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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/Priority.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; /** * Returns the first list of moves with a non-empty set of moves. * * @author Eric.Piette * @remarks To prioritise a list of legal moves over another. For example in * some draughts games, if you can capture, you must capture, if not * you can move normally. */ public final class Priority extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** the list of Moves to eval. */ private final Moves[] list; //------------------------------------------------------------------------- /** * For selecting the first set of moves with a legal move between many set of * moves. * * @param list The list of moves. * @param then The moves applied after that move is applied. * * @example (priority { (forEach Piece "Leopard" (step (to if:(is Enemy (who * at:(to)))))) (forEach Piece "Leopard" (step (to if:(is In (to) * (sites Empty))))) }) */ public Priority ( final Moves[] list, @Opt final Then then ) { super(then); this.list = list; } /** * For selecting the first set of moves with a legal move between two moves. * * @param list1 The first set of moves. * @param list2 The second set of moves. * @param then The moves applied after that move is applied. * * @example (priority (forEach Piece "Leopard" (step (to if:(is Enemy (who * at:(to)))))) (forEach Piece "Leopard" (step (to if:(is In (to) * (sites Empty)))) )) */ public Priority ( final Moves list1, final Moves list2, @Opt final Then then ) { super(then); list = new Moves[] {list1, list2}; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { for (final Moves move : list) { final Moves l = move.eval(context); if (!l.moves().isEmpty()) { if (then() != null) for (int j = 0; j < l.moves().size(); j++) l.moves().get(j).then().add(then().moves()); // Store the Moves in the computed moves. for (int j = 0; j < l.moves().size(); j++) l.moves().get(j).setMovesLudeme(move); return l; } } return new BaseMoves(super.then()); } //------------------------------------------------------------------------- @Override public boolean canMove(final Context context) { for (final Moves moves : list) { if (moves.canMove(context)) return true; } return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); for (final Moves moves : list) gameFlags |= moves.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.Priority.id(), true); for (final Moves moves : list) 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()); for (final Moves moves : list) 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()); for (final Moves moves : list) 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); for (final Moves moves : list) 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); for (final Moves moves : list) willCrash |= moves.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { boolean isStatic = true; for (final Moves moves : list) isStatic = isStatic && moves.isStatic(); return isStatic; } @Override public void preprocess(final Game game) { super.preprocess(game); for (final Moves moves : list) moves.preprocess(game); } //------------------------------------------------------------------------- /** * @return Array of Moves */ public Moves[] list() { return list; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String englishString = "moves with priority: "; for(final Moves m : list) englishString += m.toEnglish(game) + ", "; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return englishString.substring(0, englishString.length()-2) + thenString; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/While.java
package game.rules.play.moves.nonDecision.effect.requirement; import java.util.BitSet; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant.TrueConstant; 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 main.Constants; import other.concept.Concept; import other.context.Context; import other.context.TempContext; import other.move.Move; /** * Applies a move until the condition becomes false. * * @author Eric.Piette */ public final class While extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to apply until the condition is false. */ final Moves moves; /** The conditions to check. */ final BooleanFunction condition; //------------------------------------------------------------------------- /** * @param condition Conditions to make false thanks to the move to apply. * @param moves Moves to apply until the condition is false. * @param then The moves applied after that move is applied. * * @example (while (!= 100 (score P1)) (addScore P1 1)) */ public While ( final BooleanFunction condition, final Moves moves, @Opt final Then then ) { super(then); this.condition = condition; this.moves = moves; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return intersected list of moves final Moves result = new BaseMoves(super.then()); final Context newContext = new TempContext(context); int numIteration = 0; while (condition.eval(newContext)) { for (final Move m : moves.eval(newContext).moves()) { m.apply(newContext, false); result.moves().add(m); } numIteration++; if (numIteration > Constants.MAX_NUM_ITERATION) { throw new IllegalArgumentException( "Infinite While(), the condition can not be reached."); } } // Add the consequences. if (then() != null) for (int j = 0; j < result.moves().size(); j++) result.moves().get(j).then().add(then().moves()); return result; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = moves.gameFlags(game) | super.gameFlags(game) | condition.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(condition.concepts(game)); concepts.or(moves.concepts(game)); concepts.set(Concept.CopyContext.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(condition.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(condition.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 (condition instanceof TrueConstant) { game.addRequirementToReport("The ludeme (while ...) has an infinite condition which is \"true\"."); missingRequirement = true; } missingRequirement |= super.missingRequirement(game); missingRequirement |= condition.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 |= condition.willCrash(game); willCrash |= moves.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); condition.preprocess(game); moves.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "while " + condition.toEnglish(game) + " " + moves.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/package-info.java
/** * Move requirements define criteria that must be satisfied for a move to be legal. * These are typically applied to lists of generated moves to filter out those that do not meet the * specified criteria. * Move requirements can be quite powerful when used correctly, but care must be taken as they can have a high performance overhead. */ package game.rules.play.moves.nonDecision.effect.requirement;
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/Max.java
package game.rules.play.moves.nonDecision.effect.requirement.max; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.effect.requirement.max.distance.MaxDistance; import game.rules.play.moves.nonDecision.effect.requirement.max.moves.MaxCaptures; import game.rules.play.moves.nonDecision.effect.requirement.max.moves.MaxMoves; import game.types.play.RoleType; import other.context.Context; //----------------------------------------------------------------------------- /** * Filters a list of legal moves to keep only the moves allowing the maximum * number of moves in a turn. * * @author Eric.Piette and cambolbro */ @SuppressWarnings("javadoc") public final class Max extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For getting the moves with the max captures or the max number of legal moves * in the turn. * * @param maxType The type of property to maximise. * @param moves The moves to filter. * @param withValue If true, the capture has to maximise the values of the capturing pieces too. * @param then The moves applied after that move is applied. * * @example (max Moves (forEach Piece)) * * @example (max Captures (forEach Piece)) */ public static Moves construct ( final MaxMovesType maxType, @Opt @Name final BooleanFunction withValue, final Moves moves, @Opt final Then then ) { switch (maxType) { case Captures: return new MaxCaptures(withValue, moves, then); case Moves: return new MaxMoves(withValue, moves, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Max(): A MaxMovesType is not implemented."); } //------------------------------------------------------------------------- /** * For getting the moves with the max distance. * * @param maxType The type of property to maximise. * @param trackName The name of the track. * @param owner The owner of the track. * @param moves The moves to filter. * @param then The moves applied after that move is applied. * * @example (max Distance (forEach Piece)) */ public static Moves construct ( final MaxDistanceType maxType, @Opt final String trackName, @Opt final RoleType owner, final Moves moves, @Opt final Then then ) { switch (maxType) { case Distance: return new MaxDistance(trackName, owner, moves, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Max(): A MaxDistanceType is not implemented."); } //------------------------------------------------------------------------- private Max() { 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("Max.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("Max.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
4,116
26.630872
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/MaxDistanceType.java
package game.rules.play.moves.nonDecision.effect.requirement.max; /** * Defines the types of properties which can be used for the Max super ludeme * according to a distance. * * @author Eric.Piette */ public enum MaxDistanceType { /** * To filter the moves to keep only the moves allowing the maximum distance on a * track in a turn. */ Distance, }
364
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/MaxMovesType.java
package game.rules.play.moves.nonDecision.effect.requirement.max; /** * Defines the types of properties which can be used for the Max super ludeme * with only a move ludeme in entry. * * @author Eric.Piette */ public enum MaxMovesType { /** * To ilter a list of legal moves to keep only the moves allowing the maximum * number of moves in a turn. */ Moves, /** * To filter a list of moves to keep only the moves doing the maximum possible * number of captures. */ Captures, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/package-info.java
/** * The {\tt (max ...)} `super' ludeme filters a list of moves to maximise a * property. */ package game.rules.play.moves.nonDecision.effect.requirement.max;
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/distance/MaxDistance.java
package game.rules.play.moves.nonDecision.effect.requirement.max.distance; import java.util.BitSet; import annotations.Hide; 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.concept.Concept; import other.context.Context; import other.context.TempContext; import other.move.Move; /** * Filters the moves to keep only the moves allowing the maximum distance on a * track in a turn. * * @author Eric.Piette */ @Hide public final class MaxDistance extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to maximise. */ 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 filter. * @param then The moves applied after that move is applied. */ public MaxDistance ( @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()); Track track = null; final int who = (owner == null) ? Constants.UNDEFINED : new Id(null, owner).eval(context); 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; // We compute the moves. final Moves movesToEval = moves.eval(context); final int[] distanceCount = new int[movesToEval.moves().size()]; for (int i = 0; i < movesToEval.moves().size(); i++) { final Move m = movesToEval.moves().get(i); int indexFrom = Constants.UNDEFINED; int indexTo = Constants.UNDEFINED; for (int j = 0; j < track.elems().length; j++) { if (track.elems()[j].site == m.fromNonDecision()) indexFrom = j; else if (track.elems()[j].site == m.toNonDecision()) indexTo = j; if(indexFrom != Constants.UNDEFINED && indexTo != Constants.UNDEFINED) break; } final int distance = Math.abs(indexFrom - indexTo); distanceCount[i] = context.recursiveCalled() ? distance : getDistanceCount(context, track, context.state().mover(), m, distance); } int max = 0; // Get the max of the distanceCount. for (final int sizeDistance : distanceCount) if (sizeDistance > max) max = sizeDistance; // Keep only the large distance moves. for (int i = 0; i < movesToEval.moves().size(); i++) if (distanceCount[i] == max) returnMoves.moves().add(movesToEval.moves().get(i)); final Moves toReturn = moves.eval(context); // Store the Moves in the computed moves. for (int j = 0; j < toReturn.moves().size(); j++) toReturn.moves().get(j).setMovesLudeme(toReturn); return toReturn; } //------------------------------------------------------------------------- /** * * @param context * @param move * @return the count of the replay of this move. */ private int getDistanceCount(final Context context, final Track track, final int mover, final Move m, final int distance) { if (m.isPass() || m.toNonDecision() == m.fromNonDecision()) return distance; final Context newContext = new TempContext(context); newContext.setRecursiveCalled(true); newContext.game().apply(newContext, m); // Not same player if (mover != newContext.state().mover()) return distance; final Moves legalMoves = newContext.game().moves(newContext); final int[] distanceCount = new int[legalMoves.moves().size()]; for (int i = 0; i < legalMoves.moves().size(); i++) { final Move newMove = legalMoves.moves().get(i); int indexFrom = Constants.UNDEFINED; int indexTo = Constants.UNDEFINED; for (int j = 0; j < track.elems().length; j++) { if (track.elems()[j].site == m.fromNonDecision()) indexFrom = j; else if (track.elems()[j].site == m.toNonDecision()) indexTo = j; if (indexFrom != Constants.UNDEFINED && indexTo != Constants.UNDEFINED) break; } final int newDistance = Math.abs(indexFrom - indexTo); distanceCount[i] = getDistanceCount(newContext, track, mover, newMove, distance + newDistance); } int max = 0; // Get the max of the replayCount. for (final int sizeDistance : distanceCount) if (sizeDistance > max) max = sizeDistance; return max; } //------------------------------------------------------------------------- @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(moves.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.MaxDistance.id(), true); concepts.set(Concept.CopyContext.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean isStatic() { final boolean isStatic = moves.isStatic(); return isStatic; } @Override public void preprocess(final Game game) { moves.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (!game.hasTrack()) { game.addRequirementToReport("The ludeme (max Distance ...) is used but the board has no tracks."); missingRequirement = true; } missingRequirement |= moves.missingRequirement(game); missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); willCrash |= super.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String trackNameString = ""; if (trackName != null) trackNameString = "along track \"" + trackName + "\" "; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "perform any of the following moves which travels the furthest distance " + trackNameString + moves.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/moves/MaxCaptures.java
package game.rules.play.moves.nonDecision.effect.requirement.max.moves; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.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.board.SiteType; import gnu.trove.list.array.TIntArrayList; import other.action.Action; import other.action.ActionType; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; /** * Filters a list of moves to keep only the moves doing the maximum possible number of captures. * * @author Eric.Piette * * @remarks For games allowing only the maximum possible number of captures in one move (e.g. * Triad). */ @Hide public final class MaxCaptures extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to maximise. */ private final Moves moves; /** To maximise the values of the capturing pieces. */ private final BooleanFunction withValueFn; /** * @param withValue If true, the capture has to maximise the values of the capturing pieces too. * @param moves The moves to filter. * @param then The moves applied after that move is applied. */ public MaxCaptures ( @Opt @Name final BooleanFunction withValue, final Moves moves, @Opt final Then then ) { super(then); this.moves = moves; withValueFn = (withValue == null) ? new BooleanConstant(false) : withValue; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves returnMoves = new BaseMoves(super.then()); final Moves movesToEval = moves.eval(context); final boolean withValue = withValueFn.eval(context); // Compute the number of capture for each move. final TIntArrayList numCaptureByMove = new TIntArrayList(); if(!withValue) { for (final Move m : movesToEval.moves()) { int numCapture = 0; final List<Action> actions = m.getActionsWithConsequences(context); for (final Action action : actions) if (action != null && action.actionType().equals(ActionType.Remove)) numCapture++; numCaptureByMove.add(numCapture); } } else { for (final Move m : movesToEval.moves()) { int numCapture = 0; final List<Action> actions = m.getActionsWithConsequences(context); for (final Action action : actions) if (action != null && action.actionType().equals(ActionType.Remove)) { final int site = action.to(); final SiteType type = action.toType(); final ContainerState cs = context.containerState(0); final int value = cs.value(site, type); numCapture += value; } numCaptureByMove.add(numCapture); } } // Compute the maximum of capture. int maxCapture = 0; for (int i = 0; i < numCaptureByMove.size(); i++) if (numCaptureByMove.getQuick(i) > maxCapture) maxCapture = numCaptureByMove.getQuick(i); // Keep only the maximum one. for (int i = 0; i < numCaptureByMove.size(); i++) if (numCaptureByMove.getQuick(i) == maxCapture) returnMoves.moves().add(movesToEval.get(i)); 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(returnMoves); return returnMoves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = moves.gameFlags(game) | withValueFn.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(moves.concepts(game)); concepts.or(withValueFn.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.MaxCapture.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); writeEvalContext.or(withValueFn.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); readEvalContext.or(withValueFn.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= moves.missingRequirement(game); missingRequirement |= withValueFn.missingRequirement(game); missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); willCrash |= withValueFn.willCrash(game); willCrash |= super.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if(!withValueFn.isStatic()) return false; 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 "if " + withValueFn.toEnglish(game) + " then perform any of the following moves which captures the most pieces " + moves.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/requirement/max/moves/MaxMoves.java
package game.rules.play.moves.nonDecision.effect.requirement.max.moves; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.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.board.SiteType; import other.action.Action; import other.action.ActionType; import other.concept.Concept; import other.context.Context; import other.context.TempContext; import other.move.Move; import other.state.container.ContainerState; /** * Filters a list of legal moves to keep only the moves allowing the maximum number of * moves in a turn. * * @author Eric.Piette * * @remarks For games like International Draughts. */ @Hide public final class MaxMoves extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to maximise. */ private final Moves moves; /** To maximise the values of the capturing pieces. */ private final BooleanFunction withValueFn; /** * @param withValue If true, the capture has to maximise the values of the capturing pieces too. * @param moves The moves to filter. * @param then The moves applied after that move is applied. */ public MaxMoves ( @Opt @Name final BooleanFunction withValue, final Moves moves, @Opt final Then then ) { super(then); this.moves = moves; withValueFn = (withValue == null) ? new BooleanConstant(false) : withValue; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves returnMoves = new BaseMoves(super.then()); final Moves movesToEval = moves.eval(context); final boolean withValue = withValueFn.eval(context); final int[] replayCount = new int[movesToEval.moves().size()]; // We store evalled moves because they'll include already-evalled consequents, more efficient to keep them final Move[] evalledMoves = new Move[movesToEval.moves().size()]; for (int i = 0; i < movesToEval.moves().size(); i++) { final Move m = movesToEval.moves().get(i); // System.out.println(m); final Context newContext = new TempContext(context); evalledMoves[i] = newContext.game().apply(newContext, m); if (!withValue) { replayCount[i] = getReplayCount(newContext, 1, withValue); } else { int numCaptureWithValue = 0; final List<Action> actions = m.getActionsWithConsequences(context); for (final Action action : actions) { if (action != null && action.actionType().equals(ActionType.Remove)) { final int site = action.to(); final int level = action.levelTo(); final SiteType type = action.toType(); final ContainerState cs = context.containerState(0); final int value = cs.value(site, level, type); numCaptureWithValue += value; } } replayCount[i] = getReplayCount(newContext, numCaptureWithValue, withValue); } } int max = 0; // Get the max of the replayCount. for (final int count : replayCount) { if (count > max) max = count; } // Keep only the longest moves. for (int i = 0; i < evalledMoves.length; i++) if (replayCount[i] == max) returnMoves.moves().add(evalledMoves[i]); // Store the Moves in the computed moves. for (int j = 0; j < returnMoves.moves().size(); j++) returnMoves.moves().get(j).setMovesLudeme(returnMoves); return returnMoves; } //------------------------------------------------------------------------- /** * @param context The context. * @param withValue If true, the capture has to maximise the values of the capturing pieces too. * @return the count of the replay of this move. */ private int getReplayCount(final Context contextCopy, final int count, final boolean withValue) { if (contextCopy.state().prev() != contextCopy.state().mover() || contextCopy.trial().over()) return count; final Moves legalMoves = contextCopy.game().moves(contextCopy); final int[] replayCount = new int[legalMoves.moves().size()]; for (int i = 0; i < legalMoves.moves().size(); i++) { final Move newMove = legalMoves.moves().get(i); final Context newContext = new TempContext(contextCopy); newContext.game().apply(newContext, newMove); if (!withValue) { replayCount[i] = getReplayCount(newContext, count + 1, withValue); } else { int numCaptureWithValue = 0; final List<Action> actions = newMove.getActionsWithConsequences(contextCopy); for (final Action action : actions) { if (action != null && action.actionType().equals(ActionType.Remove)) { final int site = action.to(); final SiteType type = action.toType(); final ContainerState cs = contextCopy.containerState(0); final int value = cs.value(site, type); numCaptureWithValue += value; } } replayCount[i] = getReplayCount(newContext, count + numCaptureWithValue, withValue); } } int max = 0; // Get the max of the replayCount. for (final int nbReplay : replayCount) { if (nbReplay > max) max = nbReplay; } return max; } // private int getReplayCount(final Context context, final int count, final boolean withValue) // { // if (context.state().prev() != context.state().mover() || context.trial().over()) // return count; // // final Moves legalMoves = context.game().moves(context); // // final int[] replayCount = new int[legalMoves.moves().size()]; // // for (int i = 0; i < legalMoves.moves().size(); i++) // { // final Move newMove = legalMoves.moves().get(i); // context.game().apply(context, newMove); // if (!withValue) // { // replayCount[i] = getReplayCount(context, count + 1, withValue); // } // else // { // int numCaptureWithValue = 0; // final List<Action> actions = newMove.getActionsWithConsequences(context); // for (final Action action : actions) // { // if (action != null && action.actionType().equals(ActionType.Remove)) // { // final int site = action.to(); // final SiteType type = action.toType(); // final ContainerState cs = context.containerState(0); // final int value = cs.value(site, type); // numCaptureWithValue += value; // } // } // replayCount[i] = getReplayCount(context, count + numCaptureWithValue, withValue); // } // context.game().undo(context); // } // // int max = 0; // // // Get the max of the replayCount. // for (final int nbReplay : replayCount) // { // if (nbReplay > max) // max = nbReplay; // } // // return max; // } //------------------------------------------------------------------------- @Override public boolean canMove(final Context context) { // Don't care about max moves here; as soon as we have at least 1 move, // we know that we can move (even if that one may not be the max move!) return moves.canMove(context); } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = moves.gameFlags(game) | withValueFn.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(moves.concepts(game)); concepts.or(withValueFn.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.MaxMovesInTurn.id(), true); concepts.set(Concept.CopyContext.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(moves.writesEvalContextRecursive()); writeEvalContext.or(withValueFn.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(moves.readsEvalContextRecursive()); readEvalContext.or(withValueFn.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= moves.missingRequirement(game); missingRequirement |= withValueFn.missingRequirement(game); missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= moves.willCrash(game); willCrash |= withValueFn.willCrash(game); willCrash |= super.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if(!withValueFn.isStatic()) return false; 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 "if " + withValueFn.toEnglish(game) + " then perform any of the following moves which has the most sub-moves " + moves.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/Set.java
