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Ludii
Ludii-master/Core/src/game/rules/start/forEach/package-info.java
/** * The {\tt forEach} rules to initially run many starting rules in modifying a * value parameter. */ package game.rules.start.forEach;
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/player/ForEachPlayer.java
package game.rules.start.forEach.player; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.intArray.IntArrayFunction; import game.rules.start.StartRule; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachPlayer extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting rule to apply. */ private final StartRule startRule; /** The list of players. */ private final IntArrayFunction playersFn; /** * @param startRule The starting rule to apply. */ public ForEachPlayer ( final StartRule startRule ) { this.startRule = startRule; playersFn = null; } /** * @param players The list of players. * @param startRule The starting rule to apply. */ public ForEachPlayer ( final IntArrayFunction players, final StartRule startRule ) { playersFn = players; this.startRule = startRule; } @Override public void eval(final Context context) { final int savedPlayer = context.player(); if (playersFn == null) { for (int pid = 1; pid < context.game().players().size(); pid++) { context.setPlayer(pid); startRule.eval(context); } } 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); startRule.eval(context); } } context.setPlayer(savedPlayer); } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = startRule.gameFlags(game); if (playersFn != null) gameFlags |= playersFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); if (playersFn != null) concepts.or(playersFn.concepts(game)); concepts.or(startRule.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); if (playersFn != null) writeEvalContext.or(playersFn.writesEvalContextRecursive()); writeEvalContext.or(startRule.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 (playersFn != null) readEvalContext.or(playersFn.readsEvalContextRecursive()); readEvalContext.or(startRule.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= super.missingRequirement(game); if (playersFn != null) missingRequirement |= (playersFn.missingRequirement(game)); missingRequirement |= startRule.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= super.willCrash(game); if (playersFn != null) willCrash |= (playersFn.willCrash(game)); willCrash |= startRule.willCrash(game); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { startRule.preprocess(game); if (playersFn != null) playersFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "for each player in " + playersFn.toEnglish(game) + " " + startRule.toEnglish(game); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/site/ForEachSite.java
package game.rules.start.forEach.site; 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.region.RegionFunction; import game.rules.start.StartRule; import gnu.trove.list.array.TIntArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachSite extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Region to filter. */ private final RegionFunction region; /** Condition to check. */ private final BooleanFunction condition; /** The starting rule to apply. */ private final StartRule startRule; /** * @param regionFn The original region. * @param If The condition to satisfy. * @param startingRule The starting rule to apply. */ public ForEachSite ( final RegionFunction regionFn, @Opt @Name final BooleanFunction If, final StartRule startingRule ) { this.region = regionFn; this.condition = If == null ? new BooleanConstant(true) : If; this.startRule = startingRule; } @Override public void eval(final Context context) { final TIntArrayList sites = new TIntArrayList(region.eval(context).sites()); final int originSiteValue = context.site(); for (int i = 0; i < sites.size(); i++) { final int site = sites.getQuick(i); context.setSite(site); if (condition.eval(context)) startRule.eval(context); } context.setSite(originSiteValue); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return condition.isStatic() && region.isStatic() && startRule.isStatic(); } @Override public long gameFlags(final Game game) { return condition.gameFlags(game) | region.gameFlags(game) | startRule.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(condition.concepts(game)); concepts.or(startRule.concepts(game)); concepts.or(region.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(condition.writesEvalContextRecursive()); writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(startRule.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet writesEvalContextFlat() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.set(EvalContextData.Site.id(), true); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(condition.readsEvalContextRecursive()); readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(startRule.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { condition.preprocess(game); region.preprocess(game); startRule.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= condition.missingRequirement(game); missingRequirement |= region.missingRequirement(game); missingRequirement |= startRule.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= condition.willCrash(game); willCrash |= region.willCrash(game); willCrash |= startRule.willCrash(game); return willCrash; } }
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/team/ForEachTeam.java
package game.rules.start.forEach.team; import java.util.BitSet; import annotations.Hide; import game.Game; import game.rules.start.StartRule; import gnu.trove.list.array.TIntArrayList; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachTeam extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The starting rule to apply. */ private final StartRule startRule; /** * @param startingRule The starting rule to apply. */ public ForEachTeam ( final StartRule startingRule ) { this.startRule = startingRule; } @Override public void eval(final Context context) { 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()); startRule.eval(context); } } context.setTeam(savedTeam); } //------------------------------------------------------------------------- @Override public boolean isStatic() { return startRule.isStatic(); } @Override public long gameFlags(final Game game) { return startRule.gameFlags(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(startRule.concepts(game)); concepts.set(Concept.ControlFlowStatement.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = writesEvalContextFlat(); writeEvalContext.or(startRule.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(startRule.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { startRule.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= startRule.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; willCrash |= startRule.willCrash(game); return willCrash; } }
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Ludii
Ludii-master/Core/src/game/rules/start/forEach/value/ForEachValue.java
package game.rules.start.forEach.value; import java.util.BitSet; import annotations.Hide; import annotations.Name; import game.Game; import game.functions.ints.IntFunction; import game.rules.start.StartRule; import other.concept.Concept; import other.context.Context; import other.context.EvalContextData; /** * Applies a move for each value from a value to another (included). * * @author Eric.Piette */ @Hide public final class ForEachValue extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The value from. */ private final IntFunction minFn; /** The value to. */ private final IntFunction maxFn; /** The starting rule to apply. */ private final StartRule startRule; /** * @param min The minimal value. * @param max The maximal value. * @param startRule The starting rule to apply. */ public ForEachValue ( @Name final IntFunction min, @Name final IntFunction max, final StartRule startRule ) { minFn = min; maxFn = max; this.startRule = startRule; } @Override public void eval(final Context context) { final int savedValue = context.value(); final int min = minFn.eval(context); final int max = maxFn.eval(context); for (int to = min; to <= max; to++) { context.setValue(to); startRule.eval(context); } context.setValue(savedValue); } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = 0l; if (maxFn != null) gameFlags |= maxFn.gameFlags(game); if (minFn != null) gameFlags |= minFn.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)); 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()); 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()); 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); 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); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { if (minFn != null) minFn.preprocess(game); if (maxFn != null) maxFn.preprocess(game); } //------------------------------------------------------------------------ @Override public String toEnglish(final Game game) { return "for all values " + "between " + minFn.toEnglish(game) + " and " + maxFn.toEnglish(game) + " " + startRule.toEnglish(game); } //-------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/rules/start/place/Place.java
package game.rules.start.place; 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.Rule; import game.rules.start.StartRule; import game.rules.start.place.item.PlaceItem; import game.rules.start.place.random.PlaceRandom; import game.rules.start.place.stack.PlaceCustomStack; import game.rules.start.place.stack.PlaceMonotonousStack; import game.types.board.SiteType; import other.context.Context; /** * Sets some aspect of the initial game state. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Place extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For placing an item to a site. * * @param item The name of the item. * @param container The name of the container. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place a piece. * @param coord The coordinate of the location to place a piece. * @param count The number of the same piece to place [1]. * @param state The local state value of the piece to place [Off]. * @param rotation The rotation value of the piece to place [Off]. * @param value The piece value to place [Undefined]. * * @example (place "Pawn1" 0) */ public static Rule construct ( final String item, @Opt final String container, @Opt final SiteType type, @Opt final IntFunction loc, @Opt @Name final String coord, @Opt @Name final IntFunction count, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { return new PlaceItem(item, container, type, loc, coord, count, state, rotation, value); } //------------------------------------------------------------------------- /** * For placing item(s) to sites. * * @param item The item to place. * @param type The graph element type [default SiteType of the board]. * @param locs The sites to fill. * @param region The region to fill. * @param coords The coordinates of the sites to fill. * @param counts The number of pieces on the state. * @param state The local state value to put on each site. * @param rotation The rotation value to put on each site. * @param value The piece value to place [Undefined]. * @param invisibleTo The list of the players where these locations will be * invisible. * * @example (place "Pawn1" (sites Bottom)) */ public static Rule construct ( final String item, @Opt final SiteType type, @Opt final IntFunction[] locs, @Opt final RegionFunction region, @Opt final String[] coords, @Opt @Name final IntFunction[] counts, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { return new PlaceItem(item, type, locs, region, coords, counts, state, rotation, value); } //------------------------------------------------------------------------- /** * For placing items into a stack. * * @param placeType The property to place. * @param item The item to place on the stack. * @param items The name of the items on the stack to place. * @param container The name of the container. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place the stack. * @param locs The locations to place the stacks. * @param region The region to place the stacks. * @param coord The coordinate of the location to place the stack. * @param coords The coordinates of the sites to place the stacks. * @param count The number of the same piece to place on the stack [1]. * @param counts The number of pieces on the stack. * @param state The local state value of the piece on the stack to place * [Undefined]. * @param rotation The rotation value of the piece on the stack to place * [Undefined]. * @param value The piece value to place [Undefined]. * * @example (place Stack items:{"Counter2" "Counter1"} 0) * * @example (place Stack "Disc1" coord:"A1" count:5) */ public static Rule construct ( final PlaceStackType placeType, @Or final String item, @Or @Name final String[] items, @Opt final String container, @Opt final SiteType type, @Or @Opt final IntFunction loc, @Or @Opt final IntFunction[] locs, @Or @Opt final RegionFunction region, @Or @Opt @Name final String coord, @Or @Opt final String[] coords, @Or2 @Opt @Name final IntFunction count, @Or2 @Opt @Name final IntFunction[] counts, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { int numNonNull = 0; if (item != null) numNonNull++; if (items != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Place(): With PlaceStackType exactly one item or items parameter must be non-null."); numNonNull = 0; if (count != null) numNonNull++; if (counts != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Place(): With PlaceStackType zero or one count or counts parameter must be non-null."); numNonNull = 0; if (coord != null) numNonNull++; if (coords != null) numNonNull++; if (loc != null) numNonNull++; if (locs != null) numNonNull++; if (region != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException( "Place(): With PlaceStackType zero or one coord or coords or loc or locs or region parameter must be non-null."); if (items == null && (locs != null || region != null || coord != null || counts != null)) return new PlaceMonotonousStack(item, type, locs, region, coords, count, counts, state, rotation, value); else return new PlaceCustomStack(item, items, container, type, loc, coord, count, state, rotation, value); } //------------------------------------------------------------------------- /** * For placing randomly pieces. * * @param placeType The property to place. * @param region The region in which to randomly place piece(s). * @param item The names of the item to place. * @param count The number of items to place [1]. * @param state The state value to place [Undefined]. * @param value The piece value to place [Undefined]. * @param type The graph element type [default SiteType of the board]. * * @example (place Random {"Pawn1" "Pawn2"}) */ public static Rule construct ( final PlaceRandomType placeType, @Opt final RegionFunction region, final String[] item, @Opt @Name final IntFunction count, @Opt @Name final IntFunction state, @Opt @Name final IntFunction value, @Opt final SiteType type ) { return new PlaceRandom(region, item, count, value, state, type); } //------------------------------------------------------------------------- /** * For placing randomly a stack. * * @param placeType The property to place. * @param pieces The names of each type of piece in the stack. * @param count The number of pieces of each piece in the stack. * @param state The state value to place [Undefined]. * @param value The piece value to place [Undefined]. * @param where The site on which to place the stack. * @param type The graph element type [default SiteType of the board]. * * @example (place Random {"Ball1"} count:29) */ public static Rule construct ( final PlaceRandomType placeType, final String[] pieces, @Opt @Name final IntFunction[] count, @Opt @Name final IntFunction state, @Opt @Name final IntFunction value, final IntFunction where, @Opt final SiteType type ) { return new PlaceRandom(pieces, count, value, state, where, type); } //------------------------------------------------------------------------- /** * For placing randomly a stack with specific number of each type of pieces. * * @param placeType The property to place. * @param items The items to be placed, with counts. * @param where The site on which to place the stack. * @param type The graph element type [default SiteType of the board]. * * @example (place Random { (count "Pawn1" 8) (count "Rook1" 2) (count "Knight1" * 2) (count "Bishop1" 2) (count "Queen1" 1) (count "King1" 1) } * (handSite 1) ) */ public static Rule construct ( final PlaceRandomType placeType, final game.util.math.Count[] items, final IntFunction where, @Opt final SiteType type ) { return new PlaceRandom(items, where, type); } private Place() { // 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("Place.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/place/PlaceRandomType.java
package game.rules.start.place; /** * Defines properties that can be place randomly in the starting rules. */ public enum PlaceRandomType { /** To randomly place components. */ Random, }
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Ludii
Ludii-master/Core/src/game/rules/start/place/PlaceStackType.java
package game.rules.start.place; /** * Defines properties that can be place as a stack in the starting rules. */ public enum PlaceStackType { /** To place a stack. */ Stack, }
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Ludii
Ludii-master/Core/src/game/rules/start/place/package-info.java
/** * The {\tt place} rules to initially place items into playing sites. */ package game.rules.start.place;
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Ludii
Ludii-master/Core/src/game/rules/start/place/item/PlaceItem.java
