " and select " + typeTo.name() +
" in " + regionTo.toEnglish(game) +
(levelToFn == null ? "" : " level " + levelToFn.toEnglish(game)) +
(conditionTo == null ? "" : " if " + conditionTo.toEnglish(game));
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return englishString + thenString;
}
//-------------------------------------------------------------------------
}
| 12,489 | 26.755556 | 124 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Shoot.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.in.IsIn;
import game.functions.directions.Directions;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.Between;
import game.functions.ints.last.LastTo;
import game.functions.region.sites.Sites;
import game.functions.region.sites.SitesIndexType;
import game.functions.region.sites.index.SitesEmpty;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import game.util.moves.From;
import game.util.moves.Piece;
import game.util.moves.To;
import main.Constants;
import main.collections.FastTIntArrayList;
import other.action.Action;
import other.action.move.ActionAdd;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to shoot an item from one site to another with a specific direction.
*
* @author cambolbro
*
* @remarks This ludeme is used for games including Amazons.
*/
public final class Shoot extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final Directions dirnChoice;
/** The rule to continue the move. */
private final BooleanFunction goRule;
/** If not null, the site has to go has to follow this condition. */
private final BooleanFunction toRule;
/** The piece shot. */
private final IntFunction pieceFn;
/** Add on Cell/Edge/Vertex. */
protected SiteType type;
//-------------------------------------------------------------------------
/**
* @param what The data about the piece to shoot.
* @param from The ``from'' location [(lastTo)].
* @param dirn The direction to follow [Adjacent].
* @param between The location(s) between ``from'' and ``to''.
* @param to The condition on the ``to'' location to allow shooting [(to
* if:(in (to) (sites Empty)))].
* @param then The moves applied after that move is applied.
*
* @example (shoot (piece "Dot0"))
*/
public Shoot
(
final Piece what,
@Opt final From from,
@Opt final AbsoluteDirection dirn,
@Opt final game.util.moves.Between between,
@Opt final To to,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new LastTo(null) : from.loc();
goRule = (between == null || between.condition() == null) ? IsIn.construct(null, new IntFunction[]
{ Between.instance() }, SitesEmpty.construct(null, null), null) : between.condition();
toRule = (to == null)
? IsIn.construct
(
null,
new IntFunction[]
{
game.functions.ints.iterator.To.instance()
},
Sites.construct(SitesIndexType.Empty, SiteType.Cell, null), null
)
: to.cond();
dirnChoice = (dirn == null)
? new Directions(AbsoluteDirection.Adjacent, null)
: new Directions(dirn, null);
pieceFn = what.component();
type = (from == null) ? null : from.type();
}
//-------------------------------------------------------------------------
@Override
public final Moves eval(final Context context)
{
final BaseMoves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
if (from == Constants.OFF)
return moves;
final int origTo = context.to();
final int origBetween = context.between();
final Topology graph = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
final int pieceType = pieceFn.eval(context);
if (pieceType < 0)
return moves;
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null,
context);
for (final AbsoluteDirection direction : directions)
{
final List<Radial> radialList = graph.trajectories().radials(type, fromV.index(), direction);
for (final Radial radial : radialList)
{
final FastTIntArrayList betweenSites = new FastTIntArrayList();
context.setBetween(origBetween);
for (int toIdx = 1; toIdx < radial.steps().length; toIdx++)
{
final int to = radial.steps()[toIdx].id();
context.setTo(to);
if (!toRule.eval(context))
break;
context.setBetween(to);
final Action actionAdd = new ActionAdd(type, to, pieceType, 1, Constants.UNDEFINED,
Constants.UNDEFINED, Constants.UNDEFINED, null);
if (isDecision())
actionAdd.setDecision(true);
final Move move = new Move(actionAdd);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
move.setFromNonDecision(to);
move.setBetweenNonDecision(new FastTIntArrayList(betweenSites));
move.setToNonDecision(to);
betweenSites.add(to);
}
}
}
context.setTo(origTo);
context.setBetween(origBetween);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, context.state().mover());
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
if (startLocationFn != null)
gameFlags |= startLocationFn.gameFlags(game);
if (goRule!= null)
gameFlags |= goRule.gameFlags(game);
if (toRule != null)
gameFlags |= toRule.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@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.LineOfSight.id(), true); // shooting involves the line of sight.
if (startLocationFn != null)
concepts.or(startLocationFn.concepts(game));
if (goRule != null)
concepts.or(goRule.concepts(game));
if (toRule != null)
concepts.or(toRule.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (isDecision())
{
concepts.set(Concept.ShootDecision.id(), true);
concepts.set(Concept.AddDecision.id(), true); // shooting is adding pieces.
}
else
{
concepts.set(Concept.ShootEffect.id(), true);
concepts.set(Concept.AddEffect.id(), true); // shooting is adding pieces.
}
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
if (startLocationFn != null)
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (goRule != null)
writeEvalContext.or(goRule.writesEvalContextRecursive());
if (toRule != null)
writeEvalContext.or(toRule.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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.Between.id(), true);
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (startLocationFn != null)
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (goRule != null)
readEvalContext.or(goRule.readsEvalContextRecursive());
if (toRule != null)
readEvalContext.or(toRule.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().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 (startLocationFn != null)
missingRequirement |= startLocationFn.missingRequirement(game);
if (goRule != null)
missingRequirement |= goRule.missingRequirement(game);
if (toRule != null)
missingRequirement |= toRule.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (startLocationFn != null)
willCrash |= startLocationFn.willCrash(game);
if (goRule != null)
willCrash |= goRule.willCrash(game);
if (toRule != null)
willCrash |= toRule.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
type = SiteType.use(type, game);
if (startLocationFn != null)
startLocationFn.preprocess(game);
if (goRule != null)
goRule.preprocess(game);
if (toRule != null)
toRule.preprocess(game);
}
//-------------------------------------------------------------------------
/**
* @return Our go-rule
*/
public BooleanFunction goRule()
{
return goRule;
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "shoot the piece " + pieceFn.toEnglish(game) + thenString;
}
}
| 10,297 | 26.171504 | 108 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Slide.java | package game.rules.play.moves.nonDecision.effect;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.equipment.container.board.Track;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.in.IsIn;
import game.functions.directions.Directions;
import game.functions.directions.DirectionsFunction;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.Between;
import game.functions.ints.iterator.From;
import game.functions.region.sites.index.SitesEmpty;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import game.util.moves.To;
import main.Constants;
import main.collections.FastTIntArrayList;
import other.action.Action;
import other.action.move.ActionAdd;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Slides a piece in a direction through a number of sites.
*
* @author Eric.Piette
*
* @remarks The rook in Chess is an example of a piece that slides in Orthogonal
* directions. Pieces can be constrained to slide along predefined
* tracks, e.g. see Surakarta. Note that we extend the standard
* definition of ``slide'' to allow pieces to slide through other
* pieces if a specific condition is given, but that pieces are assumed
* to slide through empty sites only by default.
*/
public final class Slide extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Level from. */
private final IntFunction levelFromFn;
/** From Condition Rule. */
private final BooleanFunction fromCondition;
/** Limit to slide. */
private final IntFunction limit;
/** Minimal distance. */
private final IntFunction minFn;
/** The rule to continue the move. */
private final BooleanFunction goRule;
/** The rule to stop the move. */
private final BooleanFunction stopRule;
/** If not null, the site has to go has to follow this condition. */
private final BooleanFunction toRule;
/** The piece let on each site during the movement. */
private final IntFunction let;
/** The Move applied on the location crossed. */
private final Moves betweenEffect;
/** The Move applied on the location reached. */
private final Moves sideEffect;
/** Direction chosen. */
private final DirectionsFunction dirnChoice;
/** Track chosen */
private final String trackName;
/** Add on Cell/Edge/Vertex. */
protected SiteType type;
/** To step a complete stack. */
private final boolean stack;
//-------------------------------------------------------------------------
/** Pre-computed tracks in case of slide move on the tracks. */
private List<Track> preComputedTracks = new ArrayList<Track>();
//-------------------------------------------------------------------------
/**
* @param from Description of the ``from'' location [(from)].
* @param track The track on which to slide.
* @param directions The directions of the move [Adjacent].
* @param between Description of the location(s) between ``from'' and ``to''.
* @param to Description of the ``to'' location.
* @param stack True if the move is applied to a stack [False].
* @param then Moves to apply after this one.
*
* @example (slide)
*
* @example (slide Orthogonal)
*
* @example (slide "AllTracks" (between if:(or (= (between) (from)) (is In
* (between) (sites Empty)) ) ) (to if:(is Enemy (who at:(to))) (apply
* (remove (to))) ) (then (set Counter)) )
*/
public Slide
(
@Opt final game.util.moves.From from,
@Opt final String track,
@Opt final game.util.directions.Direction directions,
@Opt final game.util.moves.Between between,
@Opt final To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
super(then);
// From
if (from != null)
{
startLocationFn = from.loc();
levelFromFn = from.level();
fromCondition = from.cond();
}
else
{
startLocationFn = new From(null);
levelFromFn = null;
fromCondition = null;
}
type = (from == null) ? null : from.type();
minFn = (between == null || between.range() == null) ? new IntConstant(Constants.UNDEFINED)
: between.range().minFn();
limit = (between == null || between.range() == null) ? new IntConstant(Constants.MAX_DISTANCE)
: between.range().maxFn();
sideEffect = (to == null || to.effect() == null) ? null : to.effect().effect();
goRule = (between == null || between.condition() == null) ? IsIn.construct(null, new IntFunction[]
{ Between.instance() }, SitesEmpty.construct(null, null), null) : between.condition();
stopRule = (to == null) ? null : to.cond();
let = (between == null) ? null : between.trail();
betweenEffect = (between == null) ? null : between.effect();
dirnChoice = (directions != null) ? directions.directionsFunctions()
: new Directions(AbsoluteDirection.Adjacent, null);
// Stack
this.stack = (stack == null) ? false : stack.booleanValue();
trackName = track;
toRule = (to == null || to.effect() == null) ? null : to.effect().condition();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int min = minFn.eval(context);
if (from == Constants.OFF)
return moves;
if (trackName != null)
return slideByTrack(context);
final int origFrom = context.from();
final int origTo = context.to();
final int origBetween = context.between();
final Topology topology = context.topology();
final TopologyElement fromV = topology.getGraphElements(type).get(from);
context.setFrom(from);
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(type, fromV, null, null, null,
context);
final int levelFrom = (levelFromFn == null) ? Constants.UNDEFINED : levelFromFn.eval(context);
// If the level specified is less than 0, no move can be computed.
if (levelFrom < Constants.UNDEFINED && levelFromFn != null)
return moves;
final int maxPathLength = limit.eval(context);
if (fromCondition != null && !fromCondition.eval(context))
return moves;
for (final AbsoluteDirection direction : directions)
{
final List<Radial> radials = topology.trajectories().radials(type, from, direction);
for (final Radial radial : radials)
{
final FastTIntArrayList betweenSites = new FastTIntArrayList();
context.setBetween(origBetween);
for (int toIdx = 1; toIdx < radial.steps().length && toIdx <= maxPathLength; toIdx++)
{
final int to = radial.steps()[toIdx].id();
context.setTo(to);
if (stopRule != null && stopRule.eval(context))
{
if (min <= toIdx)
{
Action action = null;
Move move = null;
// Check stack move.
if (levelFrom == Constants.UNDEFINED && stack == false)
{
action = ActionMove.construct(type, from, Constants.UNDEFINED, type, to, Constants.OFF,Constants.UNDEFINED, Constants.OFF, Constants.OFF, false);
action.setDecision(isDecision());
move = new Move(action);
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
}
else if (levelFrom == Constants.UNDEFINED || stack == true)
{
final int level = (context.game().isStacking())
? (stack) ? Constants.UNDEFINED
: context.state().containerStates()[0].sizeStack(from, type) - 1
: Constants.UNDEFINED;
action = ActionMove.construct(type, from, level, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
action.setDecision(true);
move = new Move(action);
// To add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
move.setLevelMinNonDecision(0);
move.setLevelMaxNonDecision(context.state().containerStates()[0].sizeStack(from, type) - 1);
}
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
}
else // Slide a piece at a specific level.