package game.rules.play.moves.nonDecision.effect.set; 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.region.RegionFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.effect.set.direction.SetRotation; import game.rules.play.moves.nonDecision.effect.set.hidden.SetHidden; import game.rules.play.moves.nonDecision.effect.set.nextPlayer.SetNextPlayer; import game.rules.play.moves.nonDecision.effect.set.pending.SetPending; import game.rules.play.moves.nonDecision.effect.set.player.SetScore; import game.rules.play.moves.nonDecision.effect.set.player.SetValuePlayer; import game.rules.play.moves.nonDecision.effect.set.site.SetCount; import game.rules.play.moves.nonDecision.effect.set.site.SetState; import game.rules.play.moves.nonDecision.effect.set.site.SetValue; import game.rules.play.moves.nonDecision.effect.set.suit.SetTrumpSuit; import game.rules.play.moves.nonDecision.effect.set.team.SetTeam; import game.rules.play.moves.nonDecision.effect.set.value.SetCounter; import game.rules.play.moves.nonDecision.effect.set.value.SetPot; import game.rules.play.moves.nonDecision.effect.set.var.SetVar; import game.types.board.HiddenData; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.moves.Player; import other.IntArrayFromRegion; import other.context.Context; /** * Sets some aspect of the game state in response to a move. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Set extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For setting a team. * * @param setType The type of property to set. * @param team The index of the team. * @param roles The roleType of each player on the team. * @param then The moves applied after that move is applied. * * @example (set Team 1 {P1 P3}) */ public static Moves construct ( final SetTeamType setType, final IntFunction team, final RoleType[] roles, @Opt final Then then ) { return new SetTeam(team, roles, then); } //------------------------------------------------------------------------- /** * For setting the hidden information. * * @param setType The type of property to set. * @param dataType The type of hidden data [Invisible]. * @param dataTypes The types of hidden data [Invisible]. * @param type The graph element type [default of the board]. * @param at The site to set the hidden information. * @param region The region to set the hidden information. * @param level The level to set the hidden information [0]. * @param value The value to set [True]. * @param to The player with these hidden information. * @param To The roleType with these hidden information. * @param then The moves applied after that move is applied. * * @example (set Hidden What at:(last To) to:Mover) * @example (set Hidden What at:(last To) to:P2) * @example (set Hidden Count (sites Occupied by:Next) to:Mover) */ public static Moves construct ( final SetHiddenType setType, @Opt @Or final HiddenData dataType, @Opt @Or final HiddenData[] dataTypes, @Opt final SiteType type, @Name @Or2 final IntFunction at, @Or2 final RegionFunction region, @Opt @Name final IntFunction level, @Opt final BooleanFunction value, @Name @Or final Player to, @Name @Or final RoleType To, @Opt final Then then ) { int numNonNull = 0; if (dataType != null) numNonNull++; if (dataTypes != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Set(): With SetHiddenType only one dataType or dataTypes parameter must be non-null."); int numNonNull2 = 0; if (at != null) numNonNull2++; if (region != null) numNonNull2++; if (numNonNull2 != 1) throw new IllegalArgumentException( "Set(): With SetHiddenType one at or region parameter must be non-null."); numNonNull = 0; if (to != null) numNonNull++; if (To != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Set(): With SetHiddenType one to or To parameter must be non-null."); switch (setType) { case Hidden: return new SetHidden(dataTypes != null ? dataTypes : dataType != null ? new HiddenData[] { dataType } : null, type, new IntArrayFromRegion(at, region), level, value, to, To, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetHiddenType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the trump suit. * * @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 (set TrumpSuit (card Suit at:(handSite Shared))) * */ public static Moves construct ( 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("Set(): With SetSuitType only one suit or suits parameter must be non-null."); switch (setType) { case TrumpSuit: return new SetTrumpSuit(suit, suits, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetSuitType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the next player. * * @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 (set NextPlayer (player (mover))) * */ public static Moves construct ( 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("Set(): With SetPlayerType only one who or nextPlayers parameter can be non-null."); switch (setType) { case NextPlayer: return new SetNextPlayer(who, nextPlayers, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetPlayerType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the rotations. * * @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 rotations. * @param direction The index of the possible new rotation. * @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 (set Rotation) * * @example (set Rotation (to (last To)) next:False) */ public static Moves construct ( 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( "Set(): With SetRotationType zero or one directions or direction parameter must be non-null."); switch (setType) { case Rotation: return new SetRotation(to, directions, direction, previous, next, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetRotationType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the value or the score of a player. * * @param setType The type of property to set. * @param player The index of the player. * @param role The role of the player. * @param value The value of the player. * @param then The moves applied after that move is applied. * * @example (set Value Mover 1) * * @example (set Score P1 50) */ public static Moves construct ( final SetPlayerType setType, @Or final game.util.moves.Player player, @Or final RoleType role, final IntFunction value, @Opt final Then then ) { int numNonNull = 0; if (player != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Set(): With SetType Only one player or role parameter m be non-null."); switch (setType) { case Value: return new SetValuePlayer(player, role, value, then); case Score: return new SetScore(player, role, value, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the pending values. * * @param setType The type of property to set. * @param value The value of the pending state [1]. * @param region The set of locations to put in pending. * @param then The moves to apply afterwards. * * @example (set Pending) * @example (set Pending (sites From (forEach Piece))) */ public static Moves construct ( final SetPendingType setType, @Opt @Or final IntFunction value, @Opt @Or final RegionFunction region, @Opt final Then then ) { switch (setType) { case Pending: return new SetPending(value, region, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetPendingType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the counter or the variables. * * @param setType The type of property to set. * @param name The name of the var. * @param newValue The new counter value [-1]. * @param then The moves to apply afterwards. * * @example (set Var (value Piece at:(last To))) */ public static Moves construct ( final SetVarType setType, @Opt final String name, @Opt final IntFunction newValue, @Opt final Then then ) { switch (setType) { case Var: return new SetVar(name, newValue, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetVarType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the counter or the variables. * * @param setType The type of property to set. * @param newValue The new counter value [-1]. * @param then The moves to apply afterwards. * * @example (set Counter -1) */ public static Moves construct ( final SetValueType setType, @Opt final IntFunction newValue, @Opt final Then then ) { switch (setType) { case Counter: return new SetCounter(newValue,then); case Pot: return new SetPot(newValue, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetValueType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the count or the state of a site. * * @param setType The type of property to set. * @param type The graph element type [default SiteType of the board]. * @param at The site to set. * @param level The level to set [0]. * @param value The new value. * @param then The moves to apply afterwards. * * @example (set State at:(last To) (mover)) * * @example (set Count at:(last To) 10) * * @example (set Value at:(last To) 10) * */ public static Moves construct ( final SetSiteType setType, @Opt final SiteType type, @Name final IntFunction at, @Name @Opt final IntFunction level, final IntFunction value, @Opt final Then then ) { switch (setType) { case Count: return new SetCount(type, at, value, then); case State: return new SetState(type, at, level, value, then); case Value: return new SetValue(type, at, level, value, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetSiteType is not implemented."); } //------------------------------------------------------------------------- private Set() { 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("Set.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("Set.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetHiddenType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of hidden information that can be set in the game state. */ public enum SetHiddenType { /** Sets the hidden information of a location. */ Hidden, }
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22.1
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetNextPlayerType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of player that can be set in the game state. */ public enum SetNextPlayerType { /** Sets the next player. */ NextPlayer, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetPendingType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of `pending' value that can be set in the game state. */ public enum SetPendingType { /** Sets specified sites to a certain pending value. */ Pending, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetPlayerType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines properties related to the players that can be set in the game state. */ public enum SetPlayerType { /** Sets the value associated with a player. */ Value, /** Sets the score of a player. */ Score, }
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18.714286
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetRotationType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of rotation that can be set in the game state. */ public enum SetRotationType { /** Sets the rotation of a piece. */ Rotation, }
212
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetSiteType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines properties of sites that can be set in the game state. */ public enum SetSiteType { /** Set the count value for specified sites. */ Count, /** Set the local state value for specified sites. */ State, /** Set the piece value for specified sites. */ Value, }
336
18.823529
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetTeamType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines teams that can be set. * * @author Eric.Piette */ public enum SetTeamType { /** Set a team. */ Team, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetTrumpType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of suit that can be set in the game state. */ public enum SetTrumpType { /** Sets the trump suit. */ TrumpSuit, }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetValueType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of integer values that can be set in the game state. */ public enum SetValueType { /** Sets the counter of the game state. */ Counter, /** Sets the pot of the game state. */ Pot, }
267
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/SetVarType.java
package game.rules.play.moves.nonDecision.effect.set; /** * Defines the types of integer values that can be set to var. */ public enum SetVarType { /** Sets the `var' variable of the game state. */ Var, }
210
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/package-info.java
/** * The {\tt (set ...)} `super' ludeme sets some aspect of the game state in response to a move. * This includes, for example, setting a counter value, or the next player, or the state of a site, etc. */ package game.rules.play.moves.nonDecision.effect.set;
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/direction/SetRotation.java
package game.rules.play.moves.nonDecision.effect.set.direction; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.ints.iterator.From; 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.board.SiteType; import game.types.state.GameType; import main.Constants; import other.action.state.ActionSetRotation; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Changes the direction of a piece. * * @author Eric.Piette and cambolbro * * @remarks This ludeme applies to games with oriented pieces, e.g. Ploy. */ @Hide public final class SetRotation extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which Direction. */ private final IntFunction siteFn; /** Which Set of direction. */ private final IntFunction[] directionsFn; /** Previous Direction. */ private final BooleanFunction previous; /** Next Direction. */ private final BooleanFunction next; /** Add on Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param to Description of the ``to'' location [(to (from))]. * @param directions The index of the possible new rotations. * @param direction The index of the possible new rotation. * @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. */ public SetRotation ( @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 ) { super(then); int numNonNull = 0; if (directions != null) numNonNull++; if (direction != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException("Zero or one Or parameter must be non-null."); siteFn = (to == null) ? new From(null) : (to.loc() != null) ? to.loc() : new From(null); if (directions != null) directionsFn = directions; else directionsFn = (direction == null) ? null : new IntFunction[] { direction }; this.previous = (previous == null) ? new BooleanConstant(true) : previous; this.next = (next == null) ? new BooleanConstant(true) : next; type = (to == null) ? null : to.type(); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final BaseMoves moves = new BaseMoves(super.then()); final int site = siteFn.eval(context); if (site == Constants.OFF) return moves; if (directionsFn != null) { for (final IntFunction directionFn : directionsFn) { final int direction = directionFn.eval(context); final ActionSetRotation actionRotation = new ActionSetRotation(type, site, direction); if (isDecision()) actionRotation.setDecision(true); final Move action = new Move(actionRotation); action.setFromNonDecision(site); action.setToNonDecision(site); action.setMover(context.state().mover()); moves.moves().add(action); } } if (previous != null || next != null) { final int currentRotation = context.containerState(context.containerId()[site]).rotation(site, type); final int maxRotation = context.game().maximalRotationStates() - 1; if (previous != null && previous.eval(context)) { final int newRotation = (currentRotation > 0) ? currentRotation - 1 : maxRotation; final ActionSetRotation actionRotation = new ActionSetRotation(type, site, newRotation); if (isDecision()) actionRotation.setDecision(true); final Move action = new Move(actionRotation); action.setFromNonDecision(site); action.setToNonDecision(site); action.setMover(context.state().mover()); moves.moves().add(action); } if (next != null && next.eval(context)) { final int newRotation = (currentRotation < maxRotation) ? currentRotation + 1 : 0; final ActionSetRotation actionRotation = new ActionSetRotation(type, site, newRotation); if (isDecision()) actionRotation.setDecision(true); final Move action = new Move(actionRotation); action.setFromNonDecision(site); action.setToNonDecision(site); action.setMover(context.state().mover()); moves.moves().add(action); } } 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) | siteFn.gameFlags(game) | previous.gameFlags(game) | next.gameFlags(game) | GameType.Rotation; if (directionsFn != null) for (final IntFunction direction : directionsFn) gameFlags |= direction.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(siteFn.concepts(game)); concepts.or(previous.concepts(game)); concepts.or(next.concepts(game)); concepts.set(Concept.PieceRotation.id(), true); if(isDecision()) concepts.set(Concept.RotationDecision.id(), true); else concepts.set(Concept.SetRotation.id(), true); if (directionsFn != null) for (final IntFunction direction : directionsFn) concepts.or(direction.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(siteFn.writesEvalContextRecursive()); writeEvalContext.or(previous.writesEvalContextRecursive()); writeEvalContext.or(next.writesEvalContextRecursive()); if (directionsFn != null) for (final IntFunction direction : directionsFn) writeEvalContext.or(direction.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(siteFn.readsEvalContextRecursive()); readEvalContext.or(previous.readsEvalContextRecursive()); readEvalContext.or(next.readsEvalContextRecursive()); if (directionsFn != null) for (final IntFunction direction : directionsFn) readEvalContext.or(direction.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 |= siteFn.missingRequirement(game); missingRequirement |= previous.missingRequirement(game); missingRequirement |= next.missingRequirement(game); if (directionsFn != null) for (final IntFunction direction : directionsFn) missingRequirement |= direction.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 |= siteFn.willCrash(game); willCrash |= previous.willCrash(game); willCrash |= next.willCrash(game); if (directionsFn != null) for (final IntFunction direction : directionsFn) willCrash |= direction.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { boolean isStatic = siteFn.isStatic() | previous.isStatic() | next.isStatic(); if (directionsFn != null) for (final IntFunction direction : directionsFn) isStatic |= direction.isStatic(); return isStatic; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); super.preprocess(game); siteFn.preprocess(game); previous.preprocess(game); next.preprocess(game); if (directionsFn != null) for (final IntFunction direction : directionsFn) direction.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String directionsString = "all directions"; if (directionsFn != null) { directionsString = "["; for (final IntFunction i : directionsFn) directionsString += i.toEnglish(game) + ","; directionsString = directionsString.substring(0,directionsString.length()-1) + "]"; } String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the rotation of " + type.name().toLowerCase() + " " + siteFn.toEnglish(game) + " to " + directionsString + thenString; } //------------------------------------------------------------------------- }
10,182
28.688047
132
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/hidden/SetHidden.java
package game.rules.play.moves.nonDecision.effect.set.hidden; import java.util.ArrayList; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; 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.board.HiddenData; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.moves.Player; import gnu.trove.list.array.TIntArrayList; import main.StringRoutines; import other.IntArrayFromRegion; import other.PlayersIndices; import other.action.Action; import other.action.hidden.ActionSetHidden; import other.action.hidden.ActionSetHiddenCount; import other.action.hidden.ActionSetHiddenRotation; import other.action.hidden.ActionSetHiddenState; import other.action.hidden.ActionSetHiddenValue; import other.action.hidden.ActionSetHiddenWhat; import other.action.hidden.ActionSetHiddenWho; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets the hidden information of a region. * * @author Eric.Piette */ @Hide public final class SetHidden extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Hidden data type. */ private final HiddenData[] dataTypes; /** Which region. */ private final IntArrayFromRegion region; /** Level. */ private final IntFunction levelFn; /** Value to set. */ private final BooleanFunction valueFn; /** The player to set the hidden information. */ private final IntFunction whoFn; /** The RoleType if used */ private final RoleType roleType; /** Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * To set hidden information. * * @param dataTypes The types of hidden data [Invisible]. * @param type The graph element type [default of the board]. * @param region The region to set the hidden information. * @param level The level to set the hidden information [0]. * @param value The value to set [True]. * @param to The player with these hidden information. * @param To The players with these hidden information. * @param then The moves applied after that move is applied. */ public SetHidden ( @Opt final HiddenData[] dataTypes, @Opt final SiteType type, final IntArrayFromRegion region, @Name @Opt final IntFunction level, @Opt final BooleanFunction value, @Or final Player to, @Or final RoleType To, @Opt final Then then ) { super(then); this.dataTypes = dataTypes; this.region = region; levelFn = (level == null) ? new IntConstant(0) : level; valueFn = (value == null) ? new BooleanConstant(true) : value; this.type = type; whoFn = (to == null && To == null) ? null : To != null ? RoleType.toIntFunction(To) : to.originalIndex(); roleType = To; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return list of legal "to" moves final Moves moves = new BaseMoves(super.then()); final int[] sites = region.eval(context); final int level = levelFn.eval(context); final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); final boolean value = valueFn.eval(context); final int who = whoFn.eval(context); final Move move = new Move(new ArrayList<Action>()); final int numPlayers = context.game().players().count(); if (roleType != null && RoleType.manyIds(roleType)) { final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, roleType); if (dataTypes == null) { for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHidden(pid, realType, site, level, value); move.actions().add(action); } } } else { for (final HiddenData hiddenData : dataTypes) { switch (hiddenData) { case What: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenWhat(pid, realType, site, level, value); move.actions().add(action); } } break; case Who: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenWho(pid, realType, site, level, value); move.actions().add(action); } } break; case State: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenState(pid, realType, site, level, value); move.actions().add(action); } } break; case Count: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenCount(pid, realType, site, level, value); move.actions().add(action); } } break; case Rotation: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenRotation(pid, realType, site, level, value); move.actions().add(action); } } break; case Value: for (final int site : sites) { for (int i = 0; i < idPlayers.size(); i++) { final int pid = idPlayers.get(i); final Action action = new ActionSetHiddenValue(pid, realType, site, level, value); move.actions().add(action); } } break; default: break; } } } } else // The case to apply setHidden to a specific player. { if (who >= 1 && who <= numPlayers) // The player has to be a real player. { if (dataTypes == null) { for (final int site : sites) { final Action action = new ActionSetHidden(who, realType, site, level, value); move.actions().add(action); } } else { for (final HiddenData hiddenData : dataTypes) { switch (hiddenData) { case What: for (final int site : sites) { final Action action = new ActionSetHiddenWhat(who, realType, site, level, value); move.actions().add(action); } break; case Who: for (final int site : sites) { final Action action = new ActionSetHiddenWho(who, realType, site, level, value); move.actions().add(action); } break; case State: for (final int site : sites) { final Action action = new ActionSetHiddenState(who, realType, site, level, value); move.actions().add(action); } break; case Count: for (final int site : sites) { final Action action = new ActionSetHiddenCount(who, realType, site, level, value); move.actions().add(action); } break; case Rotation: for (final int site : sites) { final Action action = new ActionSetHiddenRotation(who, realType, site, level, value); move.actions().add(action); } break; case Value: for (final int site : sites) { final Action action = new ActionSetHiddenValue(who, realType, site, level, value); move.actions().add(action); } break; default: break; } } } } } 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) | GameType.HiddenInfo; gameFlags |= SiteType.gameFlags(type); gameFlags |= region.gameFlags(game); gameFlags |= levelFn.gameFlags(game); gameFlags |= valueFn.gameFlags(game); gameFlags |= whoFn.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(type)); concepts.or(region.concepts(game)); concepts.or(levelFn.concepts(game)); concepts.or(valueFn.concepts(game)); concepts.or(whoFn.concepts(game)); concepts.set(Concept.HiddenInformation.id(),true); if (dataTypes == null) { concepts.set(Concept.InvisiblePiece.id(), true); concepts.set(Concept.SetInvisible.id(), true); } else for (final HiddenData dataType : dataTypes) { switch (dataType) { case What: concepts.set(Concept.HidePieceType.id(), true); concepts.set(Concept.SetHiddenWhat.id(), true); break; case Who: concepts.set(Concept.HidePieceOwner.id(), true); concepts.set(Concept.SetHiddenWho.id(), true); break; case Count: concepts.set(Concept.HidePieceCount.id(), true); concepts.set(Concept.SetHiddenCount.id(), true); break; case Value: concepts.set(Concept.HidePieceValue.id(), true); concepts.set(Concept.SetHiddenValue.id(), true); break; case Rotation: concepts.set(Concept.HidePieceRotation.id(), true); concepts.set(Concept.SetHiddenRotation.id(), true); break; case State: concepts.set(Concept.HidePieceState.id(), true); concepts.set(Concept.SetHiddenState.id(), true); break; default: break; } } 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(region.writesEvalContextRecursive()); writeEvalContext.or(levelFn.writesEvalContextRecursive()); writeEvalContext.or(valueFn.writesEvalContextRecursive()); writeEvalContext.or(whoFn.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(region.readsEvalContextRecursive()); readEvalContext.or(levelFn.readsEvalContextRecursive()); readEvalContext.or(valueFn.readsEvalContextRecursive()); readEvalContext.or(whoFn.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 |= region.missingRequirement(game); missingRequirement |= levelFn.missingRequirement(game); missingRequirement |= valueFn.missingRequirement(game); missingRequirement |= whoFn.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); if (roleType != null) { if (RoleType.isTeam(roleType) && !game.requiresTeams()) { game.addRequirementToReport( "(set Hidden ...): A roletype corresponding to a team is used but the game has no team: " + roleType + "."); missingRequirement = true; } final int indexRoleType = roleType.owner(); if (indexRoleType > game.players().count()) { game.addRequirementToReport( "The roletype used in the rule (set Hidden ...) is wrong: " + roleType + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); willCrash |= region.willCrash(game); willCrash |= levelFn.willCrash(game); willCrash |= valueFn.willCrash(game); willCrash |= whoFn.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); region.preprocess(game); levelFn.preprocess(game); valueFn.preprocess(game); whoFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String hiddenDataTypeString = "all properties"; if (dataTypes != null) { hiddenDataTypeString = ""; for (final HiddenData h : dataTypes) hiddenDataTypeString += h.name().toLowerCase() + ", "; hiddenDataTypeString = "properties " + hiddenDataTypeString.substring(0, hiddenDataTypeString.length()-2); } String regionString = ""; if (region != null) regionString = " in region " + region.toEnglish(game); String levelString = ""; if (levelFn != null) levelString = " at level " + levelFn.toEnglish(game); String valueString = ""; if (valueFn != null) valueString = " to value " + valueFn.toEnglish(game); String whoString = ""; if (whoFn != null) whoString = " for Player " + whoFn.toEnglish(game); else if (roleType != null) whoString = " for " + roleType.name().toLowerCase(); String typeString = " sites"; if (type != null) typeString = " " + type.name().toLowerCase() + StringRoutines.getPlural(type.name()) + " "; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the hidden values for " + hiddenDataTypeString + valueString + whoString + " at all" + typeString + regionString + levelString + thenString; } //------------------------------------------------------------------------- }
14,810
27.984344
154
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/nextPlayer/SetNextPlayer.java
package game.rules.play.moves.nonDecision.effect.set.nextPlayer; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.intArray.IntArrayConstant; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; 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.util.moves.Player; import main.Constants; import other.action.state.ActionSetNextPlayer; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Is used to set the next player. * * @author Eric.Piette and cambolbro */ @Hide public final class SetNextPlayer extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The indices of the possible next player. */ private final IntArrayFunction nextPlayerFn; /** * @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. */ public SetNextPlayer ( @Or final Player who, @Or final IntArrayFunction nextPlayers, @Opt final Then then ) { super(then); int numNonNull = 0; if (who != null) numNonNull++; if (nextPlayers != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException("Only one Or parameter can be non-null."); if (nextPlayers != null) nextPlayerFn = nextPlayers; else nextPlayerFn = new IntArrayConstant(new IntFunction[] { who.index() }); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int[] nextPlayerIds = nextPlayerFn.eval(context); for (final int nextPlayerId : nextPlayerIds) { if (nextPlayerId < 1 || nextPlayerId > context.game().players().count()) { System.err.println("The Player " + nextPlayerId + " can not be set"); continue; } final ActionSetNextPlayer actionSetNextPlayer = new ActionSetNextPlayer(nextPlayerId); if (isDecision()) actionSetNextPlayer.setDecision(true); final Move move = new Move(actionSetNextPlayer); move.setFromNonDecision(Constants.OFF); move.setToNonDecision(Constants.OFF); move.setMover(context.state().mover()); 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 boolean canMoveTo(final Context context, final int target) { return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game) | nextPlayerFn.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 (isDecision()) concepts.set(Concept.SetNextPlayer.id(), true); concepts.or(nextPlayerFn.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(nextPlayerFn.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(nextPlayerFn.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 |= nextPlayerFn.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 |= nextPlayerFn.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return nextPlayerFn.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); nextPlayerFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the next mover to Player " + nextPlayerFn.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
5,464
24.300926
89
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/pending/SetPending.java
package game.rules.play.moves.nonDecision.effect.set.pending; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; 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.state.GameType; import main.Constants; import other.action.state.ActionSetPending; import other.concept.Concept; import other.context.Context; import other.move.Move; //----------------------------------------------------------------------------- /** * Returns the set of moves that set the "pending" value in the state. * * @author Eric.Piette and cambolbro and Dennis Soemers * */ @Hide public final class SetPending extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Single value (typically site) to set as pending */ private final IntFunction value; /** Region to set as pending */ private final RegionFunction region; //------------------------------------------------------------------------- /** * @param value The value to refer to the pending state [1]. * @param region The set of locations to put in pending. * @param then The moves applied after that move is applied. * */ public SetPending ( @Opt @Or final IntFunction value, @Opt @Or final RegionFunction region, @Opt final Then then ) { super(then); this.value = value; this.region = region; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); if (region == null) { final Move move; final ActionSetPending actionPending = (value == null) ? new ActionSetPending(Constants.UNDEFINED) : new ActionSetPending(value.eval(context)); move = new Move(actionPending); moves.moves().add(move); } else { final int[] sites = region.eval(context).sites(); if (sites.length != 0) { final ActionSetPending actionPending = new ActionSetPending(sites[0]); final Move move = new Move(actionPending); for (int i = 1; i < sites.length; i++) { final ActionSetPending actionToadd = new ActionSetPending(sites[i]); move.actions().add(actionToadd); } 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 boolean canMoveTo(final Context context, final int target) { return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = GameType.PendingValues | super.gameFlags(game); if (value != null) gameFlags |= value.gameFlags(game); if (region != null) gameFlags |= region.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.SetPending.id(), true); if (value != null) concepts.or(value.concepts(game)); if (region != null) concepts.or(region.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 (value != null) writeEvalContext.or(value.writesEvalContextRecursive()); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (value != null) readEvalContext.or(value.readsEvalContextRecursive()); if (region != null) readEvalContext.or(region.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 (value != null) missingRequirement |= value.missingRequirement(game); if (region != null) missingRequirement |= region.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 (value != null) willCrash |= value.willCrash(game); if (region != null) willCrash |= region.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); if (value != null) value.preprocess(game); if (region != null) region.preprocess(game); } @Override public String toEnglish(final Game game) { String englishString = ""; if (value != null) englishString = "set the site " + value.toEnglish(game) + " to pending"; else if (region != null) englishString = "set the region " + region.toEnglish(game) + " to pending"; else englishString = "set pending"; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return englishString + thenString; } }