package game.rules.start.place.item; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.start.Start; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; import game.util.equipment.Region; import main.Constants; import other.action.BaseAction; import other.action.puzzle.ActionSet; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.container.ContainerState; import other.topology.SiteFinder; import other.topology.TopologyElement; import other.translation.LanguageUtils; import other.trial.Trial; /** * Places a piece at a particular site or to a region. * * @author Eric.Piette */ @Hide public final class PlaceItem extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which item to add. */ private final String item; /** Which container. */ private final String container; /** Which cell. */ private final IntFunction siteId; /** Which coord. */ private final String coord; /** Number to add. */ private final IntFunction countFn; /** State of the item. */ private final IntFunction stateFn; /** State of the item. */ private final IntFunction rotationFn; /** Piece value of the item. */ private final IntFunction valueFn; /** Cell, Edge or Vertex. */ private SiteType type; //-----------------Data to fill a region------------------------------------ /** Which cells. */ private final IntFunction[] locationIds; /** Which region. */ private final RegionFunction region; /** Which coords. */ private final String[] coords; /** Numbers to add for each position. */ private final IntFunction[] countsFn; //------------------------------------------------------------------------- /** * @param item The name of the item. * @param container The name of the container. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place a piece. * @param coord The coordinate of the location to place a piece. * @param count The number of the same piece to place [1]. * @param state The local state value of the piece to place [Undefined]. * @param rotation The rotation value of the piece to place [Undefined]. * @param value The piece value to place [Undefined]. */ public PlaceItem ( final String item, @Opt final String container, @Opt final SiteType type, @Opt final IntFunction loc, @Opt @Name final String coord, @Opt @Name final IntFunction count, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { this.item = (item == null) ? null : item; this.container = (container == null) ? null : container; siteId = (loc == null) ? null : loc; this.coord = (coord == null) ? null : coord; countFn = (count == null) ? new IntConstant(1) : count; stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; rotationFn = (rotation == null) ? new IntConstant(Constants.OFF) : rotation; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; locationIds = null; region = null; coords = null; countsFn = null; this.type = type; } /** * @param item The item to place. * @param type The graph element type [default SiteType of the board]. * @param locs The sites to fill. * @param region The region to fill. * @param coords The coordinates of the sites to fill. * @param counts The number of pieces on the state. * @param state The local state value to put on each site. * @param rotation The rotation value to put on each site. * @param value The piece value to place [Undefined]. */ public PlaceItem ( final String item, @Opt final SiteType type, @Opt final IntFunction[] locs, @Opt final RegionFunction region, @Opt final String[] coords, @Opt @Name final IntFunction[] counts, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { this.item = (item == null) ? null : item; container = null; locationIds = (locs == null) ? null : locs; this.region = (region == null) ? null : region; this.coords = (coords == null) ? null : coords; countFn = (counts == null) ? new IntConstant(1) : counts[0]; if (counts == null) { countsFn = new IntFunction[0]; } else { countsFn = new IntFunction[counts.length]; for (int i = 0; i < counts.length; i++) countsFn[i] = counts[i]; } stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; rotationFn = (rotation == null) ? new IntConstant(Constants.OFF) : rotation; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; coord = null; siteId = null; this.type = type; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { // Check if the goal is to fill a region if (locationIds != null || region != null || coords != null || countsFn != null) { evalFill(context); } else if (context.game().isDeductionPuzzle()) { evalPuzzle(context); } else { final int count = countFn.eval(context); final int state = stateFn.eval(context); final int rotation = rotationFn.eval(context); final int value = valueFn.eval(context); final Component testComponent = context.game().getComponent(item); if ( stringWitoutNumber(item) && container != null && container.equals("Hand") && (testComponent == null || !testComponent.role().equals(RoleType.Shared)) ) { // System.out.println("Placing items for player in hand, count is " + count + "..."); for (int pid = 1; pid <= context.game().players().count(); pid++) { final String itemPlayer = item + pid; final String handPlayer = container + pid; final Component component = context.game().getComponent(itemPlayer); if (component == null) throw new RuntimeException ( "In the starting rules (place) the component " + itemPlayer + " is not defined (A)." ); final Container c = context.game().mapContainer().get(handPlayer); final ContainerState cs = context.containerState(c.index()); int site = context.game().equipment().sitesFrom()[c.index()]; while (!cs.isEmpty(site, type)) site++; Start.placePieces(context, site, component.index(), count, state, rotation, value, false, type); } return; } final Component component = context.game().getComponent(item); if (component == null) throw new RuntimeException ( "In the starting rules (place) the component " + item + " is not defined (B)." ); final int what = component.index(); if (container != null) { // Place on a specific container // Place with coords final Container c = context.game().mapContainer().get(container); final int siteFrom = context.game().equipment().sitesFrom()[c.index()]; final Component comp = context.game().equipment().components()[what]; // SPECIAL STATE INIT FOR DICE if (comp.isDie()) { for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) { if (context.state().containerStates()[c.index()].what(pos, type) == 0) { Start.placePieces(context, pos, what, count, state, rotation, value, false, type); break; } } } else if (container.contains("Hand")) { Start.placePieces(context, siteFrom, c.index(), count, state, rotation, value, false, type); return; } else { Start.placePieces(context, siteId.eval(context) + siteFrom, what, count, state, rotation, value, false, type); } } else { if (siteId == null && coord == null) return; int site = Constants.UNDEFINED; if (coord != null) { final TopologyElement element = SiteFinder.find(context.board(), coord, type); if (element == null) throw new RuntimeException( "In the starting rules (place) the coordinate " + coord + " not found."); site = element.index(); } else if (siteId != null) { site = siteId.eval(context); } Start.placePieces(context, site, what, count, state, rotation, value, false, type); } } } /** * To eval the place ludeme for a region/list of sites. * * @param context The context of the game. */ private void evalFill(final Context context) { final Component component = context.game().getComponent(item); if (component == null) throw new RuntimeException("In the starting rules (place) the component " + item + " is not defined (C)."); final int what = component.index(); final int count = countFn.eval(context); final int state = stateFn.eval(context); final int rotation = rotationFn.eval(context); final int value = valueFn.eval(context); // place on a specific container if (container != null) { final Container c = context.game().mapContainer().get(container); final int siteFrom = context.game().equipment().sitesFrom()[c.index()]; if (region != null) { final int[] locs = region.eval(context).sites(); for (final int loc : locs) { Start.placePieces(context, loc + siteFrom, what, count, state, rotation, value, false, type); } } else if (locationIds != null) { for (final IntFunction loc : locationIds) { Start.placePieces(context, loc.eval(context) + siteFrom, what, count, state, rotation, value, false, type); } } else { for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) { if (context.state().containerStates()[c.index()].what(pos, type) == 0) { Start.placePieces(context, pos, what, count, state, rotation, value, false, type); break; } } } } else { // place with coords if (coords != null) { for (final String coordinate : coords) { final TopologyElement element = SiteFinder.find(context.board(), coordinate, type); if (element == null) System.out.println("** Coord " + coordinate + " not found."); else Start.placePieces(context, element.index(), what, count, state, rotation, value, false, type); } } // place with regions else if (region != null) { final Region regionEval = region.eval(context); if(regionEval != null) { final int[] locs = regionEval.sites(); for (final int loc : locs) Start.placePieces(context, loc, what, count, state, rotation, value, false, type); } } // place with locs else if (locationIds != null) for (final IntFunction loc : locationIds) Start.placePieces(context, loc.eval(context), what, count, state, rotation, value, false, type); } } /** * @param str * @return True if str does not have any number. */ private static boolean stringWitoutNumber(final String str) { for (int i = 0; i < str.length(); i++) if (str.charAt(i) >= '0' && str.charAt(i) <= '9') return false; return true; } private void evalPuzzle(final Context context) { final Component component = context.game().getComponent(item); if (component == null) throw new RuntimeException( "In the starting rules (place) the component " + item + " is not defined."); final int what = component.index(); final BaseAction actionAtomic = new ActionSet(SiteType.Cell, siteId.eval(context), what); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); } //------------------------------------------------------------------------- /** * @return item */ public String item() { return item; } /** * @return posn */ public IntFunction posn() { return siteId; } /** * @return containerName */ public String container() { return container; } @Override public int count(final Game game) { return countFn.eval(new Context(game, new Trial(game))); } @Override public int state(final Game game) { return stateFn.eval(new Context(game, new Trial(game))); } @Override public int howManyPlace(final Game game) { if (region != null) { // region may not yet have been preprocessed, so do that first // if (region.isStatic()) // { // region.preprocess(game); // return region.eval(new Context(game, null)).sites().length; // } // else return game.board().numSites(); } if (locationIds != null) return locationIds.length; else return 1; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); if (siteId != null) flags |= siteId.gameFlags(game); if (stateFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.SiteState; if (rotationFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Rotation; if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Value; if (countFn.eval(new Context(game, new Trial(game))) > 1) flags |= GameType.Count; if (region != null) flags |= region.gameFlags(game); flags |= countFn.gameFlags(game); flags |= rotationFn.gameFlags(game); flags |= stateFn.gameFlags(game); flags |= valueFn.gameFlags(game); if (countsFn != null) for (final IntFunction function : countsFn) flags |= function.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (countFn.eval(new Context(game, new Trial(game))) > 1) concepts.set(Concept.PieceCount.id(), true); if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) concepts.set(Concept.PieceValue.id(), true); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (locationIds != null) for (final IntFunction loc : locationIds) { concepts.or(loc.concepts(game)); final int site = loc.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (region != null) { concepts.or(region.concepts(game)); final Region regionEval = region.eval(new Context(game, new Trial(game))); if(regionEval != null) { final int[] sitesRegion = regionEval.sites(); for (final int site : sitesRegion) { if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } } } if (siteId != null) { concepts.or(siteId.concepts(game)); final int site = siteId.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (coords != null) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); if (container != null) if (container.contains("Hand")) concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); if (region != null) concepts.or(region.concepts(game)); if (stateFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) concepts.set(Concept.SiteState.id(), true); if (rotationFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) { concepts.set(Concept.PieceRotation.id(), true); concepts.set(Concept.SetRotation.id(), true); } concepts.or(countFn.concepts(game)); concepts.or(rotationFn.concepts(game)); concepts.or(stateFn.concepts(game)); concepts.or(valueFn.concepts(game)); if (countsFn != null) for (final IntFunction function : countsFn) concepts.or(function.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (locationIds != null) for (final IntFunction loc : locationIds) writeEvalContext.or(loc.writesEvalContextRecursive()); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); if (siteId != null) writeEvalContext.or(siteId.writesEvalContextRecursive()); writeEvalContext.or(countFn.writesEvalContextRecursive()); writeEvalContext.or(rotationFn.writesEvalContextRecursive()); writeEvalContext.or(stateFn.writesEvalContextRecursive()); writeEvalContext.or(valueFn.writesEvalContextRecursive()); if (countsFn != null) for (final IntFunction function : countsFn) writeEvalContext.or(function.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (locationIds != null) for (final IntFunction loc : locationIds) readEvalContext.or(loc.readsEvalContextRecursive()); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); if (siteId != null) readEvalContext.or(siteId.readsEvalContextRecursive()); readEvalContext.or(countFn.readsEvalContextRecursive()); readEvalContext.or(rotationFn.readsEvalContextRecursive()); readEvalContext.or(stateFn.readsEvalContextRecursive()); readEvalContext.or(valueFn.readsEvalContextRecursive()); if (countsFn != null) for (final IntFunction function : countsFn) readEvalContext.or(function.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { // Some tests about the expected items of that ludeme. if (item != null) { boolean found = false; for (int i = 1; i < game.equipment().components().length; i++) { final String nameComponent = game.equipment().components()[i].name(); if (nameComponent.contains(item)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The component " + item + " is expected but the corresponding component is not defined in the equipment."); } } if (container != null) { boolean found = false; for (int i = 1; i < game.equipment().containers().length; i++) { final String nameContainer = game.equipment().containers()[i].name(); if (nameContainer.contains(container)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The container " + container + " is expected but the corresponding container is not defined in the equipment."); } } type = SiteType.use(type, game); if (siteId != null) siteId.preprocess(game); if (locationIds != null) for (final IntFunction locationId : locationIds) locationId.preprocess(game); if (region != null) region.preprocess(game); countFn.preprocess(game); rotationFn.preprocess(game); stateFn.preprocess(game); valueFn.preprocess(game); if (countsFn != null) for (final IntFunction function : countsFn) function.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { String str = "(place " + item; if(container != null) str += " on cont: " + container; if(siteId != null) str += " at: " + siteId; str += " count: " + countFn; str += " state: " + stateFn; str+=")"; return str; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String text = ""; final String[] splitPieceName = LanguageUtils.SplitPieceName(item); final String pieceName = splitPieceName[0]; final int piecePlayer = Integer.parseInt(splitPieceName[1]); String pieceText = pieceName; if(piecePlayer != -1) pieceText += " for player " + LanguageUtils.NumberAsText(piecePlayer); if(coord != null) { text += "Place a " + pieceText + " on site " + coord + "."; } else if(coords != null && coords.length > 0) { final int count = coords.length; text += "Place a " + pieceText + " on site" + (count == 1 ? " " : "s: "); for (int i = 0; i < count; i++) { if(i == count - 1) text += " and "; else if(i > 0) text += ", "; text += coords[i]; } text += "."; } else if (region != null) { text += "Place a " + pieceText + " at " + region.toEnglish(game) + "."; } return text; } //------------------------------------------------------------------------- }
21,561
26.502551
112
java
Ludii
Ludii-master/Core/src/game/rules/start/place/random/PlaceRandom.java
package game.rules.start.place.random; import java.util.Arrays; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.functions.region.sites.simple.SitesBoard; import game.rules.start.Start; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import game.util.math.Count; import gnu.trove.list.array.TIntArrayList; import main.Constants; import other.concept.Concept; import other.context.Context; import other.state.container.ContainerState; import other.trial.Trial; /** * Places pieces randomly in a specified container. * * @author Eric.Piette */ @Hide public final class PlaceRandom extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------- /** In which region. */ private final RegionFunction region; /** Which item to add. */ private final String[] item; /** How many to add. */ private final IntFunction countFn; /** Piece value of the item. */ private final IntFunction valueFn; /** Piece state of the item. */ private final IntFunction stateFn; //------------------ For a stack ------------------------------------------ /** To place a random stack to a specific site. */ private final boolean stack; /** Which site */ private final IntFunction where; /** The pieces to shuffle in the stack */ private final String[] pieces; /** The number of each piece in the stack */ private final IntFunction[] counts; /** Cell, Edge or Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param region The region in which to randomly place piece(s). * @param item The names of the item to place. * @param count The number of items to place [1]. * @param value The piece value to place [Undefined]. * @param state The state value to place [Undefined].PlaceRandom * @param type The graph element type [default SiteType of the board]. */ public PlaceRandom ( @Opt final RegionFunction region, final String[] item, @Opt @Name final IntFunction count, @Opt @Name final IntFunction value, @Opt @Name final IntFunction state, @Opt final SiteType type ) { this.region = (region == null ? new SitesBoard(type) : region); countFn = (count == null) ? new IntConstant(1) : count; this.item = item; where = null; pieces = null; counts = null; stack = false; stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; this.type = type; } //------------------------------------------------------------------------- /** * @param pieces The names of each type of piece in the stack. * @param count The number of pieces of each piece in the stack. * @param value The piece value to place [Undefined]. * @param state The state value to place [Undefined]. * @param where The site on which to place the stack. * @param type The graph element type [default SiteType of the board]. */ public PlaceRandom ( final String[] pieces, @Opt @Name final IntFunction[] count, @Opt @Name final IntFunction value, @Opt @Name final IntFunction state, final IntFunction where, @Opt final SiteType type ) { region = new SitesBoard(type); item = null; countFn = new IntConstant(1); this.pieces = pieces; this.where = where; counts = count; stack = true; stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; this.type = type; } //------------------------------------------------------------------------- /** * @param items The items to be placed, with counts. * @param where The site on which to place the stack. * @param type The graph element type [default SiteType of the board]. */ public PlaceRandom ( final Count[] items, final IntFunction where, @Opt final SiteType type ) { region = new SitesBoard(type); item = null; countFn = new IntConstant(1); this.where = where; stack = true; this.type = type; stateFn = new IntConstant(Constants.OFF); valueFn = new IntConstant(Constants.OFF); pieces = new String[items.length]; counts = new IntFunction[items.length]; for (int i = 0; i < items.length; i++) { pieces[i] = items[i].item(); counts[i] = items[i].count(); } } //------------------------------------------------------------------------- @Override public void eval(final Context context) { if (stack) { evalStack(context); } else { final SiteType realType = (type == null) ? context.board().defaultSite() : type; for (final String it : item) { final TIntArrayList sites = new TIntArrayList(region.eval(context).sites()); final Component component = context.game().getComponent(it); if (component == null) throw new RuntimeException("Component " + item + " is not defined."); final int what = component.index(); // remove the non empty sites in that region. for (int index = sites.size() - 1; index >= 0; index--) { final int site = sites.get(index); final int cid = realType.equals(SiteType.Cell) ? context.containerId()[site] : 0; final ContainerState cs = context.containerState(cid); if (cs.what(site, realType) != 0) sites.removeAt(index); } final int state = stateFn.eval(context); final int value = valueFn.eval(context); for (int i = 0; i < countFn.eval(context); i++) { final int[] emptySites = sites.toArray(); // If no empty site we stop here. if (emptySites.length == 0) break; // We randomly take an empty site. final int site = emptySites[context.rng().nextInt(emptySites.length)]; sites.remove(site); Start.placePieces(context, site, what, 1, state, Constants.OFF, value, false, realType); } } } } //------------------------------------------------------------------------- private void evalStack(Context context) { final SiteType realType = (type == null) ? context.board().defaultSite() : type; final int site = where.eval(context); final TIntArrayList toPlace = new TIntArrayList(); for (int i = 0; i < pieces.length; i++) { final String piece = pieces[i]; for (int pieceIndex = 1; pieceIndex < context.components().length; pieceIndex++) { if (context.components()[pieceIndex].name().equals(piece)) { if (counts == null) { toPlace.add(pieceIndex); } else { for (int j = 0; j < counts[i].eval(context); j++) toPlace.add(pieceIndex); } break; } } } final int state = stateFn.eval(context); final int value = valueFn.eval(context); while (!toPlace.isEmpty()) { final int index = context.rng().nextInt(toPlace.size()); final int what = toPlace.getQuick(index); Start.placePieces(context, site, what, 1, state, Constants.OFF, value, true, realType); toPlace.removeAt(index); } } //------------------------------------------------------------------------- @Override public int count(final Game game) { return 1; } @Override public int state(final Game game) { return stateFn.eval(new Context(game, new Trial(game))); } @Override public int howManyPlace(final Game game) { return 1; } @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.Stochastic; flags |= SiteType.gameFlags(type); if (region != null) flags |= region.gameFlags(game); if(stack) flags |= GameType.Stacking; if (where != null) flags |= where.gameFlags(game); if (counts != null) for (final IntFunction func : counts) flags |= func.gameFlags(game); if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Value; if (stateFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.SiteState; flags |= stateFn.gameFlags(game); flags |= valueFn.gameFlags(game); flags |= countFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); concepts.set(Concept.InitialRandomPlacement.id(), true); concepts.set(Concept.Stochastic.id(), true); if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) concepts.set(Concept.PieceValue.id(), true); if (stateFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) concepts.set(Concept.SiteState.id(), true); if (countFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) concepts.set(Concept.PieceCount.id(), true); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (where != null) { concepts.or(where.concepts(game)); final int site = where.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } else if (region != null) concepts.or(region.concepts(game)); if (counts != null) for (final IntFunction func : counts) concepts.or(func.concepts(game)); concepts.or(countFn.concepts(game)); concepts.or(stateFn.concepts(game)); concepts.or(valueFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (where != null) writeEvalContext.or(where.writesEvalContextRecursive()); else if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); if (counts != null) for (final IntFunction func : counts) writeEvalContext.or(func.writesEvalContextRecursive()); writeEvalContext.or(countFn.writesEvalContextRecursive()); writeEvalContext.or(stateFn.writesEvalContextRecursive()); writeEvalContext.or(valueFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (where != null) readEvalContext.or(where.readsEvalContextRecursive()); else if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); if (counts != null) for (final IntFunction func : counts) readEvalContext.or(func.readsEvalContextRecursive()); readEvalContext.or(countFn.readsEvalContextRecursive()); readEvalContext.or(stateFn.readsEvalContextRecursive()); readEvalContext.or(valueFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { if (region != null) region.preprocess(game); type = SiteType.use(type, game); if (where != null) where.preprocess(game); if (counts != null) { for (final IntFunction func : counts) func.preprocess(game); } countFn.preprocess(game); stateFn.preprocess(game); valueFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String regionString = ""; if (region != null) regionString = region.toEnglish(game); String valueString = ""; if (valueFn != null) valueString = " with value " + valueFn; String stateString = ""; if (stateFn != null) stateString = " with state " + stateFn; return "randomly place " + countFn.toEnglish(game) + " " + Arrays.toString(item) + " within " + type.name().toLowerCase() + " " + regionString + valueString + stateString; } //------------------------------------------------------------------------- }
12,438
26.398678
174
java
Ludii
Ludii-master/Core/src/game/rules/start/place/stack/PlaceCustomStack.java
package game.rules.start.place.stack; import java.util.Arrays; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import annotations.Or; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.rules.start.Start; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import main.Constants; import other.action.die.ActionUpdateDice; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.topology.SiteFinder; import other.topology.TopologyElement; import other.trial.Trial; /** * Places a stack with different pieces to a site. * * @author Eric.Piette */ @Hide public final class PlaceCustomStack extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which stack to add. */ protected final String[] items; /** Which container. */ protected final String container; /** Which cell. */ protected final IntFunction siteId; /** Which coord. */ protected final String coord; /** Number to add. */ protected final IntFunction countFn; /** State of the item. */ protected final IntFunction stateFn; /** State of the item. */ protected final IntFunction rotationFn; /** Piece value of the item. */ private final IntFunction valueFn; /** Cell, Edge or Vertex. */ private SiteType type; //------------------------------------------------------------------------- /** * @param item The item to place. * @param items The name of the items on the stack to place. * @param container The name of the container. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place a piece. * @param coord The coordinate of the location to place a piece. * @param count The number of the same piece to place [1]. * @param state The local state value of the piece to place [Off]. * @param rotation The rotation value of the piece to place [Off]. * @param value The piece value to place [Undefined]. */ public PlaceCustomStack ( @Or final String item, @Or @Name final String[] items, @Opt final String container, @Opt final SiteType type, @Opt final IntFunction loc, @Opt @Name final String coord, @Opt @Name final IntFunction count, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { this.items = (items == null) ? new String[] {item} : items; this.container = (container == null) ? null : container; siteId = (loc == null) ? null : loc; this.coord = (coord == null) ? null : coord; countFn = (count == null) ? new IntConstant(1) : count; stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; rotationFn = (rotation == null) ? new IntConstant(Constants.OFF) : rotation; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; this.type = type; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final int count = countFn.eval(context); final int state = stateFn.eval(context); final int rotation = rotationFn.eval(context); final int value = valueFn.eval(context); if (items.length > 1) { for (final String it : items) { final Component component = context.game().getComponent(it); if (component == null) throw new RuntimeException( "In the starting rules (place) the component " + it + " is not defined."); final int what = component.index(); if (container != null) { final Container c = context.game().mapContainer().get(container); final int siteFrom = context.game().equipment().sitesFrom()[c.index()]; if (siteId != null) Start.placePieces(context, siteId.eval(context) + siteFrom, what, count, state, rotation, value, true, type); else for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) Start.placePieces(context, pos, what, count, state, rotation, value, true, type); } else { int site = Constants.UNDEFINED; if (coord != null) { final TopologyElement element = SiteFinder.find(context.board(), coord, type); if (element == null) throw new RuntimeException( "In the starting rules (place) the Coordinates " + coord + " not found."); site = element.index(); } else site = siteId.eval(context); for (int i = 0; i < count; i++) Start.placePieces(context, site, what, count, state, rotation, value, true, type); } } } else { final String item = items[0]; final Component component = context.game().getComponent(item); if (component == null) throw new RuntimeException("In the starting rules (place) the component " + item + " is not defined."); final int what = component.index(); if (container != null) { final Container c = context.game().mapContainer().get(container); final int siteFrom = context.game().equipment().sitesFrom()[c.index()]; // SPECIAL STATE INIT FOR DICE if (component.isDie()) { for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) { if (context.state().containerStates()[c.index()].what(pos, type) == 0) { Start.placePieces(context, pos, what, count, state, rotation, value, true, type); final int newState = component.roll(context); final ActionUpdateDice actionChangeState = new ActionUpdateDice(pos, newState); actionChangeState.apply(context, true); context.trial().addMove(new Move(actionChangeState)); context.trial().addInitPlacement(); break; } } } else if (siteId != null) { Start.placePieces(context, siteId.eval(context) + siteFrom, what, count, state, rotation, value, true, type); } else { for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) Start.placePieces(context, pos, what, count, state, rotation, value, true, type); } } else { int site = Constants.UNDEFINED; if (coord != null) { final TopologyElement element = SiteFinder.find(context.board(), coord, type); if (element == null) throw new RuntimeException( "In the starting rules (place) the Coordinates " + coord + " not found."); site = element.index(); } else site = siteId.eval(context); for (int i = 0; i < count; i++) Start.placePieces(context, site, what, count, state, rotation, value, true, type); } } } //------------------------------------------------------------------------- /** * @return posn */ public IntFunction posn() { return siteId; } /** * @return containerName */ public String container() { return container; } @Override public int count(final Game game) { return countFn.eval(new Context(game, new Trial(game))); } @Override public int state(final Game game) { return stateFn.eval(new Context(game, new Trial(game))); } @Override public int howManyPlace(final Game game) { return 1; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.Stacking; flags |= SiteType.gameFlags(type); if (siteId != null) flags |= siteId.gameFlags(game); if (stateFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.SiteState; if (rotationFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Rotation; if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Value; // if (countFn.eval(new Context(game, new Trial(game))) > 1) // flags |= GameType.Count; flags |= countFn.gameFlags(game); flags |= rotationFn.gameFlags(game); flags |= stateFn.gameFlags(game); flags |= valueFn.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (stateFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) concepts.set(Concept.SiteState.id(), true); if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) concepts.set(Concept.PieceValue.id(), true); if (countFn.eval(new Context(game, new Trial(game))) > 1) concepts.set(Concept.PieceCount.id(), true); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (siteId != null) { concepts.or(siteId.concepts(game)); final int site = siteId.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (coord != null) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); if (container != null) if (container.contains("Hand")) concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); if (rotationFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) { concepts.set(Concept.PieceRotation.id(), true); concepts.set(Concept.SetRotation.id(), true); } return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (siteId != null) writeEvalContext.or(siteId.writesEvalContextRecursive()); writeEvalContext.or(countFn.writesEvalContextRecursive()); writeEvalContext.or(rotationFn.writesEvalContextRecursive()); writeEvalContext.or(stateFn.writesEvalContextRecursive()); writeEvalContext.or(valueFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (siteId != null) readEvalContext.or(siteId.readsEvalContextRecursive()); readEvalContext.or(countFn.readsEvalContextRecursive()); readEvalContext.or(rotationFn.readsEvalContextRecursive()); readEvalContext.or(stateFn.readsEvalContextRecursive()); readEvalContext.or(valueFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { // Some tests about the expected items of that ludeme. for (final String it : items) { boolean found = false; for (int i = 1; i < game.equipment().components().length; i++) { final String nameComponent = game.equipment().components()[i].name(); if (nameComponent.contains(it)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The component " + it + " is expected but the corresponding component is not defined in the equipment."); } } if (container != null) { boolean found = false; for (int i = 1; i < game.equipment().containers().length; i++) { final String nameContainer = game.equipment().containers()[i].name(); if (nameContainer.contains(container)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The container " + container + " is expected but the corresponding container is not defined in the equipment."); } } type = SiteType.use(type, game); if (siteId != null) siteId.preprocess(game); countFn.preprocess(game); rotationFn.preprocess(game); stateFn.preprocess(game); valueFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { return ""; } @Override public String toEnglish(final Game game) { return "place stack of " + Arrays.toString(items) + " at " + type.name().toLowerCase() + " " + (siteId == null ? coord : siteId.toEnglish(game)); } //------------------------------------------------------------------------- }
12,609
27.400901
114
java
Ludii
Ludii-master/Core/src/game/rules/start/place/stack/PlaceMonotonousStack.java