{
action = ActionMove.construct(type, from, levelFrom, type, to, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, Constants.OFF, stack);
action.setDecision(true);
move = new Move(action);
move.setLevelMinNonDecision(levelFrom);
move.setLevelMaxNonDecision(levelFrom);
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
}
// Trail piece
if (let != null)
{
final int pieceToLet = let.eval(context);
for (int i = 0; i < toIdx; i++)
{
final Action add = new ActionAdd(type, radial.steps()[i].id(), pieceToLet, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, null);
move.actions().add(add);
}
}
// Moves on between sites
if (betweenEffect != null)
for (int i = 0; i < betweenSites.size(); i++)
{
context.setBetween(betweenSites.get(i));
move = MoveUtilities.chainRuleWithAction(context, betweenEffect, move, true, false);
}
// Check to rule.
if (toRule == null || toRule.eval(context))
{
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
move.setFromNonDecision(from);
move.setBetweenNonDecision(new FastTIntArrayList(betweenSites));
move.setToNonDecision(to);
}
break;
}
}
context.setBetween(to);
if (!goRule.eval(context))
break;
if (min <= toIdx)
{
Action action = null;
Move move = null;
// Check stack move.
if (levelFrom == Constants.UNDEFINED && stack == false)
{
action = ActionMove.construct(type, from, Constants.UNDEFINED, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false);
action.setDecision(isDecision());
move = new Move(action);
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
}
else if (levelFrom == Constants.UNDEFINED || stack == true)
{
final int level = (context.game().isStacking())
? (stack) ? Constants.UNDEFINED
: context.state().containerStates()[0].sizeStack(from, type) - 1
: Constants.UNDEFINED;
action = ActionMove.construct(type, from, level, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
action.setDecision(true);
move = new Move(action);
// to add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
move.setLevelMinNonDecision(0);
move.setLevelMaxNonDecision(
context.state().containerStates()[0].sizeStack(from, type) - 1);
}
}
else // Step a piece at a specific level.
{
action = ActionMove.construct(type, from, levelFrom, type, to, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, Constants.OFF, stack);
action.setDecision(true);
move = new Move(action);
move.setLevelMinNonDecision(levelFrom);
move.setLevelMaxNonDecision(levelFrom);
}
// Trail piece.
if (let != null)
{
final int pieceToLet = let.eval(context);
for (int i = 0; i < toIdx; i++)
{
final Action add = new ActionAdd(type, radial.steps()[i].id(), pieceToLet, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED,
null);
move.actions().add(add);
}
}
// Moves on between sites.
if (betweenEffect != null)
for (int i = 0; i < betweenSites.size(); i++)
{
context.setBetween(betweenSites.get(i));
move = MoveUtilities.chainRuleWithAction(context, betweenEffect, move, true, false);
}
// Check to rule.
if (toRule == null || (toRule.eval(context)))
{
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
move.setFromNonDecision(from);
move.setBetweenNonDecision(new FastTIntArrayList(betweenSites));
move.setToNonDecision(to);
}
}
betweenSites.add(to);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
context.setBetween(origBetween);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, context.state().mover());
return moves;
}
//-------------------------------------------------------------------------
private Moves slideByTrack(final Context context)
{
final Moves moves = new BaseMoves(super.then());
// this is not a track
if (preComputedTracks.size() == 0)
return moves;
final int from = startLocationFn.eval(context);
final int origFrom = context.from();
context.setFrom(from);
if (fromCondition != null && !fromCondition.eval(context))
return moves;
final int origTo = context.to();
final int origStep = context.between();
final int min = minFn.eval(context);
final int maxPathLength = limit.eval(context);
for (final Track track : preComputedTracks)
{
for (int i = 0; i < track.elems().length; i++)
{
if (track.elems()[i].site == from)
{
int index = i;
int nbBump = track.elems()[index].bump;
int to = track.elems()[index].site;
int nbElem = 1;
while (track.elems()[index].next != Constants.OFF && nbElem < track.elems().length && nbElem <= maxPathLength)
{
to = track.elems()[index].next;
context.setTo(to);
if (nbBump > 0 || !trackName.equals("AllTracks"))
{
if (stopRule != null && stopRule.eval(context))
{
if (min <= nbElem)
{
final Action actionMove = ActionMove.construct(type, from, Constants.UNDEFINED, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false);
actionMove.setDecision(isDecision());
Move thisAction = new Move(actionMove);
thisAction = MoveUtilities.chainRuleWithAction(context, sideEffect, thisAction, true,
false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, thisAction, false);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
break;
}
}
else
{
if (min <= nbElem)
{
context.setTo(to);
if (toRule == null || (toRule.eval(context)))
{
final Action actionMove = ActionMove.construct(type, from, Constants.UNDEFINED, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false);
actionMove.setDecision(isDecision());
final Move thisAction = new Move(actionMove);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
MoveUtilities.chainRuleCrossProduct(context, moves, null, thisAction, false);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
}
}
}
}
nbElem++;
context.setBetween(to);
if (!goRule.eval(context))
break;
index = track.elems()[index].nextIndex;
nbBump += track.elems()[index].bump;
}
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
context.setBetween(origStep);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | goRule.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
if (startLocationFn != null)
gameFlags = gameFlags | startLocationFn.gameFlags(game);
if (fromCondition != null)
gameFlags |= fromCondition.gameFlags(game);
if (limit != null)
gameFlags = gameFlags | limit.gameFlags(game);
if (stopRule != null)
gameFlags = gameFlags | stopRule.gameFlags(game);
if (toRule != null)
gameFlags = gameFlags | toRule.gameFlags(game);
if (let != null)
gameFlags = gameFlags | let.gameFlags(game);
if (sideEffect != null)
gameFlags = gameFlags | sideEffect.gameFlags(game);
if (betweenEffect != null)
gameFlags = gameFlags | betweenEffect.gameFlags(game);
if (levelFromFn != null)
gameFlags |= levelFromFn.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (stack)
gameFlags |= GameType.Stacking;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@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.LineOfSight.id(), true);
concepts.or(goRule.concepts(game));
if (isDecision())
{
concepts.set(Concept.SlideDecision.id(), true);
if (goRule.concepts(game).get(Concept.IsEmpty.id()))
concepts.set(Concept.SlideDecisionToEmpty.id(), true);
if (goRule.concepts(game).get(Concept.IsFriend.id()))
concepts.set(Concept.SlideDecisionToFriend.id(), true);
if (goRule.concepts(game).get(Concept.IsEnemy.id()))
concepts.set(Concept.SlideDecisionToEnemy.id(), true);
if (goRule instanceof BooleanConstant.TrueConstant)
{
concepts.set(Concept.SlideDecisionToEmpty.id(), true);
concepts.set(Concept.SlideDecisionToFriend.id(), true);
concepts.set(Concept.SlideDecisionToEnemy.id(), true);
}
}
else
concepts.set(Concept.SlideEffect.id(), true);
if (startLocationFn != null)
concepts.or(startLocationFn.concepts(game));
if (fromCondition != null)
concepts.or(fromCondition.concepts(game));
if (limit != null)
concepts.or(limit.concepts(game));
if (stopRule != null)
concepts.or(stopRule.concepts(game));
if (toRule != null)
{
concepts.or(toRule.concepts(game));
if (isDecision())
{
if (toRule.concepts(game).get(Concept.IsEmpty.id()))
concepts.set(Concept.SlideDecisionToEmpty.id(), true);
if (toRule.concepts(game).get(Concept.IsFriend.id()))
concepts.set(Concept.SlideDecisionToFriend.id(), true);
if (toRule.concepts(game).get(Concept.IsEnemy.id()))
concepts.set(Concept.SlideDecisionToEnemy.id(), true);
if (toRule instanceof BooleanConstant.TrueConstant)
{
concepts.set(Concept.SlideDecisionToEmpty.id(), true);
concepts.set(Concept.SlideDecisionToFriend.id(), true);
concepts.set(Concept.SlideDecisionToEnemy.id(), true);
}
}
}
if (let != null)
concepts.or(let.concepts(game));
if (sideEffect != null)
concepts.or(sideEffect.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
if (betweenEffect != null)
concepts.or(betweenEffect.concepts(game));
if (levelFromFn != null)
concepts.or(levelFromFn.concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (sideEffect != null)
if (sideEffect.concepts(game).get(Concept.RemoveEffect.id())
|| sideEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.ReplacementCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(goRule.writesEvalContextRecursive());
if (startLocationFn != null)
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (fromCondition != null)
writeEvalContext.or(fromCondition.writesEvalContextRecursive());
if (limit != null)
writeEvalContext.or(limit.writesEvalContextRecursive());
if (stopRule != null)
writeEvalContext.or(stopRule.writesEvalContextRecursive());
if (toRule != null)
writeEvalContext.or(toRule.writesEvalContextRecursive());
if (let != null)
writeEvalContext.or(let.writesEvalContextRecursive());
if (sideEffect != null)
writeEvalContext.or(sideEffect.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
if (betweenEffect != null)
writeEvalContext.or(betweenEffect.writesEvalContextRecursive());
if (levelFromFn != null)
writeEvalContext.or(levelFromFn.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(super.readsEvalContextRecursive());
readEvalContext.or(goRule.readsEvalContextRecursive());
if (startLocationFn != null)
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (fromCondition != null)
readEvalContext.or(fromCondition.readsEvalContextRecursive());
if (limit != null)
readEvalContext.or(limit.readsEvalContextRecursive());
if (stopRule != null)
readEvalContext.or(stopRule.readsEvalContextRecursive());
if (toRule != null)
readEvalContext.or(toRule.readsEvalContextRecursive());
if (let != null)
readEvalContext.or(let.readsEvalContextRecursive());
if (sideEffect != null)
readEvalContext.or(sideEffect.readsEvalContextRecursive());
if (betweenEffect != null)
readEvalContext.or(betweenEffect.readsEvalContextRecursive());
if (levelFromFn != null)
readEvalContext.or(levelFromFn.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().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 (fromCondition != null)
missingRequirement |= fromCondition.missingRequirement(game);
missingRequirement |= goRule.missingRequirement(game);
if (startLocationFn != null)
missingRequirement |= startLocationFn.missingRequirement(game);
if (limit != null)
missingRequirement |= limit.missingRequirement(game);
if (stopRule != null)