6,079
24.123967
101
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/player/SetScore.java
package game.rules.play.moves.nonDecision.effect.set.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; 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 game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.action.state.ActionSetScore; import other.concept.Concept; import other.context.Context; import other.move.Move; //----------------------------------------------------------------------------- /** * Sets the score of a player. * * @author Eric.Piette */ @Hide public final class SetScore extends Effect { private static final long serialVersionUID = 1L; /** The player. */ private final IntFunction playerFn; /** The roleType. */ private final RoleType role; /** The score. */ private final IntFunction scoreFn; //------------------------------------------------------------------------- /** * @param player The index of the player. * @param role The roleType of the player. * @param score The new score. * @param then The moves applied after that move is applied. */ public SetScore ( @Or final game.util.moves.Player player, @Or final RoleType role, final IntFunction score, @Opt final Then then ) { super(then); playerFn = (player == null) ? RoleType.toIntFunction(role) : player.index(); this.role = role; scoreFn = score; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int playerId = playerFn.eval(context); final int score = scoreFn.eval(context); if(role != null) { // Code to handle specific roleType. final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, role); for(int i = 0; i < idPlayers.size();i++) { final int pid = idPlayers.get(i); final ActionSetScore actionScore = new ActionSetScore(pid, score, Boolean.FALSE); final Move move = new Move(actionScore); moves.moves().add(move); } } else { final ActionSetScore actionScore = new ActionSetScore(playerId, score, Boolean.FALSE); final Move move = new Move(actionScore); 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 = GameType.Score | GameType.HashScores | super.gameFlags(game); gameFlags |= playerFn.gameFlags(game); gameFlags |= scoreFn.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.Scoring.id(), true); concepts.or(playerFn.concepts(game)); concepts.or(scoreFn.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(playerFn.writesEvalContextRecursive()); writeEvalContext.or(scoreFn.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(playerFn.readsEvalContextRecursive()); readEvalContext.or(scoreFn.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 |= playerFn.missingRequirement(game); missingRequirement |= scoreFn.missingRequirement(game); if (role != null && !game.requiresTeams()) { if (RoleType.isTeam(role) && !game.requiresTeams()) { game.addRequirementToReport( "(sites Occupied ...): A roletype corresponding to a team is used but the game has no team: " + role + "."); missingRequirement = true; } } if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); willCrash |= playerFn.willCrash(game); willCrash |= scoreFn.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { playerFn.preprocess(game); scoreFn.preprocess(game); super.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set score of " + playerFn.toEnglish(game) + " to " + scoreFn.toEnglish(game) + thenString; } //------------------------------------------------------------------------- /** * @return The player to set the score. */ public IntFunction player() { return playerFn; } /** * @return The score to set. */ public IntFunction score() { return scoreFn; } }
6,367
24.370518
100
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/player/SetValuePlayer.java
package game.rules.play.moves.nonDecision.effect.set.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; 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.action.Action; import other.action.others.ActionSetValueOfPlayer; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Is used to set the value associated with a player. * * @author Eric.Piette */ @Hide public final class SetValuePlayer extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The player. */ private final IntFunction playerId; /** The value. */ private final IntFunction valueFn; //------------------------------------------------------------------------- /** * @param player The index of the player. * @param role The role of the player. * @param value The value of the player. * @param then The moves applied after that move is applied. */ public SetValuePlayer ( @Or final game.util.moves.Player player, @Or final RoleType role, final IntFunction value, @Opt final Then then ) { super(then); if (player != null) playerId = player.index(); else playerId = RoleType.toIntFunction(role); valueFn = value; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final BaseMoves moves = new BaseMoves(super.then()); final int pid = playerId.eval(context); final int value = valueFn.eval(context); if(pid < 0 || pid > context.game().players().count()) return moves; final Action action = new ActionSetValueOfPlayer(pid, value); 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 long gameFlags(final Game game) { long gameFlags = playerId.gameFlags(game) | valueFn.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(playerId.concepts(game)); concepts.or(valueFn.concepts(game)); concepts.set(Concept.PlayerValue.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(playerId.writesEvalContextRecursive()); writeEvalContext.or(valueFn.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(playerId.readsEvalContextRecursive()); readEvalContext.or(valueFn.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 |= playerId.missingRequirement(game); missingRequirement |= valueFn.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 |= playerId.willCrash(game); willCrash |= valueFn.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); playerId.preprocess(game); valueFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the value of Player " + playerId.toEnglish(game) + " to " + valueFn.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
5,319
24.825243
111
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/site/SetCount.java
package game.rules.play.moves.nonDecision.effect.set.site; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.board.SiteType; import other.action.state.ActionSetCount; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; /** * Sets the count of a site. * * @author Eric.Piette */ @Hide public final class SetCount extends Effect { private static final long serialVersionUID = 1L; /** Which site. */ private final IntFunction locationFunction; /** New count. */ private final IntFunction newCount; /** Add on Cell/Edge/Vertex. */ protected SiteType type; //------------------------------------------------------------------------- /** * To set the count of a site. * * @param type The graph element type of the location [Default = * Cell (or Vertex if the main board uses * intersections)]. * @param locationFunction The site to modify the count. * @param newCount The new count. * @param then The moves applied after that move is applied. */ public SetCount ( @Opt final SiteType type, final IntFunction locationFunction, final IntFunction newCount, @Opt final Then then ) { super(then); this.locationFunction = locationFunction; this.newCount = newCount; this.type = type; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return list of legal "to" moves final Moves moves = new BaseMoves(super.then()); final int loc = locationFunction.eval(context); final int count = newCount.eval(context); final ContainerState cs = context.containerState(context.containerId()[loc]); final int what = cs.what(loc, type); final ActionSetCount action = new ActionSetCount(type, loc, what, count); final Move move = new Move(action); 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); gameFlags |= SiteType.gameFlags(type); gameFlags |= locationFunction.gameFlags(game); gameFlags |= newCount.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(type)); concepts.or(locationFunction.concepts(game)); concepts.or(newCount.concepts(game)); concepts.set(Concept.PieceCount.id(), true); concepts.set(Concept.SetCount.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(locationFunction.writesEvalContextRecursive()); writeEvalContext.or(newCount.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(locationFunction.readsEvalContextRecursive()); readEvalContext.or(newCount.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 |= locationFunction.missingRequirement(game); missingRequirement |= newCount.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 |= locationFunction.willCrash(game); willCrash |= newCount.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return locationFunction.isStatic() && newCount.isStatic(); } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); super.preprocess(game); locationFunction.preprocess(game); newCount.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the count of " + type.name().toLowerCase() + " " + locationFunction.toEnglish(game) + " to " + newCount.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
5,607
25.578199
147
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/site/SetState.java
package game.rules.play.moves.nonDecision.effect.set.site; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.board.SiteType; import game.types.state.GameType; import main.Constants; import other.action.BaseAction; import other.action.state.ActionSetState; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets the local state of a location. * * @author Eric.Piette */ @Hide public final class SetState extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The sites. */ private final IntFunction siteFn; /** The level. */ private final IntFunction levelFn; /** The value. */ private final IntFunction state; /** Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param type The graph element type [default SiteType of the board]. * @param site The site to modify the local state. * @param level The level to modify the local state. * @param state The new local state. * @param then The moves applied after that move is applied. */ public SetState ( @Opt final SiteType type, @Name final IntFunction site, @Opt final IntFunction level, final IntFunction state, @Opt final Then then ) { super(then); siteFn = site; this.state = state; this.type = type; levelFn = level; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int stateValue = state.eval(context); final int level = levelFn == null ? Constants.UNDEFINED : levelFn.eval(context); if (stateValue < 0 || level < Constants.UNDEFINED) return moves; final int site = siteFn.eval(context); if(site < 0) return moves; final int cid = site >= context.containerId().length ? 0 : context.containerId()[site]; SiteType realType = type; if (cid > 0) realType = SiteType.Cell; else if (realType == null) realType = context.board().defaultSite(); if(cid == 0) { if(site >= context.containers()[0].topology().getGraphElements(realType).size()) return moves; } else { if((site - context.sitesFrom()[cid]) >= context.containers()[cid].topology().getGraphElements(SiteType.Cell).size()) return moves; } final BaseAction action = new ActionSetState(realType, site, level, stateValue); final Move move = new Move(action); 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 = GameType.SiteState | siteFn.gameFlags(game) | state.gameFlags(game) | super.gameFlags(game); gameFlags |= SiteType.gameFlags(type); if (levelFn != null) gameFlags |= levelFn.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(siteFn.concepts(game)); if (levelFn != null) concepts.or(levelFn.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(state.concepts(game)); concepts.set(Concept.SiteState.id(), true); concepts.set(Concept.SetSiteState.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 (levelFn != null) writeEvalContext.or(levelFn.writesEvalContextRecursive()); writeEvalContext.or(siteFn.writesEvalContextRecursive()); writeEvalContext.or(state.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (levelFn != null) readEvalContext.or(levelFn.readsEvalContextRecursive()); readEvalContext.or(siteFn.readsEvalContextRecursive()); readEvalContext.or(state.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 (levelFn != null) missingRequirement |= levelFn.missingRequirement(game); missingRequirement |= siteFn.missingRequirement(game); missingRequirement |= state.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 (levelFn != null) willCrash |= levelFn.willCrash(game); willCrash |= siteFn.willCrash(game); willCrash |= state.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if (levelFn != null && !levelFn.isStatic()) return false; return siteFn.isStatic() && state.isStatic(); } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); super.preprocess(game); if (levelFn != null) levelFn.preprocess(game); siteFn.preprocess(game); state.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { return "SetState [siteFn=" + siteFn + ", state=" + state + "then=" + then() + "]"; } @Override public String toEnglish(final Game game) { final SiteType realType = (type != null) ? type : game.board().defaultSite(); String siteString = ""; if (siteFn != null) siteString = " " + siteFn.toEnglish(game); String levelString = ""; if (levelFn != null) levelString = " (level " + levelFn.toEnglish(game) + ")"; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the state of the " + realType.name() + siteString + levelString + " to " + state.toEnglish(game) + thenString; } }
7,096
25.781132
124
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/site/SetValue.java
package game.rules.play.moves.nonDecision.effect.set.site; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.board.SiteType; import game.types.state.GameType; import main.Constants; import other.action.BaseAction; import other.action.state.ActionSetValue; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets the piece value of a location. * * @author Eric.Piette */ @Hide public final class SetValue extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The site. */ protected final IntFunction siteFn; /** The level. */ private final IntFunction levelFn; /** The value. */ protected final IntFunction value; /** Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param type The graph element type [default SiteType of the board]. * @param site The site to modify the local state. * @param level The level to modify the local state. * @param value The new piece value. * @param then The moves applied after that move is applied. */ public SetValue ( @Opt final SiteType type, @Name final IntFunction site, @Opt final IntFunction level, final IntFunction value, @Opt final Then then ) { super(then); siteFn = site; this.value = value; this.type = type; levelFn = level; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int level = levelFn == null ? Constants.UNDEFINED : levelFn.eval(context); final int valueInt = value.eval(context); if (valueInt < 0 || level < Constants.UNDEFINED) return moves; final BaseAction action = new ActionSetValue(type, siteFn.eval(context), level, valueInt); final Move move = new Move(action); 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 = GameType.Value | siteFn.gameFlags(game) | value.gameFlags(game) | super.gameFlags(game); gameFlags |= SiteType.gameFlags(type); if (levelFn != null) gameFlags |= levelFn.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(siteFn.concepts(game)); if (levelFn != null) concepts.or(levelFn.concepts(game)); concepts.set(Concept.PieceValue.id(), true); concepts.set(Concept.SetValue.id(), true); concepts.or(SiteType.concepts(type)); concepts.or(value.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(siteFn.writesEvalContextRecursive()); writeEvalContext.or(value.writesEvalContextRecursive()); if (levelFn != null) writeEvalContext.or(levelFn.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(siteFn.readsEvalContextRecursive()); readEvalContext.or(value.readsEvalContextRecursive()); if (levelFn != null) readEvalContext.or(levelFn.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (levelFn != null) missingRequirement |= levelFn.missingRequirement(game); missingRequirement |= super.missingRequirement(game); missingRequirement |= siteFn.missingRequirement(game); missingRequirement |= value.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (levelFn != null) willCrash |= levelFn.willCrash(game); willCrash |= super.willCrash(game); willCrash |= siteFn.willCrash(game); willCrash |= value.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if (levelFn != null && !levelFn.isStatic()) return false; return siteFn.isStatic() && value.isStatic(); } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); super.preprocess(game); if (levelFn != null) levelFn.preprocess(game); siteFn.preprocess(game); value.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { return "SetValue [siteFn=" + siteFn + ", value=" + value + "then=" + then() + "]"; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String levelString = ""; if (levelFn != null) levelString = " at " + levelFn.toString(); String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the count of " + type.name().toLowerCase() + " " + siteFn.toEnglish(game) + levelString + " to " + value.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
6,502
25.542857
148
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/suit/SetTrumpSuit.java
package game.rules.play.moves.nonDecision.effect.set.suit; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.component.Component; import game.functions.intArray.IntArrayConstant; import game.functions.intArray.IntArrayFunction; import game.functions.intArray.math.Difference; import game.functions.ints.IntFunction; 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.state.GameType; import main.Constants; import other.action.Action; import other.action.cards.ActionSetTrumpSuit; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Chooses a trump suit from a set of suits. * * @author Eric.Piette and cambolbro * * @remarks This ludeme is used for card games that involve trumps. */ @Hide public final class SetTrumpSuit extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** All the possible suits. */ private final IntArrayFunction suitsFn; //------------------------------------------------------------------------- /** * @param suit The suit to choose. * @param suits The possible suits to choose. * @param then The moves applied after that move is applied. */ public SetTrumpSuit ( @Or final IntFunction suit, @Or final Difference suits, @Opt final Then then ) { super(then); int numNonNull = 0; if (suit != null) numNonNull++; if (suits != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Only one Or parameter must be non-null."); if (suits != null) this.suitsFn = suits; else this.suitsFn = new IntArrayConstant(new IntFunction[] { suit }); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final BaseMoves moves = new BaseMoves(super.then()); final int[] suits = suitsFn.eval(context); for (final int suit : suits) { final Action action = new ActionSetTrumpSuit(suit); 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.NotAllPass; gameFlags |= suitsFn.gameFlags(game); if (then() != null) gameFlags |= then().gameFlags(game); return gameFlags; } @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 (set TrumpSuit ...) is used but the equipment has no cards."); missingRequirement = true; } missingRequirement |= super.missingRequirement(game); missingRequirement |= suitsFn.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 |= suitsFn.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); if (isDecision()) concepts.set(Concept.ChooseTrumpSuitDecision.id(), true); else concepts.set(Concept.SetTrumpSuit.id(), true); concepts.set(Concept.Card.id(), true); concepts.or(suitsFn.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(suitsFn.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(suitsFn.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean isStatic() { return suitsFn.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); } }
5,577
23.464912
105
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/team/SetTeam.java
package game.rules.play.moves.nonDecision.effect.set.team; import java.util.ArrayList; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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 game.types.state.GameType; import main.Constants; import other.action.Action; import other.action.state.ActionAddPlayerToTeam; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.trial.Trial; /** * Sets a team. * * @author Eric.Piette */ @Hide public final class SetTeam extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The index of the team. */ final IntFunction teamIdFn; /** The index of the players on the team. */ final IntFunction[] players; /** The roletypes used to check them in the required warning method. */ final RoleType[] roles; //------------------------------------------------------------------------- /** * @param team The index of the team. * @param roles The roleType of each player on the team. * @param then The moves applied after that move is applied. */ public SetTeam ( final IntFunction team, final RoleType[] roles, @Opt final Then then ) { super(then); this.teamIdFn = team; this.players = new IntFunction[roles.length]; for (int i = 0; i < roles.length; i++) { final RoleType role = roles[i]; this.players[i] = RoleType.toIntFunction(role); } this.roles = roles; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final BaseMoves moves = new BaseMoves(super.then()); final int teamId = teamIdFn.eval(context); final Move move = new Move(new ArrayList<Action>()); for (final IntFunction player : players) { final int playerIndex = player.eval(context); // We ignore all the player indices which are not real players. if (playerIndex < 1 || playerIndex > context.game().players().count()) continue; final ActionAddPlayerToTeam actionTeam = new ActionAddPlayerToTeam(teamId, playerIndex); move.actions().add(actionTeam); 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 = GameType.Team; for (final IntFunction player : players) gameFlags |= player.gameFlags(game); gameFlags |= teamIdFn.gameFlags(game); if (then() != null) gameFlags |= then().gameFlags(game); return gameFlags; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; // We check if the roles are corrects. if (roles != null) { for (final RoleType role : roles) { final int indexOwnerPhase = role.owner(); if (indexOwnerPhase < 1 || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "At least a roletype is wrong in a starting rules (set Team ...): " + role + "."); missingRequirement = true; break; } } } final int teamId = teamIdFn.eval(new Context(game, new Trial(game))); if (teamId < 1 || teamId > game.players().count()) { game.addRequirementToReport("In (set Team ...), the index of the team is wrong."); 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 |= teamIdFn.willCrash(game); for (final IntFunction player : players) willCrash |= player.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.Team.id(), true); concepts.set(Concept.Coalition.id(), true); concepts.or(super.concepts(game)); concepts.or(teamIdFn.concepts(game)); for (final IntFunction player : players) concepts.or(player.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(teamIdFn.writesEvalContextRecursive()); for (final IntFunction player : players) writeEvalContext.or(player.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(teamIdFn.readsEvalContextRecursive()); for (final IntFunction player : players) readEvalContext.or(player.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); teamIdFn.preprocess(game); for (final IntFunction player : players) player.preprocess(game); } }
6,165
24.167347
91
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/value/SetCounter.java
package game.rules.play.moves.nonDecision.effect.set.value; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.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.action.BaseAction; import other.action.state.ActionSetCounter; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets the current counter of the game. * * @author Eric.Piette * * @remarks The counter is incremented at each move, so to reinitialize it to 0 * at the next move, the counter has to be set at -1. */ @Hide public final class SetCounter extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** New value for the counter. */ private final IntFunction newValue; //------------------------------------------------------------------------- /** * @param newValue The new counter [-1]. * @param then The moves applied after that move is applied. */ public SetCounter ( @Opt final IntFunction newValue, @Opt final Then then ) { super(then); this.newValue = (newValue == null) ? new IntConstant(-1) : newValue; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final BaseAction actionSetCounter = new ActionSetCounter(newValue.eval(context)); final Move move = new Move(actionSetCounter); 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 = newValue.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(newValue.concepts(game)); concepts.set(Concept.InternalCounter.id(), true); concepts.set(Concept.SetInternalCounter.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(newValue.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(newValue.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 |= newValue.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 |= newValue.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return newValue.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); newValue.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { return "SetCounter(" + newValue + ")"; } @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the current counter of the game to " + newValue + thenString; } }
4,456
23.899441
83
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/value/SetPot.java
package game.rules.play.moves.nonDecision.effect.set.value; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.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 main.Constants; import other.action.state.ActionSetPot; import other.context.Context; import other.move.Move; /** * Set the pot value of the state. * * @author Eric.Piette */ @Hide public final class SetPot extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- private final IntFunction value; /** * @param value The value to set the pot [-1]. * @param then The moves applied after that move is applied. */ public SetPot ( @Opt final IntFunction value, @Opt final Then then ) { super(then); this.value = (value == null) ? new IntConstant(Constants.UNDEFINED) : value; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final Move move; final ActionSetPot actionSetPot = new ActionSetPot(value.eval(context)); move = new Move(actionSetPot); 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 boolean canMoveTo(final Context context, final int target) { return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); if (value != null) gameFlags |= value.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 (value != null) concepts.or(value.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(value.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(value.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 (value != null) missingRequirement |= value.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 (value != null) willCrash |= value.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); if (value != null) value.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the value of the pot to " + value.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
4,297
22.615385
78
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/set/var/SetVar.java
package game.rules.play.moves.nonDecision.effect.set.var; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.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.state.GameType; import main.Constants; import other.action.state.ActionSetTemp; import other.action.state.ActionSetVar; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Stores an integer in the state in the variable "var". * * @author Eric.Piette */ @Hide public final class SetVar extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The value to set. */ private final IntFunction value; /** The name of the var */ private final String name; /** * @param name The name of the var. * @param value The value to store in the context [-1]. * @param then The moves applied after that move is applied. */ public SetVar ( @Opt final String name, @Opt final IntFunction value, @Opt final Then then ) { super(then); this.value = (value == null) ? new IntConstant(Constants.UNDEFINED) : value; this.name = name; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final Move move; if (name == null) { final ActionSetTemp actionTemp = new ActionSetTemp(value.eval(context)); move = new Move(actionTemp); moves.moves().add(move); } else { final ActionSetVar actionSetVar = new ActionSetVar(name, value.eval(context)); move = new Move(actionSetVar); 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 = GameType.MapValue | super.gameFlags(game); if (value != null) gameFlags |= value.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 (value != null) concepts.or(value.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.Variable.id(), true); concepts.set(Concept.SetVar.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); if (value != null) writeEvalContext.or(value.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (value != null) readEvalContext.or(value.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 (value != null) missingRequirement |= value.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 (value != null) willCrash |= value.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); if (value != null) value.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "set the variable " + name + " to " + value.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
5,080
22.632558
82
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/AddScore.java