package game.rules.start.place.stack; import java.util.Arrays; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.start.Start; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import main.Constants; import other.concept.Concept; import other.context.Context; import other.trial.Trial; /** * Places a stack with the same pieces on all the stack. * * @author Eric.Piette */ @Hide public final class PlaceMonotonousStack extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** Which stack to add. */ protected final String[] items; /** Which container. */ protected final String container; /** Number to add. */ protected final IntFunction countFn; /** State of the item. */ protected final IntFunction stateFn; /** State of the item. */ protected final IntFunction rotationFn; /** Piece value of the item. */ private final IntFunction valueFn; /** Cell, Edge or Vertex. */ private SiteType type; //-----------------Data to fill a region------------------------------------ /** Which cells. */ protected final IntFunction[] locationIds; /** Which region. */ protected final RegionFunction region; /** Which coords. */ protected final String[] coords; /** Numbers to add for each position. */ protected final IntFunction[] countsFn; //------------------------------------------------------------------------- /** * @param item The item to place. * @param type The graph element type [default SiteType of the board]. * @param locs The sites to fill. * @param region The region to fill. * @param coords The coordinates of the sites to fill. * @param count The number of pieces on the stack to place. * @param counts The number of each piece on the stack to place. * @param state The local state value to put on each site. * @param rotation The rotation value to put on each site. * @param value The piece value to place [Undefined]. */ public PlaceMonotonousStack ( final String item, @Opt final SiteType type, @Opt final IntFunction[] locs, @Opt final RegionFunction region, @Opt final String[] coords, @Opt @Name final IntFunction count, @Opt @Name final IntFunction[] counts, @Opt @Name final IntFunction state, @Opt @Name final IntFunction rotation, @Opt @Name final IntFunction value ) { items = new String[] { item }; container = null; locationIds = (locs == null) ? null : locs; this.region = (region == null) ? null : region; this.coords = (coords == null) ? null : coords; countFn = (counts == null) ? ((count != null) ? count : new IntConstant(1)) : counts[0]; if (counts == null) { countsFn = new IntFunction[0]; } else { countsFn = new IntFunction[counts.length]; for (int i = 0; i < counts.length; i++) countsFn[i] = counts[i]; } stateFn = (state == null) ? new IntConstant(Constants.OFF) : state; rotationFn = (rotation == null) ? new IntConstant(Constants.OFF) : rotation; valueFn = (value == null) ? new IntConstant(Constants.OFF) : value; this.type = type; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final String item = items[0]; final Component component = context.game().getComponent(item); if (component == null) throw new RuntimeException("In the starting rules (place) the component " + item + " is not defined."); final int what = component.index(); final int count = countFn.eval(context); final int state = stateFn.eval(context); final int rotation = rotationFn.eval(context); final int value = valueFn.eval(context); if (container != null) { final Container c = context.game().mapContainer().get(container); final int siteFrom = context.game().equipment().sitesFrom()[c.index()]; for (int pos = siteFrom; pos < siteFrom + c.numSites(); pos++) Start.placePieces(context, pos, what, count, state, rotation, value, true, type); } else { final int[] locs = region.eval(context).sites(); if (countsFn.length != 0 && locs.length != countsFn.length) throw new RuntimeException( "In the starting rules (place) the region size is greater than the size of the array counts."); for (int k = 0; k < locs.length; k++) { final int loc = locs[k]; for (int i = 0; i < ((countsFn.length == 0) ? countFn.eval(context) : countsFn[k].eval(context)); i++) Start.placePieces(context, loc, what, count, state, rotation, value, true, type); } } } //------------------------------------------------------------------------- /** * @return containerName */ public String container() { return container; } @Override public int count(final Game game) { return countFn.eval(new Context(game, new Trial(game))); } @Override public int state(final Game game) { return stateFn.eval(new Context(game, new Trial(game))); } @Override public int howManyPlace(final Game game) { if (region != null) return region.eval(new Context(game, null)).sites().length; if (locationIds != null) return locationIds.length; else return 1; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = GameType.Stacking; flags |= SiteType.gameFlags(type); if (stateFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.SiteState; if (rotationFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Rotation; if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) flags |= GameType.Value; if (countFn.eval(new Context(game, new Trial(game))) > 1) flags |= GameType.Count; if (region != null) flags |= region.gameFlags(game); flags |= countFn.gameFlags(game); flags |= rotationFn.gameFlags(game); flags |= stateFn.gameFlags(game); flags |= valueFn.gameFlags(game); if (countsFn != null) for (final IntFunction function : countsFn) flags |= function.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(SiteType.concepts(type)); if (countFn.eval(new Context(game, new Trial(game))) > 1) concepts.set(Concept.PieceCount.id(), true); if (valueFn.eval(new Context(game, new Trial(game))) != Constants.UNDEFINED) concepts.set(Concept.PieceValue.id(), true); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (locationIds != null) for (final IntFunction loc : locationIds) { concepts.or(loc.concepts(game)); final int site = loc.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (region != null) { concepts.or(region.concepts(game)); final int[] sitesRegion = region.eval(new Context(game, new Trial(game))).sites(); for (final int site : sitesRegion) { if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } } if (coords != null) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); if (container != null) if (container.contains("Hand")) concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); if (stateFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) concepts.set(Concept.SiteState.id(), true); if (rotationFn.eval(new Context(game, new Trial(game))) > Constants.UNDEFINED) { concepts.set(Concept.PieceRotation.id(), true); concepts.set(Concept.SetRotation.id(), true); } concepts.or(countFn.concepts(game)); concepts.or(rotationFn.concepts(game)); concepts.or(stateFn.concepts(game)); concepts.or(valueFn.concepts(game)); if (countsFn != null) for (final IntFunction function : countsFn) concepts.or(function.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (locationIds != null) for (final IntFunction loc : locationIds) writeEvalContext.or(loc.writesEvalContextRecursive()); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(countFn.writesEvalContextRecursive()); writeEvalContext.or(rotationFn.writesEvalContextRecursive()); writeEvalContext.or(stateFn.writesEvalContextRecursive()); writeEvalContext.or(valueFn.writesEvalContextRecursive()); if (countsFn != null) for (final IntFunction function : countsFn) writeEvalContext.or(function.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (locationIds != null) for (final IntFunction loc : locationIds) readEvalContext.or(loc.readsEvalContextRecursive()); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(countFn.readsEvalContextRecursive()); readEvalContext.or(rotationFn.readsEvalContextRecursive()); readEvalContext.or(stateFn.readsEvalContextRecursive()); readEvalContext.or(valueFn.readsEvalContextRecursive()); if (countsFn != null) for (final IntFunction function : countsFn) readEvalContext.or(function.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { // Some tests about the expected items of that ludeme. for (final String it : items) { boolean found = false; for (int i = 1; i < game.equipment().components().length; i++) { final String nameComponent = game.equipment().components()[i].name(); if (nameComponent.contains(it)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The component " + it + " is expected but the corresponding component is not defined in the equipment."); } } if (container != null) { boolean found = false; for (int i = 1; i < game.equipment().containers().length; i++) { final String nameContainer = game.equipment().containers()[i].name(); if (nameContainer.contains(container)) { found = true; break; } } if (!found) { throw new RuntimeException("Place: The container " + container + " is expected but the corresponding container is not defined in the equipment."); } } type = SiteType.use(type, game); if (locationIds != null) for (final IntFunction locationId : locationIds) locationId.preprocess(game); if (region != null) region.preprocess(game); countFn.preprocess(game); rotationFn.preprocess(game); stateFn.preprocess(game); valueFn.preprocess(game); if (countsFn != null) for (final IntFunction function : countsFn) function.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { return ""; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String regionString = ""; if (locationIds != null) { regionString = "["; for (final IntFunction i : locationIds) regionString += i.toEnglish(game) + ","; regionString = regionString.substring(0,regionString.length()-1) + "]"; } else if (coords != null) { regionString = "["; for (final String s : coords) regionString += s + ","; regionString = regionString.substring(0,regionString.length()-1) + "]"; } else if (region != null) { regionString = region.toEnglish(game); } return "place stack of " + Arrays.toString(items) + " at " + type.name().toLowerCase() + " " + regionString; } //------------------------------------------------------------------------- }
12,927
27.165577
106
java
Ludii
Ludii-master/Core/src/game/rules/start/set/Set.java
package game.rules.start.set; import annotations.Name; import annotations.Opt; import annotations.Or; import annotations.Or2; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.Rule; import game.rules.start.StartRule; import game.rules.start.set.player.SetAmount; import game.rules.start.set.player.SetScore; import game.rules.start.set.players.SetTeam; import game.rules.start.set.remember.SetRememberValue; import game.rules.start.set.sites.SetCost; import game.rules.start.set.sites.SetCount; import game.rules.start.set.sites.SetPhase; import game.rules.start.set.sites.SetSite; import game.types.board.HiddenData; import game.types.board.SiteType; import game.types.play.RoleType; import other.IntArrayFromRegion; import other.context.Context; /** * Sets some aspect of the initial game state. * * @author Eric.Piette */ @SuppressWarnings("javadoc") public final class Set extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * For setting the remembering values. * * @param setType The type of property to set. * @param name The name of the remembering values. * @param value The value to remember. * @param regionValue The values to remember. * @param unique If True we remember a value only if not already * remembered[False]. * * @example (set RememberValue 5) */ public static Rule construct ( final SetRememberValueType setType, @Opt final String name, @Or final IntFunction value, @Or final RegionFunction regionValue, @Opt @Name final BooleanFunction unique ) { int numNonNull = 0; if (value != null) numNonNull++; if (regionValue != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Set(): With SetRememberValueType only one value or regionValue parameter must be non-null."); switch (setType) { case RememberValue: return new SetRememberValue(name, value, regionValue, unique); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetRememberValueType is not implemented."); } //------------------------------------------------------------------------- /** * 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. * * @example (set Hidden What at:5 to:P1) * @example (set Hidden What at:6 to:P2) * @example (set Hidden Count (sites Occupied by:Next) to:P1) */ public static Rule construct ( final SetStartHiddenType setType, @Opt @Or final HiddenData dataType, @Opt @Or final HiddenData[] dataTypes, @Opt final SiteType type, @Name @Or2 final IntFunction at, @Or2 final RegionFunction region, @Name @Opt final IntFunction level, @Opt final BooleanFunction value, @Name final RoleType to ) { 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."); switch (setType) { case Hidden: return new game.rules.start.set.hidden.SetHidden( dataTypes != null ? dataTypes : dataType != null ? new HiddenData[] { dataType } : null, type, new IntArrayFromRegion(at, region), level, value, to); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetStartHiddenType is not implemented."); } //------------------------------------------------------------------------- /** * For setting a site to a player. * * @param role The owner of the site. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place a piece. * @param coord The coordinate of the location to place a piece. * * @example (set P1 Vertex 5) */ public static Rule construct ( final RoleType role, @Opt final SiteType type, @Opt final IntFunction loc, @Opt @Name final String coord ) { return new SetSite(role, type, loc, coord); } /** * For setting sites to a player. * * @param role The owner of the site. * @param type The graph element type [default SiteType of the board]. * @param locs The sites to fill. * @param region The region to fill. * @param coords The coordinates of the sites to fill. * * @example (set P1 Vertex (sites {0 5 6} )) */ public static Rule construct ( final RoleType role, @Opt final SiteType type, @Opt final IntFunction[] locs, @Opt final RegionFunction region, @Opt final String[] coords ) { return new SetSite(role, type, locs, region, coords); } //------------------------------------------------------------------------- /** * For setting the count, the cost or the phase to sites. * * @param startType The property to set. * @param value The value. * @param type The graph element type [default SiteType of the board]. * @param at The site to set. * @param to The region to set. * * @example (set Count 5 to:(sites Track) ) * * @example (set Cost 5 Vertex at:10) * * @example (set Phase 1 Cell at:3) */ public static Rule construct ( final SetStartSitesType startType, final IntFunction value, @Opt final SiteType type, @Or @Name final IntFunction at, @Or @Name final RegionFunction to ) { int numNonNull = 0; if (to != null) numNonNull++; if (at != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Set(): With SetStartSitesType Exactly one region or site parameter must be non-null."); switch (startType) { case Count: return new SetCount(value, type, at, to); case Cost: return new SetCost(value, type, at, to); case Phase: return new SetPhase(value, type, at, to); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetStartSitesType is not implemented."); } //------------------------------------------------------------------------- /** * For setting the amount or the score of a player. * * @param startType The property to set. * @param role The roleType of the player. * @param value The value to set. * * @example (set Amount 5000) */ public static Rule construct ( final SetStartPlayerType startType, @Opt final RoleType role, final IntFunction value ) { switch (startType) { case Amount: return new SetAmount(role, value); case Score: return new SetScore(role, value); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetStartPlayerType is not implemented."); } //------------------------------------------------------------------------- /** * For setting a team. * * @param startType The property to set. * @param roles The roleType of the player. * @param index The index of the team. * * @example (set Team 1 {P1 P3}) */ public static Rule construct ( final SetStartPlayersType startType, final IntFunction index, final RoleType[] roles ) { switch (startType) { case Team: return new SetTeam(index, roles); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Set(): A SetStartPlayersType is not implemented."); } private Set() { // 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("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. } }
9,516
26.909091
99
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetRememberValueType.java
package game.rules.start.set; /** * Defines properties that can be set in the starting rules to remember a value. */ public enum SetRememberValueType { /** To remember a value. */ RememberValue, }
201
19.2
80
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetStartGraphType.java
package game.rules.start.set; /** * Defines properties that can be set in the starting rules that do require only * the graph element type. */ public enum SetStartGraphType { /** Makes all items invisible to all players. */ AllInvisible, }
246
19.583333
80
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetStartHiddenType.java
package game.rules.start.set; /** * Defines the types of hidden information that can be set in the starting rule. */ public enum SetStartHiddenType { /** Sets the hidden information of a location. */ Hidden, }
214
20.5
80
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetStartPlayerType.java
package game.rules.start.set; /** * Defines the player properties that can be set in the starting rules. */ public enum SetStartPlayerType { /** Sets the initial amount for a player. */ Amount, /** Sets the initial score of a player. */ Score, }
254
17.214286
71
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetStartPlayersType.java
package game.rules.start.set; /** * Defines the properties related to players that can be set in the starting rules. */ public enum SetStartPlayersType { /** Sets a team of players. */ Team, }
198
17.090909
83
java
Ludii
Ludii-master/Core/src/game/rules/start/set/SetStartSitesType.java
package game.rules.start.set; /** * Defines the properties of board sites that can be set in the starting rules. */ public enum SetStartSitesType { /** Sets the count of a site or region. */ Count, /** Sets the cost of a site or region. */ Cost, /** Sets the phase of a site or region. */ Phase, }
309
17.235294
79
java
Ludii
Ludii-master/Core/src/game/rules/start/set/package-info.java
/** * The {\tt (set ...)} start `super' ludeme sets some aspect of the initial game * state. This can include initial scores for players, initial teams, starting * amounts, etc. */ package game.rules.start.set;
215
29.857143
80
java
Ludii
Ludii-master/Core/src/game/rules/start/set/hidden/SetHidden.java
package game.rules.start.set.hidden; 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.IntConstant; import game.functions.ints.IntFunction; import game.rules.start.StartRule; import game.types.board.HiddenData; import game.types.board.SiteType; import game.types.play.RoleType; import game.types.state.GameType; 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 StartRule { 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 roleType with these hidden information. */ public SetHidden ( @Opt final HiddenData[] dataTypes, @Opt final SiteType type, final IntArrayFromRegion region, @Name @Opt final IntFunction level, @Opt final BooleanFunction value, @Name final RoleType to ) { this.dataTypes = dataTypes; this.region = region; levelFn = (level == null) ? new IntConstant(0) : level; valueFn = (value == null) ? new BooleanConstant(true) : value; this.type = type; whoFn = RoleType.toIntFunction(to); roleType = to; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { 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 int numPlayers = context.game().players().count(); if (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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } break; default: break; } } } } else { 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } } 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); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; case Who: for (final int site : sites) { final Action action = new ActionSetHiddenWho(who, realType, site, level, value); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; case State: for (final int site : sites) { final Action action = new ActionSetHiddenState(who, realType, site, level, value); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; case Count: for (final int site : sites) { final Action action = new ActionSetHiddenCount(who, realType, site, level, value); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; case Rotation: for (final int site : sites) { final Action action = new ActionSetHiddenRotation(who, realType, site, level, value); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; case Value: for (final int site : sites) { final Action action = new ActionSetHiddenValue(who, realType, site, level, value); action.apply(context, true); final Move move = new Move(action); context.trial().addMove(move); context.trial().addInitPlacement(); } break; default: break; } } } } } } //------------------------------------------------------------------------- @Override public long gameFlags(final Game game) { long gameFlags = GameType.HiddenInfo; gameFlags |= SiteType.gameFlags(type); gameFlags |= region.gameFlags(game); gameFlags |= levelFn.gameFlags(game); gameFlags |= valueFn.gameFlags(game); gameFlags |= whoFn.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); else for (final HiddenData dataType : dataTypes) { switch (dataType) { case What: concepts.set(Concept.HidePieceType.id(), true); break; case Who: concepts.set(Concept.HidePieceOwner.id(), true); break; case Count: concepts.set(Concept.HidePieceCount.id(), true); break; case Value: concepts.set(Concept.HidePieceValue.id(), true); break; case Rotation: concepts.set(Concept.HidePieceRotation.id(), true); break; case State: concepts.set(Concept.HidePieceState.id(), true); break; default: break; } } 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()); 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()); 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 (roleType != null && !game.requiresTeams()) { 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); return willCrash; } @Override public boolean isStatic() { return false; } @Override public void preprocess(final Game game) { type = SiteType.use(type, 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()) + " "; return "set the hidden values for " + hiddenDataTypeString + valueString + whoString + " at all" + typeString + regionString + levelString; } //------------------------------------------------------------------------- }