missingRequirement |= stopRule.missingRequirement(game);
if (toRule != null)
missingRequirement |= toRule.missingRequirement(game);
if (let != null)
missingRequirement |= let.missingRequirement(game);
if (sideEffect != null)
missingRequirement |= sideEffect.missingRequirement(game);
if (betweenEffect != null)
missingRequirement |= betweenEffect.missingRequirement(game);
if (levelFromFn != null)
missingRequirement |= levelFromFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= goRule.willCrash(game);
if (fromCondition != null)
willCrash |= fromCondition.willCrash(game);
if (startLocationFn != null)
willCrash |= startLocationFn.willCrash(game);
if (limit != null)
willCrash |= limit.willCrash(game);
if (stopRule != null)
willCrash |= stopRule.willCrash(game);
if (toRule != null)
willCrash |= toRule.willCrash(game);
if (let != null)
willCrash |= let.willCrash(game);
if (sideEffect != null)
willCrash |= sideEffect.willCrash(game);
if (betweenEffect != null)
willCrash |= betweenEffect.willCrash(game);
if (levelFromFn != null)
willCrash |= levelFromFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
goRule.preprocess(game);
if (startLocationFn != null)
startLocationFn.preprocess(game);
if (fromCondition != null)
fromCondition.preprocess(game);
if (limit != null)
limit.preprocess(game);
if (let != null)
let.preprocess(game);
if (stopRule != null)
stopRule.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
if (toRule != null)
toRule.preprocess(game);
if (betweenEffect != null)
betweenEffect.preprocess(game);
if (levelFromFn != null)
levelFromFn.preprocess(game);
if (dirnChoice != null)
dirnChoice.preprocess(game);
if (trackName != null)
{
preComputedTracks = new ArrayList<Track>();
for (final Track t : game.board().tracks())
if (t.name().equals(trackName) || trackName.equals("AllTracks"))
preComputedTracks.add(t);
}
}
//-------------------------------------------------------------------------
/**
* @return The rule that tells us we're allowed to continue sliding
*/
public BooleanFunction goRule()
{
return goRule;
}
/**
* @return The rule that tells us we have to stop sliding
*/
public BooleanFunction stopRule()
{
return stopRule;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String text = "";
if(startLocationFn.toEnglish(game).equals(""))
text = "slide in the " + dirnChoice.toEnglish(game) + " direction through " + goRule.toEnglish(game);
else
text = "slide from "+ startLocationFn.toEnglish(game) + " in the " + dirnChoice.toEnglish(game) + " direction through " + goRule.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
text += thenString;
return text;
}
//-------------------------------------------------------------------------
}
| 27,226 | 29.661036 | 173 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Sow.java | package game.rules.play.moves.nonDecision.effect;
import java.util.ArrayList;
import java.util.BitSet;
import java.util.List;
import annotations.Name;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.equipment.container.board.Track;
import game.functions.booleans.BooleanConstant;
import game.functions.booleans.BooleanConstant.FalseConstant;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.last.LastTo;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.NonDecision;
import game.types.board.SiteType;
import game.types.state.GameType;
import main.Constants;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.context.TempContext;
import other.move.Move;
import other.state.container.ContainerState;
/**
* Sows counters by removing them from a site then placing them one-by-one at
* each consecutive site along a track.
*
* @author Eric.Piette and cambolbro
*
* @remarks Sowing is used in Mancala games. A track must be defined on the
* board in order for sowing to work.
*/
public final class Sow extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Start loc. */
private final IntFunction startLoc;
/** How many components to sow. */
private final IntFunction countFn;
/** How many components to place in each hole. */
private final IntFunction numPerHoleFn;
/** Track to follow. */
private final String trackName;
/** Owner of the track. */
private final IntFunction ownerFn;
/** Start position included. */
private final boolean includeSelf;
/** To put a bean in the original hole before to sow. */
private final BooleanFunction origin;
/** Exception in the sow move **/
private final BooleanFunction skipFn;
/** Capture rule. */
private final BooleanFunction captureRule;
/** Backward capture. */
private final BooleanFunction backtracking;
/** Forward capture. */
private final BooleanFunction forward;
/** Capture effect. */
private final Moves captureEffect;
/** Sow effect. */
private final Moves sowEffect;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/** Pre-computed tracks in keeping only the track with the name on them. */
private List<Track> preComputedTracks = new ArrayList<Track>();
//-------------------------------------------------------------------------
/**
* @param type The graph element type [default SiteType of the board].
* @param start The origin of the sowing [(lastTo)].
* @param count The number of pieces to sow [(count (lastTo))].
* @param numPerHole The number of pieces to sow in each hole [1].
* @param trackName The name of the track to sow [The first track if it
* exists].
* @param owner The owner of the track.
* @param If The condition to capture some counters after sowing
* [True].
* @param apply The move to apply if the condition is satisfied.
* @param sowEffect The effect to apply to each hole sowed.
* @param includeSelf True if the origin is included in the sowing [True].
* @param origin True to place a counter in the origin at the start of
* sowing [False].
* @param skipIf The condition to skip a hole during the sowing.
* @param backtracking Whether to apply the capture backwards from the ``to''
* site.
* @param forward Whether to apply the capture forwards from the ``to''
* site.
* @param then The moves applied after that move is applied.
*
* @example (sow if:(and (is In (to) (sites Next)) (or (= (count at:(to)) 2) (=
* (count at:(to)) 3)) ) apply:(fromTo (from (to)) (to (mapEntry
* (mover))) count:(count at:(to))) includeSelf:False
* backtracking:True)
*/
public Sow
(
@Opt final SiteType type,
@Opt final IntFunction start,
@Opt @Name final IntFunction count,
@Opt @Name final IntFunction numPerHole,
@Opt final String trackName,
@Opt @Name final IntFunction owner,
@Opt @Name final BooleanFunction If,
@Opt @Name final Moves sowEffect,
@Opt @Name final NonDecision apply,
@Opt @Name final Boolean includeSelf,
@Opt @Name final BooleanFunction origin,
@Opt @Name final BooleanFunction skipIf,
@Or @Opt @Name final BooleanFunction backtracking,
@Or @Opt @Name final BooleanFunction forward,
@Opt final Then then
)
{
super(then);
startLoc = (start == null) ? new LastTo(null) : start;
this.includeSelf = (includeSelf == null) ? true : includeSelf.booleanValue();
countFn = (count == null)
? new game.functions.ints.count.site.CountNumber(null, null, startLoc)
: count;
this.trackName = trackName;
captureRule = (If == null) ? new BooleanConstant(true) : If;
captureEffect = apply;
skipFn = skipIf;
this.backtracking = backtracking;
this.forward = forward;
this.origin = (origin == null) ? new BooleanConstant(false) : origin;
ownerFn = owner;
this.type = type;
numPerHoleFn = (numPerHole == null) ? new IntConstant(1) : numPerHole;
this.sowEffect = sowEffect;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final int start = startLoc.eval(context);
final int count = countFn.eval(context);
int numPerHole = numPerHoleFn.eval(context);
final Moves moves = new BaseMoves(super.then());
final Move move = new Move(new ArrayList<Action>());
int numSeedSowed = 0;
final ContainerState cs = context.containerState(0);
final int origFrom = context.from();
final int origTo = context.to();
final int origValue = context.value();
final int owner = (ownerFn == null) ? Constants.OFF : ownerFn.eval(context);
Track track = null;
for (final Track t : preComputedTracks)
{
if (trackName == null || (owner == Constants.OFF && t.name().equals(trackName)
|| (owner != Constants.OFF && t.owner() == owner && t.name().contains(trackName))))
{
track = t;
break;
}
}
// If the track does exist we return an empty list of moves.
if (track == null)
return moves;
int i;
for (i = 0; i < track.elems().length; i++)
if (track.elems()[i].site == start)
break;
// If we include the origin we remove one piece to sow and we sow on the origin
// location.
context.setFrom(start);
if (origin.eval(context))
{
if(sowEffect != null)
{
final Moves effect = sowEffect.eval(context);
for(final Move moveEffect : effect.moves())
for(final Action actionEffect : moveEffect.actions())
move.actions().add(actionEffect);
}
int numDone = 0;
while(numDone != numPerHole)
{
if(numSeedSowed < count)
move.actions()
.add(ActionMove.construct(type, start, Constants.UNDEFINED, type, start, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false));
numDone++;
numSeedSowed++;
}
context.setTo(start);
}
context.setFrom(origFrom);
// Computation of the sowing moves.
if(numSeedSowed < count)
{
int numSkipped = 0;
for (int index = 0; index < count; index++)
{
context.setValue(count - index);
if(i >= track.elems().length)
return moves;
int to = track.elems()[i].next;
context.setTo(to);
// Check if that site should be skip.
if (skipFn != null && skipFn.eval(context) && numSkipped < Constants.MAX_NUM_ITERATION)
{
index--;
numSkipped++;
i = track.elems()[i].nextIndex;
to = track.elems()[i].next;
continue;
}
else
numSkipped = 0;
// Check if we include the origin in the sowing movement.
if (!includeSelf && to == start)
{
i = track.elems()[i].nextIndex;
to = track.elems()[i].next;
}
// The sowing action for each location.
final int startState = cs.state(start, type);
final int startRotation = cs.rotation(start, type);
final int startValue = cs.value(start, type);
final int toState = cs.state(to, type);
final int toRotation = cs.rotation(to, type);
final int toValue = cs.value(to, type);
numPerHole = numPerHoleFn.eval(context);
int numDone = 0;
if(sowEffect != null)
{
final Moves effect = sowEffect.eval(context);
for(final Move moveEffect : effect.moves())
for(final Action actionEffect : moveEffect.actions())
move.actions().add(actionEffect);
}
while(numDone != numPerHole)
{
if(numSeedSowed < count)
move.actions().add(ActionMove.construct(type, start, Constants.UNDEFINED, type, to, Constants.OFF,
startState != toState ? toState : Constants.UNDEFINED,
startRotation != toRotation ? toRotation : Constants.UNDEFINED,
startValue != toValue ? toValue : Constants.UNDEFINED, false));
numDone++;
numSeedSowed++;
}
i = track.elems()[i].nextIndex;
if(numSeedSowed >= count)
break;
}
}
moves.moves().add(move);
// We apply each sow move and we check the condition of capture to apply the
// effect with the count value after sowing.