package game.rules.play.moves.nonDecision.effect.state; import java.util.BitSet; import annotations.Opt; import annotations.Or; import game.Game; import game.functions.ints.IntFunction; 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 game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.PlayersIndices; import other.action.state.ActionSetScore; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Adds a value to the score of a player. * * @author Eric.Piette */ public final class AddScore extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The players. */ private final IntFunction players[]; /** The score. */ private final IntFunction scores[]; /** The roleTypes used to check in the requiredLudeme */ private final RoleType[] roles; //------------------------------------------------------------------------- /** * For adding a score to a player. * * @param player The index of the player. * @param role The roleType of the player. * @param score The score of the player. * @param then The moves applied after that move is applied. * * @example (addScore Mover 50) */ public AddScore ( @Or final game.util.moves.Player player, @Or final RoleType role, final IntFunction score, @Opt final Then then ) { super(then); int numNonNull = 0; if (player != null) numNonNull++; if (role != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Exactly one Or parameter must be non-null."); players = new IntFunction[1]; players[0] = (player == null) ? RoleType.toIntFunction(role) : player.index(); if (score != null) { scores = new IntFunction[1]; scores[0] = score; } else { scores = null; } roles = (role != null) ? new RoleType[] { role } : null; } /** * For adding a score to many players. * * @param players The indices of the players. * @param roles The roleType of the players. * @param scores The scores to add. * @param then The moves applied after that move is applied. * * * @example (addScore {P1 P2} {50 10}) */ public AddScore ( @Or final IntFunction[] players, @Or final RoleType[] roles, final IntFunction[] scores, @Opt final Then then ) { super(then); int numNonNull = 0; if (players != null) numNonNull++; if (roles != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("Exactly one Or parameter must be non-null."); if (players != null) { this.players = players; } else { this.players = new IntFunction[roles.length]; for (int i = 0; i < roles.length; i++) { final RoleType role = roles[i]; this.players[i] = RoleType.toIntFunction(role); } } this.scores = scores; this.roles = roles; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int length = Math.min(players.length, scores.length); if(roles != null) { for (int i = 0; i < length; i++) { final RoleType role = roles[i]; final int score = scores[i].eval(context); final TIntArrayList idPlayers = PlayersIndices.getIdRealPlayers(context, role); for(int j = 0; j < idPlayers.size();j++) { final int pid = idPlayers.get(j); final ActionSetScore actionScore = new ActionSetScore(pid, score, Boolean.TRUE); final Move move = new Move(actionScore); moves.moves().add(move); } } } else { for (int i = 0; i < length; i++) { final int playerId = players[i].eval(context); final int score = scores[i].eval(context); final ActionSetScore actionScore = new ActionSetScore(playerId, score, Boolean.TRUE); final Move move = new Move(actionScore); 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 = GameType.Score | GameType.HashScores | super.gameFlags(game); for (final IntFunction player : players) gameFlags |= player.gameFlags(game); for (final IntFunction score : scores) gameFlags |= score.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.Scoring.id(), true); for (final IntFunction player : players) concepts.or(player.concepts(game)); for (final IntFunction score : scores) concepts.or(score.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()); for (final IntFunction player : players) writeEvalContext.or(player.writesEvalContextRecursive()); for (final IntFunction score : scores) writeEvalContext.or(score.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); for (final IntFunction player : players) readEvalContext.or(player.readsEvalContextRecursive()); for (final IntFunction score : scores) readEvalContext.or(score.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 (roles != null) { for (final RoleType role : roles) { final int indexOwnerPhase = role.owner(); if (role.equals(RoleType.Mover) || role.equals(RoleType.Next) || role.equals(RoleType.Prev) || role.equals(RoleType.Player)) continue; if (indexOwnerPhase < 1 || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "An incorrect roletype is used in the ludeme (addScore ...): " + role + "."); missingRequirement = true; } } } for (final IntFunction player : players) missingRequirement |= player.missingRequirement(game); for (final IntFunction score : scores) missingRequirement |= score.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); for (final IntFunction player : players) willCrash |= player.willCrash(game); for (final IntFunction score : scores) willCrash |= score.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); for (final IntFunction player : players) player.preprocess(game); if (scores != null) for (final IntFunction score : scores) score.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String text = ""; for (int i = 0; i < players.length; i++) text += "add score " + scores[i].toEnglish(game) + " to player " + players[i].toEnglish(game) + "\n"; String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return text + thenString; } }
8,715
23.761364
128
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/MoveAgain.java
package game.rules.play.moves.nonDecision.effect.state; 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 game.types.state.GameType; import other.action.state.ActionSetNextPlayer; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.State; /** * Is used to move again. * * @author Eric.Piette * @remarks For games with multiple moves in a turn. */ public final class MoveAgain extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param then The moves applied after that move is applied. * * @example (moveAgain) */ public MoveAgain ( @Opt final Then then ) { super(then); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final State state = context.state(); final Moves moves = new BaseMoves(super.then()); moves.moves().add(new Move(new ActionSetNextPlayer(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 boolean canMoveTo(final Context context, final int target) { return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = GameType.MoveAgain | 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.MoveAgain.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 false; } @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 "move again" + thenString; } }
3,735
21.642424
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/package-info.java
/** * State move generators create moves based on certain properties of the game state. */ package game.rules.play.moves.nonDecision.effect.state;
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/Forget.java
package game.rules.play.moves.nonDecision.effect.state.forget; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.effect.state.forget.value.ForgetValue; import game.rules.play.moves.nonDecision.effect.state.forget.value.ForgetValueAll; import other.context.Context; /** * Forget information about the state to be used in future state. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Forget extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For forgetting all values. * * @param rememberType The type of property to forget. * @param name The name of the remembering values. * @param valueType To specify which values. * @param then The moves applied after that move is applied. * * @example (forget Value All) */ public static Moves construct ( final ForgetValueType rememberType, @Opt final String name, final ForgetValueAllType valueType, @Opt final Then then ) { switch (rememberType) { case Value: switch (valueType) { case All: return new ForgetValueAll(name,then); default: break; } break; default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Forget(): A ForgetValueType is not implemented."); } //------------------------------------------------------------------------- /** * For forgetting a value. * * @param rememberType The type of property to forget. * @param name The name of the remembering values. * @param value The value to forget. * @param then The moves applied after that move is applied. * * @example (forget Value (count Pips)) */ public static Moves construct ( final ForgetValueType rememberType, @Opt final String name, final IntFunction value, @Opt final Then then ) { switch (rememberType) { case Value: return new ForgetValue(name, value, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Forget(): A ForgetValueType is not implemented."); } //------------------------------------------------------------------------- private Forget() { 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("Forget.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 super.gameFlags(game); } @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("Forget.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
3,553
24.568345
98
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/ForgetValueAllType.java
package game.rules.play.moves.nonDecision.effect.state.forget; /** * Defines the types of the super ludeme Forget Value. * * @author Eric.Piette */ public enum ForgetValueAllType { /** To forget all the values.. */ All, }
229
18.166667
62
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/ForgetValueType.java
package game.rules.play.moves.nonDecision.effect.state.forget; /** * Defines the types of the super ludeme Forget for values. * * @author Eric.Piette */ public enum ForgetValueType { /** To forget a value. */ Value, }
225
17.833333
62
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/package-info.java
/** * The {\tt (forget ...)} `super' ludeme forgets some information stored. */ package game.rules.play.moves.nonDecision.effect.state.forget;
145
28.2
73
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/value/ForgetValue.java
package game.rules.play.moves.nonDecision.effect.state.forget.value; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.state.GameType; import other.action.state.ActionForgetValue; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Forgets a value stored previously in the state. * * @author Eric.Piette */ @Hide public final class ForgetValue extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The value to forget. */ private final IntFunction value; /** The name of the remembering values. */ private final String name; /** * @param name The name of the remembering values. * @param value The value to forget. * @param then The moves applied after that move is applied. */ public ForgetValue ( @Opt final String name, final IntFunction value, @Opt final Then then ) { super(then); this.value = value; this.name = name; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final ActionForgetValue action = new ActionForgetValue(name, value.eval(context)); final Move move = new Move(action); 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 = GameType.RememberingValues | value.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(value.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.ForgetValues.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(value.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(value.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= value.missingRequirement(game); missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= value.willCrash(game); 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) { value.preprocess(game); super.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "forget the value " + value + thenString; } //------------------------------------------------------------------------- }
4,520
23.437838
94
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/forget/value/ForgetValueAll.java
package game.rules.play.moves.nonDecision.effect.state.forget.value; import java.util.ArrayList; import java.util.BitSet; import annotations.Hide; 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 game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.action.Action; import other.action.state.ActionForgetValue; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Forgets all the values remembered before. * * @author Eric.Piette */ @Hide public final class ForgetValueAll extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The name of the remembering values. */ private final String name; /** * @param name The name of the remembering values. * @param then The moves applied after that move is applied. */ public ForgetValueAll ( @Opt final String name, @Opt final Then then ) { super(then); this.name = name; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final Move move = new Move(new ArrayList<Action>()); if (name != null) { final TIntArrayList rememberingValue = context.state().mapRememberingValues().get(name); if (rememberingValue != null) { for (int i = 0; i < rememberingValue.size(); i++) { final int value = rememberingValue.get(i); final ActionForgetValue action = new ActionForgetValue(name, value); move.actions().add(action); } } } else { final TIntArrayList rememberingValue = context.state().rememberingValues(); if (rememberingValue != null) { for (int i = 0; i < rememberingValue.size(); i++) { final int value = rememberingValue.get(i); final ActionForgetValue action = new ActionForgetValue(name, value); move.actions().add(action); } } for (final String key : context.state().mapRememberingValues().keySet()) { final TIntArrayList rememberingNameValue = context.state().mapRememberingValues().get(key); if (rememberingNameValue != null) { for (int i = 0; i < rememberingNameValue.size(); i++) { final int value = rememberingNameValue.get(i); final ActionForgetValue action = new ActionForgetValue(key, value); move.actions().add(action); } } } } if (!move.actions().isEmpty()) 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 = GameType.RememberingValues | 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.ForgetValues.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 false; } @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 "forget all previously remembered values" + thenString; } //------------------------------------------------------------------------- }
5,309
23.027149
95
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/Remember.java
package game.rules.play.moves.nonDecision.effect.state.remember; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.effect.state.remember.state.RememberState; import game.rules.play.moves.nonDecision.effect.state.remember.value.RememberValue; import other.context.Context; /** * Remember information about the state to be used in future state. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Remember extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For remembering a value. * * @param rememberType The type of property to remember. * @param name The name of the remembering values. * @param value The value to remember. * @param unique True if each remembered value has to be unique [False]. * @param then The moves applied after that move is applied. * * @example (remember Value (count Pips)) */ public static Moves construct ( final RememberValueType rememberType, @Opt final String name, final IntFunction value, @Opt @Name final BooleanFunction unique, @Opt final Then then ) { switch (rememberType) { case Value: return new RememberValue(name,value,unique,then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Remember(): A RememberValueType is not implemented."); } /** * For remembering the current state. * * @param rememberType The type of property to remember. * @param then The moves applied after that move is applied. * * @example (remember State) */ public static Moves construct ( final RememberStateType rememberType, @Opt final Then then ) { switch (rememberType) { case State: return new RememberState(then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Remember(): A RememberStateType is not implemented."); } //------------------------------------------------------------------------- private Remember() { 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("Remember.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 super.gameFlags(game); } @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("Remember.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
3,470
25.7
100
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/RememberStateType.java
package game.rules.play.moves.nonDecision.effect.state.remember; /** * Defines the types of the super ludeme Remember for state. * * @author Eric.Piette */ public enum RememberStateType { /** To remember the state. */ State, }
235
17.153846
64
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/RememberValueType.java
package game.rules.play.moves.nonDecision.effect.state.remember; /** * Defines the types of the super ludeme Remember for values. * * @author Eric.Piette */ public enum RememberValueType { /** To remember a value. */ Value, }
233
18.5
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/package-info.java
/** * The {\tt (remember ...)} `super' ludeme remembers some information to use * them in future states. */ package game.rules.play.moves.nonDecision.effect.state.remember;
176
28.5
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/state/RememberState.java
package game.rules.play.moves.nonDecision.effect.state.remember.state; import java.util.BitSet; import annotations.Hide; 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.action.state.ActionStoreStateInContext; import other.context.Context; import other.move.Move; /** * Stores the current state. * * @author Eric.Piette */ @Hide public final class RememberState extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param then The moves applied after that move is applied. */ public RememberState ( @Opt final Then then ) { super(then); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final ActionStoreStateInContext action = new ActionStoreStateInContext(); final Move move = new Move(action); 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); 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; 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 true; } @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 "remember the current state" + thenString; } //------------------------------------------------------------------------- }
3,684
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76
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/remember/value/RememberValue.java
package game.rules.play.moves.nonDecision.effect.state.remember.value; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; 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.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.action.state.ActionRememberValue; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Remembers a value (in storing it in the state). * * @author Eric.Piette */ @Hide public final class RememberValue extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The value to remember. */ private final IntFunction value; /** If True we remember it only if not only remembered. */ private final BooleanFunction uniqueFn; /** The name of the remembering values. */ private final String name; /** * @param name The name of the remembering values. * @param value The value to remember. * @param unique If True we remember a value only if not already remembered * [False]. * @param then The moves applied after that move is applied. */ public RememberValue ( @Opt final String name, final IntFunction value, @Opt @Name final BooleanFunction unique, @Opt final Then then ) { super(then); this.value = value; uniqueFn = (unique == null) ? new BooleanConstant(false) : unique; this.name = name; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int valueToRemember = value.eval(context); final boolean hasToBeUnique = uniqueFn.eval(context); boolean isUnique = true; if(hasToBeUnique) { final TIntArrayList valuesInMemory = (name == null) ? context.state().rememberingValues() : context.state().mapRememberingValues().get(name); if (valuesInMemory != null) for (int i = 0; i < valuesInMemory.size(); i++) { final int valueInMemory = valuesInMemory.get(i); if (valueInMemory == valueToRemember) { isUnique = false; break; } } } if(!hasToBeUnique || (hasToBeUnique && isUnique)) { final ActionRememberValue action = new ActionRememberValue(name, valueToRemember); final Move move = new Move(action); 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 = GameType.RememberingValues | value.gameFlags(game) | uniqueFn.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(value.concepts(game)); concepts.or(uniqueFn.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.Variable.id(), true); concepts.set(Concept.RememberValues.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(value.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(value.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= value.missingRequirement(game); missingRequirement |= uniqueFn.missingRequirement(game); missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= value.willCrash(game); willCrash |= uniqueFn.willCrash(game); 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) { value.preprocess(game); uniqueFn.preprocess(game); super.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "remember the value " + value.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
5,933
25.491071
121
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/Swap.java
package game.rules.play.moves.nonDecision.effect.state.swap; import annotations.And; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.ints.IntFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; 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.play.RoleType; import other.context.Context; /** * Swaps two players or two pieces. * * @author Eric.Piette and cambolbro */ @SuppressWarnings("javadoc") public final class Swap extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For swapping two pieces. * * @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 (swap Pieces) */ public static Moves construct ( final SwapSitesType swapType, @And @Opt final IntFunction locA, @And @Opt final IntFunction locB, @Opt final Then then ) { switch (swapType) { case Pieces: return new SwapPieces(locA, locB, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Swap(): A SwapSitesType is not implemented."); } //------------------------------------------------------------------------- /** * For swapping two players. * * @param takeType 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 (swap Players P1 P2) */ public static Moves construct ( final SwapPlayersType takeType, @Or final IntFunction player1, @Or final RoleType role1, @Or2 final IntFunction player2, @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("Swap(): 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("Swap(): Exactly one player2 or role2 parameter must be non-null."); switch (takeType) { case Players: return new SwapPlayers(player1, role1, player2, role2, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Swap(): A SwapSitesType is not implemented."); } //------------------------------------------------------------------------- private Swap() { 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("Swap.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 super.gameFlags(game); } @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("Swap.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
4,175
25.1
106
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/SwapPlayersType.java
package game.rules.play.moves.nonDecision.effect.state.swap; /** * Defines the types of the super ludeme Swap for players. * * @author Eric.Piette */ public enum SwapPlayersType { /** To swap the players. */ Players, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/SwapSitesType.java
package game.rules.play.moves.nonDecision.effect.state.swap; /** * Defines the types of the super ludeme Swap for sites. * * @author Eric.Piette */ public enum SwapSitesType { /** To swap the components of two sites. */ Pieces, }
238
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/package-info.java
/** * The {\tt (swap ...)} `super' ludeme swaps two pieces or two players. */ package game.rules.play.moves.nonDecision.effect.state.swap;
141
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/players/SwapPlayers.java
package game.rules.play.moves.nonDecision.effect.state.swap.players; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.ints.IntFunction; 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 other.action.others.ActionSwap; import other.action.state.ActionSetNextPlayer; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Swap two players. * * @author Eric.Piette */ @Hide public final class SwapPlayers extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The first player to swap. */ private final IntFunction player1; /** The second player to swap. */ private final IntFunction player2; /** * @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. */ public SwapPlayers ( @Or final IntFunction player1, @Or final RoleType role1, @Or2 final IntFunction player2, @Or2 final RoleType role2, @Opt final Then then ) { super(then); this.player1 = (player1 == null) ? RoleType.toIntFunction(role1) : player1; this.player2 = (player2 == null) ? RoleType.toIntFunction(role2) : player2; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final int pid1 = player1.eval(context); final int pid2 = player2.eval(context); final Moves moves = new BaseMoves(super.then()); final ActionSwap actionSwap = new ActionSwap(pid1, pid2); actionSwap.setDecision(true); final Move swapMove = new Move(actionSwap); swapMove.actions().add(new ActionSetNextPlayer(context.state().mover())); swapMove.setMover(context.state().mover()); moves.moves().add(swapMove); 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 = player1.gameFlags(game) | player2.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(); if (isDecision()) concepts.set(Concept.SwapPlayersDecision.id(), true); else concepts.set(Concept.SwapPlayersEffect.id(), true); concepts.or(super.concepts(game)); concepts.or(player1.concepts(game)); concepts.or(player2.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(player1.writesEvalContextRecursive()); writeEvalContext.or(player2.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(player1.readsEvalContextRecursive()); readEvalContext.or(player2.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 |= player1.missingRequirement(game); missingRequirement |= player2.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 |= player1.willCrash(game); willCrash |= player2.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); player1.preprocess(game); player2.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "swap the players" + thenString; } }
5,428
25.227053
93
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/state/swap/sites/SwapPieces.java
package game.rules.play.moves.nonDecision.effect.state.swap.sites; import java.util.BitSet; import annotations.And; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.types.board.SiteType; import game.types.state.GameType; import main.Constants; 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.move.Move; import other.state.container.ContainerState; /** * Swaps two pieces on the board. * * @author Eric.Piette */ @Hide public final class SwapPieces extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The locA to swap */ private final IntFunction locAFn; /** The locB to swap */ private final IntFunction locBFn; //------------------------------------------------------------------------- /** * @param locA The first location [(lastFrom)]. * @param locB The second location [(lastTo)]. * @param then The moves applied after that move is applied. */ public SwapPieces ( @And @Opt final IntFunction locA, @And @Opt final IntFunction locB, @Opt final Then then ) { super(then); locAFn = (locA == null) ? new LastFrom(null) : locA; locBFn = (locB == null) ? new LastTo(null) : locB; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int locA = locAFn.eval(context); final int locB = locBFn.eval(context); final ContainerState cs = context.containerState(context.containerId()[locB]); final int whatB = cs.whatCell(locB); final Action actionMove = ActionMove.construct(SiteType.Cell, locA, Constants.UNDEFINED, SiteType.Cell, locB, Constants.OFF, Constants.UNDEFINED, Constants.OFF, Constants.OFF, false); if (isDecision()) actionMove.setDecision(true); final Move swapMove = new Move(actionMove); final Action actionAdd = new ActionAdd(null, locA, whatB, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, null); swapMove.actions().add(actionAdd); swapMove.setFromNonDecision(locA); swapMove.setToNonDecision(locB); swapMove.setMover(context.state().mover()); moves.moves().add(swapMove); 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.UsesFromPositions | locAFn.gameFlags(game) | locBFn.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(); if (isDecision()) concepts.set(Concept.SwapPiecesDecision.id(), true); concepts.or(super.concepts(game)); concepts.or(locAFn.concepts(game)); concepts.or(locBFn.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(locAFn.writesEvalContextRecursive()); writeEvalContext.or(locBFn.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(locAFn.readsEvalContextRecursive()); readEvalContext.or(locBFn.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 |= locAFn.missingRequirement(game); missingRequirement |= locBFn.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 |= locAFn.willCrash(game); willCrash |= locBFn.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return locAFn.isStatic() && locBFn.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); locAFn.preprocess(game); locBFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "Swap the pieces at " + locAFn.toEnglish(game) + "and" + locBFn.toEnglish(game) + thenString; } @Override public boolean canMoveTo(final Context context, final int target) { return false; } }
5,854
25.981567
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/Take.java