14,595
28.192
141
java
Ludii
Ludii-master/Core/src/game/rules/start/set/player/SetAmount.java
package game.rules.start.set.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.rules.start.StartRule; import game.types.play.RoleType; import game.types.state.GameType; import other.action.state.ActionSetAmount; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Initializes the amount of the players. * * @author Eric.Piette * @remarks This is used mainly for betting games. */ @Hide public final class SetAmount extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The players. */ protected final IntFunction playersFn; /** The amount. */ protected final IntFunction amountFn; //------------------------------------------------------------------------- /** * @param role The roleType of the player. * @param amount The amount to set. */ public SetAmount ( @Opt final RoleType role, final IntFunction amount ) { if (role != null) this.playersFn = RoleType.toIntFunction(role); else this.playersFn = null; this.amountFn = amount; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final int amount = amountFn.eval(context); int[] players; if (playersFn != null) { players = new int[] { playersFn.eval(context) }; } else { players = new int[context.game().players().count()]; for (int i = 0; i < players.length; i++) players[i] = i + 1; } for (int i = 0; i < players.length; i++) { final int playerId = players[i]; final Move move; final ActionSetAmount actionAmount = new ActionSetAmount(playerId, amount); actionAmount.apply(context, true); move = new Move(actionAmount); context.trial().addMove(move); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = GameType.Bet | amountFn.gameFlags(game); if (playersFn != null) gameFlags |= playersFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(amountFn.concepts(game)); concepts.set(Concept.InitialAmount.id(), true); if (playersFn != null) concepts.or(playersFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(amountFn.writesEvalContextRecursive()); if (playersFn != null) writeEvalContext.or(playersFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(amountFn.readsEvalContextRecursive()); if (playersFn != null) readEvalContext.or(playersFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { if (playersFn != null) playersFn.preprocess(game); amountFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { final String str = "initAmount "; return str; } @Override public boolean isSet() { return false; } }
3,557
20.433735
78
java
Ludii
Ludii-master/Core/src/game/rules/start/set/player/SetScore.java
package game.rules.start.set.player; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import game.functions.ints.IntFunction; import game.rules.start.StartRule; import game.types.play.RoleType; import game.types.state.GameType; import other.action.state.ActionSetScore; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Initialises the score of the players. * * @author Eric.Piette */ @Hide public final class SetScore extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The players. */ protected final IntFunction players[]; /** The score. */ protected final IntFunction scores[]; /** To init the same score to each player. */ protected final boolean InitSameScoreToEachPlayer; //------------------------------------------------------------------------- /** * @param role The roleType of a player. * @param score The new score of a player. * * @example (set Score P1 100) */ public SetScore ( final RoleType role, @Opt final IntFunction score ) { if (role == RoleType.Each || role == RoleType.All) { InitSameScoreToEachPlayer = true; players = new IntFunction[0]; } else { players = new IntFunction[] { RoleType.toIntFunction(role) }; InitSameScoreToEachPlayer = false; } scores = new IntFunction[] { score }; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { // To handle the Each roleType. if (InitSameScoreToEachPlayer) { final int score = scores[0].eval(context); for (int pid = 1; pid < context.game().players().size(); pid++) { final Move move; final ActionSetScore actionScore = new ActionSetScore(pid, score, Boolean.FALSE); actionScore.apply(context, true); move = new Move(actionScore); context.trial().addMove(move); context.trial().addInitPlacement(); } } else { final int length = Math.min(players.length, scores.length); for (int i = 0; i < length; i++) { final int playerId = players[i].eval(context); final int score = scores[i].eval(context); final Move move; final ActionSetScore actionScore = new ActionSetScore(playerId, score, Boolean.FALSE); actionScore.apply(context, true); move = new Move(actionScore); context.trial().addMove(move); context.trial().addInitPlacement(); } } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { return GameType.Score; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (players != null) for (final IntFunction player : players) concepts.or(player.concepts(game)); if (scores != null) for (final IntFunction score : scores) concepts.or(score.concepts(game)); concepts.set(Concept.Scoring.id(), true); concepts.set(Concept.InitialScore.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (players != null) for (final IntFunction player : players) writeEvalContext.or(player.writesEvalContextRecursive()); if (scores != null) for (final IntFunction score : scores) writeEvalContext.or(score.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (players != null) for (final IntFunction player : players) readEvalContext.or(player.readsEvalContextRecursive()); if (scores != null) for (final IntFunction score : scores) readEvalContext.or(score.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { // Do nothing. } //------------------------------------------------------------------------- @Override public String toString() { String str = "(initScore "; final int length = Math.min(players.length, scores.length); for (int i = 0 ; i < length ; i++) { str += players[i] + " = " + scores[i]; if(i != length-1) str+=","; } str+=")"; return str; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String englishString = "set the scores of the players as follows, "; for (int i = 0; i < players.length; i++) englishString += players[i].toEnglish(game) + "=" + scores[i].toEnglish(game) + ", "; return englishString.substring(0, englishString.length()-2); } //------------------------------------------------------------------------- }
4,906
23.292079
90
java
Ludii
Ludii-master/Core/src/game/rules/start/set/players/SetTeam.java
package game.rules.start.set.players; import java.util.BitSet; import annotations.Hide; import game.Game; import game.functions.ints.IntFunction; import game.rules.start.StartRule; import game.types.play.RoleType; import game.types.state.GameType; import other.action.state.ActionAddPlayerToTeam; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.trial.Trial; /** * Creates a team. * * @author Eric.Piette */ @Hide public final class SetTeam extends StartRule { 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. */ public SetTeam ( final IntFunction team, final RoleType[] roles ) { teamIdFn = team; players = new IntFunction[roles.length]; for (int i = 0; i < roles.length; i++) { final RoleType role = roles[i]; players[i] = RoleType.toIntFunction(role); } this.roles = roles; } @Override public void eval(final Context context) { final int teamId = teamIdFn.eval(context); 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); actionTeam.apply(context, true); context.trial().addMove(new Move(actionTeam)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { for (final IntFunction player : players) if (!player.isStatic()) return false; if (!teamIdFn.isStatic()) return false; return true; } @Override public long gameFlags(final Game game) { long gameFlags = GameType.Team; for (final IntFunction player : players) gameFlags |= player.gameFlags(game); gameFlags |= teamIdFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.Team.id(), true); for (final IntFunction player : players) concepts.or(player.concepts(game)); concepts.or(teamIdFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); for (final IntFunction player : players) writeEvalContext.or(player.writesEvalContextRecursive()); writeEvalContext.or(teamIdFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); for (final IntFunction player : players) readEvalContext.or(player.readsEvalContextRecursive()); readEvalContext.or(teamIdFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { for (final IntFunction player : players) player.preprocess(game); teamIdFn.preprocess(game); } @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; } return missingRequirement; } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(SetTeam)"; return str; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String playersString = "["; if (players != null) { for (final IntFunction i : players) playersString += "Player " + i.toEnglish(game) + ","; playersString = playersString.substring(0, playersString.length()); playersString += "]"; } else if (roles != null) { for (final RoleType i : roles) playersString += i.name() + ","; playersString = playersString.substring(0, playersString.length()); playersString += "]"; } return "Set Team " + teamIdFn.toEnglish(game) + " as the following players " + playersString; } //------------------------------------------------------------------------- }
5,177
23.424528
95
java
Ludii
Ludii-master/Core/src/game/rules/start/set/remember/SetRememberValue.java
package game.rules.start.set.remember; 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.region.RegionFunction; import game.rules.start.StartRule; import game.types.state.GameType; import gnu.trove.list.array.TIntArrayList; import other.IntArrayFromRegion; import other.action.state.ActionRememberValue; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Set a remembered value. * * @author Eric.Piette */ @Hide public final class SetRememberValue extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The values to remember. */ private final IntArrayFromRegion values; /** 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 regionValue The values to remember. * @param unique If True we remember a value only if not already remembered * [False]. */ public SetRememberValue ( @Opt final String name, @Or final IntFunction value, @Or final RegionFunction regionValue, @Opt @Name final BooleanFunction unique ) { values = new IntArrayFromRegion(value, regionValue); uniqueFn = (unique == null) ? new BooleanConstant(false) : unique; this.name = name; } @Override public void eval(final Context context) { final int[] valuesToRemember = values.eval(context); final boolean hasToBeUnique = uniqueFn.eval(context); for (final int valueToRemember : valuesToRemember) { 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); action.apply(context, true); context.trial().addMove(new Move(action)); context.trial().addInitPlacement(); } } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { final long gameFlags = GameType.RememberingValues | values.gameFlags(game) | uniqueFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(values.concepts(game)); concepts.or(uniqueFn.concepts(game)); concepts.or(super.concepts(game)); concepts.set(Concept.Variable.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(values.writesEvalContextRecursive()); writeEvalContext.or(uniqueFn.writesEvalContextRecursive()); writeEvalContext.or(super.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(values.readsEvalContextRecursive()); readEvalContext.or(uniqueFn.readsEvalContextRecursive()); readEvalContext.or(super.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { values.preprocess(game); uniqueFn.preprocess(game); } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; missingRequirement |= values.missingRequirement(game); missingRequirement |= uniqueFn.missingRequirement(game); missingRequirement |= super.missingRequirement(game); return missingRequirement; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "remember the values " + values.toEnglish(game); } //------------------------------------------------------------------------- }
4,690
26.115607
104
java
Ludii
Ludii-master/Core/src/game/rules/start/set/sites/SetCost.java
package game.rules.start.set.sites; 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.start.StartRule; import game.types.board.SiteType; import main.StringRoutines; import other.IntArrayFromRegion; import other.action.graph.ActionSetCost; import other.concept.Concept; import other.context.Context; import other.move.Move; /** * Sets the cost of graph element(s). * * @author Eric.Piette */ @Hide public final class SetCost extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The region to set the weight. */ private final IntArrayFromRegion region; /** The cost. */ private final IntFunction costFn; /** The type of the graph element. */ private SiteType type; //------------------------------------------------------------------------- /** * @param type The type of the graph element. * @param site The site to set. * @param region The region to set. * @param cost The new cost. */ public SetCost ( final IntFunction cost, @Opt final SiteType type, @Or final IntFunction site, @Or final RegionFunction region ) { this.type = type; this.region = new IntArrayFromRegion(site, region); costFn = cost; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final int[] locs = region.eval(context); for (final int loc : locs) { final ActionSetCost actionSetCost = new ActionSetCost(type, loc, costFn.eval(context)); actionSetCost.apply(context, true); context.trial().addMove(new Move(actionSetCost)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = 0L; gameFlags |= SiteType.gameFlags(type); gameFlags |= costFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (region != null) concepts.or(region.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.set(Concept.InitialCost.id(), true); concepts.or(costFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(costFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(costFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); costFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(setCost)"; return str; } @Override public String toEnglish(final Game game) { String englishString = "set the cost of"; if (type != null) englishString += " " + type.name() + StringRoutines.getPlural(type.name()); else englishString += " sites"; if (region != null) englishString += " in " + region.toEnglish(game); englishString = " to " + costFn.toEnglish(game); return englishString; } }
3,773
22.296296
90
java
Ludii
Ludii-master/Core/src/game/rules/start/set/sites/SetCount.java
package game.rules.start.set.sites; 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.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import main.StringRoutines; import other.IntArrayFromRegion; import other.action.BaseAction; import other.action.state.ActionSetCount; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.trial.Trial; /** * Sets the count at a site or a region. * * @author Eric.Piette */ @Hide public final class SetCount extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The region to set the count. */ private final IntArrayFromRegion region; /** The site to modify the count. */ private final IntFunction countFn; /** Add on Cell/Edge/Vertex. */ protected SiteType type; //------------------------------------------------------------------------- /** * @param count The value of the count. * @param type The graph element type [default SiteType of the board]. * @param site The site to modify the count. * @param region The region to modify the count. */ public SetCount ( final IntFunction count, @Opt final SiteType type, @Or final IntFunction site, @Or final RegionFunction region ) { this.region = new IntArrayFromRegion(site, region); countFn = count; this.type = type; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { if (context.components().length == 1) { System.err.println( "Start Rule (set Count ...): At least a piece has to be defined to set the count of a site"); return; } final int what = context.components()[context.components().length - 1].index(); final int[] locs = region.eval(context); for (final int loc : locs) { final BaseAction actionAtomic = new ActionSetCount(type, loc, what, countFn.eval(context)); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return region.isStatic() && countFn.isStatic(); } @Override public long gameFlags(final Game game) { long gameFlags = GameType.Count; gameFlags |= SiteType.gameFlags(type); gameFlags |= region.gameFlags(game); gameFlags |= countFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (region != null) { concepts.or(region.concepts(game)); final int[] sitesRegion = region.eval(new Context(game, new Trial(game))); for (final int site : sitesRegion) { if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } } concepts.or(SiteType.concepts(type)); concepts.set(Concept.PieceCount.id(), true); concepts.or(countFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(countFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(countFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); region.preprocess(game); countFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(set " + region + " " + countFn + ")"; return str; } //------------------------------------------------------------------------- @Override public int howManyPlace(final Game game) { // region may not yet have been preprocessed, so do that first region.preprocess(game); return region.eval(new Context(game, null)).length; } @Override public int count(final Game game) { return countFn.eval(new Context(game, new Trial(game))); } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "set the count of the " + type.name().toLowerCase() + StringRoutines.getPlural(type.name()) + " in " + region.toEnglish(game) + " to " + countFn.toEnglish(game); } //------------------------------------------------------------------------- }