if (captureRule != null && captureEffect != null)
for (final Move sowMove : moves.moves())
{
final Context newContext = new TempContext(context);
sowMove.apply(newContext, false);
int numCapture = 0;
// If true we have to capture the pieces
while (captureRule.eval(newContext))
{
// We compute the capturing moves.
newContext.setFrom(start);
final Moves capturingMoves = captureEffect.eval(newContext);
for (final Move m : capturingMoves.moves())
sowMove.actions().addAll(m.getActionsWithConsequences(newContext));
if(backtracking == null && forward == null)
break;
if(backtracking != null)
{
if (!backtracking.eval(newContext))
break;
final int to = track.elems()[i].prev;
i = track.elems()[i].prevIndex;
newContext.setTo(to);
if (!backtracking.eval(newContext))
break;
if (to == start)
break;
}
if(forward != null)
{
if (!forward.eval(newContext))
break;
if(!track.islooped() && track.elems()[i].next == Constants.OFF)
break;
final int to = track.elems()[i].next;
i = track.elems()[i].nextIndex;
newContext.setTo(to);
if (!forward.eval(newContext))
break;
}
numCapture++;
if(numCapture >= track.elems().length)
break;
}
}
context.setTo(origTo);
context.setFrom(origFrom);
context.setValue(origValue);
// The subsequents to add to the moves
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = GameType.Count | super.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
gameFlags |= startLoc.gameFlags(game);
gameFlags |= countFn.gameFlags(game);
gameFlags |= numPerHoleFn.gameFlags(game);
if (captureEffect != null)
{
gameFlags |= captureEffect.gameFlags(game);
if (captureEffect.then() != null)
gameFlags |= captureEffect.then().gameFlags(game);
}
gameFlags |= SiteType.gameFlags(type);
if (ownerFn != null)
gameFlags |= ownerFn.gameFlags(game);
if (captureRule != null)
gameFlags |= captureRule.gameFlags(game);
if (sowEffect != null)
gameFlags |= sowEffect.gameFlags(game);
if (origin != null)
gameFlags |= origin.gameFlags(game);
if (skipFn != null)
gameFlags |= skipFn.gameFlags(game);
if (backtracking != null)
gameFlags |= backtracking.gameFlags(game);
if (forward != null)
gameFlags |= forward.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (captureRule != null && captureEffect != null)
concepts.set(Concept.CopyContext.id(), true);
concepts.set(Concept.Sow.id(), true);
concepts.or(SiteType.concepts(type));
concepts.or(startLoc.concepts(game));
concepts.or(countFn.concepts(game));
concepts.or(numPerHoleFn.concepts(game));
if (captureEffect != null)
{
concepts.or(captureEffect.concepts(game));
if (captureEffect.then() != null)
concepts.or(captureEffect.then().concepts(game));
concepts.set(Concept.SowWithEffect.id(), true);
if (captureEffect.concepts(game).get(Concept.RemoveEffect.id()))
concepts.set(Concept.SowRemove.id(), true);
if (captureEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.SowCapture.id(), true);
}
if (ownerFn != null)
concepts.or(ownerFn.concepts(game));
if (captureRule != null)
concepts.or(captureRule.concepts(game));
if (sowEffect != null)
concepts.or(sowEffect.concepts(game));
if (origin != null)
{
if (!(origin instanceof FalseConstant))
concepts.set(Concept.SowOriginFirst.id(), true);
concepts.or(origin.concepts(game));
}
if (skipFn != null)
{
concepts.set(Concept.SowSkip.id(), true);
concepts.or(skipFn.concepts(game));
}
if (!includeSelf)
concepts.set(Concept.SowSkip.id(), true);
if (backtracking != null)
{
concepts.or(backtracking.concepts(game));
concepts.set(Concept.SowBacktracking.id(), true);
}
if (forward != null)
concepts.or(forward.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLoc.writesEvalContextRecursive());
writeEvalContext.or(countFn.writesEvalContextRecursive());
writeEvalContext.or(numPerHoleFn.writesEvalContextRecursive());
if (captureEffect != null)
{
writeEvalContext.or(captureEffect.writesEvalContextRecursive());
if (captureEffect.then() != null)
writeEvalContext.or(captureEffect.then().writesEvalContextRecursive());
}
if (ownerFn != null)
writeEvalContext.or(ownerFn.writesEvalContextRecursive());
if (captureRule != null)
writeEvalContext.or(captureRule.writesEvalContextRecursive());
if (sowEffect != null)
writeEvalContext.or(sowEffect.writesEvalContextRecursive());
if (origin != null)
writeEvalContext.or(origin.writesEvalContextRecursive());
if (skipFn != null)
writeEvalContext.or(skipFn.writesEvalContextRecursive());
if (backtracking != null)
writeEvalContext.or(backtracking.writesEvalContextRecursive());
if (forward != null)
writeEvalContext.or(forward.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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());
readEvalContext.or(startLoc.readsEvalContextRecursive());
readEvalContext.or(countFn.readsEvalContextRecursive());
readEvalContext.or(numPerHoleFn.readsEvalContextRecursive());
if (captureEffect != null)
{
readEvalContext.or(captureEffect.readsEvalContextRecursive());
if (captureEffect.then() != null)
readEvalContext.or(captureEffect.then().readsEvalContextRecursive());
}
if (ownerFn != null)
readEvalContext.or(ownerFn.readsEvalContextRecursive());
if (captureRule != null)
readEvalContext.or(captureRule.readsEvalContextRecursive());
if (sowEffect != null)
readEvalContext.or(sowEffect.readsEvalContextRecursive());
if (origin != null)
readEvalContext.or(origin.readsEvalContextRecursive());
if (skipFn != null)
readEvalContext.or(skipFn.readsEvalContextRecursive());
if (backtracking != null)
readEvalContext.or(backtracking.readsEvalContextRecursive());
if (forward != null)
readEvalContext.or(forward.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (!game.hasTrack())
{
game.addRequirementToReport("The ludeme (sow ...) is used but the board has no tracks.");
missingRequirement = true;
}
if (ownerFn != null)
{
if (ownerFn instanceof IntConstant)
{
final int ownerValue = ((IntConstant) ownerFn).eval(null);
if (ownerValue < 1 || ownerValue > game.players().count())
{
game.addRequirementToReport("A wrong player index is used in (sow ... owner:... ...).");
missingRequirement = true;
}
}
}
missingRequirement |= startLoc.missingRequirement(game);
missingRequirement |= countFn.missingRequirement(game);
missingRequirement |= numPerHoleFn.missingRequirement(game);
if (captureEffect != null)
{
missingRequirement |= captureEffect.missingRequirement(game);
if (captureEffect.then() != null)
missingRequirement |= captureEffect.then().missingRequirement(game);
}
if (ownerFn != null)
missingRequirement |= ownerFn.missingRequirement(game);
if (captureRule != null)
missingRequirement |= captureRule.missingRequirement(game);
if (sowEffect != null)
missingRequirement |= sowEffect.missingRequirement(game);
if (origin != null)
missingRequirement |= origin.missingRequirement(game);
if (skipFn != null)
missingRequirement |= skipFn.missingRequirement(game);
if (backtracking != null)
missingRequirement |= backtracking.missingRequirement(game);
if (forward != null)
missingRequirement |= forward.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLoc.willCrash(game);
willCrash |= countFn.willCrash(game);
willCrash |= numPerHoleFn.willCrash(game);
if (captureEffect != null)
{
willCrash |= captureEffect.willCrash(game);
if (captureEffect.then() != null)
willCrash |= captureEffect.then().willCrash(game);
}
if (ownerFn != null)
willCrash |= ownerFn.willCrash(game);
if (captureRule != null)
willCrash |= captureRule.willCrash(game);
if (sowEffect != null)
willCrash |= sowEffect.willCrash(game);
if (origin != null)
willCrash |= origin.willCrash(game);
if (skipFn != null)
willCrash |= skipFn.willCrash(game);
if (backtracking != null)
willCrash |= backtracking.willCrash(game);
if (forward != null)
willCrash |= forward.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
// we look at "count" of specific context, so cannot be static
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
startLoc.preprocess(game);
countFn.preprocess(game);
numPerHoleFn.preprocess(game);
origin.preprocess(game);
if (captureEffect != null)
captureEffect.preprocess(game);
if (ownerFn != null)
ownerFn.preprocess(game);
if (captureRule != null)
captureRule.preprocess(game);
if (sowEffect != null)
sowEffect.preprocess(game);
if (skipFn != null)
skipFn.preprocess(game);
if (backtracking != null)
backtracking.preprocess(game);
if (forward != null)
forward.preprocess(game);
if (captureEffect != null)
captureEffect.preprocess(game);
preComputedTracks = new ArrayList<Track>();
for (final Track t : game.board().tracks())
if (trackName == null || t.name().contains(trackName))
preComputedTracks.add(t);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String englishString = "Sow with the following rules, ";
if (startLoc != null)
englishString += "startLoc: " + startLoc.toEnglish(game) + ", ";
if (countFn != null)
englishString += "countFn: " + countFn.toEnglish(game) + ", ";
if (numPerHoleFn != null)
englishString += "numPerHoleFn: " + numPerHoleFn.toEnglish(game) + ", ";
if (trackName != null)
englishString += "trackName: " + trackName + ", ";
if (ownerFn != null)
englishString += "ownerFn: " + ownerFn.toEnglish(game) + ", ";
if (origin != null)
englishString += "origin: " + origin.toEnglish(game) + ", ";
if (skipFn != null)
englishString += "skipFn: " + skipFn.toEnglish(game) + ", ";
if (captureRule != null)
englishString += "captureRule: " + captureRule.toEnglish(game) + ", ";
if (backtracking != null)
englishString += "backtracking: " + backtracking.toEnglish(game) + ", ";
if (forward != null)
englishString += "forward: " + forward.toEnglish(game) + ", ";
if (captureEffect != null)
englishString += "captureEffect: " + captureEffect.toEnglish(game) + ", ";
if (sowEffect != null)
englishString += "sowEffect: " + sowEffect.toEnglish(game) + ", ";
if (type != null)
englishString += "type: " + type.name() + ", ";
englishString += "includeSelf: " + includeSelf;
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return englishString + thenString;
}
//-------------------------------------------------------------------------
}
| 22,721 | 28.09347 | 154 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Step.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
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.ints.iterator.From;
import game.functions.region.RegionFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import main.Constants;
import other.action.Action;
import other.action.move.move.ActionMove;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.Move;
import other.move.MoveUtilities;
import other.state.stacking.BaseContainerStateStacking;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Moves to a connected site.
*
* @author Eric.Piette
*
* @remarks The (to ...) parameter is used to specify a condition on the site to
* step and on the effect to apply. But the region function in entry of
* that parameter is ignored because the region to move is implied by a
* step move.