package game.rules.play.moves.nonDecision.effect.take; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.effect.take.control.TakeControl; import game.rules.play.moves.nonDecision.effect.take.simple.TakeDomino; import game.types.board.SiteType; import game.types.play.RoleType; import other.context.Context; /** * Takes a piece or the control of pieces. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Take extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For taking a domino. * * @param takeType The type of property to take. * @param then The moves applied after that move is applied. * * @example (take Domino) */ public static Moves construct ( final TakeSimpleType takeType, @Opt final Then then ) { switch (takeType) { case Domino: return new TakeDomino(then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Take(): A TakeSimpleType is not implemented."); } //------------------------------------------------------------------------- /** * For taking the control of the pieces of another player. * * @param takeType The type of property to take. * @param of The roleType of the pieces to take control of. * @param Of The player index of the pieces to take control of. * @param by The roleType taking the control. * @param By The player index of the player taking control. * @param at The site to take the control. * @param to The region to take the control. * @param type The graph element type [default SiteType of the board]. * @param then The moves applied after that move is applied. * * @example (take Control of:P1 by:Mover) */ public static Moves construct ( final TakeControlType takeType, @Or @Name final RoleType of, @Or @Name final IntFunction Of, @Or2 @Name final RoleType by, @Or2 @Name final IntFunction By, @Opt @Or @Name final IntFunction at, @Opt @Or @Name final RegionFunction to, @Opt final SiteType type, @Opt final Then then ) { int numNonNull = 0; if (of != null) numNonNull++; if (Of != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "take(): With TakeControlType one of or Of parameter must be non-null."); int numNonNull2 = 0; if (by != null) numNonNull2++; if (By != null) numNonNull2++; if (numNonNull2 != 1) throw new IllegalArgumentException( "take(): With TakeControlType one by or By parameter must be non-null."); numNonNull = 0; if (at != null) numNonNull++; if (to != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "take(): With TakeControlType zero or one at or to parameter can be non-null."); switch (takeType) { case Control: return new TakeControl(of, Of, by, By, at, to, type, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Take(): A TakeControlType is not implemented."); } private Take() { 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("Take.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("Take.canMoveTo(): Should never be called directly."); } }
4,528
25.48538
96
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/TakeControlType.java
package game.rules.play.moves.nonDecision.effect.take; /** * Defines the types to take the control of pieces for the super ludeme Take. * * @author Eric.Piette */ public enum TakeControlType { /** To take the control of enemy pieces. */ Control, }
256
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/TakeSimpleType.java
package game.rules.play.moves.nonDecision.effect.take; /** * Defines the types of properties which can be take for the Take super ludeme * with no parameter. * * @author Eric.Piette */ public enum TakeSimpleType { /** To take a domino from the bag. */ Domino, }
271
18.428571
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/package-info.java
/** * The {\tt (take ...)} `super' ludeme is used to take piece or the control of * enemy pieces. */ package game.rules.play.moves.nonDecision.effect.take;
159
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/control/TakeControl.java
package game.rules.play.moves.nonDecision.effect.take.control; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.equipment.component.Component; import game.functions.ints.IntFunction; import game.functions.ints.board.Id; import game.functions.region.RegionFunction; 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.board.SiteType; import game.types.play.RoleType; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.IntArrayFromRegion; import other.action.Action; import other.action.move.ActionAdd; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; /** * Modifies the owner of some pieces on the board. * * @author Eric.Piette * * @remarks To modify the owner, modify the index of the piece to the equivalent * of the other player. To work, an equivalent piece for the player who * has to take the control must exist. For example for Ploy 4P. */ @Hide public final class TakeControl extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The new owner. */ private final IntFunction newOwnerFn; /** The role used for the new owner. */ private final RoleType newOwnerRole; /** The current owner. */ private final IntFunction ownerFn; /** The role used for the current owner. */ private final RoleType ownerRole; /** The region to take the control. */ private final IntArrayFromRegion region; /** Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param of The roleType of the pieces to take control of. * @param Of The player index of the pieces to take control of. * @param by The roleType taking the control. * @param By The player index of the player taking control. * @param at The site to take the control. * @param to The region to take the control. * @param type The graph element type [default SiteType of the board]. * @param then The moves applied after that move is applied. */ public TakeControl ( @Or @Name final RoleType of, @Or @Name final IntFunction Of, @Or2 @Name final RoleType by, @Or2 @Name final IntFunction By, @Opt @Or @Name final IntFunction at, @Opt @Or @Name final RegionFunction to, @Opt final SiteType type, @Opt final Then then ) { super(then); newOwnerFn = by != null ? RoleType.toIntFunction(by) : By; ownerFn = of != null ? new Id(null, of) : Of; this.type = type; newOwnerRole = by; ownerRole = of; region = (at == null && to == null) ? null : new IntArrayFromRegion(at, to); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return intersected list of moves final Moves moves = new BaseMoves(super.then()); final int newOwner = newOwnerFn.eval(context); final int owner = ownerFn.eval(context); final TIntArrayList ownedSites = new TIntArrayList(); if (ownerRole.equals(RoleType.All)) { for (int pid = 0; pid <= context.players().size(); pid++) ownedSites.addAll(context.state().owned().sites(pid)); } else ownedSites.addAll(context.state().owned().sites(owner)); // We look only the sites which are in the region if a region is defined. if (region != null) { final TIntArrayList sites = new TIntArrayList(region.eval(context)); for (int i = ownedSites.size() - 1; i >= 0; i--) { final int ownedSite = ownedSites.get(i); if (!sites.contains(ownedSite)) ownedSites.removeAt(i); } } for (int i = 0; i < ownedSites.size(); i++) { final int site = ownedSites.getQuick(i); final ContainerState cs = context.containerState(context.containerId()[site]); final int what = cs.what(site, type); final int state = cs.state(site, type); final int rotation = cs.rotation(site, type); final int value = cs.value(site, type); final int count = cs.count(site, type); final Component componentOwned = context.components()[what]; final String name = componentOwned.getNameWithoutNumber(); int newWhat = Constants.UNDEFINED; for (int indexComponent = 1; indexComponent < context.components().length; indexComponent++) { final Component newComponentOwned = context.components()[indexComponent]; if (newComponentOwned.owner() == newOwner && newComponentOwned.getNameWithoutNumber().equals(name)) { newWhat = indexComponent; break; } } if (newWhat == Constants.UNDEFINED) continue; final Action actionRemove = other.action.move.remove.ActionRemove.construct(type, site, Constants.UNDEFINED, true); final ActionAdd actionAdd = new ActionAdd(type, site, newWhat, count, state, rotation, value, null); final Move move = new Move(actionRemove); move.actions().add(actionAdd); move.setFromNonDecision(site); move.setToNonDecision(site); 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); gameFlags |= newOwnerFn.gameFlags(game); gameFlags |= ownerFn.gameFlags(game); gameFlags |= SiteType.gameFlags(type); if (region != null) gameFlags |= region.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)); concepts.or(newOwnerFn.concepts(game)); concepts.or(ownerFn.concepts(game)); concepts.set(Concept.TakeControl.id(), true); if (region != null) concepts.or(region.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(newOwnerFn.writesEvalContextRecursive()); writeEvalContext.or(ownerFn.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(newOwnerFn.readsEvalContextRecursive()); readEvalContext.or(ownerFn.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; // We check if the slave player role is correct. if (ownerRole != null) { final int indexOwnerPhase = ownerRole.owner(); if (((indexOwnerPhase < 1 && !ownerRole.equals(RoleType.Neutral) && !ownerRole.equals(RoleType.All) && !ownerRole.equals(RoleType.Mover)) && !ownerRole.equals(RoleType.Prev) && !ownerRole.equals(RoleType.Next)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "In (take Control ...) the RoleType used for the of: parameter is incorrect: " + ownerRole + "."); missingRequirement = true; } } // We check if the master player role is correct. if (newOwnerRole != null) { final int indexOwnerPhase = newOwnerRole.owner(); if (((indexOwnerPhase < 1 && !newOwnerRole.equals(RoleType.Neutral) && !newOwnerRole.equals(RoleType.Mover)) && !newOwnerRole.equals(RoleType.Prev) && !newOwnerRole.equals(RoleType.Next)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "In (take Control ...) the RoleType used for the by: parameter is incorrect: " + newOwnerRole + "."); missingRequirement = true; } } missingRequirement |= super.missingRequirement(game); missingRequirement |= newOwnerFn.missingRequirement(game); missingRequirement |= ownerFn.missingRequirement(game); if (region != null) missingRequirement |= region.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 |= newOwnerFn.willCrash(game); willCrash |= ownerFn.willCrash(game); if (region != null) willCrash |= region.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); newOwnerFn.preprocess(game); ownerFn.preprocess(game); if (region != null) region.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "take control of the piece on " + type.name() + " " + region.toEnglish(game); } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/effect/take/simple/TakeDomino.java
package game.rules.play.moves.nonDecision.effect.take.simple; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.equipment.container.Container; import game.equipment.container.other.Hand; 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.board.SiteType; import game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.action.move.ActionAdd; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; /** * Takes a domino from those remaining. * * @author Eric.Piette and cambolbro */ @Hide public final class TakeDomino extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param then The moves applied after that move is applied. */ public TakeDomino ( @Opt final Then then ) { super(then); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final TIntArrayList remainingDominoes = context.state().remainingDominoes(); if (remainingDominoes.isEmpty()) return moves; int site = Constants.OFF; for (final Container container: context.containers()) { if (container.isHand()) { final Hand hand = (Hand) container; final ContainerState cs = context.containerState(hand.index()); if (hand.owner() == context.state().mover()) { final int pid = hand.index(); final int siteFrom = context.sitesFrom()[pid]; for (int siteHand = siteFrom; siteHand < siteFrom + hand.numSites(); siteHand++) if (cs.whatCell(siteHand) == 0) { site = siteHand; break; } break; } } } if (site == Constants.OFF) return moves; final int index = context.rng().nextInt(remainingDominoes.size()); final int what = remainingDominoes.getQuick(index); final ActionAdd actionAdd = new ActionAdd(SiteType.Cell, site, what, 1, 0, Constants.UNDEFINED, Constants.UNDEFINED, null); final Move move = new Move(actionAdd); 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 = GameType.LargePiece | GameType.Dominoes | 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.Domino.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; if (!game.hasDominoes()) { game.addRequirementToReport("The ludeme (take Domino ...) is used but the equipment has no dominoes."); 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) { // Nothing todo } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "take a domino" + thenString; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operator/Operator.java
package game.rules.play.moves.nonDecision.operator; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.NonDecision; import game.rules.play.moves.nonDecision.effect.Then; import other.context.Context; /** * Defines operations that combine lists of moves, then optionally perform some additional effects. * * @author Eric.Piette and cambolbro * * The input moves can be decision moves or effect moves (or both). */ public abstract class Operator extends NonDecision { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param then The effect of the moves. */ public Operator ( final Then then ) { super(then); } //------------------------------------------------------------------------- /** * Trick ludeme into joining the grammar. */ @Override public Moves eval(final Context context) { return null; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operator/package-info.java
/** * Move operators are functions that combine moves together, * then optionally perform some additional effects. * The input moves can be a mixture of decision moves and effect moves. */ package game.rules.play.moves.nonDecision.operator;
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEach.java
package game.rules.play.moves.nonDecision.operators.foreach; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.operators.foreach.die.ForEachDie; import game.rules.play.moves.nonDecision.operators.foreach.direction.ForEachDirection; import game.rules.play.moves.nonDecision.operators.foreach.group.ForEachGroup; import game.rules.play.moves.nonDecision.operators.foreach.level.ForEachLevel; import game.rules.play.moves.nonDecision.operators.foreach.piece.ForEachPiece; import game.rules.play.moves.nonDecision.operators.foreach.player.ForEachPlayer; import game.rules.play.moves.nonDecision.operators.foreach.site.ForEachSite; import game.rules.play.moves.nonDecision.operators.foreach.team.ForEachTeam; import game.rules.play.moves.nonDecision.operators.foreach.value.ForEachValue; import game.rules.start.forEach.ForEachTeamType; import game.types.board.SiteType; import game.types.play.RoleType; import game.util.directions.Direction; import game.util.directions.StackDirection; import game.util.moves.To; import other.context.Context; /** * Iterates over a set of items. * * @author Eric.Piette * * Use this ludeme to iterate over a set of items such as pieces, players, directions or regions, * and apply specified actions to each item. */ @SuppressWarnings("javadoc") public final class ForEach extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For iterating through levels at a site. * * @param forEachType The type of property to iterate. * @param type The type of the graph elements of the group [default SiteType of the board]. * @param site The site to iterate through. * @param stackDirection The direction to count in the stack [FromTop]. * @param moves The moves. * @param then The moves applied after that move is applied. * * @example (forEach Level (last To) (if (= (id "King" Mover) (what at:(last To) level:(level))) (addScore Mover 1))) */ public static Moves construct ( final ForEachLevelType forEachType, @Opt final SiteType type, final IntFunction site, @Opt final StackDirection stackDirection, final Moves moves, @Opt final Then then ) { return new ForEachLevel(type, site, stackDirection, moves, then); } //------------------------------------------------------------------------- /** * For iterating on teams. * * @param forEachType The type of property to iterate. * @param moves The moves. * @param then The moves applied after that move is applied. * * @example (forEach Team (forEach (team) (set Hidden What at:(site) * to:Player))) */ public static Moves construct ( final ForEachTeamType forEachType, final Moves moves, @Opt final Then then ) { return new ForEachTeam(moves, then); } //------------------------------------------------------------------------- /** * For iterating through the groups. * * @param forEachType The type of property to iterate. * @param type The type of the graph elements of the group. * @param directions The directions of the connection between elements in the * group [Adjacent]. * @param If The condition on the pieces to include in the group. * @param moves The moves to apply. * @param then The moves applied after that move is applied. * * @example (forEach Group (addScore Mover (count Sites in:(sites)))) */ public static Moves construct ( final ForEachGroupType forEachType, @Opt final SiteType type, @Opt final Direction directions, @Opt @Name final BooleanFunction If, final Moves moves, @Opt final Then then ) { switch (forEachType) { case Group: return new ForEachGroup(type,directions, If, moves, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachGroupType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the dice. * * @param forEachType The type of property to iterate. * @param handDiceIndex The index of the dice container [0]. * @param combined True if the combination is allowed [False]. * @param replayDouble True if double allows a second move [False]. * @param If The condition to satisfy to move [True]. * @param moves The moves to apply. * @param then The moves applied after that move is applied. * * @example (forEach Die (if (= (pips) 5) (or (forEach Piece "Pawn") (forEach * Piece "King_noCross")) (if (= (pips) 4) (forEach Piece "Elephant") * (if (= (pips) 3) (forEach Piece "Knight") (if (= (pips) 2) (forEach * Piece "Boat") ) ) ) ) ) */ public static Moves construct ( final ForEachDieType forEachType, @Opt final IntFunction handDiceIndex, @Opt @Name final BooleanFunction combined, @Opt @Name final BooleanFunction replayDouble, @Opt @Name final BooleanFunction If, final Moves moves, @Opt final Then then ) { switch (forEachType) { case Die: return new ForEachDie(handDiceIndex, combined, replayDouble, If, moves, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachDieType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the directions. * * @param forEachType The type of property to iterate. * @param from The origin of the movement [(from)]. * @param directions The directions of the move [Adjacent]. * @param between The data on the locations between the from location and * the to location [(between (exact 1))]. * @param to The data on the location to move. * @param moves The moves to applied on these directions. * @param then The moves applied after that move is applied. * * @example (forEach Direction (from (to)) (directions {FR FL}) (to if:(or (is * In (to) (sites Empty)) (is Enemy (who at:(to)))) (apply (fromTo * (from) (to if:(or (is Empty (to)) (is Enemy (who at:(to)))) (apply * (remove (to))) ) ) ) ) ) */ public static Moves construct ( final ForEachDirectionType forEachType, @Opt final game.util.moves.From from, @Opt final Direction directions, @Opt final game.util.moves.Between between, @Or final To to, @Or final Moves moves, @Opt final Then then ) { int numNonNull = 0; if (to != null) numNonNull++; if (moves != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "ForEach(): With ForEachDirectionType one to, moves parameter must be non-null."); switch (forEachType) { case Direction: return new ForEachDirection(from, directions, between, to, moves,then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachDirectionType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the sites of a region. * * @param forEachType The type of property to iterate. * @param regionFn The region used. * @param generator The move to apply. * @param noMoveYet The moves to apply if the list of moves resulting from the * generator is empty. * @param then The moves applied after that move is applied. * * @example (forEach Site (intersection (sites Around (last To)) (sites Occupied * by:Next) ) (and (remove (site)) (add (piece (id "Ball" Mover)) (to * (site))) ) ) */ public static Moves construct ( final ForEachSiteType forEachType, final RegionFunction regionFn, final Moves generator, @Opt @Name final Moves noMoveYet, @Opt final Then then ) { switch (forEachType) { case Site: return new ForEachSite(regionFn, generator, noMoveYet, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachSiteType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through values from an IntArrayFunction. * * @param forEachType The type of property to iterate. * @param values The IntArrayFunction. * @param generator The move to apply. * @param then The moves applied after that move is applied. * * @example (forEach Value (values Remembered) (move (from) (to (trackSite Move * steps:(value))))) */ public static Moves construct ( final ForEachValueType forEachType, final IntArrayFunction values, final Moves generator, @Opt final Then then ) { switch (forEachType) { case Value: return new ForEachValue(values, generator, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachValueType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through values between two. * * @param forEachType The type of property to iterate. * @param min The minimal value. * @param max The maximal value. * @param generator The move to apply. * @param then The moves applied after that move is applied. * * @example (forEach Value min:1 max:5 (move (from) (to (trackSite Move * steps:(value))))) */ public static Moves construct ( final ForEachValueType forEachType, @Name final IntFunction min, @Name final IntFunction max, final Moves generator, @Opt final Then then ) { switch (forEachType) { case Value: return new ForEachValue(min, max, generator, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachValueType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the pieces. * * @param forEachType The type of property to iterate. * @param on Type of graph element. * @param item The name of the piece. * @param items The names of the pieces. * @param container The index of the container. * @param containerName The name of the container. * @param specificMoves The specific moves to apply to the pieces. * @param player The owner of the piece [(mover)]. * @param role The role type of the owner of the piece [Mover]. * @param top To apply the move only to the top piece in case of a * stack [False]. * @param then The moves applied after that move is applied. * * @example (forEach Piece) * * @example (forEach Piece "Bear" (step (to if:(= (what at:(to)) (id "Seal1"))) * ) ) */ public static Moves construct ( final ForEachPieceType forEachType, @Opt @Name final SiteType on, @Opt @Or final String item, @Opt @Or final String[] items, @Opt @Name @Or2 final IntFunction container, @Opt @Or2 final String containerName, @Opt final Moves specificMoves, @Opt @Or2 final game.util.moves.Player player, @Opt @Or2 final RoleType role, @Opt @Name final BooleanFunction top, @Opt final Then then ) { int numNonNull = 0; if (item != null) numNonNull++; if (items != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "ForEach(): With ForEachPieceType zero or one item, items parameter must be non-null."); int numNonNull2 = 0; if (container != null) numNonNull2++; if (containerName != null) numNonNull2++; if (numNonNull2 > 1) throw new IllegalArgumentException( "ForEach(): With ForEachPieceType zero or one container, containerName parameter must be non-null."); int numNonNull3 = 0; if (player != null) numNonNull3++; if (role != null) numNonNull3++; if (numNonNull3 > 1) throw new IllegalArgumentException( "ForEach(): With ForEachPieceType zero or one player, role parameter must be non-null."); switch (forEachType) { case Piece: return new ForEachPiece(on, item, items, container, containerName, specificMoves, player, role, top, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachPieceType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the players. * * @param moves The moves. * @param then The moves applied after that move is applied. * * @example (forEach Player (addScore (player (player)) 1)) */ public static Moves construct ( final ForEachPlayerType forEachType, final Moves moves, @Opt final Then then ) { switch (forEachType) { case Player: return new ForEachPlayer(moves, then); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachPlayerType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the players in using an IntArrayFunction. * * @param players The list of players. * @param moves The moves. * @param then The moves applied after that move is applied. * * @example (forEach (players Ally of:(next)) (addScore (player (player)) 1)) */ public static Moves construct ( final IntArrayFunction players, final Moves moves, @Opt final Then then ) { return new ForEachPlayer(players, moves, then); } private ForEach() { 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("ForEach.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("ForEach.canMoveTo(): Should never be called directly."); } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachDieType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the die which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachDieType { /** * To generate moves according to the values of the dice. */ Die, }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachDirectionType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the direction which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachDirectionType { /** * To apply a move for each site reached according to a direction. */ Direction, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachGroupType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the group which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachGroupType { /** * To generate moves according to group. */ Group, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachLevelType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the level which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachLevelType { /** * To iterate through the levels of a site, generating moves based on their * positions. */ Level, }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachPieceType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the piece which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachPieceType { /** To iterate through the pieces, generating moves based on their positions. */ Piece, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachPlayerType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the player which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachPlayerType { /** * To iterate through the players to generate moves. */ Player, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachSiteType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the site which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachSiteType { /** To apply a move for each site in a region. */ Site, }
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/ForEachValueType.java
package game.rules.play.moves.nonDecision.operators.foreach; /** * Defines the values which can be iterated in the ForEach super ludeme. * * @author Eric.Piette */ public enum ForEachValueType { /** To apply a move for each value from one value to another (included). */ Value, }
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Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/package-info.java
/** * Move generators are functions that iterate over playable sites and generate moves according to specified criteria. */ package game.rules.play.moves.nonDecision.operators.foreach;
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36.6
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/die/ForEachDie.java