5,470
25.177033
170
java
Ludii
Ludii-master/Core/src/game/rules/start/set/sites/SetPhase.java
package game.rules.start.set.sites; 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.start.StartRule; import game.types.board.SiteType; import other.IntArrayFromRegion; import other.action.graph.ActionSetPhase; import other.context.Context; import other.move.Move; /** * Sets the phase of a graph element. * * @author Eric.Piette */ @Hide public final class SetPhase extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The region to set the pahse. */ private final IntArrayFromRegion region; /** The phase. */ private final IntFunction phaseFn; /** The type of the graph element. */ private SiteType type; //------------------------------------------------------------------------- /** * @param type The type of the graph element. * @param site The site to set. * @param region The region to set. * @param phase The new phase. */ public SetPhase ( final IntFunction phase, @Opt final SiteType type, @Or final IntFunction site, @Or final RegionFunction region ) { this.type = type; this.region = new IntArrayFromRegion(site, region); this.phaseFn = phase; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { final int[] locs = region.eval(context); for (final int loc : locs) { final ActionSetPhase actionSetPhase = new ActionSetPhase(type, loc, phaseFn.eval(context)); actionSetPhase.apply(context, true); context.trial().addMove(new Move(actionSetPhase)); context.trial().addInitPlacement(); } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long gameFlags = SiteType.gameFlags(type); gameFlags |= phaseFn.gameFlags(game); return gameFlags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (region != null) concepts.or(region.concepts(game)); concepts.or(SiteType.concepts(type)); concepts.or(phaseFn.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); writeEvalContext.or(phaseFn.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); readEvalContext.or(phaseFn.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); phaseFn.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(SetPhase)"; return str; } }
3,267
22.681159
94
java
Ludii
Ludii-master/Core/src/game/rules/start/set/sites/SetSite.java
package game.rules.start.set.sites; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.functions.ints.IntFunction; import game.functions.ints.board.Id; import game.functions.region.RegionFunction; import game.rules.start.Start; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.play.RoleType; import main.Constants; import other.concept.Concept; import other.context.Context; import other.topology.SiteFinder; import other.topology.TopologyElement; import other.trial.Trial; /** * Sets a site to the first piece of a player. * * @author Eric.Piette */ @Hide public final class SetSite extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** The role of the owned of the piece to set. */ private final RoleType role; /** Which cell. */ private final IntFunction siteId; /** Which coord. */ private final String coord; /** Cell, Edge or Vertex. */ private SiteType type; //-----------------Data to fill a region------------------------------------ /** Which cells. */ private final IntFunction[] locationIds; /** Which region. */ private final RegionFunction region; /** Which coords. */ private final String[] coords; //------------------------------------------------------------------------- /** * @param role The owner of the site. * @param type The graph element type [default SiteType of the board]. * @param loc The location to place a piece. * @param coord The coordinate of the location to place a piece. */ public SetSite ( final RoleType role, @Opt final SiteType type, @Opt final IntFunction loc, @Opt @Name final String coord ) { siteId = (loc == null) ? null : loc; this.coord = (coord == null) ? null : coord; locationIds = null; region = null; coords = null; this.type = type; this.role = role; } /** * @param role The roleType. * @param type The graph element type [default SiteType of the board]. * @param locs The sites to fill. * @param region The region to fill. * @param coords The coordinates of the sites to fill. */ public SetSite ( final RoleType role, @Opt final SiteType type, @Opt final IntFunction[] locs, @Opt final RegionFunction region, @Opt final String[] coords ) { locationIds = (locs == null) ? null : locs; this.region = (region == null) ? null : region; this.coords = (coords == null) ? null : coords; coord = null; siteId = null; this.type = type; this.role = role; } //------------------------------------------------------------------------- @Override public void eval(final Context context) { int what = new Id(null, role).eval(context); if (role == RoleType.Neutral) { for (int i = 1; i < context.components().length; i++) { final Component component = context.components()[i]; if (component.owner() == 0) { what = component.index(); break; } } } else if (role == RoleType.Shared || role == RoleType.All) { for (int i = 1; i < context.components().length; i++) { final Component component = context.components()[i]; if (component.owner() == context.game().players().size()) { what = component.index(); break; } } // if (context.game().usesUnionFindAdjacent()) // { // final int[] locs = region.eval(context).sites(); // for (final int loc : locs) // { // UnionFindD.evalSetGT(context, loc, role, AbsoluteDirection.Adjacent); // } // } // else if (context.game().usesUnionFindOrthogonal()) // { // final int[] locs = region.eval(context).sites(); // for (final int loc : locs) // { // UnionFindD.evalSetGT(context, loc, role, AbsoluteDirection.Orthogonal); // } // } } else { boolean find = false; for (int i = 1; i < context.components().length; i++) { final Component component = context.components()[i]; if (component.index() == what) { find = true; break; } } if (!find) what = Constants.UNDEFINED; } // If we try to set something else than a player piece, the starting rule do // nothing. if (what < 1 || what >= context.components().length) { System.err.println("Warning: A piece which not exist is trying to be set in the starting rule."); return; } // Check if the goal is to fill a region if (locationIds != null || region != null || coords != null) { evalFill(context, what); } else { if (siteId == null && coord == null) return; int site = Constants.UNDEFINED; if (coord != null) { final TopologyElement element = SiteFinder.find(context.board(), coord, type); if (element == null) throw new RuntimeException("In the starting rules (place) the coordinate " + coord + " not found."); site = element.index(); } else if (siteId != null) { site = siteId.eval(context); } Start.placePieces(context, site, what, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, false, type); } } /** * To eval the place ludeme for a region/list of sites. * * @param context The context of the game. */ private void evalFill(final Context context, final int what) { // place with coords if (coords != null) { for (final String coordinate : coords) { final TopologyElement element = SiteFinder.find(context.board(), coordinate, type); if (element == null) { System.out.println("** SetSite.evalFill(): Coord " + coordinate + " not found."); } else { Start.placePieces(context, element.index(), what, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, false, type); } } } // place with regions else if (region != null) { final int[] locs = region.eval(context).sites(); for (final int loc : locs) { Start.placePieces(context, loc, what, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, false, type); } } // place with locs else if (locationIds != null) { for (final IntFunction loc : locationIds) { Start.placePieces(context, loc.eval(context), what, 1, Constants.UNDEFINED, Constants.UNDEFINED, Constants.UNDEFINED, false, type); } } } //------------------------------------------------------------------------- /** * @return posn */ public IntFunction posn() { return siteId; } @Override public int count(final Game game) { return 1; } @Override public int howManyPlace(final Game game) { if (region != null) return region.eval(new Context(game, null)).sites().length; if (locationIds != null) return locationIds.length; else return 1; } //------------------------------------------------------------------------- @Override public boolean isStatic() { return false; } @Override public long gameFlags(final Game game) { long flags = 0L; flags |= SiteType.gameFlags(type); if (siteId != null) flags = siteId.gameFlags(game); if (region != null) flags |= region.gameFlags(game); return flags; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(super.concepts(game)); final int maxSiteOnBoard = (type == null) ? game.board().topology().getGraphElements(game.board().defaultSite()).size() : (type.equals(SiteType.Cell)) ? game.board().topology().getGraphElements(SiteType.Cell).size() : (type.equals(SiteType.Vertex)) ? game.board().topology().getGraphElements(SiteType.Vertex).size() : game.board().topology().getGraphElements(SiteType.Edge).size(); if (siteId != null) { concepts.or(siteId.concepts(game)); final int site = siteId.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (locationIds != null) for (final IntFunction loc : locationIds) { concepts.or(loc.concepts(game)); final int site = loc.eval(new Context(game, new Trial(game))); if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } if (region != null) { concepts.or(region.concepts(game)); final int[] sitesRegion = region.eval(new Context(game, new Trial(game))).sites(); for (final int site : sitesRegion) { if (site < maxSiteOnBoard) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); else concepts.set(Concept.PiecesPlacedOutsideBoard.id(), true); } } if (coords != null) concepts.set(Concept.PiecesPlacedOnBoard.id(), true); concepts.or(SiteType.concepts(type)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (region != null) writeEvalContext.or(region.writesEvalContextRecursive()); if (locationIds != null) for (final IntFunction loc : locationIds) writeEvalContext.or(loc.writesEvalContextRecursive()); if (siteId != null) writeEvalContext.or(siteId.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (region != null) readEvalContext.or(region.readsEvalContextRecursive()); if (locationIds != null) for (final IntFunction loc : locationIds) readEvalContext.or(loc.readsEvalContextRecursive()); if (siteId != null) readEvalContext.or(siteId.readsEvalContextRecursive()); return readEvalContext; } @Override public void preprocess(final Game game) { type = SiteType.use(type, game); if (siteId != null) siteId.preprocess(game); if (locationIds != null) for (final IntFunction locationId : locationIds) locationId.preprocess(game); if (region != null) region.preprocess(game); } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(set)"; return str; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { String regionString = ""; if (coord != null) { regionString = type.name().toLowerCase() + " " + coord; } else if (siteId != null) { regionString = type.name().toLowerCase() + " " + siteId.toEnglish(game); } else if (locationIds != null) { regionString = "["; for (final IntFunction i : locationIds) regionString += i.toEnglish(game) + ","; regionString = regionString.substring(0,regionString.length()-1) + "]"; } else if (coords != null) { regionString = "["; for (final String s : coords) regionString += s + ","; regionString = regionString.substring(0,regionString.length()-1) + "]"; } else if (region != null) { regionString = region.toEnglish(game); } return "set " + regionString + " to the first piece of " + role.name(); } //------------------------------------------------------------------------- }
11,451
24.114035
107
java
Ludii
Ludii-master/Core/src/game/rules/start/split/Split.java
package game.rules.start.split; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.equipment.container.other.Deck; import game.rules.start.StartRule; import game.types.board.SiteType; import game.types.state.GameType; import main.Constants; import other.action.Action; import other.action.move.move.ActionMove; import other.concept.Concept; import other.context.Context; import other.move.Move; import other.state.stacking.BaseContainerStateStacking; /** * Splits a deck of cards. * * @author Eric.Piette and cambolbro * * @remarks This ludeme is used for card games. */ public final class Split extends StartRule { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** * @param type The type of object to split. * @example (split Deck) */ public Split(final SplitType type) { // Nothing to do here until we have many types. switch (type) { case Deck: break; default: break; } } //------------------------------------------------------------------------- @Override public void eval(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 BaseContainerStateStacking cs = (BaseContainerStateStacking) context.containerState(deck.index()); final int indexSiteDeck = context.sitesFrom()[deck.index()]; final int sizeDeck = cs.sizeStackCell(indexSiteDeck); int hand = 0; for (int indexCard = 0; indexCard < sizeDeck; indexCard++) { final Action actionAtomic = ActionMove.construct(SiteType.Cell, indexSiteDeck, 0, SiteType.Cell, handIndex.get(hand).intValue(), Constants.OFF, Constants.OFF, Constants.OFF, Constants.OFF, false); actionAtomic.apply(context, true); context.trial().addMove(new Move(actionAtomic)); context.trial().addInitPlacement(); if (hand == context.game().players().count() - 1) hand = 0; else hand++; } } //------------------------------------------------------------------------- @Override public boolean isStatic() { return true; } @Override public long gameFlags(final Game game) { return GameType.Card; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.set(Concept.Card.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { 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 (split Deck ...) is used but the equipment has no cards."); missingRequirement = true; } return missingRequirement; } @Override public void preprocess(final Game game) { // Do nothing } //------------------------------------------------------------------------- @Override public String toString() { final String str = "(splitDeck)"; return str; } }
3,947
22.927273
106
java
Ludii
Ludii-master/Core/src/game/rules/start/split/SplitType.java
package game.rules.start.split; /** * Defines properties that can be split in the starting rules. */ public enum SplitType { /** To split a deck of cards. */ Deck, }
171
14.636364
62
java
Ludii
Ludii-master/Core/src/game/rules/start/split/package-info.java
/** * The {\tt (split ...)} start `super' ludeme to split objects between players. */ package game.rules.start.split;
120
23.2
79
java
Ludii
Ludii-master/Core/src/game/types/dummy.java
package game.types; /** * Hey, dummy, this is a dummy file to trick JavaDoc into picking up this package's package-info.java. */ public abstract class dummy { // Intentionally blank }
188
17.9
102
java
Ludii
Ludii-master/Core/src/game/types/package-info.java
/** * @chapter This package defines various types used to specify the behaviour of ludemes. * Types are constant values denoted in {\tt UpperCamelCase} syntax. * * @section These core types define possible combinations of options for various ludemes. */ package game.types;
289
35.25
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java
Ludii
Ludii-master/Core/src/game/types/board/BasisType.java
package game.types.board; /** * Defines known tiling types for boards. * * @author cambolbro */ public enum BasisType { /** No tiling; custom graph. */ NoBasis, //--------------- Regular --------------- /** Triangular tiling. */ Triangular, /** Square tiling. */ Square, /** Hexagonal tiling. */ Hexagonal, //--------------- Semi-regular --------------- /** Semi-regular tiling made up of hexagons surrounded by triangles. */ T33336, /** Semi-regular tiling made up of alternating rows of squares and triangles. */ T33344, /** Semi-regular tiling made up of squares and pairs of triangles. */ T33434, /** Rhombitrihexahedral tiling (e.g. Kensington). */ T3464, /** Semi-regular tiling 3.6.3.6 made up of hexagons with interstitial triangles. */ T3636, /** Semi-regular tiling made up of squares, hexagons and dodecagons. */ T4612, /** Semi-regular tiling 4.8.8. made up of octagons with interstitial squares. */ T488, /** Semi-regular tiling made up of triangles and dodecagons. */ T31212, //--------------- Exotic --------------- ///** Pentagonal tiling p4 (442). */ //P4_442, /** Tiling 3.3.3.3.3.3,3.3.4.3.4. */ T333333_33434, //--------------- 3D --------------- /** Square pyramidal tiling (e.g. Shibumi). */ SquarePyramidal, /** Hexagonal pyramidal tiling. */ HexagonalPyramidal, //--------------- Concentric --------------- /** Concentric tiling (e.g. Morris boards, wheel boards, ...). */ Concentric, //--------------- Circular --------------- /** Circular tiling (e.g. Round Merels). */ Circle, /** Spiral tiling (e.g. Mehen). */ Spiral, //--------------- Mathematical --------------- /** Tiling derived from the weak dual of a graph. */ Dual, /** Brick tiling using 1x2 rectangular brick tiles. */ Brick, /** Mesh formed by random spread of points within an outline shape. */ Mesh, //--------------- Specialised --------------- /** Morris tiling with concentric square rings and empty centre. */ Morris, /** Tiling on a square grid based on Celtic knotwork. */ Celtic, /** Quadhex board consisting of a hexagon tessellated by quadrilaterals (e.g. Three Player Chess). */ QuadHex, ; //------------------------------------------------------------------------- // public boolean isRegular() // { // return this == Triangular || this == Square || this == Hexagonal; // } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/game/types/board/HiddenData.java
package game.types.board; /** * Defines possible data to be hidden. * * @author Eric.Piette */ public enum HiddenData { /** The id of the component on the location is hidden. */ What, /** The owner of the component of the location is hidden. */ Who, /** The local state of the location is hidden. */ State, /** The number of components on the location is hidden. */ Count, /** The rotation of the component on the location is hidden. */ Rotation, /** The piece value of the component on the location is hidden. */ Value, }
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Ludii
Ludii-master/Core/src/game/types/board/LandmarkType.java