*/
public final class Step extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** From Condition Rule. */
private final BooleanFunction fromCondition;
/** Region start of the piece. */
private final RegionFunction startRegionFn;
/** Level from. */
private final IntFunction levelFromFn;
/** The rule to be able to the move. */
private final BooleanFunction rule;
/** The Move applied on the location reached. */
private final Moves sideEffect;
/** To step a complete stack. */
private final boolean stack;
/** Direction to move. */
private final DirectionsFunction dirnChoice;
/** Direction to move. */
private final game.util.moves.To toRule;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param from Description of ``from'' location [(from)].
* @param directions The directions of the move [Adjacent].
* @param to Description of the ``to'' location.
* @param stack True if the move is applied to a stack [False].
* @param then Moves to apply after this one.
*
* @example (step (to if:(is Empty (to))) )
*
* @example (step Forward (to if:(is Empty (to))) )
*
* @example (step (directions {FR FL}) (to if:(or (is Empty (to)) (is Enemy (who
* at:(to)))) (apply (remove (to)))) )
*/
public Step
(
@Opt final game.util.moves.From from,
@Opt final game.util.directions.Direction directions,
final game.util.moves.To to,
@Opt @Name final Boolean stack,
@Opt final Then then
)
{
super(then);
// From
if (from != null)
{
startRegionFn = from.region();
startLocationFn = from.loc();
levelFromFn = from.level();
fromCondition = from.cond();
}
else
{
startRegionFn = null;
startLocationFn = new From(null);
levelFromFn = null;
fromCondition = null;
}
type = (from == null) ? null : from.type();
// Rule
rule = (to == null) ? new BooleanConstant(true)
: (to.cond() == null) ? new BooleanConstant(true) : to.cond();
// The directions
dirnChoice = (directions != null) ? directions.directionsFunctions()
: new Directions(AbsoluteDirection.Adjacent, null);
// Effect
sideEffect = (to == null) ? null : to.effect();
// Stack
this.stack = (stack == null) ? false : stack.booleanValue();
// We store the toRule because that can be needed in CountSteps.java
toRule = to;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
if (startRegionFn != null)
return evalRegion(context);
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
if (from == Constants.OFF)
return moves;
final int origFrom = context.from();
final int origTo = context.to();
final Topology graph = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
if (from >= graph.getGraphElements(realType).size())
return moves;
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null,
context);
final int levelFrom = (levelFromFn == null) ? Constants.UNDEFINED : levelFromFn.eval(context);
// If the level specified is less than 0, no move can be computed.
if (levelFrom < Constants.UNDEFINED && levelFromFn != null)
return moves;
context.setFrom(from);
if (fromCondition != null && !fromCondition.eval(context))
return moves;
for (final AbsoluteDirection direction : directions)
{
final List<game.util.graph.Step> steps =
graph.trajectories().steps(realType, fromV.index(), realType, direction);
for (final game.util.graph.Step step : steps)
{
final int to = step.to().id();
context.setTo(to);
if (!rule.eval(context))
continue;
if (!alreadyCompute(moves, from, to))
{
Action action = null;
Move move = null;
if (levelFrom == Constants.UNDEFINED || stack == true)
{
final int level = (context.game().isStacking())
? (stack) ? Constants.UNDEFINED
: context.state().containerStates()[0].sizeStack(from, type) - 1
: Constants.UNDEFINED;
action = ActionMove.construct(type, from, level, type, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
move = new Move(action);
// to add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
move.setLevelMinNonDecision(0);
move.setLevelMaxNonDecision(context.state().containerStates()[0].sizeStack(from, type) - 1);
}
}
else // Step a piece at a specific level.
{
action = ActionMove.construct(type, from, levelFrom, type, to, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
move = new Move(action);
move.setLevelMinNonDecision(levelFrom);
move.setLevelMaxNonDecision(levelFrom);
}
move = MoveUtilities.chainRuleWithAction(context, sideEffect, move, true, false);
MoveUtilities.chainRuleCrossProduct(context, moves, null, move, false);
move.setFromNonDecision(from);
move.setToNonDecision(to);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
MoveUtilities.setGeneratedMovesData(moves.moves(), this, context.state().mover());
return moves;
}
//-------------------------------------------------------------------------
/**
*
* Exact same idea of eval(context) but for a starting region
*
* @param context
* @return
*/
private Moves evalRegion(final Context context)
{
final Moves moves = new BaseMoves(super.then());
if (startLocationFn == null)
return moves;
final int fromLocforRegion = startLocationFn.eval(context);
final int[] froms = startRegionFn.eval(context).sites();
if (froms.length == 0)
return moves;
final int origFrom = context.from();
final int origTo = context.to();
for (final int from : froms)
{
if (from == Constants.OFF)
continue;
final Topology graph = context.topology();
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
if (from >= graph.getGraphElements(realType).size())
return moves;
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
context.setFrom(fromV.index());
if (fromCondition != null && !fromCondition.eval(context))
continue;
final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, null, null, null,
context);
for (final AbsoluteDirection direction : directions)
{
final List<game.util.graph.Step> steps = graph.trajectories().steps(realType, fromV.index(), direction);
for (final game.util.graph.Step step : steps)
{
final int to = step.to().id();
context.setTo(to);
if (!rule.eval(context))
continue;
final Action action = ActionMove.construct(SiteType.Cell, from, Constants.UNDEFINED, SiteType.Cell, to, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, stack);
if (isDecision())
action.setDecision(true);
Move thisAction = new Move(action);
// to add the levels to move a stack on the Move class (only for GUI)
if (stack)
{
thisAction.setLevelMinNonDecision(0);
thisAction.setLevelMaxNonDecision(((BaseContainerStateStacking) context.state().containerStates()[0])
.sizeStack(from, type) - 1);
}
final int origFrom2 = context.from();
final int origTo2 = context.to();
context.setFrom(fromLocforRegion);
context.setTo(from);
thisAction = new Move(action, sideEffect.eval(context).moves().get(0));
context.setFrom(origFrom2);
context.setTo(origTo2);
MoveUtilities.chainRuleCrossProduct(context, moves, null, thisAction, false);
thisAction.setFromNonDecision(from);
thisAction.setToNonDecision(to);
}
}
}
context.setTo(origTo);
context.setFrom(origFrom);
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | rule.gameFlags(game);
gameFlags |= GameType.UsesFromPositions;
if (stack)
gameFlags |= GameType.Stacking;
if (fromCondition != null)
gameFlags |= fromCondition.gameFlags(game);
if (startLocationFn != null)
gameFlags |= startLocationFn.gameFlags(game);
if (startRegionFn != null)
gameFlags |= startRegionFn.gameFlags(game);
if (sideEffect != null)
gameFlags |= sideEffect.gameFlags(game);
if (levelFromFn != null)
gameFlags |= levelFromFn.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(SiteType.concepts(type));
concepts.or(rule.concepts(game));
if (fromCondition != null)
concepts.or(fromCondition.concepts(game));
if (isDecision())
{
concepts.set(Concept.StepDecision.id(), true);
if (rule.concepts(game).get(Concept.IsEmpty.id()))
concepts.set(Concept.StepDecisionToEmpty.id(), true);
if (rule.concepts(game).get(Concept.IsFriend.id()))
concepts.set(Concept.StepDecisionToFriend.id(), true);
if (rule.concepts(game).get(Concept.IsEnemy.id()))
concepts.set(Concept.StepDecisionToEnemy.id(), true);
if (rule instanceof BooleanConstant.TrueConstant)
{
concepts.set(Concept.StepDecisionToEmpty.id(), true);
concepts.set(Concept.StepDecisionToFriend.id(), true);
concepts.set(Concept.StepDecisionToEnemy.id(), true);
}
}
else
concepts.set(Concept.StepEffect.id(), true);
if (startLocationFn != null)
concepts.or(startLocationFn.concepts(game));
if (startRegionFn != null)
concepts.or(startRegionFn.concepts(game));
if (sideEffect != null)
concepts.or(sideEffect.concepts(game));
if (levelFromFn != null)
concepts.or(levelFromFn.concepts(game));
if (dirnChoice != null)
concepts.or(dirnChoice.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (sideEffect != null)
if (sideEffect.concepts(game).get(Concept.RemoveEffect.id())
|| sideEffect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.ReplacementCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(rule.writesEvalContextRecursive());
if (fromCondition != null)
writeEvalContext.or(fromCondition.writesEvalContextRecursive());
if (startLocationFn != null)
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
if (startRegionFn != null)
writeEvalContext.or(startRegionFn.writesEvalContextRecursive());
if (sideEffect != null)
writeEvalContext.or(sideEffect.writesEvalContextRecursive());
if (levelFromFn != null)
writeEvalContext.or(levelFromFn.writesEvalContextRecursive());
if (dirnChoice != null)
writeEvalContext.or(dirnChoice.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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());
readEvalContext.or(rule.readsEvalContextRecursive());
if (fromCondition != null)
readEvalContext.or(fromCondition.readsEvalContextRecursive());
if (startLocationFn != null)
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
if (startRegionFn != null)
readEvalContext.or(startRegionFn.readsEvalContextRecursive());
if (sideEffect != null)
readEvalContext.or(sideEffect.readsEvalContextRecursive());
if (levelFromFn != null)
readEvalContext.or(levelFromFn.readsEvalContextRecursive());
if (dirnChoice != null)
readEvalContext.or(dirnChoice.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= rule.missingRequirement(game);
if (fromCondition != null)
missingRequirement |= fromCondition.missingRequirement(game);
if (startLocationFn != null)
missingRequirement |= startLocationFn.missingRequirement(game);
if (startRegionFn != null)
missingRequirement |= startRegionFn.missingRequirement(game);
if (sideEffect != null)
missingRequirement |= sideEffect.missingRequirement(game);
if (levelFromFn != null)
missingRequirement |= levelFromFn.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= rule.willCrash(game);
if (fromCondition != null)
willCrash |= fromCondition.willCrash(game);
if (startLocationFn != null)
willCrash |= startLocationFn.willCrash(game);
if (startRegionFn != null)
willCrash |= startRegionFn.willCrash(game);
if (sideEffect != null)
willCrash |= sideEffect.willCrash(game);
if (levelFromFn != null)
willCrash |= levelFromFn.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
rule.preprocess(game);
if (fromCondition != null)
fromCondition.preprocess(game);
if (startLocationFn != null)
startLocationFn.preprocess(game);
if (startRegionFn != null)
startRegionFn.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
if (rule != null)
rule.preprocess(game);
if (sideEffect != null)
sideEffect.preprocess(game);
if (dirnChoice != null)
dirnChoice.preprocess(game);
if (levelFromFn != null)
levelFromFn.preprocess(game);
}
/**
* To know if a move is already compute (for wheel board with the center, this
* is possible).