package game.rules.play.moves.nonDecision.operators.foreach.die; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.container.other.Dice; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.rules.play.moves.BaseMoves; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.operator.Operator; import main.Constants; import main.collections.FastArrayList; import other.action.die.ActionUpdateDice; import other.action.die.ActionUseDie; import other.action.state.ActionSetTemp; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; /** * Generates moves according to the values of the dice. * * @author Eric.Piette * * @remarks This ludeme is used in dice games, and works for any combination of dice. */ @Hide public final class ForEachDie extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The index of the hand of dice. */ private final IntFunction handDiceIndexFn; /** To combine dice. */ private final BooleanFunction combined; /** If double rules (e.g. Backgammon). */ private final BooleanFunction replayDoubleFn; /** The rule to respect. */ private final BooleanFunction rule; /** The moves to apply */ private final Moves moves; /** * @param handDiceIndex The index of the dice container [0]. * @param combined True if the combination is allowed [False]. * @param replayDouble True if double allows a second move [False]. * @param If The condition to satisfy to move [True]. * @param moves The moves to apply. * @param then The moves applied after that move is applied. */ public ForEachDie ( @Opt final IntFunction handDiceIndex, @Opt @Name final BooleanFunction combined, @Opt @Name final BooleanFunction replayDouble, @Opt @Name final BooleanFunction If, final Moves moves, @Opt final Then then ) { super(then); handDiceIndexFn = (handDiceIndex == null) ? new IntConstant(0) : handDiceIndex; rule = (If == null) ? new BooleanConstant(true) : If; this.combined = (combined == null) ? new BooleanConstant(false) : combined; replayDoubleFn = (replayDouble == null) ? new BooleanConstant(false) : replayDouble; this.moves = moves; } @Override public Moves eval(final Context context) { final Moves returnMoves = new BaseMoves(super.then()); final int handDiceIndex = handDiceIndexFn.eval(context); if (context.state().currentDice() == null) return returnMoves; final int[] dieValues = context.state().currentDice(handDiceIndex); final int containerIndex = context.game().getHandDice(handDiceIndex).index(); boolean replayDouble = replayDoubleFn.eval(context); if (replayDouble) { final int firstDieValue = dieValues[0]; for (int i = 0; i < dieValues.length; i++) { if (dieValues[i] != firstDieValue) { replayDouble = false; break; } } } final int origDieValue = context.pipCount(); for (int i = 0 ; i < dieValues.length; i++) { final int pipCount = dieValues[i]; context.setPipCount(pipCount); if (rule.eval(context)) { final Moves computedMoves = moves.eval(context); final FastArrayList<Move> moveList = computedMoves.moves(); final int site = context.sitesFrom()[containerIndex] + i; final ActionUseDie action = new ActionUseDie(handDiceIndex, i, site); for (final Move m : moveList) m.actions().add(action); // Double if (replayDouble && context.state().temp() == Constants.UNDEFINED) { final ActionSetTemp setTemp = new ActionSetTemp(pipCount); for (final Move m : moveList) m.actions().add(setTemp); } else if (replayDouble) { final ActionSetTemp setTemp = new ActionSetTemp(Constants.UNDEFINED); for (final Move m : moveList) m.actions().add(setTemp); } else if (context.state().temp() != Constants.UNDEFINED) { for (final Dice dice : context.game().handDice()) { if ((context.state().temp() - 1) < dice.getNumFaces()) for (int loc = context.sitesFrom()[dice.index()]; loc < context.sitesFrom()[dice.index()] + dice.numLocs(); loc++) { final ActionUpdateDice actionState = new ActionUpdateDice(loc, context.state().temp() - 1); for (final Move m : moveList) m.actions().add(actionState); } } } returnMoves.moves().addAll(computedMoves.moves()); } } if (combined.eval(context)) { if (dieValues.length == 2) { final int dieValue1 = dieValues[0]; final int dieValue2 = dieValues[1]; if (dieValue1 != 0 && dieValue2 != 0) { context.setPipCount(dieValue1 + dieValue2); if (rule.eval(context)) { final Moves computedMoves = moves.eval(context); final FastArrayList<Move> moveList = computedMoves.moves(); final int siteFrom = context.sitesFrom()[containerIndex]; final ActionUseDie actionDie1 = new ActionUseDie(handDiceIndex, 0, siteFrom); final ActionUseDie actionDie2 = new ActionUseDie(handDiceIndex, 1, siteFrom + 1); for (final Move m : moveList) { m.actions().add(actionDie1); m.actions().add(actionDie2); } returnMoves.moves().addAll(computedMoves.moves()); } } } else if (dieValues.length == 3) { // Sum of the three dice final int dieValue1 = dieValues[0]; final int dieValue2 = dieValues[1]; final int dieValue3 = dieValues[2]; if(dieValue1 != 0 && dieValue2 != 0 && dieValue3 != 0) { context.setPipCount(dieValue1 + dieValue2 + dieValue3); if (rule.eval(context)) { final Moves computedMoves = moves.eval(context); final FastArrayList<Move> moveList = computedMoves.moves(); final int siteFrom = context.sitesFrom()[containerIndex]; final ActionUseDie actionDie1 = new ActionUseDie(handDiceIndex, 0, siteFrom); final ActionUseDie actionDie2 = new ActionUseDie(handDiceIndex, 1, siteFrom +1); final ActionUseDie actionDie3 = new ActionUseDie(handDiceIndex, 2, siteFrom +2); for (final Move m : moveList) { m.actions().add(actionDie1); m.actions().add(actionDie2); m.actions().add(actionDie3); } returnMoves.moves().addAll(computedMoves.moves()); } } // Each combination of two dices for (int i = 0; i < 2; i++) { for (int j = i + 1; j < 3; j++) { final int d1 = dieValues[i]; final int d2 = dieValues[j]; if (d1 != 0 && d2 != 0) { context.setPipCount(d1 + d2); if (rule.eval(context)) { final Moves computedMoves = moves.eval(context); final FastArrayList<Move> moveList = computedMoves.moves(); final int siteFrom = context.sitesFrom()[containerIndex]; final ActionUseDie actionDie1 = new ActionUseDie(handDiceIndex, i, siteFrom +i); final ActionUseDie actionDie2 = new ActionUseDie(handDiceIndex, j, siteFrom +j); for (final Move m : moveList) { m.actions().add(actionDie1); m.actions().add(actionDie2); } returnMoves.moves().addAll(computedMoves.moves()); } } } } } // TO DO more than two dices } context.setPipCount(origDieValue); if (then() != null) for (int j = 0; j < returnMoves.moves().size(); j++) returnMoves.moves().get(j).then().add(then().moves()); return returnMoves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = handDiceIndexFn.gameFlags(game) | super.gameFlags(game); gameFlags |= rule.gameFlags(game); gameFlags |= moves.gameFlags(game); gameFlags |= replayDoubleFn.gameFlags(game); gameFlags |= combined.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(handDiceIndexFn.concepts(game)); concepts.set(Concept.Dice.id(), true); concepts.set(Concept.ByDieMove.id(), true); concepts.or(rule.concepts(game)); concepts.or(moves.concepts(game)); concepts.or(replayDoubleFn.concepts(game)); concepts.or(combined.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); if (then() != null) concepts.or(then().concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(handDiceIndexFn.writesEvalContextRecursive()); writeEvalContext.or(rule.writesEvalContextRecursive()); writeEvalContext.or(moves.writesEvalContextRecursive()); writeEvalContext.or(replayDoubleFn.writesEvalContextRecursive()); writeEvalContext.or(combined.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.PipCount.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(handDiceIndexFn.readsEvalContextRecursive()); readEvalContext.or(rule.readsEvalContextRecursive()); readEvalContext.or(moves.readsEvalContextRecursive()); readEvalContext.or(replayDoubleFn.readsEvalContextRecursive()); readEvalContext.or(combined.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (!game.hasHandDice()) { game.addRequirementToReport("The ludeme (forEach Die ...) is used but the equipment has no dice."); missingRequirement = true; } missingRequirement |= super.missingRequirement(game); missingRequirement |= handDiceIndexFn.missingRequirement(game); missingRequirement |= rule.missingRequirement(game); missingRequirement |= moves.missingRequirement(game); missingRequirement |= replayDoubleFn.missingRequirement(game); missingRequirement |= combined.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 |= handDiceIndexFn.willCrash(game); willCrash |= rule.willCrash(game); willCrash |= moves.willCrash(game); willCrash |= replayDoubleFn.willCrash(game); willCrash |= combined.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return handDiceIndexFn.isStatic() && rule.isStatic() && moves.isStatic() && replayDoubleFn.isStatic() && combined.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); handDiceIndexFn.preprocess(game); rule.preprocess(game); moves.preprocess(game); replayDoubleFn.gameFlags(game); combined.gameFlags(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String englishString = "according to the value of the dice, " + moves.toEnglish(game); if (combined.toEnglish(game).equals("true")) englishString += ", the values for dice are combined"; if (replayDoubleFn.toEnglish(game).equals("true")) englishString += ", the double rules apply"; return englishString; } //------------------------------------------------------------------------- }
12,341
30.088161
103
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/direction/ForEachDirection.java
package game.rules.play.moves.nonDecision.operators.foreach.direction; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.component.Component; 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.rules.play.moves.nonDecision.effect.Effect; import game.rules.play.moves.nonDecision.effect.Then; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.directions.DirectionFacing; import game.util.graph.Radial; import game.util.graph.Step; import game.util.moves.To; import main.Constants; 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; /** * Applies a move for each site reached according to a direction. * * @author Eric.Piette * * @remarks In case of different directions and conditions to follow before * applying a move (e.g. Xiangqi). */ @Hide public final class ForEachDirection extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Location of the piece. */ private final IntFunction startLocationFn; /** Min limit of the move. */ private final IntFunction min; /** Limit to apply the moves. */ private final IntFunction limit; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** The rule to respect on the location to go. */ private final BooleanFunction rule; /** The rule to respect on the sites to cross. */ private final BooleanFunction betweenRule; /** Moves to apply from each direction respecting the direction */ private final Moves movesToApply; /** Cell/Edge/Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param from Description of the ``from'' location [(from)]. * @param directions The directions of the move [Adjacent]. * @param between Description of location(s) between ``from'' and ``to'' * [(between (exact 1))]. * @param to Description of the ``to'' location. * @param moves Description of the decision moves to apply. * @param then The moves applied after that move is applied. */ public ForEachDirection ( @Opt final game.util.moves.From from, @Opt final game.util.directions.Direction directions, @Opt final game.util.moves.Between between, @Or final To to, @Or final Moves moves, @Opt final Then then ) { super(then); // From startLocationFn = (from == null) ? new From(null) : from.loc(); type = (from == null) ? null : from.type(); // Directions dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); // Between limit = (between == null || between.range() == null) ? new IntConstant(1) : between.range().maxFn(); min = (between == null || between.range() == null) ? new IntConstant(1) : between.range().minFn(); betweenRule = (between != null) ? between.condition() : null; // To rule = (to != null) ? to.cond() : null; movesToApply = (to != null && to.effect() != null) ? to.effect().effect() : moves; } //------------------------------------------------------------------------- @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(); if (from >= graph.getGraphElements(realType).size()) return moves; final List<DirectionFacing> directionsSupported = graph.supportedDirections(realType); final int minPathLength = min.eval(context); final int maxPathLength = limit.eval(context); final int contextFrom = context.from(); final int contextTo = context.to(); final Component component = context.components() [context.containerState(context.containerId()[contextFrom]).what(contextFrom, type)]; if (component == null) return moves; DirectionFacing newDirection = null; if (contextTo != Constants.UNDEFINED) { for (final DirectionFacing direction : directionsSupported) { final AbsoluteDirection absoluteDirection = direction.toAbsolute(); final List<game.util.graph.Step> steps = graph.trajectories().steps(realType, context.from(), realType, absoluteDirection); for (final Step step : steps) { if (step.to().id() == contextTo) { newDirection = direction; break; } } } } final int origFrom = context.from(); final int origBetween = context.between(); final int origTo = context.to(); final TopologyElement fromV = graph.getGraphElements(realType).get(from); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(realType, fromV, component, newDirection, null, context); for (final AbsoluteDirection direction : directions) { final List<Radial> radials = graph.trajectories().radials(type, fromV.index(), direction); for (final Radial radial : radials) { for (int toIdx = 1; toIdx < radial.steps().length && toIdx <= maxPathLength; toIdx++) { final int to = radial.steps()[toIdx].id(); // Check the middle rule if (betweenRule != null && minPathLength > 1 && toIdx < minPathLength) { context.setBetween(to); if (!betweenRule.eval(context)) break; context.setBetween(origBetween); } context.setTo(to); if (rule == null || rule.eval(context)) { if (toIdx >= minPathLength) { final Moves movesApplied = movesToApply.eval(context); for (final Move m : movesApplied.moves()) { final int saveFrom = context.from(); final int saveTo = context.to(); context.setFrom(to); context.setTo(Constants.OFF); MoveUtilities.chainRuleCrossProduct(context, moves, null, m, false); context.setTo(saveTo); context.setFrom(saveFrom); } } } else { break; } } } } context.setTo(origTo); context.setBetween(origBetween); context.setFrom(origFrom); 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); gameFlags |= SiteType.gameFlags(type); gameFlags |= movesToApply.gameFlags(game); if (startLocationFn != null) gameFlags |= startLocationFn.gameFlags(game); if (min != null) gameFlags |= min.gameFlags(game); if (limit != null) gameFlags |= limit.gameFlags(game); if (rule != null) gameFlags |= rule.gameFlags(game); if (betweenRule != null) gameFlags |= betweenRule.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(type)); concepts.or(movesToApply.concepts(game)); if (startLocationFn != null) concepts.or(startLocationFn.concepts(game)); if (min != null) concepts.or(min.concepts(game)); if (limit != null) concepts.or(limit.concepts(game)); if (rule != null) concepts.or(rule.concepts(game)); if (betweenRule != null) concepts.or(betweenRule.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(movesToApply.writesEvalContextRecursive()); if (startLocationFn != null) writeEvalContext.or(startLocationFn.writesEvalContextRecursive()); if (min != null) writeEvalContext.or(min.writesEvalContextRecursive()); if (limit != null) writeEvalContext.or(limit.writesEvalContextRecursive()); if (rule != null) writeEvalContext.or(rule.writesEvalContextRecursive()); if (betweenRule != null) writeEvalContext.or(betweenRule.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()); readEvalContext.or(movesToApply.readsEvalContextRecursive()); if (startLocationFn != null) readEvalContext.or(startLocationFn.readsEvalContextRecursive()); if (min != null) readEvalContext.or(min.readsEvalContextRecursive()); if (limit != null) readEvalContext.or(limit.readsEvalContextRecursive()); if (rule != null) readEvalContext.or(rule.readsEvalContextRecursive()); if (betweenRule != null) readEvalContext.or(betweenRule.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 |= movesToApply.missingRequirement(game); if (startLocationFn != null) missingRequirement |= startLocationFn.missingRequirement(game); if (min != null) missingRequirement |= min.missingRequirement(game); if (limit != null) missingRequirement |= limit.missingRequirement(game); if (rule != null) missingRequirement |= rule.missingRequirement(game); if (betweenRule != null) missingRequirement |= betweenRule.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 |= movesToApply.willCrash(game); if (startLocationFn != null) willCrash |= startLocationFn.willCrash(game); if (min != null) willCrash |= min.willCrash(game); if (limit != null) willCrash |= limit.willCrash(game); if (rule != null) willCrash |= rule.willCrash(game); if (betweenRule != null) willCrash |= betweenRule.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if (startLocationFn != null && !startLocationFn.isStatic()) return false; if (rule != null && !rule.isStatic()) return false; if (betweenRule != null && !betweenRule.isStatic()) return false; return movesToApply.isStatic(); } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); super.preprocess(game); if (rule != null) rule.preprocess(game); if (betweenRule != null) betweenRule.preprocess(game); movesToApply.preprocess(game); if (startLocationFn != null) startLocationFn.preprocess(game); if (min != null) min.preprocess(game); if (limit != null) limit.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return movesToApply.toEnglish(game) + ", for all sites that can be reached from " + type.name().toLowerCase() + " " + startLocationFn.toEnglish(game) + " in the direction " + dirnChoice.toEnglish(game); } //------------------------------------------------------------------------- }
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26.460888
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Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/group/ForEachGroup.java
package game.rules.play.moves.nonDecision.operators.foreach.group; import java.util.BitSet; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; 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.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.directions.Direction; import game.util.equipment.Region; import gnu.trove.list.array.TIntArrayList; import main.Constants; 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.topology.Topology; import other.topology.TopologyElement; /** * Applies a move for each group. * * @author Eric.Piette */ @Hide public final class ForEachGroup extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The condition */ private final BooleanFunction condition; /** Direction chosen. */ private final DirectionsFunction dirnChoice; /** Moves to apply from each direction respecting the direction */ private final Moves movesToApply; /** The graph element type. */ private SiteType type; //------------------------------------------------------------------------- /** * @param type The type of the graph elements of the group. * @param directions The directions of the connection between elements in the * group [Adjacent]. * @param If The condition on the pieces to include in the group. * @param moves The moves to apply. * @param then The moves applied after that move is applied. */ public ForEachGroup ( @Opt final SiteType type, @Opt final Direction directions, @Opt @Name final BooleanFunction If, final Moves moves, @Opt final Then then ) { super(then); movesToApply = moves; this.type = type; condition = If; dirnChoice = (directions != null) ? directions.directionsFunctions() : new Directions(AbsoluteDirection.Adjacent, null); } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final Topology topology = context.topology(); final int maxIndexElement = context.topology().getGraphElements(type).size(); final ContainerState cs = context.containerState(0); final int origFrom = context.from(); final int origTo = context.to(); final Region origRegion = context.region(); final int who = context.state().mover(); // We get the minimum set of sites to look. final TIntArrayList sitesToCheck = new TIntArrayList(); if (condition != null) { for (int i = 0; i <= context.game().players().size(); i++) { final TIntArrayList allSites = context.state().owned().sites(i); for (int j = 0; j < allSites.size(); j++) { final int site = allSites.get(j); if (site < maxIndexElement) sitesToCheck.add(site); } } } else { for (int j = 0; j < context.state().owned().sites(who).size(); j++) { final int site = context.state().owned().sites(who).get(j); if (site < maxIndexElement) sitesToCheck.add(site); } } // We get each group. final TIntArrayList sitesChecked = new TIntArrayList(); for (int k = 0; k < sitesToCheck.size(); k++) { final int from = sitesToCheck.get(k); if (sitesChecked.contains(from)) continue; final TIntArrayList groupSites = new TIntArrayList(); context.setFrom(from); context.setTo(from); if ((who == cs.who(from, type) && condition == null) || (condition != null && condition.eval(context))) groupSites.add(from); if (groupSites.size() > 0) { context.setFrom(from); final TIntArrayList sitesExplored = new TIntArrayList(); int i = 0; while (sitesExplored.size() != groupSites.size()) { final int site = groupSites.get(i); final TopologyElement siteElement = topology.getGraphElements(type).get(site); final List<AbsoluteDirection> directions = dirnChoice.convertToAbsolute(type, siteElement, null, null, null, context); for (final AbsoluteDirection direction : directions) { final List<game.util.graph.Step> steps = topology.trajectories().steps(type, siteElement.index(), type, direction); for (final game.util.graph.Step step : steps) { final int to = step.to().id(); // If we already have it we continue to look the others. if (groupSites.contains(to)) continue; context.setTo(to); if ((condition == null && who == cs.who(to, type) || (condition != null && condition.eval(context)))) groupSites.add(to); } } sitesExplored.add(site); i++; } context.setRegion(new Region(groupSites.toArray())); final Moves movesApplied = movesToApply.eval(context); for (final Move m : movesApplied.moves()) { final int saveFrom = context.from(); final int saveTo = context.to(); context.setFrom(Constants.OFF); context.setTo(Constants.OFF); MoveUtilities.chainRuleCrossProduct(context, moves, null, m, false); context.setTo(saveTo); context.setFrom(saveFrom); } sitesChecked.addAll(groupSites); } } context.setTo(origTo); context.setFrom(origFrom); context.setRegion(origRegion); 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); gameFlags |= SiteType.gameFlags(type); if (then() != null) gameFlags |= then().gameFlags(game); gameFlags |= movesToApply.gameFlags(game); if (condition != null) gameFlags |= condition.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.set(Concept.Group.id(), true); if (then() != null) concepts.or(then().concepts(game)); concepts.or(movesToApply.concepts(game)); if (condition != null) concepts.or(condition.concepts(game)); if (dirnChoice != null) concepts.or(dirnChoice.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); writeEvalContext.or(movesToApply.writesEvalContextRecursive()); if (condition != null) writeEvalContext.or(condition.writesEvalContextRecursive()); if (dirnChoice != null) writeEvalContext.or(dirnChoice.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.To.id(), true); writeEvalContext.set(EvalContextData.From.id(), true); writeEvalContext.set(EvalContextData.Region.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); readEvalContext.or(movesToApply.readsEvalContextRecursive()); if (condition != null) readEvalContext.or(condition.readsEvalContextRecursive()); if (dirnChoice != null) readEvalContext.or(dirnChoice.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (then() != null) missingRequirement |= then().missingRequirement(game); missingRequirement |= movesToApply.missingRequirement(game); if (condition != null) missingRequirement |= condition.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (then() != null) willCrash |= then().willCrash(game); willCrash |= movesToApply.willCrash(game); if (condition != null) willCrash |= condition.willCrash(game); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { super.preprocess(game); movesToApply.preprocess(game); type = SiteType.use(type, game); if (condition != null) condition.preprocess(game); } //------------------------------------------------------------------------ @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "for all groups on a " + type.name() + " if " + condition + " (" + dirnChoice.toEnglish(game) + ") " + movesToApply.toEnglish(game) + thenString; } //-------------------------------------------------------------------------- }
9,561
26.011299
154
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/level/ForEachLevel.java
package game.rules.play.moves.nonDecision.operators.foreach.level; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; 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.board.SiteType; import game.util.directions.StackDirection; import main.collections.FastArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; import other.state.container.ContainerState; /** * Applies a move for each level of a site. * * @author Eric.Piette */ @Hide public final class ForEachLevel extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Location of the piece. */ private final IntFunction siteFn; /** The moves to apply. */ private final Moves generator; /** The siteType to look */ private SiteType type; /** To start from the bottom or the top of the stack. */ private final StackDirection stackDirection; /** * @param type The type of the graph elements of the group [default SiteType of the board]. * @param siteFn The site to iterate through. * @param stackDirection The direction to count in the stack [FromTop]. * @param generator The move to apply. * @param then The moves applied after that move is applied. */ public ForEachLevel ( @Opt final SiteType type, final IntFunction siteFn, @Opt final StackDirection stackDirection, final Moves generator, @Opt final Then then ) { super(then); this.siteFn = siteFn; this.generator = generator; this.type = type; this.stackDirection = (stackDirection == null) ? StackDirection.FromTop : stackDirection; } @Override public Moves eval(final Context context) { final int site = siteFn.eval(context); final Moves moves = new BaseMoves(super.then()); final int savedTo = context.to(); final int originSiteValue = context.site(); final int cid = site >= context.containerId().length ? 0 : context.containerId()[site]; 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(site, realType); if(stackDirection.equals(StackDirection.FromBottom)) { for (int level = 0; level < stackSize; level++) { context.setLevel(level); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } } else { for (int level = stackSize-1; level >= 0; level--) { context.setLevel(level); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } } if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); context.setTo(savedTo); context.setSite(originSiteValue); return moves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = siteFn.gameFlags(game) | generator.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(siteFn.concepts(game)); concepts.or(generator.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(siteFn.writesEvalContextRecursive()); writeEvalContext.or(generator.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.Level.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(siteFn.readsEvalContextRecursive()); readEvalContext.or(generator.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 |= siteFn.missingRequirement(game); missingRequirement |= generator.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 |= siteFn.willCrash(game); willCrash |= generator.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { if (type == null) type = game.board().defaultSite(); super.preprocess(game); siteFn.preprocess(game); generator.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return "for each level at " + ((type == null) ? game.board().defaultSite().name() : type.name()) + " " + siteFn.toEnglish(game) + " (" + stackDirection.name() + ") " + generator.toEnglish(game) + thenString; } //------------------------------------------------------------------------- }
6,453
26.117647
210
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/piece/ForEachPiece.java
package game.rules.play.moves.nonDecision.operators.foreach.piece; import java.util.ArrayList; import java.util.BitSet; import java.util.Iterator; import java.util.List; import java.util.function.BiPredicate; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.equipment.component.Component; import game.functions.booleans.BooleanConstant; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.ints.state.Mover; import game.rules.play.moves.BaseMoves; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.operator.Operator; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.ContainerId; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.location.Location; import other.move.Move; import other.move.MovesIterator; import other.state.State; import other.state.container.ContainerState; import other.state.owned.Owned; import other.state.stacking.BaseContainerStateStacking; /** * Iterates through the pieces, generating moves based on their positions. * * @author mrraow and cambolbro and Eric.Piette * * @remarks To generate a set of legal moves by type of piece. If some specific * moves are described in this ludeme, they are applied to all the * pieces described on that ludeme, if not the moves of each component * are used. */ @Hide public final class ForEachPiece extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * Useful only if we need a special move by piece and the generator on the * piece. */ protected final Moves specificMoves; /** Useful only to specify the moves only for a specific item. */ protected final String[] items; /** To apply ByPiece on this player. */ protected final IntFunction player; /** Which container. */ protected final ContainerId containerId; /** If true only the piece in the top of the stack. */ protected final BooleanFunction topFn; /** The value set by the description before the null check. */ protected final BooleanFunction topValueSet; /** Cell/Edge/Vertex. */ protected SiteType type; /** The roleType of the owner of the pieces. */ protected RoleType role; /** * For every player, a small array with component indices relevant for that * player. This is precomputed in the preprocess() step. */ protected int[][] compIndicesPerPlayer; //------------------------------------------------------------------------- /** * @param on Type of graph element where the pieces are. * @param item The name of the piece. * @param items The names of the pieces. * @param container The index of the container. * @param containerName The name of the container. * @param specificMoves The specific moves to apply to the pieces. * @param player The owner of the piece [(player (mover))]. * @param role RoleType of the owner of the piece [Mover]. * @param top To apply the move only to the top piece in case of a * stack [False]. * @param then The moves applied after that move is applied. */ public ForEachPiece ( @Opt @Name final SiteType on, @Opt @Or final String item, @Opt @Or final String[] items, @Opt @Or2 @Name final IntFunction container, @Opt @Or2 final String containerName, @Opt final Moves specificMoves, @Opt @Or2 final game.util.moves.Player player, @Opt @Or2 final RoleType role, @Opt @Name final BooleanFunction top, @Opt final Then then ) { super(then); if (items != null) this.items = items; else this.items = (item == null) ? new String[0] : new String[]{ item }; this.specificMoves = specificMoves; this.player = (player == null) ? ((role == null) ? new Mover() : RoleType.toIntFunction(role)) : player.index(); containerId = new ContainerId(container, containerName, null, null, null); topValueSet= top; topFn = (top == null) ? new BooleanConstant(false) : top; type = on; this.role = role; } //------------------------------------------------------------------------- @Override public MovesIterator movesIterator(final Context context) { return new MovesIterator() { // A bunch of things we only need to compute once for our iterator private final int specificPlayer = player.eval(context); private final Owned owned = context.state().owned(); private final List<? extends Location>[] ownedComponents = owned.positions(specificPlayer); private final Component[] components = context.components(); private final int cont = containerId.eval(context); private final ContainerState cs = context.containerState(cont); private final SiteType realType = (type != null) ? type : context.game().board().defaultSite(); private final int minIndex = cs == null ? 0 : context.game().equipment().sitesFrom()[cont]; private final int maxIndex = cs == null ? 