package game.types.board; /** * Defines certain landmarks that can be used to specify individual sites on the board. * * @author Eric.Piette */ public enum LandmarkType { /** The central site of the board. */ CentreSite, /** The site that is furthest to the left. */ LeftSite, /** The site that is furthest to the right */ RightSite, /** The site that is furthest to the top. */ Topsite, /** The site that is furthest to the bottom. */ BottomSite, /** The first site indexed in the graph. */ FirstSite, /** The last site indexed in the graph. */ LastSite, }
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Ludii
Ludii-master/Core/src/game/types/board/PuzzleElementType.java
package game.types.board; /** * Defines the possible types of variables that can be used in deduction * puzzles. * * @author Eric.Piette */ public enum PuzzleElementType { /** A variable corresponding to a cell. */ Cell, /** A variable corresponding to an edge. */ Edge, /** A variable corresponding to a vertex. */ Vertex, /** A variable corresponding to a hint. */ Hint, ; /** * @param puzzleElement The puzzle type to convert. * @return The corresponding SiteType. */ public static SiteType convert(final PuzzleElementType puzzleElement) { switch (puzzleElement) { case Cell: return SiteType.Cell; case Edge: return SiteType.Edge; case Vertex: return SiteType.Vertex; default: return null; } } }
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Ludii
Ludii-master/Core/src/game/types/board/RegionTypeDynamic.java
package game.types.board; /** * Defines regions which can change during play. * * @author cambolbro and Eric.Piette */ public enum RegionTypeDynamic { /** All the empty sites of the current state. */ Empty, /** All the occupied sites of the current state. */ NotEmpty, /** All the sites occupied by a piece of the mover. */ Own, /** All the sites not occupied by a piece of the mover. */ NotOwn, /** All the sites occupied by a piece of an enemy of the mover. */ Enemy, /** All the sites empty or occupied by a {\tt Neutral} piece. */ NotEnemy, }
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Ludii
Ludii-master/Core/src/game/types/board/RegionTypeStatic.java
package game.types.board; /** * Defines known (predefined) regions of the board. * * @author Eric.Piette and cambolbro */ public enum RegionTypeStatic { /** Row areas. */ Rows, /** Column areas. */ Columns, /** All direction areas. */ AllDirections, /** Hint areas. */ HintRegions, /** Layers areas. */ Layers, /** diagonal areas. */ Diagonals, /** SubGrid areas. */ SubGrids, /** Region areas. */ Regions, /** Vertex areas. */ Vertices, /** Corner areas. */ Corners, /** Side areas. */ Sides, /** Side areas that are not corners. */ SidesNoCorners, /** All site areas. */ AllSites, /** Touching areas. */ Touching }
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Ludii
Ludii-master/Core/src/game/types/board/RelationType.java
package game.types.board; import game.util.directions.AbsoluteDirection; /** * Defines the possible relation types between graph elements. * * @author Eric.Piette */ public enum RelationType { /** Orthogonal relation. */ Orthogonal, /** Diagonal relation. */ Diagonal, /** Diagonal-off relation. */ OffDiagonal, /** Adjacent relation. */ Adjacent, /** Any relation. */ All; //------------------------------------------------------------------------- /** * @param relation The relation to convert. * @return The equivalent in absolute direction. */ public static AbsoluteDirection convert(final RelationType relation) { switch (relation) { case Adjacent: return AbsoluteDirection.Adjacent; case Diagonal: return AbsoluteDirection.Diagonal; case All: return AbsoluteDirection.All; case OffDiagonal: return AbsoluteDirection.OffDiagonal; case Orthogonal: return AbsoluteDirection.Orthogonal; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("RelationType.convert(): a RelationType is not implemented."); } //------------------------------------------------------------------------- /** * Returns true if this is equal to or a subset of rA * * @param rA * @return True of this is super set of the entry. */ public boolean supersetOf(final RelationType rA) { if (this.equals(rA)) return true; if (this.equals(All)) return true; if (this.equals(Adjacent) && rA.equals(Orthogonal)) return true; return false; } }
1,570
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Ludii
Ludii-master/Core/src/game/types/board/ShapeType.java
package game.types.board; /** * Defines shape types for known board shapes. * * @author Eric.Piette and cambolbro */ public enum ShapeType { /** No defined board shape. */ NoShape, /** Custom board shape defined by the user. */ Custom, /** Square board shape. */ Square, /** Rectangular board shape. */ Rectangle, /** Triangular board shape. */ Triangle, /** Hexagonal board shape. */ Hexagon, /** Cross board shape. */ Cross, /** Diamond board shape. */ Diamond, /** Diamond board shape extended vertically. */ Prism, /** General quadrilateral board shape. */ Quadrilateral, /** Rhombus board shape. */ Rhombus, /** Wheel board shape. */ Wheel, /** Circular board shape. */ Circle, /** Spiral board shape. */ Spiral, // /** Shape is derived from another graph. */ // Dual, /** Wedge shape of height N with 1 vertex at the top and 3 vertices on the bottom, for Alquerque boards. */ Wedge, /** Multi-pointed star shape. */ Star, /** Alternating sides are staggered. */ Limping, /** Regular polygon with sides of the same length. */ Regular, /** General polygon. */ Polygon, ; }
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Ludii-master/Core/src/game/types/board/SiteType.java
package game.types.board; import java.util.BitSet; import game.Game; import game.types.state.GameType; import other.concept.Concept; /** * Defines the element types that make up each graph. * * @author Eric.Piette and Matthew Stephenson and cambolbro */ public enum SiteType { /** Graph vertex. */ Vertex, /** Graph edge. */ Edge, /** Graph cell/face. */ Cell; //------------------------------------------------------------------------- /** * @param preferred The graph element type. * @param game The game. * @return Graph element type to use, based on a preferred type (using game * settings if null). */ public static SiteType use ( final SiteType preferred, final Game game ) { if (preferred != null) return preferred; return game.board().defaultSite(); } /** * @param type The graph element type. * @return The corresponding flags to return for the siteType. */ public static long gameFlags ( final SiteType type ) { long gameFlags = 0l; if (type != null) { switch (type) { case Vertex: gameFlags |= (GameType.Vertex | GameType.Graph); break; case Edge: gameFlags |= (GameType.Edge | GameType.Graph); break; case Cell: gameFlags |= GameType.Cell; break; } } return gameFlags; } /** * @param type The graph element type. * @return The corresponding flags to return for the siteType. */ public static BitSet concepts ( final SiteType type ) { final BitSet concepts = new BitSet(); if (type != null) { switch (type) { case Vertex: concepts.set(Concept.Vertex.id(), true); break; case Edge: concepts.set(Concept.Edge.id(), true); break; case Cell: concepts.set(Concept.Cell.id(), true); break; } } return concepts; } }
1,799
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Ludii
Ludii-master/Core/src/game/types/board/StepType.java
package game.types.board; /** * Defines possible ``turtle steps'' for describing walks through adjacent sites. * * @author cambolbro and Eric.Piette * * @remarks For example, the movement of a Chess knight may be described as {\tt (walkToSites \{ \{F F R F\} \{F F L F\} \})}. Please note that a walk cannot leave the playing area and return. */ public enum StepType { /** Forward a step. */ F, /** Turn left a step. */ L, /** Turn right a step. */ R, }
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Ludii
Ludii-master/Core/src/game/types/board/StoreType.java
package game.types.board; /** * Defines the different stores for a mancala board. * * @author Eric.Piette */ public enum StoreType { /** No store. */ None, /** Outer store. */ Outer, /** Inner store. */ Inner; }
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Ludii
Ludii-master/Core/src/game/types/board/TilingBoardlessType.java
package game.types.board; /** * Defines supported tiling types for boardless games. * * @author Eric.Piette */ public enum TilingBoardlessType { /** Square tiling. */ Square, /** Triangular tiling. */ Triangular, /** Hexagonal tiling. */ Hexagonal, ; }
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Ludii-master/Core/src/game/types/board/TrackStepType.java
package game.types.board; //import game.functions.trackStep.TrackStep; /** * Defines special steps for describing tracks on the board. * * @author cambolbro * * @remarks For example, a track may be defined as { 0 N Repeat E End }. */ public enum TrackStepType { /** Off the track. */ Off, /** End of the track. */ End, /** Repeat stepping in the current direction. */ Repeat; // public TrackStep eval() // { // return null; // } }
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Ludii-master/Core/src/game/types/board/TrackType.java
package game.types.board; /** * Defines that a track is used. * * @author Eric.Piette */ public enum TrackType { /** Track. */ Track }
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Ludii-master/Core/src/game/types/board/package-info.java
/** * Board types are constant values for specifying various aspects of the board and its constituent graph elements. */ package game.types.board;
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Ludii-master/Core/src/game/types/component/CardType.java
package game.types.component; /** * Defines possible rank values of cards. * * @author Eric.Piette and cambolbro */ public enum CardType { /** Joker rank. */ Joker( 0, "?"), /** Ace rank. */ Ace( 1, "A"), /** Two rank. */ Two( 2, "2"), /** Three rank. */ Three( 3, "3"), /** Four rank. */ Four( 4, "4"), /** Five rank. */ Five( 5, "5"), /** Six rank. */ Six( 6, "6"), /** Seven rank. */ Seven( 7, "7"), /** Eight rank. */ Eight( 8, "8"), /** Nine rank. */ Nine( 9, "9"), /** Ten rank. */ Ten( 10, "10"), /** Jack rank. */ Jack( 10, "J"), /** Queen rank. */ Queen(10, "Q"), /** King rank. */ King( 10, "K"), ; //------------------------------------------------------------------------- private int number; // number shown on the card, if any private String label; // common name of the card //------------------------------------------------------------------------- CardType(final int number, final String label) { this.number = number; this.label = label; } //------------------------------------------------------------------------- /** * @return The common name of the card. */ public String label() { return label; } /** * @return The default number shown on the card, if any. */ public int number() { return number; } //------------------------------------------------------------------------- /** * @return True if the card is royal. */ public boolean isRoyal() { boolean result = this == Jack || this == Queen || this == King; result = result || (this == Joker); // add Joker so picture is shown correctly return result; } //------------------------------------------------------------------------- }
1,757
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Ludii
Ludii-master/Core/src/game/types/component/DealableType.java
package game.types.component; /** * Specifies which types of components can be dealt. * * @author Eric.Piette */ public enum DealableType { /** Domino component. */ Dominoes, /** Card component. */ Cards, }
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Ludii
Ludii-master/Core/src/game/types/component/SuitType.java
package game.types.component; import java.util.BitSet; import game.Game; import metadata.graphics.GraphicsItem; /** * Defines the possible suit types of cards. * * @author Eric.Piette and cambolbro */ public enum SuitType implements GraphicsItem { /** Club suit. */ Clubs(1), /** Spade suit. */ Spades(2), /** Diamond suit. */ Diamonds(3), /** Heart suit. */ Hearts(4), ; /** * The corresponding value. */ public final int value; private SuitType(final int value) { this.value = value; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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Ludii
Ludii-master/Core/src/game/types/component/package-info.java
/** * Component types are constant values for specifying various aspects of components in the game. * These can include pieces, cards, dice, and so on. */ package game.types.component;
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Ludii-master/Core/src/game/types/play/GravityType.java
package game.types.play; /** * Defines the possible types of gravity that can occur in a game. * * @author Eric.Piette */ public enum GravityType { /** Gravity corresponding to pieces dropping in a pyramidal tilling. */ PyramidalDrop, }
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Ludii
Ludii-master/Core/src/game/types/play/ModeType.java
package game.types.play; /** * Defines the possible modes of play. * * @author cambolbro and Eric.Piette */ public enum ModeType { /** Players alternate making discrete moves. */ Alternating, /** Players move at the same time. */ Simultaneous, /** Simulation game */ Simulation, }
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Ludii
Ludii-master/Core/src/game/types/play/PassEndType.java
package game.types.play; /** * Defines the possible types of ending results if all players are passed their * turn. * * @author Eric.Piette */ public enum PassEndType { /** The game in a draw. */ Draw, /** The game does not end. */ NoEnd }
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Ludii
Ludii-master/Core/src/game/types/play/PinType.java
package game.types.play; /** * Defines the possible types of pin that can occur in a game. * * @author Eric.Piette */ public enum PinType { /** * For Shibumi games, that's not allowed to remove pieces if they are supported * by more than 1 piece. */ SupportMultiple, }
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Ludii
Ludii-master/Core/src/game/types/play/PrevType.java
package game.types.play; /** * Defines the possible previous states to refer to. * * @author Eric.Piette */ public enum PrevType { /** The state corresponding to the previous move. */ Mover, /** The state corresponding to the previous turn. */ MoverLastTurn ; }
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Ludii
Ludii-master/Core/src/game/types/play/RepetitionType.java
package game.types.play; /** * Defines the possible types of repetition that can occur in a game. * * @author cambolbro */ public enum RepetitionType { /** Situational State repeated within a turn. */ SituationalInTurn, /** Positional State repeated within a turn. */ PositionalInTurn, /** State repeated within a game (pieces on the board only). */ Positional, /** State repeated within a game (all data in the state). */ Situational }
457
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Ludii
Ludii-master/Core/src/game/types/play/ResultType.java
package game.types.play; /** * Defines expected outcomes for each game. * * @author cambolbro * * @remarks Tie means that everybody wins. Draw means that nobody wins. */ public enum ResultType { /** Somebody wins. */ Win, /** Somebody loses. */ Loss, /** Nobody wins. */ Draw, /** Everybody wins. */ Tie, /** Game abandoned, typically for being too long. */ Abandon, /** Game stopped due to run-time error. */ Crash, }
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Ludii
Ludii-master/Core/src/game/types/play/RoleType.java
package game.types.play; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.functions.ints.board.Id; import main.Constants; /** * Defines the possible role types of the players in a game. * * @author cambolbro and Eric.Piette * * @remarks Each player will have at least one, and possibly more than one, role type in a game. * For example, players may belong to permanent or temporary teams, or may be denoted * as the {\tt Ally} or {\tt Enemy} of a given player, etc. */ public enum RoleType { /** Neutral role, owned by nobody. */ Neutral(0), /** Player 1. */ P1(1), /** Player 2. */ P2(2), /** Player 3. */ P3(3), /** Player 4. */ P4(4), /** Player 5. */ P5(5), /** Player 6. */ P6(6), /** Player 7. */ P7(7), /** Player 8. */ P8(8), /** Player 9. */ P9(9), /** Player 10. */ P10(10), /** Player 11. */ P11(11), /** Player 12. */ P12(12), /** Player 13. */ P13(13), /** Player 14. */ P14(14), /** Player 15. */ P15(15), /** Player 16. */ P16(16), /** Team 1 (index 1). */ Team1(1), /** Team 2 (index 2). */ Team2(2), /** Team 3 (index 3). */ Team3(3), /** Team 4 (index 4). */ Team4(4), /** Team 5 (index 5). */ Team5(5), /** Team 6 (index 6). */ Team6(6), /** Team 7 (index 7). */ Team7(7), /** Team 8 (index 8). */ Team8(8), /** Team 9 (index 9). */ Team9(9), /** Team 10 (index 10). */ Team10(10), /** Team 11 (index 11). */ Team11(11), /** Team 12 (index 12). */ Team12(12), /** Team 13 (index 13). */ Team13(13), /** Team 14 (index 14). */ Team14(14), /** Team 15 (index 15). */ Team15(15), /** Team 16 (index 16). */ Team16(16), /** Team of the mover (index Mover). */ TeamMover(Constants.NOBODY), /** Applies to each player (for iteration), e.g. same piece owned by each player */ Each(Constants.NOBODY), /** Shared role, shared by all players. */ Shared(Constants.NOBODY), /** All players. */ All(Constants.NOBODY), /** Player who is moving. */ Mover(Constants.NOBODY), /** Player who is moving next turn. */ Next(Constants.NOBODY), /** Player who made the previous decision move. */ Prev(Constants.NOBODY), /** Players who are not moving. */ NonMover(Constants.NOBODY), /** Enemy players. */ Enemy(Constants.NOBODY), /** Friend players (Mover + Allies). */ Friend(Constants.NOBODY), /** Ally players. */ Ally(Constants.NOBODY), /** Placeholder for iterator over all players, e.g. from end.ForEach. */ Player(Constants.NOBODY); //------------------------------------------------------------------------- private static final RoleType[] PlayerIdToRole = RoleType.values(); private final int owner; /** * Default constructor, to avoid RoleType(null) warning during compilation (e.g. Trax). */ private RoleType() { owner = Constants.NOBODY; } /** * Constructor. * * @param owner The index. */ private RoleType(final int owner) { this.owner = owner; } /** * @return The corresponding player. */ public int owner() { return owner; } /** * @param role The roleType. * @return True if the roleType is about a team. */ public static boolean isTeam(final RoleType role) { return (role.toString().contains("Team")); } /** * @param role The roleType. * @return True if the roleType can corresponds to many players. */ public static boolean manyIds(final RoleType role) { return isTeam(role) | role.equals(Ally) | role.equals(Enemy) | role.equals(NonMover) | role.equals(All) | role.equals(Friend); } /** * @param pid The index of the player. * @return The corresponding roletype of the index. */ public static RoleType roleForPlayerId(final int pid) { if (pid > 0 && pid <= Constants.MAX_PLAYERS) return PlayerIdToRole[pid]; return Neutral; } /** * @param roleType * @return An IntFunction representation of given RoleType */ public static IntFunction toIntFunction(final RoleType roleType) { if (roleType.owner > 0) return new IntConstant(roleType.owner); else return new Id(null, roleType); } }