*
* @param moves
* @param from
* @param to
* @return
*/
private static boolean alreadyCompute(final Moves moves, final int from, final int to)
{
for (final Move m : moves.moves())
{
if (m.fromNonDecision() == from && m.toNonDecision() == to)
{
return true;
}
}
return false;
}
//-------------------------------------------------------------------------
/**
* @return The rule telling us what we're allowed to step into
*/
public BooleanFunction goRule()
{
return rule;
}
/**
* @return The directions.
*/
public DirectionsFunction directions()
{
return dirnChoice;
}
/**
* @return The to rule.
*/
public game.util.moves.To toRule()
{
return toRule;
}
@Override
public String toEnglish(final Game game)
{
String sideEffectEnglish = "";
if (sideEffect != null)
sideEffectEnglish = sideEffect.toEnglish(game) + " then ";
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return sideEffectEnglish + "step " + dirnChoice.toEnglish(game) + thenString;
}
}
| 18,055 | 27.479495 | 182 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Surround.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import java.util.List;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.functions.booleans.is.player.IsEnemy;
import game.functions.booleans.is.player.IsFriend;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.functions.ints.iterator.Between;
import game.functions.ints.iterator.From;
import game.functions.ints.iterator.To;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.board.RelationType;
import game.types.board.SiteType;
import game.util.directions.AbsoluteDirection;
import game.util.graph.Radial;
import game.util.moves.Piece;
import main.Constants;
import main.StringRoutines;
import main.collections.FastTIntArrayList;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.move.MoveUtilities;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* Is used to apply an effect to all the sites surrounded in a specific
* direction.
*
* @author mrraow and cambolbro and Eric.Piette
*/
public final class Surround extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** Location of the piece. */
private final IntFunction startLocationFn;
/** Direction chosen. */
private final AbsoluteDirection dirnChoice;
/** The piece to surround. */
private final BooleanFunction targetRule;
/** The rule to detect the friend to surround. */
private final BooleanFunction friendRule;
/** The number of exception to surround. */
private final IntFunction exception;
/** The number of exception to surround. */
private final IntFunction withAtLeastPiece;
/** Moves applied after that one. */
private final Moves effect;
/** Add on Cell/Edge/Vertex. */
private SiteType type;
//-------------------------------------------------------------------------
/**
* @param from The origin to surround [(from)].
* @param relation The way to surround [Adjacent].
* @param between The condition and effect on the pieces to surround [(between
* if:(is Enemy (to)) (apply (remove (to))))].
* @param to The condition on the pieces surrounding [(to if:(isFriend
* (between)))].
* @param except The number of exceptions allowed to apply the effect [0].
* @param with The piece which should at least be in the surrounded pieces.
* @param then The moves applied after that move is applied.
*
* @example (surround (from (last To)) Orthogonal (between if:(is Friend (who
* at:(between))) (apply (trigger "Lost" (mover))) ) (to if:(not
* (is In (to) (sites Empty))) ) )
*/
public Surround
(
@Opt final game.util.moves.From from,
@Opt final RelationType relation,
@Opt final game.util.moves.Between between,
@Opt final game.util.moves.To to,
@Opt @Name final IntFunction except,
@Opt @Name final Piece with,
@Opt final Then then
)
{
super(then);
startLocationFn = (from == null) ? new From(null) : from.loc();
type = (from == null) ? null : from.type();
dirnChoice = (relation == null) ? AbsoluteDirection.Adjacent : RelationType.convert(relation);
targetRule = (between == null || between.condition() == null)
? new IsEnemy(Between.instance(), null)
: between.condition();
friendRule = (to == null || to.cond() == null)
? new IsFriend(To.instance(), null)
: to.cond();
effect = (between == null || between.effect() == null)
? new Remove(null, Between.instance(), null, null, null, null, null)
: between.effect();
exception = (except == null) ? new IntConstant(0) : except;
withAtLeastPiece = (with == null) ? null : with.component();
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves moves = new BaseMoves(super.then());
final int from = startLocationFn.eval(context);
final int fromOrig = context.from();
final int toOrig = context.to();
final int betweenOrig = context.between();
final int nbExcept = exception.eval(context);
final int withPiece = (withAtLeastPiece == null) ? Constants.UNDEFINED : withAtLeastPiece.eval(context);
final Topology graph = context.topology();
if (from == Constants.UNDEFINED)
return new BaseMoves(null);
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TopologyElement fromV = graph.getGraphElements(realType).get(from);
final List<Radial> radialsFrom = graph.trajectories().radials(realType, fromV.index(), dirnChoice);
for (final Radial radialFrom : radialsFrom)
{
final FastTIntArrayList betweenSites = new FastTIntArrayList();
if (radialFrom.steps().length < 2)
continue;
final int locationUnderThreat = radialFrom.steps()[1].id();
if (!isTarget(context, locationUnderThreat))
continue;
// Check neighbours of threatened pieces
int except = 0;
// Check if at least one piece surrounding the target is the correct piece.
boolean withPieceOk = false;
final List<Radial> radialsUnderThreat = graph.trajectories().radials(type, locationUnderThreat, dirnChoice);
for (final Radial radialUnderThreat : radialsUnderThreat)
{
final int friendPieceSite = radialUnderThreat.steps()[1].id();
final boolean isThreat = radialUnderThreat.steps().length < 2 || friendPieceSite == from
|| isFriend(context, friendPieceSite);
if (!isThreat)
except++;
final int whatFriend = context.containerState(context.containerId()[friendPieceSite])
.what(friendPieceSite, realType);
if (withPiece == Constants.UNDEFINED || withPiece == whatFriend)
withPieceOk = true;
if (except > nbExcept)
break;
}
if (except <= nbExcept && withPieceOk)
{
context.setBetween(locationUnderThreat);
betweenSites.add(locationUnderThreat);
MoveUtilities.chainRuleCrossProduct(context, moves, effect, null, false);
moves.moves().get(moves.moves().size() - 1).setBetweenNonDecision(new FastTIntArrayList(betweenSites));
}
}
context.setBetween(betweenOrig);
context.setFrom(fromOrig);
context.setTo(toOrig);
// Store the Moves in the computed moves.
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).setMovesLudeme(this);
return moves;
}
private boolean isFriend(
final Context context,
final int location
)
{
context.setTo(location);
return friendRule.eval(context);
}
private boolean isTarget(
final Context context,
final int location
)
{
context.setBetween(location);
return targetRule.eval(context);
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = startLocationFn.gameFlags(game)
|
targetRule.gameFlags(game)
|
friendRule.gameFlags(game)
|
effect.gameFlags(game)
|
exception.gameFlags(game) | super.gameFlags(game);
if (withAtLeastPiece != null)
gameFlags |= withAtLeastPiece.gameFlags(game);
gameFlags |= SiteType.gameFlags(type);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(super.concepts(game));
concepts.or(startLocationFn.concepts(game));
concepts.or(targetRule.concepts(game));
concepts.or(friendRule.concepts(game));
concepts.or(effect.concepts(game));
concepts.or(exception.concepts(game));
if (withAtLeastPiece != null)
concepts.or(withAtLeastPiece.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
// We check if that's effectively a capture (remove or fromTo).
if (effect.concepts(game).get(Concept.RemoveEffect.id())
|| effect.concepts(game).get(Concept.FromToEffect.id()))
concepts.set(Concept.SurroundCapture.id(), true);
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(startLocationFn.writesEvalContextRecursive());
writeEvalContext.or(targetRule.writesEvalContextRecursive());
writeEvalContext.or(friendRule.writesEvalContextRecursive());
writeEvalContext.or(effect.writesEvalContextRecursive());
writeEvalContext.or(exception.writesEvalContextRecursive());
if (withAtLeastPiece != null)
writeEvalContext.or(withAtLeastPiece.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().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(super.readsEvalContextRecursive());
readEvalContext.or(startLocationFn.readsEvalContextRecursive());
readEvalContext.or(targetRule.readsEvalContextRecursive());
readEvalContext.or(friendRule.readsEvalContextRecursive());
readEvalContext.or(effect.readsEvalContextRecursive());
readEvalContext.or(exception.readsEvalContextRecursive());
if (withAtLeastPiece != null)
readEvalContext.or(withAtLeastPiece.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= startLocationFn.missingRequirement(game);
missingRequirement |= targetRule.missingRequirement(game);
missingRequirement |= friendRule.missingRequirement(game);
missingRequirement |= effect.missingRequirement(game);
missingRequirement |= exception.missingRequirement(game);
if (withAtLeastPiece != null)
missingRequirement |= withAtLeastPiece.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= startLocationFn.willCrash(game);
willCrash |= targetRule.willCrash(game);
willCrash |= friendRule.willCrash(game);
willCrash |= effect.willCrash(game);
willCrash |= exception.willCrash(game);
if (withAtLeastPiece != null)
willCrash |= withAtLeastPiece.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
super.preprocess(game);
startLocationFn.preprocess(game);
targetRule.preprocess(game);
friendRule.preprocess(game);
effect.preprocess(game);
exception.preprocess(game);
if (withAtLeastPiece != null)
withAtLeastPiece.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String targetString = "";
if (targetRule != null)
targetString = " if the target is " + targetRule.toEnglish(game);
String friendString = "";
if (friendRule != null)
friendString = " if the friend is " + friendRule.toEnglish(game);
String exceptString = "";
if (exception != null)
exceptString = " except if " + exception.toEnglish(game);
String directionString = "";
if (dirnChoice != null)
directionString += " with "+ dirnChoice.name()+ " direction";
String fromString = "";
if (startLocationFn != null)
fromString = " starting from " + startLocationFn.toEnglish(game);
String limitString = "";
if (withAtLeastPiece != null)
limitString = " with at least " + withAtLeastPiece.toEnglish(game) + " pieces";
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "for all surrounded pieces on " + type.name() + StringRoutines.getPlural(type.name()) + fromString + directionString + limitString + targetString + friendString + exceptString + effect.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 12,950 | 29.909308 | 223 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Then.java | package game.rules.play.moves.nonDecision.effect;
import java.io.Serializable;
import java.util.BitSet;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.NonDecision;
import other.BaseLudeme;
import other.concept.Concept;
/**
* Defines the subsequents of a move, to be applied after the move.
*
* @author Eric.Piette and cambolbro
*
* @remarks This is used to define subsequent moves by the same player in a
* turn after a move is made.
*/
public class Then extends BaseLudeme implements Serializable
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
private final Moves moves;
//-------------------------------------------------------------------------
/**
* @param moves The moves to apply afterwards.
* @param applyAfterAllMoves For simultaneous game, to apply the subsequents
* when all the moves of all the players are applied.