0 : minIndex + ((cont != 0) ? context.containers()[cont].numSites() : context.topology().getGraphElements(realType).size()); private final boolean top = topFn.eval(context); private final int[] moverCompIndices = compIndicesPerPlayer[specificPlayer]; // Keep track of where we are with our iterator private int compIdx = 0; // Index for components list private int locIdx = 0; // Index for list of locations private int moveIdx = 0; // Index for list of moves generated by a specific piece private Moves pieceMoves = null; // List of moves generated by a specific piece // Compute our first move to return private Move nextMove = context.trial().over() ? null : computeNextMove(); @Override public boolean hasNext() { return (nextMove != null); } @Override public Move next() { final Move ret = nextMove; if (then() != null) ret.then().add(then().moves()); nextMove = computeNextMove(); ret.setMover(context.state().mover()); return ret; } /** * Computes the move to return for the subsequent next() call * * @return */ private Move computeNextMove() { if(cs == null) return null; while (true) { if (pieceMoves != null) { // We may still have more moves to return in list already generated if (moveIdx < pieceMoves.moves().size()) { return pieceMoves.moves().get(moveIdx++); } else { pieceMoves = null; // Time to move on to next piece // moveIdx = 0; // locIdx = 0; // ++compIdx; } } else { if (compIdx < moverCompIndices.length) { final int componentId = moverCompIndices[compIdx]; List<? extends Location> positions = null; if (role != RoleType.All && role != RoleType.Each) { positions = ownedComponents[owned.mapCompIndex(specificPlayer, componentId)]; } else { final int ownerComponent = context.components()[componentId].owner(); final List<? extends Location>[] ownedCurrentComponent = owned .positions(ownerComponent); positions = ownedCurrentComponent[owned.mapCompIndex(ownerComponent, componentId)]; } // If the ludeme asks for a specific site type we keep only the correct ones. List<Location> filteredPositions = null; if (type != null && !positions.isEmpty()) { filteredPositions = new ArrayList<Location>(); for (int i = positions.size() - 1; i >= 0; i--) { final Location loc = positions.get(i); if (loc.siteType().equals(type)) filteredPositions.add(loc); } } final List<? extends Location> correctPositions = (filteredPositions == null) ? positions : filteredPositions; if (correctPositions != null && !correctPositions.isEmpty()) { final Component component = components[componentId]; if (locIdx < correctPositions.size()) { final int location = correctPositions.get(locIdx).site(); if (location >= minIndex && location < maxIndex) { final int level = correctPositions.get(locIdx).level(); // We're incrementing locIdx, so reset moveIdx moveIdx = 0; ++locIdx; if (top) { final BaseContainerStateStacking css = (BaseContainerStateStacking) cs; if (css.sizeStack(location, realType) != (level + 1)) continue; } final int origFrom = context.from(); final int origLevel = context.level(); final State state = context.state(); context.setFrom(location); context.setLevel(level); if (specificMoves == null) { // If the specific player is the mover or shared we compute directly the // pieces movement. if (specificPlayer == state.mover() || specificPlayer > context.game().players().count() || specificPlayer == 0) { pieceMoves = component.generate(context); } else { // We have to modify the context in case that the specific player is // Next. final int oldPrev = state.prev(); final int oldMover = state.mover(); final int oldNext = state.next(); state.setPrev(oldMover); state.setMover(specificPlayer); state.setNext(oldMover); pieceMoves = component.generate(context); state.setPrev(oldPrev); state.setMover(oldMover); state.setNext(oldNext); // Old code: commented because making full copy of context // seems unnecessary and slow // // final Context newContext = new TempContext(context); // newContext.state().setPrev(context.state().mover()); // newContext.state().setMover(specificPlayer); // newContext.state().setNext(context.state().mover()); // pieceMoves = component.generate(newContext); } } else { // If the specific player is the mover or shared we compute directly the // pieces movement. if (specificPlayer == state.mover() || specificPlayer > context.game().players().count() || specificPlayer == 0) { pieceMoves = specificMoves.eval(context); } else { // We have to modify the context in case that the specific player is // Next. final int oldPrev = state.prev(); final int oldMover = state.mover(); final int oldNext = state.next(); state.setPrev(oldMover); state.setMover(specificPlayer); state.setNext(oldMover); pieceMoves = specificMoves.eval(context); state.setPrev(oldPrev); state.setMover(oldMover); state.setNext(oldNext); // Old code: commented because making full copy of context // seems unnecessary and slow // // final Context newContext = new Context(context); // newContext.state().setPrev(context.state().mover()); // newContext.state().setMover(specificPlayer); // newContext.state().setNext(context.state().mover()); // pieceMoves = specificMoves.eval(newContext); } } context.setFrom(origFrom); context.setLevel(origLevel); } else { // We're incrementing locIdx, so reset moveIdx moveIdx = 0; ++locIdx; } } else { // We're incrementing index for list of comp indices, so reset locIdx and // moveIdx moveIdx = 0; locIdx = 0; ++compIdx; } } else { // We're incrementing index for list of comp indices, so reset locIdx and // moveIdx moveIdx = 0; locIdx = 0; ++compIdx; } } else { // No more moves to be found return null; } } } } @Override public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate) { while (nextMove != null) { if (then() != null) nextMove.then().add(then().moves()); nextMove.setMover(specificPlayer); if (predicate.test(context, nextMove)) return true; else nextMove = computeNextMove(); } return false; } }; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Iterator<Move> it = movesIterator(context); final Moves moves = new BaseMoves(super.then()); while (it.hasNext()) moves.moves().add(it.next()); return moves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = player.gameFlags(game) | super.gameFlags(game); gameFlags |= topFn.gameFlags(game); if(topValueSet != null) gameFlags |= GameType.Stacking; if (type != null) gameFlags |= SiteType.gameFlags(type); if (then() != null) gameFlags |= then().gameFlags(game); if (specificMoves != null) { gameFlags |= specificMoves.gameFlags(game); } else { final Component[] components = game.equipment().components(); for (int e = 1; e < components.length; ++e) { final Moves generator = components[e].generator(); if (generator != null) { gameFlags |= generator.gameFlags(game); } } } return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); if (type != null) concepts.or(SiteType.concepts(type)); concepts.or(player.concepts(game)); concepts.or(topFn.concepts(game)); concepts.set(Concept.ForEachPiece.id(), true); if (then() != null) concepts.or(then().concepts(game)); if (specificMoves != null) { concepts.or(specificMoves.concepts(game)); } else { final Component[] components = game.equipment().components(); for (int e = 1; e < components.length; ++e) { final Moves generator = components[e].generator(); if (generator != null) { concepts.or(generator.concepts(game)); } } } concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(super.writesEvalContextRecursive()); writeEvalContext.or(player.writesEvalContextRecursive()); writeEvalContext.or(topFn.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); if (specificMoves != null) writeEvalContext.or(specificMoves.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.From.id(), true); writeEvalContext.set(EvalContextData.Level.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(player.readsEvalContextRecursive()); readEvalContext.or(topFn.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); if (specificMoves != null) readEvalContext.or(specificMoves.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= super.missingRequirement(game); missingRequirement |= player.missingRequirement(game); missingRequirement |= topFn.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); if (specificMoves != null) { missingRequirement |= specificMoves.missingRequirement(game); } else { final Component[] components = game.equipment().components(); for (int e = 1; e < components.length; ++e) { final Moves generator = components[e].generator(); if (generator != null) { missingRequirement |= generator.missingRequirement(game); } } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); willCrash |= player.willCrash(game); willCrash |= topFn.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); if (specificMoves != null) { willCrash |= specificMoves.willCrash(game); } else { final Component[] components = game.equipment().components(); for (int e = 1; e < components.length; ++e) { final Moves generator = components[e].generator(); if (generator != null) { willCrash |= generator.willCrash(game); } } } return willCrash; } @Override public boolean isStatic() { boolean isStatic = player.isStatic(); isStatic = isStatic && topFn.isStatic(); if (specificMoves != null) return isStatic && specificMoves.isStatic(); else return false; } @Override public void preprocess(final Game game) { super.preprocess(game); if (specificMoves != null) specificMoves.preprocess(game); final Component[] comps = game.equipment().components(); for (int e = 1; e < comps.length; ++e) { final Component comp = comps[e]; if (comp.generator() != null) { comp.generator().preprocess(game); } } final boolean allPlayers = (role == RoleType.All || role == RoleType.Each); compIndicesPerPlayer = new int[game.players().size() + 1][]; for (int p = 0; p <= game.players().size(); ++p) { final TIntArrayList compIndices = new TIntArrayList(); for (int e = 1; e < comps.length; ++e) { final Component comp = comps[e]; if (comp.owner() == p || (allPlayers && p == game.players().size())) { if (items.length == 0) { compIndices.add(e); } else { for (final String item : items) { if (comp.getNameWithoutNumber() != null && comp.getNameWithoutNumber().equals(item)) { compIndices.add(e); break; } } } } } compIndicesPerPlayer[p] = compIndices.toArray(); } } //------------------------------------------------------------------------- /** * @return Specific moves for the piece */ public Moves specificMoves() { return specificMoves; } /** * @return The kind of items. */ public String[] items() { return items; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "move one of your pieces"; //"During your turn, move one of your pieces"; } }
19,766
27.814869
114
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/player/ForEachPlayer.java
package game.rules.play.moves.nonDecision.operators.foreach.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.intArray.IntArrayFunction; import game.rules.play.moves.BaseMoves; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.operator.Operator; import main.collections.FastArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; /** * Iterates through the players, generating moves based on the indices of the * players. * * @author Eric.Piette */ @Hide public final class ForEachPlayer extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to generate according to the players. */ private final Moves moves; /** The list of players. */ private final IntArrayFunction playersFn; //------------------------------------------------------------------------- /** * @param moves The moves. * @param then The moves applied after that move is applied. */ public ForEachPlayer ( final Moves moves, @Opt final Then then ) { super(then); this.moves = moves; playersFn = null; } /** * @param players The list of players. * @param moves The moves. * @param then The moves applied after that move is applied. */ public ForEachPlayer ( final IntArrayFunction players, final Moves moves, @Opt final Then then ) { super(then); playersFn = players; this.moves = moves; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves movesToReturn = new BaseMoves(super.then()); final int savedPlayer = context.player(); if (playersFn == null) { for (int pid = 1; pid < context.game().players().size(); pid++) { context.setPlayer(pid); final FastArrayList<Move> generatedMoves = moves.eval(context).moves(); movesToReturn.moves().addAll(generatedMoves); } } else { final int[] players = playersFn.eval(context); for (int i = 0 ; i < players.length ;i++) { final int pid = players[i]; if (pid < 0 || pid > context.game().players().size()) continue; context.setPlayer(pid); final FastArrayList<Move> generatedMoves = moves.eval(context).moves(); movesToReturn.moves().addAll(generatedMoves); } } if (then() != null) for (int j = 0; j < moves.moves().size(); j++) movesToReturn.moves().get(j).then().add(then().moves()); context.setPlayer(savedPlayer); return movesToReturn; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = moves.gameFlags(game) | super.gameFlags(game); if (playersFn != null) gameFlags |= playersFn.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 (then() != null) concepts.or(then().concepts(game)); if (playersFn != null) concepts.or(playersFn.concepts(game)); concepts.or(moves.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); if (playersFn != null) writeEvalContext.or(playersFn.writesEvalContextRecursive()); writeEvalContext.or(moves.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.Player.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (then() != null) readEvalContext.or(then().readsEvalContextRecursive()); if (playersFn != null) readEvalContext.or(playersFn.readsEvalContextRecursive()); readEvalContext.or(moves.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= super.missingRequirement(game); if (then() != null) missingRequirement |= then().missingRequirement(game); if (playersFn != null) missingRequirement |= (playersFn.missingRequirement(game)); missingRequirement |= moves.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); if (playersFn != null) willCrash |= (playersFn.willCrash(game)); willCrash |= moves.willCrash(game); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { super.preprocess(game); moves.preprocess(game); if (playersFn != null) playersFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String playerString = "for all players"; if (playersFn != null) playerString = "for each player in " + playersFn.toEnglish(game); return playerString + " " + moves.toEnglish(game); } //------------------------------------------------------------------------- }
5,878
22.516
77
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/site/ForEachSite.java
package game.rules.play.moves.nonDecision.operators.foreach.site; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.region.RegionFunction; 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.util.equipment.Region; import main.collections.FastArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; /** * Applies a move for each site in a region. * * @author mrraow and cambolbro and Eric.Piette * * @remarks Useful when a move has to be applied to all sites of a region * according to some conditions. */ @Hide public final class ForEachSite extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Location of the piece. */ private final RegionFunction regionFn; /** The moves to apply. */ private final Moves generator; /** * The moves to apply if the list of moves resulting from the generator is * empty. */ private final Moves elseMoves; /** * @param regionFn The region used. * @param generator The move to apply. * @param noMoveYet The moves to apply if the list of moves resulting from the * generator is empty. * @param then The moves applied after that move is applied. */ public ForEachSite ( final RegionFunction regionFn, final Moves generator, @Opt @Name final Moves noMoveYet, @Opt final Then then ) { super(then); this.regionFn = regionFn; this.generator = generator; elseMoves = noMoveYet; } @Override public Moves eval(final Context context) { final Region sites = regionFn.eval(context); final Moves moves = new BaseMoves(super.then()); final int savedTo = context.to(); final int originSiteValue = context.site(); for (int site = sites.bitSet().nextSetBit(0); site >= 0; site = sites.bitSet().nextSetBit(site + 1)) { context.setTo(site); context.setSite(site); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } if (moves.moves().isEmpty() && elseMoves != null) return elseMoves.eval(context); if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); context.setTo(savedTo); context.setSite(originSiteValue); return moves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = regionFn.gameFlags(game) | generator.gameFlags(game) | super.gameFlags(game); if (elseMoves != null) gameFlags |= elseMoves.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(regionFn.concepts(game)); concepts.or(generator.concepts(game)); if (elseMoves != null) concepts.or(elseMoves.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(regionFn.writesEvalContextRecursive()); writeEvalContext.or(generator.writesEvalContextRecursive()); if (elseMoves != null) writeEvalContext.or(elseMoves.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.Site.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(regionFn.readsEvalContextRecursive()); readEvalContext.or(generator.readsEvalContextRecursive()); if (elseMoves != null) readEvalContext.or(elseMoves.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 |= regionFn.missingRequirement(game); missingRequirement |= generator.missingRequirement(game); if (elseMoves != null) missingRequirement |= elseMoves.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 |= regionFn.willCrash(game); willCrash |= generator.willCrash(game); if (elseMoves != null) willCrash |= elseMoves.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); regionFn.preprocess(game); generator.preprocess(game); if (elseMoves != null) elseMoves.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String text = ""; if(regionFn != null) text = "Each turn, where the site is within " + regionFn.toEnglish(game) + ", " + generator.toEnglish(game); return text; } }
6,077
24.86383
111
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/team/ForEachTeam.java
package game.rules.play.moves.nonDecision.operators.foreach.team; import java.util.BitSet; import annotations.Hide; 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 gnu.trove.list.array.TIntArrayList; import main.collections.FastArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachTeam extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The moves to apply. */ private final Moves generator; /** * @param generator The move to apply. * @param then The moves applied after that move is applied. */ public ForEachTeam ( final Moves generator, @Opt final Then then ) { super(then); this.generator = generator; } @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int[] savedTeam = context.team(); for (int tid = 1; tid < context.game().players().size(); tid++) { final TIntArrayList team = new TIntArrayList(); for (int pid = 1; pid < context.game().players().size(); pid++) { if (context.state().playerInTeam(pid, tid)) team.add(pid); } if (!team.isEmpty()) { context.setTeam(team.toArray()); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } } if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); context.setTeam(savedTeam); return moves; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return generator.gameFlags(game) | super.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(generator.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(generator.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.Team.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); readEvalContext.or(generator.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { super.preprocess(game); generator.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= super.missingRequirement(game); missingRequirement |= generator.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); willCrash |= generator.willCrash(game); return willCrash; } }
3,659
22.921569
79
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/foreach/value/ForEachValue.java
package game.rules.play.moves.nonDecision.operators.foreach.value; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; 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 main.collections.FastArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; import other.move.Move; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachValue extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The value from. */ private final IntFunction minFn; /** The value to. */ private final IntFunction maxFn; /** The IntArrayFunction to get the values. */ private final IntArrayFunction valuesFn; /** The moves to apply. */ private final Moves generator; /** * @param values The values. * @param generator The move to apply. * @param then The moves applied after that move is applied. */ public ForEachValue ( final IntArrayFunction values, final Moves generator, @Opt final Then then ) { super(then); minFn = null; maxFn = null; valuesFn = values; this.generator = generator; } /** * @param min The minimal value. * @param max The maximal value. * @param generator The move to apply. * @param then The moves applied after that move is applied. */ public ForEachValue ( @Name final IntFunction min, @Name final IntFunction max, final Moves generator, @Opt final Then then ) { super(then); minFn = min; maxFn = max; valuesFn = null; this.generator = generator; } @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final int savedValue = context.value(); if (valuesFn != null) { final int[] values = valuesFn.eval(context); for (final int value : values) { context.setValue(value); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } } else { final int min = minFn.eval(context); final int max = maxFn.eval(context); for (int value = min; value <= max; value++) { context.setValue(value); final FastArrayList<Move> generatedMoves = generator.eval(context).moves(); moves.moves().addAll(generatedMoves); } } if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); context.setValue(savedValue); return moves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = generator.gameFlags(game) | super.gameFlags(game); if (maxFn != null) gameFlags |= maxFn.gameFlags(game); if (minFn != null) gameFlags |= minFn.gameFlags(game); if (valuesFn != null) gameFlags |= valuesFn.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 (minFn != null) concepts.or(minFn.concepts(game)); if (maxFn != null) concepts.or(maxFn.concepts(game)); if (valuesFn != null) concepts.or(valuesFn.concepts(game)); concepts.or(generator.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); if (minFn != null) writeEvalContext.or(minFn.writesEvalContextRecursive()); if (maxFn != null) writeEvalContext.or(maxFn.writesEvalContextRecursive()); if (valuesFn != null) writeEvalContext.or(valuesFn.writesEvalContextRecursive()); writeEvalContext.or(generator.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.Value.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (minFn != null) readEvalContext.or(minFn.readsEvalContextRecursive()); if (maxFn != null) readEvalContext.or(maxFn.readsEvalContextRecursive()); if (valuesFn != null) readEvalContext.or(valuesFn.readsEvalContextRecursive()); readEvalContext.or(generator.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 (minFn != null) missingRequirement |= minFn.missingRequirement(game); if (maxFn != null) missingRequirement |= maxFn.missingRequirement(game); if (valuesFn != null) missingRequirement |= valuesFn.missingRequirement(game); missingRequirement |= generator.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 (minFn != null) willCrash |= minFn.willCrash(game); if (maxFn != null) willCrash |= maxFn.willCrash(game); if (valuesFn != null) willCrash |= valuesFn.willCrash(game); willCrash |= generator.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); if (minFn != null) minFn.preprocess(game); if (maxFn != null) maxFn.preprocess(game); if (valuesFn != null) valuesFn.preprocess(game); generator.preprocess(game); } //------------------------------------------------------------------------ @Override public String toEnglish(final Game game) { String rangeString = ""; if (valuesFn != null) rangeString = "in " + valuesFn.toEnglish(game); else rangeString = "between " + minFn.toEnglish(game) + " and " + maxFn.toEnglish(game); return "for all values " + rangeString + " " + generator.toEnglish(game); } //-------------------------------------------------------------------------- }
7,067
24.06383
86
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/AllCombinations.java
package game.rules.play.moves.nonDecision.operators.logical; 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.Then; import game.rules.play.moves.nonDecision.operator.Operator; import main.collections.FastArrayList; import other.context.Context; import other.move.Move; /** * Generates all combinations (i.e. the cross product) between two lists of moves. * * @author Cameron Browne */ public final class AllCombinations extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The first list to cross. */ private final Moves listA; /** The second list to cross. */ private final Moves listB; //------------------------------------------------------------------------- /** * @param listA The first list. * @param listB The second list. * @param then The moves applied after that move is applied. * * @example (allCombinations (add (piece (id "Disc0") state:(mover)) (to * (site))) (flip (between)) ) */ public AllCombinations ( final Moves listA, final Moves listB, @Opt final Then then ) { super(then); this.listA = listA; this.listB = listB; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return intersected list of moves final Moves moves = new BaseMoves(super.then()); final FastArrayList<Move> ev1 = listA.eval(context).moves(); final FastArrayList<Move> ev2 = listB.eval(context).moves(); for (final Move m1 : ev1) { for (final Move m2 : ev2) { // System.out.println("---\n" + m1); // System.out.println("---\n" + m2); final Move newMove = new Move(m1, m2); if (then() != null) { newMove.then().add(then().moves()); } moves.moves().add(newMove); } } return moves; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = listA.gameFlags(game) | listB.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(listB.concepts(game)); concepts.or(listA.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(listB.writesEvalContextRecursive()); writeEvalContext.or(listA.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(listB.readsEvalContextRecursive()); readEvalContext.or(listA.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 |= listB.missingRequirement(game); missingRequirement |= listA.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 |= listB.willCrash(game); willCrash |= listA.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return listA.isStatic() && listB.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); listA.preprocess(game); listB.preprocess(game); } @Override public String toEnglish(final Game game) { return listA.toEnglish(game) + ", then " + listB.toEnglish(game); } }
4,456
22.962366
89
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/And.java
package game.rules.play.moves.nonDecision.operators.logical; import java.util.BitSet; import java.util.function.BiPredicate; 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.Then; import game.rules.play.moves.nonDecision.operator.Operator; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.move.MovesIterator; /** * Moves all the moves in the list if used in a consequence else only one move in the list. * * @author Eric.Piette */ public final class And extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- final Moves[] list; //------------------------------------------------------------------------- /** * For making a move between two sets of moves. * * @param movesA The first move. * @param movesB The second move. * @param then The moves applied after that move is applied. * * @example (and (set Score P1 100) (set Score P2 100)) */ public And ( final Moves movesA, final Moves movesB, @Opt final Then then ) { super(then); list = new Moves[2]; list[0] = movesA; list[1] = movesB; } /** * For making a move between many sets of moves. * * @param list The list of moves. * @param then The moves applied after that move is applied. * * @example (and { (set Score P1 100) (set Score P2 100) (set Score P3 100) }) */ public And ( final Moves[] list, @Opt final Then then ) { super(then); this.list = list; } //------------------------------------------------------------------------- @Override public MovesIterator movesIterator(final Context context) { return new MovesIterator() { protected int listIdx = 0; protected MovesIterator itr = computeNextItr(); @Override public boolean hasNext() { return (itr != null); } @Override public Move next() { final Move next = itr.next(); if (!itr.hasNext()) { itr = computeNextItr(); } if (then() != null) next.then().add(then().moves()); return next; } /** * @return Computes and returns our next moves iterator */ private MovesIterator computeNextItr() { while (true) { if (list.length <= listIdx) return null; final MovesIterator nextItr = list[listIdx++].movesIterator(context); if (nextItr.hasNext()) return nextItr; } } @Override public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate) { if (itr == null) return false; while (true) { if (itr.canMoveConditionally(predicate)) return true; if (list.length <= listIdx) return false; itr = list[listIdx++].movesIterator(context); } } }; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); for (int i = 0; i < list.length; ++i) { moves.moves().addAll(list[i].eval(context).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 canMoveTo(final Context context, final int target) { for (final Moves moves : list) { if (moves.canMoveTo(context, target)) return true; } return false; } //------------------------------------------------------------------------- @Override public String toString() { return "And(" + list + ")"; } @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); for (final Moves moves : list) gameFlags |= moves.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)); for (final Moves moves : list) concepts.or(moves.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.Union.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); for (final Moves moves : list) 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()); for (final Moves moves : list) 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); for (final Moves moves : list) 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); for (final Moves moves : list) willCrash |= moves.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { for (final Moves moves : list) if (!moves.isStatic()) return false; return true; } @Override public void preprocess(final Game game) { super.preprocess(game); for (final Moves moves : list) moves.preprocess(game); } //------------------------------------------------------------------------- /** * @return Array of moves */ public Moves[] list() { return list; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { if (list.length == 0) return "no moves"; String text = ""; for (final Moves move : list) text += move.toEnglish(game) + " and "; text = text.substring(0, text.length()-5); if(then() != null) text += " " + then().moves().toEnglish(game); return text; } }
6,828
20.340625
91
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/Append.java
package game.rules.play.moves.nonDecision.operators.logical; 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.NonDecision; import game.rules.play.moves.nonDecision.effect.Then; import game.rules.play.moves.nonDecision.operator.Operator; import main.collections.FastArrayList; import other.context.Context; import other.move.Move; /** * Appends a list of moves to each move in a list. * * @author Eric.Piette and cambolbro */ public final class Append extends Operator { private static final long serialVersionUID = 1L; /** The list of moves to append. */ private final Moves list; //------------------------------------------------------------------------- /** * @param list The moves to merge. * @param then The moves applied after that move is applied. * * @example (append (custodial (between if:(is Enemy (state at:(between))) * (apply (allCombinations (add (piece "Disc0" state:(mover)) (to * (site))) (flip (between)) ) ) ) (to if:(is Friend (state at:(to)))) * ) (then (and (set Score P1 (count Sites in:(sites State 1)) ) (set * Score P2 (count Sites in:(sites State 2)) ) ) ) ) */ public Append ( final NonDecision list, @Opt final Then then ) { super(then); this.list = list; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); final FastArrayList<Move> evaluated = list.eval(context).moves(); for (final Move m : evaluated) m.setDecision(true); if (evaluated.size() == 0) return moves; final Move newMove = new Move(evaluated); newMove.setMover(context.state().mover()); moves.moves().add(newMove); if (then() != null) newMove.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) | list.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(list.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(list.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(list.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 |= list.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 |= list.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { return super.isStatic() && list.isStatic(); } @Override public void preprocess(final Game game) { super.preprocess(game); list.preprocess(game); } @Override public String toEnglish(final Game game) { String text = list.toEnglish(game); if(then() != null) text+=", then "+ then().toEnglish(game); return text; } }
4,307
23.067039
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java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/If.java
package game.rules.play.moves.nonDecision.operators.logical; import java.util.BitSet; import java.util.function.BiPredicate; 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.Then; import game.rules.play.moves.nonDecision.operator.Operator; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.move.MovesIterator; /** * Returns, depending on the condition, a list of legal moves or an other list. * * @author Eric.Piette and cambolbro */ public final class If extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which condition. */ final BooleanFunction cond; /** If the condition is true. */ final Moves list; /** If the condition if false. */ final Moves elseList; //------------------------------------------------------------------------- /** * @param cond The condition to satisfy to get the first list of legal * moves. * @param list The first list of legal moves. * @param elseList The other list of legal moves if the condition is not * satisfied. * @param then The moves applied after that move is applied. * * @example (if (is Mover P1) (moveAgain)) * * @example (if (is Mover P1) (moveAgain) (remove (last To))) */ public If ( final BooleanFunction cond, final Moves list, @Opt final Moves elseList, @Opt final Then then ) { super(then); this.cond = cond; this.list = list; this.elseList = elseList; } //------------------------------------------------------------------------- @Override public MovesIterator movesIterator(final Context context) { return new MovesIterator() { protected MovesIterator itr = computeItr(); @Override public boolean hasNext() { return itr != null && itr.hasNext(); } @Override public Move next() { final Move next = itr.next(); if (then() != null) next.then().add(then().moves()); return next; } /** * Computes which iterator to use for given context * @return Moves iterator */ private MovesIterator computeItr() { if (cond.eval(context)) return list.movesIterator(context); else if (elseList != null) return elseList.movesIterator(context); else return null; } @Override public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate) { return itr.canMoveConditionally(predicate); } }; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { if (cond.eval(context)) { final Moves moves = list.eval(context); if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); return moves; } else if (elseList != null) { final Moves moves = elseList.eval(context); if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); return moves; } final Moves moves = new BaseMoves(super.then()); if (then() != null) for (int j = 0; j < moves.moves().size(); j++) moves.moves().get(j).then().add(then().moves()); return new BaseMoves(super.then()); } //------------------------------------------------------------------------- @Override public boolean canMove(final Context context) { if (cond.eval(context)) return list.canMove(context); else if (elseList != null) return elseList.canMove(context); return false; } @Override public boolean canMoveTo(final Context context, final int target) { if (cond.eval(context)) return list.canMoveTo(context, target); else if (elseList != null) return elseList.canMoveTo(context, target); else return false; } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); if (cond != null) gameFlags |= cond.gameFlags(game); if (list != null) gameFlags |= list.gameFlags(game); if (elseList != null) gameFlags |= elseList.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 (cond != null) concepts.or(cond.concepts(game)); if (list != null) concepts.or(list.concepts(game)); if (elseList != null) concepts.or(elseList.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.ConditionalStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); if (cond != null) writeEvalContext.or(cond.writesEvalContextRecursive()); if (list != null) writeEvalContext.or(list.writesEvalContextRecursive()); if (elseList != null) writeEvalContext.or(elseList.writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); if (cond != null) readEvalContext.or(cond.readsEvalContextRecursive()); if (list != null) readEvalContext.or(list.readsEvalContextRecursive()); if (elseList != null) readEvalContext.or(elseList.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 (cond != null) missingRequirement |= cond.missingRequirement(game); if (list != null) missingRequirement |= list.missingRequirement(game); if (elseList != null) missingRequirement |= elseList.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 (cond != null) willCrash |= cond.willCrash(game); if (list != null) willCrash |= list.willCrash(game); if (elseList != null) willCrash |= elseList.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { if (cond != null && !cond.isStatic()) return false; if (list != null && !list.isStatic()) return false; if (elseList != null && !elseList.isStatic()) return false; return true; } @Override public void preprocess(final Game game) { super.preprocess(game); if (cond != null) cond.preprocess(game); if (list != null) list.preprocess(game); if (elseList != null) elseList.preprocess(game); } //------------------------------------------------------------------------- /** * @return Our condition */ public BooleanFunction cond() { return cond; } /** * @return Move generator if condition holds */ public Moves list() { return list; } /** * @return Move generator if condition does not hold */ public Moves elseList() { return elseList; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String text = "if " + cond.toEnglish(game); if(list != null && !list.toEnglish(game).equals("")) text += ", " + list.toEnglish(game); if(elseList != null && !elseList.toEnglish(game).equals("")) text+= ", else "+ elseList.toEnglish(game); return text; } }
8,325
21.563686
84
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/Or.java
package game.rules.play.moves.nonDecision.operators.logical; import java.util.BitSet; import java.util.function.BiPredicate; 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.Then; import game.rules.play.moves.nonDecision.operator.Operator; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.move.MovesIterator; /** * Moves one of the moves in the list. * * @author Eric.Piette */ public final class Or extends Operator { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- final Moves[] list; //------------------------------------------------------------------------- /** * For making a move between two sets of moves. * * @param movesA The first move. * @param movesB The second move. * @param then The moves applied after that move is applied. * * @example (or (set Score P1 100) (set Score P2 100)) */ public Or ( final Moves movesA, final Moves movesB, @Opt final Then then ) { super(then); list = new Moves[2]; list[0] = movesA; list[1] = movesB; } /** * For making a move between many sets of moves. * * @param list The list of moves. * @param then The moves applied after that move is applied. * * @example (or { (set Score P1 100) (set Score P2 100) (set Score P3 100) }) */ public Or ( final Moves[] list, @Opt final Then then ) { super(then); this.list = list; } //------------------------------------------------------------------------- @Override public MovesIterator movesIterator(final Context context) { return new MovesIterator() { protected int listIdx = 0; protected MovesIterator itr = computeNextItr(); @Override public boolean hasNext() { return (itr != null); } @Override public Move next() { final Move next = itr.next(); if (!itr.hasNext()) { itr = computeNextItr(); } if (then() != null) next.then().add(then().moves()); return next; } /** * @return Computes and returns our next moves iterator */ private MovesIterator computeNextItr() { while (true) { if (list.length <= listIdx) return null; final MovesIterator nextItr = list[listIdx++].movesIterator(context); if (nextItr.hasNext()) return nextItr; } } @Override public boolean canMoveConditionally(final BiPredicate<Context, Move> predicate) { if (itr == null) return false; while (true) { if (itr.canMoveConditionally(predicate)) return true; if (list.length <= listIdx) return false; itr = list[listIdx++].movesIterator(context); } } }; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { final Moves moves = new BaseMoves(super.then()); for (int i = 0; i < list.length; ++i) { moves.moves().addAll(list[i].eval(context).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 canMoveTo(final Context context, final int target) { for (final Moves moves : list) { if (moves.canMoveTo(context, target)) return true; } return false; } //------------------------------------------------------------------------- @Override public String toString() { return "Or(" + list + ")"; } @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); for (final Moves moves : list) gameFlags |= moves.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)); for (final Moves moves : list) concepts.or(moves.concepts(game)); if (then() != null) concepts.or(then().concepts(game)); concepts.set(Concept.Union.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(super.writesEvalContextRecursive()); for (final Moves moves : list) 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()); for (final Moves moves : list) 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); for (final Moves moves : list) 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); for (final Moves moves : list) willCrash |= moves.willCrash(game); if (then() != null) willCrash |= then().willCrash(game); return willCrash; } @Override public boolean isStatic() { for (final Moves moves : list) if (!moves.isStatic()) return false; return true; } @Override public void preprocess(final Game game) { super.preprocess(game); for (final Moves moves : list) moves.preprocess(game); } //------------------------------------------------------------------------- /** * @return Array of moves */ public Moves[] list() { return list; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { if (list.length == 0) return "no moves"; String text = ""; for (final Moves move : list) text += move.toEnglish(game) + " or "; text = text.substring(0, text.length()-4); if(then() != null) text += " " + then().moves().toEnglish(game); return text; } }
6,768
20.153125
84
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/Seq.java
package game.rules.play.moves.nonDecision.operators.logical; import java.util.BitSet; import game.Game; import game.rules.play.moves.BaseMoves; import game.rules.play.moves.Moves; import game.rules.play.moves.nonDecision.effect.Effect; import other.concept.Concept; import other.context.Context; import other.context.TempContext; import other.move.Move; /** * Applies a sequence of moves one by one. Each move will use the new (temporary) state/context created by the previous move applied in the sequence. * * @author Eric.Piette */ public final class Seq extends Effect { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The sequence of moves. */ final Moves[] moves; //------------------------------------------------------------------------- /** * @param moves Moves to apply one by one. * * @example (seq {(remove 1) (remove 2)}) */ public Seq ( final Moves[] moves ) { super(null); this.moves = moves; } //------------------------------------------------------------------------- @Override public Moves eval(final Context context) { // Return intersected list of moves final Moves result = new BaseMoves(super.then()); if(moves.length == 0) return result; Context tempContext = new TempContext(context); for(int i = 0; i < moves.length; i++) { final Moves movesToApply = moves[i]; for (final Move m : movesToApply.eval(tempContext).moves()) { final Move appliedMove = (Move) m.apply(tempContext, true); result.moves().add(appliedMove); } } // 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; } @Override public long gameFlags(final Game game) { long gameFlags = super.gameFlags(game); for(int i = 0; i < moves.length; i++) gameFlags |= moves[i].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); for(int i = 0; i < moves.length; i++) concepts.or(moves[i].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()); for(int i = 0; i < moves.length; i++) writeEvalContext.or(moves[i].writesEvalContextRecursive()); if (then() != null) writeEvalContext.or(then().writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(super.readsEvalContextRecursive()); for(int i = 0; i < moves.length; i++) readEvalContext.or(moves[i].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(int i = 0; i < moves.length; i++) missingRequirement |= moves[i].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); for(int i = 0; i < moves.length; i++) willCrash |= moves[i].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); for(int i = 0; i < moves.length; i++) moves[i].preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String nextString = ""; for(int i = 0; i < moves.length-1; i++) nextString += moves[i].toEnglish(game) + " ,"; if(moves.length != 0) nextString += moves[moves.length-1].toEnglish(game); String thenString = ""; if (then() != null) thenString = " then " + then().toEnglish(game); return nextString + thenString; } //------------------------------------------------------------------------- }
4,621
22.343434
149
java
Ludii
Ludii-master/Core/src/game/rules/play/moves/nonDecision/operators/logical/package-info.java
/** * Logical move generators are used to combine or filter existing lists of moves. */ package game.rules.play.moves.nonDecision.operators.logical;
151
29.4
81
java
Ludii
Ludii-master/Core/src/game/rules/start/Deal.java
package game.rules.start; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.equipment.container.other.Deck; 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.move.move.ActionMove; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; /** * To deal different components between players. * * @author Eric.Piette */ public final class Deal extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The number to deal. */ private final int count; /** The number to deal. */ private final DealableType type; //------------------------------------------------------------------------- /** * @param type Type of deal. * @param count The number of components to deal [1]. * * @example (deal Dominoes 7) */ public Deal ( final DealableType type, @Opt final Integer count ) { this.type = type; this.count = (count == null) ? 1 : count.intValue(); } //------------------------------------------------------------------------- @Override public void eval(final Context context) { if (type == DealableType.Cards) { evalCards(context); } else if (type == DealableType.Dominoes) { evalDominoes(context); } } /** * To deal cards. * * @param context */ public void evalCards(final Context context) { // If no deck nothing to do. if (context.game().handDeck().isEmpty()) return; 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; 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); if (sizeDeck < count * handIndex.size()) throw new IllegalArgumentException("You can not deal so much cards in the initial state."); int hand = 0; // int level = 0; for (int indexCard = 0; indexCard < count * handIndex.size(); indexCard++) { final Action dealAction = ActionMove.construct(SiteType.Cell, indexSiteDeck,cs.sizeStackCell(indexSiteDeck) - 1, SiteType.Cell, handIndex.get(hand).intValue(), Constants.OFF, Constants.OFF, Constants.OFF, Constants.OFF, false); dealAction.apply(context, true); context.trial().addMove(new Move(dealAction)); context.trial().addInitPlacement(); if (hand == context.game().players().count() - 1) { hand = 0; // level++; } else hand++; } } /** * To deal dominoes. * * @param context */ public void evalDominoes(final Context context) { 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; final Component[] components = context.components(); if (components.length < count * handIndex.size()) throw new IllegalArgumentException("You can not deal so much dominoes in the initial state."); 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; Start.placePieces(context, handIndex.getQuick(currentPlayer) + (dealed / nbPlayers), component.index(), 1, Constants.OFF, Constants.OFF, Constants.UNDEFINED, false, SiteType.Cell); toDeal.removeAt(index); dealed++; } } //------------------------------------------------------------------------- @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 isStatic() { return true; } @Override public long gameFlags(final Game game) { if (type == DealableType.Cards) return GameType.Card; else if (type == DealableType.Dominoes) return GameType.LargePiece | GameType.Dominoes | GameType.Stochastic | GameType.HiddenInfo; else return 0L; } @Override public void preprocess(final Game game) { // Do nothing } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(Deal" + type + ")"; return str; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "deal " + count + " " + type.name().toLowerCase() + " to each player"; } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/start/Start.java
package game.rules.start; import java.io.Serializable; import annotations.Or; import game.Game; import game.types.board.SiteType; import other.BaseLudeme; import other.action.BaseAction; import other.action.move.ActionAdd; import other.context.Context; import other.move.Move; /** * Defines a starting position. * * @author cambolbro * @remarks For any game with starting rules, like pieces already placed on the * board. */ public class Start extends BaseLudeme implements Serializable { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting rules. */ private final StartRule[] rules; //------------------------------------------------------------------------- /** * @param rules The starting rules. * @param rule The starting rule. * @example (start { (place "Pawn1" {"F4" "F5" "F6" "F7" "F8" "F9" "G5" "G6" * "G7" "G8"}) (place "Knight1" {"F3" "G4" "G9" "F10"}) (place "Pawn2" * {"K4" "K5" "K6" "K7" "K8" "K9" "J5" "J6" "J7" "J8"}) (place * "Knight2" {"K3" "J4" "J9" "K10"}) }) */ public Start ( @Or final StartRule[] rules, @Or final StartRule 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 StartRule[1]; this.rules[0] = rule; } } //------------------------------------------------------------------------- /** * @return The starting rules. */ public StartRule[] rules() { return rules; } //------------------------------------------------------------------------- /** * Evaluate the starting rules. * * @param context The context. */ public void eval(final Context context) { for (final StartRule rule : rules) rule.eval(context); } //------------------------------------------------------------------------- /** * Place piece on a site. * * @param context The context. * @param locn The location of the piece. * @param what The index of the piece. * @param count The count of the piece. * @param state The state of the site. * @param rotation The rotation of the site. * @param value The piece value of the site. * @param isStack True if the piece has to be placed in a stack. * @param type The graph element type of the site. */ public static void placePieces ( final Context context, final int locn, final int what, final int count, final int state, final int rotation, final int value, final boolean isStack, final SiteType type ) { if (isStack) { final BaseAction actionAtomic = new ActionAdd(type, locn, what, 1, state, rotation, value, Boolean.TRUE); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); } else { final BaseAction actionAtomic = new ActionAdd(type, locn, what, count, state, rotation, value, null); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "at the start of the game"; } }
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Ludii
Ludii-master/Core/src/game/rules/start/StartRule.java
package game.rules.start; import game.Game; import game.rules.Rule; import other.BaseLudeme; /** * Sets the initial setup rule for the start of each trial (i.e. game). * * @author cambolbro */ public abstract class StartRule extends BaseLudeme implements Rule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param game The game. * @return The state of the starting rule. */ @SuppressWarnings("static-method") public int state(final Game game) { return 0; } /** * @param game The game. * @return The count of the starting rule. */ @SuppressWarnings("static-method") public int count(final Game game) { return 0; } /** * @param game The game. * @return The number of component to place. */ @SuppressWarnings("static-method") public int howManyPlace(final Game game) { return 0; } /** * @return True if the starting rule is a set rule. */ @SuppressWarnings("static-method") public boolean isSet() { return false; } }
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Ludii
Ludii-master/Core/src/game/rules/start/package-info.java
/** * The {\tt start} rules describe the initial setup of equipment before play commences. */ package game.rules.start;
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Ludii-master/Core/src/game/rules/start/deductionPuzzle/Set.java
package game.rules.start.deductionPuzzle; import java.util.Arrays; import java.util.BitSet; import annotations.Opt; import game.Game; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import other.action.BaseAction; import other.action.puzzle.ActionSet; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets a variable to a specified value in a deduction puzzle. * * @author Eric.Piette and cambolbro * * @remarks Applies to deduction puzzles. */ public final class Set extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- protected final Integer[] vars; protected final Integer[] values; protected final SiteType type; //------------------------------------------------------------------------- /** * @param type The graph element type [Cell]. * @param pairs The first element of the pair is the index of the variable, the * second one the value of the variable. * @example (set { {1 9} {6 4} {11 8} {12 5} {16 1} {20 1} {25 6} {26 8} {30 1} * {34 3} {40 4} {41 5} {42 7} {46 5} {50 7} {55 7} {58 9} {60 2} {65 * 3} {66 6} {72 8} })*/ public Set ( @Opt final SiteType type, final Integer[]... pairs ) { if (pairs == null) { values = null; vars = null; } else { values = new Integer[pairs.length]; vars = new Integer[pairs.length]; for (int n = 0; n < pairs.length; n++) { vars[n] = pairs[n][0]; values[n] = pairs[n][1]; } } this.type = type; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final SiteType realType = (type == null) ? context.board().defaultSite() : type; final int minSize = Math.min(vars.length, values.length); for (int i = 0 ; i < minSize ; i++) { final BaseAction actionAtomic = new ActionSet(realType, vars[i].intValue(), values[i].intValue()); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- /** * @return vars */ public Integer[] vars() { return vars; } /** * @return values */ public Integer[] values() { return values; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return GameType.DeductionPuzzle; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.DeductionPuzzle.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 willCrash(final Game game) { boolean willCrash = false; if (game.players().count() != 1) { game.addCrashToReport( "The ludeme (set ...) in the starting rules is used but the number of players is not 1."); willCrash = true; } return willCrash; } @Override public void preprocess(final Game game) { // Do nothing. } //------------------------------------------------------------------------- @Override public String toString() { String str = "(set "; final int minSize = Math.min(vars.length, values.length); for (int i = 0 ; i < minSize ; i++) str += values[i] + " on " + vars[i] + " "; str+=")"; return str; } @Override public boolean isSet() { return true; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "set the variables " + Arrays.toString(vars) + " to values " + Arrays.toString(values); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/start/deductionPuzzle/package-info.java
/** * Start rules specific to deduction puzzles typically involve setting hint values for puzzle challenges. */ package game.rules.start.deductionPuzzle;
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Ludii-master/Core/src/game/rules/start/forEach/ForEach.java
package game.rules.start.forEach; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.intArray.IntArrayFunction; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.Rule; import game.rules.play.moves.nonDecision.operators.foreach.ForEachPlayerType; import game.rules.play.moves.nonDecision.operators.foreach.ForEachSiteType; import game.rules.start.StartRule; import game.rules.start.forEach.player.ForEachPlayer; import game.rules.start.forEach.site.ForEachSite; import game.rules.start.forEach.team.ForEachTeam; import game.rules.start.forEach.value.ForEachValue; import other.context.Context; /** * Iterates over a set of items. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class ForEach extends StartRule { private static final long serialVersionUID = 1L; /** * For iterating on teams. * * @param forEachType The type of property to iterate. * @param regionFn The original region. * @param If The condition to satisfy. * @param startingRule The starting rule to apply. * * @example (forEach Team (forEach (team) (set Hidden What at:1 to:Player))) */ public static Rule construct ( final ForEachTeamType forEachType, final StartRule startingRule ) { switch (forEachType) { case Team: return new ForEachTeam(startingRule); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachTeam is not implemented."); } //------------------------------------------------------------------------- /** * For iterating on values between two. * * @param forEachType The type of property to iterate. * @param regionFn The original region. * @param If The condition to satisfy. * @param startingRule The starting rule to apply. * * @example (forEach Site (sites Top) if:(is Even (site)) (place "Pawn1" * (site))) */ public static Rule construct ( final ForEachSiteType forEachType, final RegionFunction regionFn, @Opt @Name final BooleanFunction If, final StartRule startingRule ) { switch (forEachType) { case Site: return new ForEachSite(regionFn, If, startingRule); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachSiteType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating on values between two. * * @param forEachType The type of property to iterate. * @param min The minimal value. * @param max The maximal value. * @param startingRule The starting rule to apply. * * @example (forEach Value min:1 max:5 (set Hidden What at:10 level:(value) * to:P1)) */ public static Rule construct ( final ForEachStartValueType forEachType, @Name final IntFunction min, @Name final IntFunction max, final StartRule startingRule ) { switch (forEachType) { case Value: return new ForEachValue(min, max, startingRule); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachStartValueType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the players. * * @param forEachType The type of property to iterate. * @param startingRule The starting rule to apply. * * @example (forEach Player (set Hidden What at:1 to:Player)) */ public static Rule construct ( final ForEachPlayerType forEachType, final StartRule startingRule ) { switch (forEachType) { case Player: return new ForEachPlayer(startingRule); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("ForEach(): A ForEachPlayerType is not implemented."); } //------------------------------------------------------------------------- /** * For iterating through the players in using an IntArrayFunction. * * @param players The list of players. * @param startingRule The starting rule to apply. * * @example (forEach (players Ally of:(next)) (set Hidden What at:1 to:Player)) */ public static Rule construct ( final IntArrayFunction players, final StartRule startingRule ) { return new ForEachPlayer(players, startingRule); } //------------------------------------------------------------------------- private ForEach() { // Ensure that compiler does pick up default constructor } @Override public void eval(final Context context) { // Should not be called, should only be called on subclasses throw new UnsupportedOperationException("ForEach.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. } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/ForEachStartValueType.java
package game.rules.start.forEach; /** * Defines the values which can be iterated in the ForEach super start ludeme. * * @author Eric.Piette */ public enum ForEachStartValueType { /** To apply a starting rule for each value from one value to another (included). */ Value, }
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/ForEachTeamType.java
package game.rules.start.forEach; /** * To iterate through the teams. * * @author Eric.Piette */ public enum ForEachTeamType { /** Team iterator. */ Team; }
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