*
* @example (then (moveAgain))
*/
public Then
(
final NonDecision moves,
@Opt @Name final Boolean applyAfterAllMoves
)
{
this.moves = moves;
this.moves.setApplyAfterAllMoves((applyAfterAllMoves == null) ? false : applyAfterAllMoves.booleanValue());
}
//-------------------------------------------------------------------------
// Ludeme overrides
@Override
public String toString()
{
return "[Then: " + moves + "]";
}
//-------------------------------------------------------------------------
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + ((moves == null) ? 0 : moves.hashCode());
return result;
}
@Override
public boolean equals(final Object obj)
{
if (this == obj)
return true;
if (!(obj instanceof Then))
return false;
final Then other = (Then) obj;
if (moves == null)
if (other.moves != null)
return false;
else if (!moves.equals(other.moves))
return false;
return true;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
return moves.toEnglish(game);
}
//-------------------------------------------------------------------------
/**
* @return Moves in the consequence.
*/
public Moves moves()
{
return moves;
}
/**
* @param game
* @return gameFlags of the csq.
*/
public long gameFlags(final Game game)
{
long gameFlags = 0;
if (moves != null)
gameFlags |= moves.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.set(Concept.Then.id(), true);
if (moves != null)
concepts.or(moves.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
if (moves != null)
writeEvalContext.or(moves.writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
if (moves != null)
readEvalContext.or(moves.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (moves != null)
missingRequirement |= moves.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
if (moves != null)
willCrash |= moves.willCrash(game);
return willCrash;
}
}
| 3,707 | 21.472727 | 109 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Trigger.java | package game.rules.play.moves.nonDecision.effect;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.functions.ints.IntConstant;
import game.functions.ints.IntFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.play.RoleType;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
/**
* Sets the 'triggered' value for a player for a specific event.
*
* @author cambolbro and Eric.Piette
*/
public final class Trigger extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The index of the player. */
private final IntFunction playerFunction;
/** The event to trigger. */
private final String event;
//-------------------------------------------------------------------------
/**
* @param event The event to trigger.
* @param indexPlayer The index of the player.
* @param role The roleType of the player.
* @param then The moves applied after that move is applied.
*
* @example (trigger "FlagCaptured" Next)
*/
public Trigger
(
final String event,
@Or final IntFunction indexPlayer,
@Or final RoleType role,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (indexPlayer != null)
numNonNull++;
if (role != null)
numNonNull++;
if (numNonNull != 1)
throw new IllegalArgumentException("Exactly one Or parameter must be non-null.");
if (indexPlayer != null)
playerFunction = indexPlayer;
else
playerFunction = RoleType.toIntFunction(role);
this.event = event;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final int victim = playerFunction.eval(context);
final Moves moves = new BaseMoves(super.then());
moves.moves().add(new Move(new other.action.state.ActionTrigger(event, victim)));
return moves;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
return false;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = playerFunction.gameFlags(game) | super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(playerFunction.concepts(game));
concepts.set(Concept.Trigger.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(playerFunction.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(playerFunction.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= playerFunction.missingRequirement(game);
if (playerFunction instanceof IntConstant)
{
final int playerValue = ((IntConstant) playerFunction).eval(null);
if (playerValue < 1 || playerValue > game.players().size())
{
game.addRequirementToReport("A wrong player index is used in (trigger ...).");
missingRequirement = true;
}
}
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= playerFunction.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return playerFunction.isStatic();
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
playerFunction.preprocess(game);
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "trigger " + event + " for Player " + playerFunction.toEnglish(game) + thenString;
}
//-------------------------------------------------------------------------
}
| 5,066 | 23.597087 | 91 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/Vote.java | package game.rules.play.moves.nonDecision.effect;
import java.util.Arrays;
import java.util.BitSet;
import annotations.Opt;
import annotations.Or;
import game.Game;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.types.state.GameType;
import main.Constants;
import other.action.Action;
import other.action.others.ActionVote;
import other.concept.Concept;
import other.context.Context;
import other.move.Move;
//-----------------------------------------------------------------------------
/**
* Is used to propose something to the other players.
*
* @author Eric.Piette and cambolbro
*/
public final class Vote extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** All the votes. */
private final String[] votes;
/** The int representations of all the votes */
private final int[] voteInts;
//-------------------------------------------------------------------------
/**
* @param vote The vote.
* @param votes The votes.
* @param then The moves applied after that move is applied.
*
* @example (vote "End")
*/
public Vote
(
@Or final String vote,
@Or final String[] votes,
@Opt final Then then
)
{
super(then);
int numNonNull = 0;
if (vote != null)
numNonNull++;
if (votes != null)
numNonNull++;
if (numNonNull > 1)
throw new IllegalArgumentException("Only one Or parameter can be non-null.");
if (votes != null)
{
this.votes = votes;
}
else
{
this.votes = new String[1];
this.votes[0] = vote;
}
voteInts = new int[this.votes.length];
Arrays.fill(voteInts, Constants.UNDEFINED);
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final BaseMoves moves = new BaseMoves(super.then());
for (final int vote : voteInts)
{
// NOTE: if we have a -1 here, that means that preprocess() was not called!
final Action action = new ActionVote(context.game().voteString(vote), vote);
if (isDecision())
action.setDecision(true);
final Move move = new Move(action);
move.setFromNonDecision(Constants.OFF);
move.setToNonDecision(Constants.OFF);
move.setMover(context.state().mover());
moves.moves().add(move);
}
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
return moves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = super.gameFlags(game) | GameType.Vote;
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
if (isDecision())
concepts.set(Concept.VoteDecision.id(), true);
else
concepts.set(Concept.VoteEffect.id(), true);
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
final boolean isStatic = false;
return isStatic;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
for (int i = 0; i < votes.length; ++i)
{
voteInts[i] = game.registerVoteString(votes[i]);
}
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "cast a vote with possible vote options " + Arrays.toString(votes) + thenString;
}
//-------------------------------------------------------------------------
}
| 4,877 | 22.009434 | 89 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/package-info.java | /**
* Effect moves are those moves that are applied as the result of a player decision.
*/
package game.rules.play.moves.nonDecision.effect;
| 143 | 27.8 | 84 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/AvoidStoredState.java | package game.rules.play.moves.nonDecision.effect.requirement;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Effect;
import game.rules.play.moves.nonDecision.effect.Then;
import other.concept.Concept;
import other.context.Context;
import other.context.TempContext;
import other.move.Move;
/**
* Filters the legal moves to avoid reaching a specific state.
*
* @author Eric.Piette
*
* @remarks Example: Arimaa.
*/
public final class AvoidStoredState extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The possible moves. */
private final Moves moves;
/**
* @param moves The moves to filter.
* @param then The moves applied after that move is applied.
* @example (avoidStoredState (forEach Piece))
*/
public AvoidStoredState
(
final Moves moves,
@Opt final Then then
)
{
super(then);
this.moves = moves;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves returnMoves = new BaseMoves(super.then());
final Moves movesToEval = moves.eval(context);
final long stateToCompare = context.state().storedState();
for (int i = 0; i < movesToEval.moves().size(); i++)
{
final Move m = movesToEval.moves().get(i);
final Context newContext = new TempContext(context);
m.apply(newContext, true);
if (newContext.state().stateHash() != stateToCompare)
returnMoves.moves().add(m);
}
// Store the Moves in the computed moves.
for (int j = 0; j < returnMoves.moves().size(); j++)
returnMoves.moves().get(j).setMovesLudeme(this);
// Store the Moves in the computed moves.
for (int j = 0; j < returnMoves.moves().size(); j++)
returnMoves.moves().get(j).setMovesLudeme(this);
return returnMoves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = moves.gameFlags(game) | super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.set(Concept.CopyContext.id(), true);
concepts.set(Concept.PositionalSuperko.id(), true);
concepts.or(moves.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(moves.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(moves.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= moves.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= moves.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
final boolean isStatic = moves.isStatic();
return isStatic;
}
@Override
public void preprocess(final Game game)
{
moves.preprocess(game);
}
@Override
public String toEnglish(final Game game)
{
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return "Filter the legal moves to avoid reaching a specific state" + thenString;
}
}
| 4,346 | 23.15 | 82 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/Do.java | package game.rules.play.moves.nonDecision.effect.requirement;
import java.util.BitSet;
import java.util.Iterator;
import java.util.function.BiPredicate;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.functions.booleans.BooleanFunction;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Effect;
import game.rules.play.moves.nonDecision.effect.Then;
import game.types.play.RepetitionType;
import main.collections.FastArrayList;
import other.MetaRules;
import other.concept.Concept;
import other.context.Context;
import other.context.TempContext;
import other.move.Move;
import other.move.MovesIterator;
/**
* Applies two moves in order, according to given conditions.
*
* @author Eric.Piette
*
* @remarks Use ifAfterwards to filter out moves that do not satisfy some
* required condition after they are applied.
*/
public final class Do extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The pre-condition moves. */
final Moves prior;
/** The moves applied next to the prior moves. */
final Moves next;
/** The conditions to check after these moves. */
final BooleanFunction ifAfterwards;
//-------------------------------------------------------------------------
/**
* @param prior Moves to be applied first.
* @param next Follow-up moves computed after the first set of moves.
* The prior moves are not returned if that set of moves is
* empty.
* @param ifAfterwards Moves must satisfy this condition afterwards to be legal.
* @param then The moves applied after that move is applied.
*
* @example (do (roll) next:(if (!= (count Pips) 0) (forEach Piece)))
*
* @example (do (fromTo (from (sites Occupied by:All container:(mover))) (to
* (sites LineOfPlay))) ifAfterwards:(is PipsMatch) )
*/
public Do
(
final Moves prior,
@Opt @Name final Moves next,
@Opt @Name final BooleanFunction ifAfterwards,
@Opt final Then then
)
{
super(then);
this.next = next;
this.prior = prior;
this.ifAfterwards = ifAfterwards;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
// Return intersected list of moves
final Moves result = new BaseMoves(super.then());
// Code of the previous prior code
if (next != null)
{
// WARNING: if any additional code for prior / premoves is required, do it
// in helper methods like the two we're already calling below! That allows
// for easy reproduction of the same functionality in FilterPlayout
final Context newContext = new TempContext(context);
final Moves preMoves = generateAndApplyPreMoves(context, newContext);
result.moves().addAll(next.eval(newContext).moves());
prependPreMoves(preMoves, result, context);
}
// Code of the previous filter
if (ifAfterwards != null)
{
final Moves movesAfterIf = new BaseMoves(super.then());
final FastArrayList<Move> toCheck = (next == null) ? prior.eval(context).moves() : result.moves();
if (ifAfterwards.autoSucceeds())
{
movesAfterIf.moves().addAll(toCheck);
}
else
{
for (final Move m : toCheck)
if (movePassesCond(m, context, false))
movesAfterIf.moves().add(m);
}
if (then() != null)
for (int j = 0; j < movesAfterIf.moves().size(); j++)
movesAfterIf.moves().get(j).then().add(then().moves());
return movesAfterIf;
}
// End result of the previous prior code
if (then() != null)
for (int j = 0; j < result.moves().size(); j++)
result.moves().get(j).then().add(then().moves());
return result;
}
/**
* Helper method to generate pre-moves from one context, and apply them to
* another context, and return the generated pre-moves.
*
* @param genContext
* @param applyContext
* @return Generated pre-moves (already applied to given context)
*/
public final Moves generateAndApplyPreMoves(final Context genContext, final Context applyContext)
{
final Moves preMoves = new BaseMoves(null);
for (final Move m : prior.eval(genContext).moves())
{
final Move appliedMove = (Move) m.apply(applyContext, false);
preMoves.moves().add(appliedMove);
}
return preMoves;
}
/**
* Processes the given result moves by prepending the given preMoves.
*
* @param preMoves
* @param result
* @param context
*/
public static void prependPreMoves(final Moves preMoves, final Moves result, final Context context)
{
// We insert the pre elements at the beginning.
int insertIndex = 0;
for (final Move preM : preMoves.moves())
{
for (final Move move : result.moves())
{
move.actions().addAll(insertIndex, preM.actions());
}
insertIndex = preM.actions().size();
}
if (result.moves().isEmpty() && context.game().hasHandDice())
{
final Move passMove = Game.createPassMove(context,true);
for (final Move preM : preMoves.moves())
passMove.actions().addAll(0, preM.actions());
result.moves().add(passMove);
}
}
//-------------------------------------------------------------------------
@Override
public MovesIterator movesIterator(final Context context)
{
if (next == null && ifAfterwards != null)
{
return new MovesIterator()
{
protected Iterator<Move> itr = prior.movesIterator(context);
protected Move nextMove = computeNextMove();
@Override
public boolean hasNext()
{
return (nextMove != null);
}
@Override
public Move next()
{
final Move ret = nextMove;
nextMove = computeNextMove();
if (then() != null)
ret.then().add(then().moves());
return ret;
}
/**
* Computes the move to return for the subsequent next() call
*
* @return
*/
private Move computeNextMove()
{
while (itr.hasNext())
{
final Move nextC = itr.next();
if (ifAfterwards.autoSucceeds() || movePassesCond(nextC, context, false))
return nextC;
}
return null;
}
@Override
public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate)
{
while (nextMove != null)
{
if (then() != null)
nextMove.then().add(then().moves());
if (predicate.test(context, nextMove))
return true;
else
nextMove = computeNextMove();
}
return false;
}
};
}
else
{
// TODO see if we can also provide optimised implementation for this case
return super.movesIterator(context);
}
}
//-------------------------------------------------------------------------
/**
* Helper method to check if a move passes our condition in a given context
*
* @param m
* @param context
* @param includeRepetitionTests If true, we'll also immediately perform any state
* repetition tests that the game may require.
* @return True if move passes condition
*/
public boolean movePassesCond
(
final Move m,
final Context context,
final boolean includeRepetitionTests
)
{
final Context newContext = new TempContext(context);
// System.out.println("Owner of " + m.getTo() + ": " +
// newContext.state().containerStates()[0].who(m.getTo()));
m.apply(newContext, true);
// DONE TO AVOID ANY REPLAY MOVE (e.g. Bug in Chess found by Wijnand :) )
if (newContext.state().mover() == newContext.state().next())
newContext.state().setNext(newContext.state().prev());
if (includeRepetitionTests && !m.isPass())
{
final Game game = context.game();
final MetaRules metaRules = game.metaRules();
final RepetitionType type = metaRules.repetitionType();
if(type != null)
{
switch (type)
{
case PositionalInTurn:
if (context.trial().previousStateWithinATurn().contains(newContext.state().stateHash()))
return false;
break;
case SituationalInTurn:
if (context.trial().previousStateWithinATurn().contains(newContext.state().fullHash()))
return false;
break;
case Positional:
if (context.trial().previousState().contains(newContext.state().stateHash()))
return false;
break;
case Situational:
if (context.trial().previousState().contains(newContext.state().fullHash()))
return false;
break;
default:
break;
}
}
}
return ifAfterwards.eval(newContext);
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = prior.gameFlags(game) | super.gameFlags(game);
if (next != null)
gameFlags |= next.gameFlags(game);
if (ifAfterwards != null)
gameFlags |= ifAfterwards.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(prior.concepts(game));
concepts.set(Concept.CopyContext.id(), true);
concepts.set(Concept.DoLudeme.id(), true);
if (next != null)
concepts.or(next.concepts(game));
if (ifAfterwards != null)
concepts.or(ifAfterwards.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(super.writesEvalContextRecursive());
writeEvalContext.or(prior.writesEvalContextRecursive());
if (next != null)
writeEvalContext.or(next.writesEvalContextRecursive());
if (ifAfterwards != null)
writeEvalContext.or(ifAfterwards.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(prior.readsEvalContextRecursive());
if (next != null)
readEvalContext.or(next.readsEvalContextRecursive());
if (ifAfterwards != null)
readEvalContext.or(ifAfterwards.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= super.missingRequirement(game);
missingRequirement |= prior.missingRequirement(game);
if (next != null)
missingRequirement |= next.missingRequirement(game);
if (ifAfterwards != null)
missingRequirement |= ifAfterwards.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= prior.willCrash(game);
if (next != null)
willCrash |= next.willCrash(game);
if (ifAfterwards != null)
willCrash |= ifAfterwards.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
return false;
}
@Override
public void preprocess(final Game game)
{
super.preprocess(game);
prior.preprocess(game);
if (next != null)
next.preprocess(game);
if (ifAfterwards != null)
ifAfterwards.preprocess(game);
}
//-------------------------------------------------------------------------
/**
* @return Prior moves generator (or main moves generator if there is no "then")
*/
public Moves prior()
{
return prior;
}
/**
* @return Main moves generator after prior (may be null, then prior becomes main
* moves generator)
*/
public Moves after()
{
return next;
}
/**
* @return The condition that must hold in game state after executing moves for
* those moves to be considered legal.
*/
public BooleanFunction ifAfter()
{
return ifAfterwards;
}
//-------------------------------------------------------------------------
@Override
public boolean canMoveTo(final Context context, final int target)
{
if (next != null)
return next.canMoveTo(context, target);
if (ifAfterwards != null)
{
if (ifAfterwards.autoSucceeds())
return prior.canMoveTo(context, target);
final Iterator<Move> movesIterator = movesIterator(context);
while (movesIterator.hasNext())
{
final Move m = movesIterator.next();
if (m.toNonDecision() == target)
return true;
}
return false;
}
return false;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String nextString = "";
if (next != null)
nextString = " and afterwards " + next.toEnglish(game);
String thenString = "";
if (then() != null)
thenString = " then " + then().toEnglish(game);
return prior.toEnglish(game) + nextString + thenString;
}
//-------------------------------------------------------------------------
}
| 13,355 | 24.933981 | 101 | java |
Ludii | Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/FirstMoveOnTrack.java | package game.rules.play.moves.nonDecision.effect.requirement;
import java.util.BitSet;
import annotations.Opt;
import game.Game;
import game.equipment.container.board.Track;
import game.functions.ints.board.Id;
import game.rules.play.moves.BaseMoves;
import game.rules.play.moves.Moves;
import game.rules.play.moves.nonDecision.effect.Effect;
import game.rules.play.moves.nonDecision.effect.Then;
import game.types.play.RoleType;
import main.Constants;
import other.context.Context;
import other.context.EvalContextData;
/**
* Returns the first legal move on the track.
*
* @author Eric.Piette
*
* @remarks Example Backgammon.
*/
public final class FirstMoveOnTrack extends Effect
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** The moves to check. */
private final Moves moves;
/** The name of the track. */
private final String trackName;
/** The owner of the track. */
private final RoleType owner;
/**
* @param trackName The name of the track.
* @param owner The owner of the track.
* @param moves The moves to check.
* @param then The moves applied after that move is applied.
*
* @example (firstMoveOnTrack (forEach Piece))
*/
public FirstMoveOnTrack
(
@Opt final String trackName,
@Opt final RoleType owner,
final Moves moves,
@Opt final Then then
)
{
super(then);
this.moves = moves;
this.trackName = trackName;
this.owner = owner;
}
//-------------------------------------------------------------------------
@Override
public Moves eval(final Context context)
{
final Moves returnMoves = new BaseMoves(super.then());
final int who = (owner == null) ? Constants.UNDEFINED : new Id(null, owner).eval(context);
Track track = null;
for (final Track t : context.tracks())
{
if (trackName == null || (who == Constants.OFF && t.name().equals(trackName)
|| (who != Constants.OFF && t.owner() == who && t.name().contains(trackName))))
{
track = t;
break;
}
}
// If the track does exist we return an empty list of moves.
if (track == null)
return moves;
final int originSiteValue = context.site();
for (int i = 0; i < track.elems().length; i++)
{
final int site = track.elems()[i].site;
if (site < 0)
continue;
context.setSite(site);
final Moves movesComputed = moves.eval(context);
if (!movesComputed.moves().isEmpty())
{
returnMoves.moves().addAll(movesComputed.moves());
break;
}
}
context.setSite(originSiteValue);
// The subsequents to add to the moves
if (then() != null)
for (int j = 0; j < moves.moves().size(); j++)
moves.moves().get(j).then().add(then().moves());
// Store the Moves in the computed moves.
for (int j = 0; j < returnMoves.moves().size(); j++)
returnMoves.moves().get(j).setMovesLudeme(this);
return returnMoves;
}
//-------------------------------------------------------------------------
@Override
public long gameFlags(final Game game)
{
long gameFlags = moves.gameFlags(game) | super.gameFlags(game);
if (then() != null)
gameFlags |= then().gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(super.concepts(game));
concepts.or(moves.concepts(game));
if (then() != null)
concepts.or(then().concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = writesEvalContextFlat();
writeEvalContext.or(moves.writesEvalContextRecursive());
if (then() != null)
writeEvalContext.or(then().writesEvalContextRecursive());
return writeEvalContext;
}
@Override
public BitSet writesEvalContextFlat()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.set(EvalContextData.Site.id(), true);
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(super.readsEvalContextRecursive());
readEvalContext.or(moves.readsEvalContextRecursive());
if (then() != null)
readEvalContext.or(then().readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
if (!game.hasTrack())
{
game.addRequirementToReport("The ludeme (firstMoveOnTrack ...) is used but the board has no tracks.");
missingRequirement = true;
}
missingRequirement |= super.missingRequirement(game);
missingRequirement |= moves.missingRequirement(game);
if (then() != null)
missingRequirement |= then().missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= super.willCrash(game);
willCrash |= moves.willCrash(game);
if (then() != null)
willCrash |= then().willCrash(game);
return willCrash;
}
@Override
public boolean isStatic()
{
final boolean isStatic = moves.isStatic();
return isStatic;
}
@Override
public void preprocess(final Game game)
{
moves.preprocess(game);
}
}
| 5,223 | 23.297674 | 105 | java |
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