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Ludii-master/Core/src/game/types/play/WhenType.java
package game.types.play; /** * Defines when to perform certain tests or actions within a game. * * @author cambolbro */ public enum WhenType { /** Start of a turn. */ StartOfTurn, /** End of a turn. */ EndOfTurn, }
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Ludii-master/Core/src/game/types/play/package-info.java
/** * Play types are constant values for specifying various aspects of play. * These are typically to do with the ``start'', ``play'' and ``end'' rules. */ package game.types.play;
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Ludii-master/Core/src/game/types/state/GameType.java
package game.types.state; import java.io.Serializable; import game.Game; /** * Defines known characteristics of games. * * @author cambolbro and Eric.Piette * * @remarks These flags are used to determine which state to choose for a given * game description. */ public interface GameType extends Serializable { /** * On if this game may generate moves that use from-positions (in addition to to-positions). */ public final static long UsesFromPositions = 0x1L; /** * On if the game involved a state value for a site. */ public final static long SiteState = (0x1L << 1); /** * On if the game involved a count for a site. */ public final static long Count = (0x1L << 2); /** * On if the game has hidden info. */ public final static long HiddenInfo = (0x1L << 3); /** * On if the game is a stacking game. */ public final static long Stacking = (0x1L << 4); /** * On if the game is a boardless game. */ public final static long Boardless = (0x1L << 5); /** * On if the game involves some stochastic values. */ public final static long Stochastic = (0x1L << 6); /** * On if the game is a deduction puzzle. */ public final static long DeductionPuzzle = (0x1L << 7); /** * On if the game involves score. */ public final static long Score = (0x1L << 8); /** * On if we store the visited sites in the same turn. */ public final static long Visited = (0x1L << 9); /** * On if the game has simultaneous actions. */ public final static long Simultaneous = (0x1L << 10); /** * On if this game is 3D games. */ public final static long ThreeDimensions = (0x1L << 11); /** * On if the game does not end if all the players pass. */ public final static long NotAllPass = (0x1L << 12); /** * On if the game involves card. */ public final static long Card = (0x1L << 13); /** * On if the game involves large piece. */ public final static long LargePiece = (0x1L << 14); /** * On if the game involves some capture in sequence. */ public final static long SequenceCapture = (0x1L << 15); /** * On if the games has some tracks defined. */ public final static long Track = (0x1L << 16); /** * On if the game has some rotation values. */ public final static long Rotation = (0x1L << 17); /** * On if the game has team. */ public final static long Team = (0x1L << 18); /** * On if the game has some betting actions. */ public final static long Bet = (0x1L << 19); /** * On if the game has some hash scores. */ public final static long HashScores = (0x1L << 20); /** * On If the game has some hash amounts. */ public final static long HashAmounts = (0x1L << 21); /** * On if the game has some hash phases. */ public final static long HashPhases = (0x1L << 22); /** * On if the game is a graph game. */ public final static long Graph = (0x1L << 23); /** * On if the game can be played on the vertices. */ public final static long Vertex = (0x1L << 24); /** * On if the game can be played on the cells. */ public final static long Cell = (0x1L << 25); /** * On if the game can played on the edges. */ public final static long Edge = (0x1L << 26); /** * On if the game has dominoes. */ public final static long Dominoes = (0x1L << 27); /** * On if the game has a line of play used. */ public final static long LineOfPlay = (0x1L << 28); /** * On if the game has some replay actions. */ public final static long MoveAgain = (0x1L << 29); /** * On if the game uses some piece values. */ public final static long Value = (0x1L << 30); /** * On if the game has some vote actions. */ public final static long Vote = (0x1L << 31); /** * On if the game has some Note actions. */ public final static long Note = (0x1L << 32); /** * On if the game involves loop. */ public final static long Loops = (0x1L << 33); /** * On if the game needs some adjacent step distance between sites. */ public final static long StepAdjacentDistance = (0x1L << 34); /** * On if the game needs some orthogonal step distance between sites. */ public final static long StepOrthogonalDistance = (0x1L << 35); /** * On if the game needs some diagonal step distance between sites. */ public final static long StepDiagonalDistance = (0x1L << 36); /** * On if the game needs some off step distance between sites. */ public final static long StepOffDistance = (0x1L << 37); /** * On if the game needs some neighbours step distance between sites. */ public final static long StepAllDistance = (0x1L << 38); /** * On if the tracks on the game have an internal loop. */ public final static long InternalLoopInTrack = (0x1L << 39); /** * On if the game uses a swap rule. */ public final static long UsesSwapRule = (0x1L << 40); /** * On if the game checks the positional repetition in the game. */ public final static long RepeatPositionalInGame = (0x1L << 41); /** * On if the game checks the positional repetition in the turn. */ public final static long RepeatPositionalInTurn = (0x1L << 42); /** * On if the game uses some pending states/values. */ public final static long PendingValues = (0x1L << 43); /** * On if the game uses some maps to values. */ public final static long MapValue = (0x1L << 44); /** * On if the game uses some values to remember. */ public final static long RememberingValues = (0x1L << 45); /** * On if the game involves payoff. */ public final static long Payoff = (0x1L << 46); /** * On if the game checks the situational repetition in the game. */ public final static long RepeatSituationalInGame = (0x1L << 47); /** * On if the game checks the situational repetition in the turn. */ public final static long RepeatSituationalInTurn = (0x1L << 48); /** * On if the game checks the repetition of cycles. */ public final static long CycleDetection = (0x1L << 49); /** * @param game The game. * @return Accumulated flags for this state type. */ public long gameFlags(final Game game); /** * @return true of the function is immutable, allowing extra optimisations. */ public boolean isStatic(); /** * Called once after a game object has been created. Allows for any game- * specific preprocessing (e.g. precomputing and caching of static results). * * @param game */ public void preprocess(final Game game); }
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Ludii-master/Core/src/game/types/state/package-info.java
/** * State types are constant values for specifying various aspects of the current game state. */ package game.types.state;
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Ludii
Ludii-master/Core/src/game/util/dummy.java
package game.util; /** * Hey, dummy, this is a dummy file to trick JavaDoc into picking up this package's package-info.java. */ public abstract class dummy { // Intentionally blank }
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Ludii
Ludii-master/Core/src/game/util/package-info.java
/** * @chapter Utilities ludemes are useful support classes used by various other types of ludemes. */ package game.util;
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Ludii
Ludii-master/Core/src/game/util/directions/AbsoluteDirection.java
package game.util.directions; import java.util.BitSet; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import game.types.board.RelationType; import other.concept.Concept; /** * Describes categories of absolute directions. * * @author Eric.Piette and cambolbro * * @remarks Absolute directions may be used to describe connectivity type, specific board sides, player movement directions, etc. */ public enum AbsoluteDirection implements Direction { /** All directions. */ All { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return true; } }, /** Angled directions. */ Angled { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NNW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.WNW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.WSW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SSE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SSW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NNE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.ESE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.ENE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NE; } }, /** Adjacent directions. */ Adjacent { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Axial directions. */ Axial { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.N || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.S || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.E || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.W || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.U || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.D; } }, /** Orthogonal directions. */ Orthogonal { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Diagonal directions. */ Diagonal { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Off-diagonal directions. */ OffDiagonal { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Directions on the same layer. */ SameLayer { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Upward directions. */ Upward { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.U || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UN || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.US || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UNW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UNE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.USE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.USW; } }, /** Downward directions. */ Downward { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.D || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DN || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DS || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DNW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DNE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DSE || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DSW; } }, /** Rotational directions. */ Rotational { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.CW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.CCW || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.In || dirn.getDirectionActual().uniqueName() == DirectionUniqueName.Out; } }, /** Base directions. */ Base { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, /** Support directions. */ Support { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return false; } }, // -------------------Intercardinal equivalent absolute direction-------------- /** North. */ N{ @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.N; } }, /** East. */ E { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.E; } }, /** South. */ S { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.S; } }, /** West. */ W { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.W; } }, /** North-East. */ NE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NE; } }, /** South-East. */ SE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SE; } }, /** North-West. */ NW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NW; } }, /** South-West. */ SW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SW; } }, /** North-North-West. */ NNW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NNW; } }, /** West-North-West. */ WNW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.WNW; } }, /** West-South-West. */ WSW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.WSW; } }, /** South-South-West. */ SSW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SSW; } }, /** South-South-East. */ SSE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.SSE; } }, /** East-South-East. */ ESE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.ESE; } }, /** East-North-East. */ ENE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.ENE; } }, /** North-North-East. */ NNE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.NNE; } }, // -------------------Rotational equivalent absolute direction-------------- /** Clockwise directions. */ CW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.CW; } }, /** Counter-Clockwise directions. */ CCW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.CCW; } }, /** Inwards directions. */ In { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.In; } }, /** Outwards directions. */ Out { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.Out; } }, // -------------------Spatial equivalent absolute direction-------------- /** Upper direction. */ U { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.U; } }, /** Upwards-North direction. */ UN { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UN; } }, /** Upwards-North-East direction. */ UNE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName()==DirectionUniqueName.UNE; } }, /** Upwards-East direction. */ UE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UE; } }, /** Upwards-South-East direction. */ USE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.USE; } }, /** Upwards-South direction. */ US { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.US; } }, /** Upwards-South-West direction. */ USW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.USW; } }, /** Upwards-West direction. */ UW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UW; } }, /** Upwards-North-West direction. */ UNW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.UNW; } }, /** Down direction. */ D { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.D; } }, /** Down-North direction. */ DN { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DN; } }, /** Down-North-East. */ DNE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DNE; } }, /** Down-East direction. */ DE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DE; } }, /** Down-South-East. */ DSE { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DSE; } }, /** Down-South direction. */ DS { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DS; } }, /** Down-South-West. */ DSW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DSW; } }, /** Down-West direction. */ DW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DW; } }, /** Down North West. */ DNW { @Override public boolean matches(final DirectionFacing baseDirn, final DirectionType dirn) { return dirn.getDirectionActual().uniqueName() == DirectionUniqueName.DNW; } }, ; //------------------------------------------------------------------------- /** * NOTE: baseDirn may be null; it represents the facing of the piece, and may * not be relevant * * @param baseDirn * @param dirn * @return true if baseDirn+dirn matches the requirements of this category */ public abstract boolean matches(final DirectionFacing baseDirn, final DirectionType dirn); /** * @param dirn The direction. * @return Whether the given direction is a specific direction (e.g. N) as * opposed to belonging to a class of directions (e.g. Adjacent). */ public static boolean specific(final AbsoluteDirection dirn) { return convert(dirn) != null; } /** * @return The specific direction corresponding to the absolute direction. */ public boolean specific() { return specific(this); } /** * @param absoluteDirection * @return the corresponding direction. */ public static DirectionFacing convert(final AbsoluteDirection absoluteDirection) { switch (absoluteDirection) { // Absolute with no equivalent directions case Adjacent: return null; case All: return null; case Axial: return null; case Angled: return null; case Diagonal: return null; case OffDiagonal: return null; case Orthogonal: return null; case Downward: return null; case SameLayer: return null; case Upward: return null; case Rotational: return null; // Absolute with an equivalent intercardinalDirection case E: return CompassDirection.E; case ENE: return CompassDirection.ENE; case ESE: return CompassDirection.ESE; case N: return CompassDirection.N; case NE: return CompassDirection.NE; case NNE: return CompassDirection.NNE; case NNW: return CompassDirection.NNW; case NW: return CompassDirection.NW; case S: return CompassDirection.S; case SE: return CompassDirection.SE; case SSE: return CompassDirection.SSE; case SSW: return CompassDirection.SSW; case SW: return CompassDirection.SW; case W: return CompassDirection.W; case WNW: return CompassDirection.WNW; case WSW: return CompassDirection.WSW; // Absolute with an equivalent RotationalDirection case CCW: return RotationalDirection.CCW; case CW: return RotationalDirection.CW; case In: return RotationalDirection.In; case Out: return RotationalDirection.Out; // Absolute with an equivalent SpatialDirection case U: return SpatialDirection.U; case UN: return SpatialDirection.UN; case UNE: return SpatialDirection.UNE; case UE: return SpatialDirection.UE; case USE: return SpatialDirection.USE; case US: return SpatialDirection.US; case USW: return SpatialDirection.USW; case UW: return SpatialDirection.UW; case UNW: return SpatialDirection.UNW; case D: return SpatialDirection.D; case DN: return SpatialDirection.DN; case DNE: return SpatialDirection.DNE; case DE: return SpatialDirection.DE; case DSE: return SpatialDirection.DSE; case DS: return SpatialDirection.DS; case DSW: return SpatialDirection.DSW; case DW: return SpatialDirection.DW; case DNW: return SpatialDirection.DNW; default: break; } return null; } @Override public DirectionsFunction directionsFunctions() { return new Directions(this, null); } /** * @param absoluteDirection The direction to convert. * @return The equivalent in relation type. */ public static RelationType converToRelationType(final AbsoluteDirection absoluteDirection) { switch (absoluteDirection) { case Adjacent: return RelationType.Adjacent; case Diagonal: return RelationType.Diagonal; case All: return RelationType.All; case OffDiagonal: return RelationType.OffDiagonal; case Orthogonal: return RelationType.Orthogonal; default: return null; } } /** * @param absoluteDirection The direction. * @return The involved concepts. */ public static BitSet concepts(final AbsoluteDirection absoluteDirection) { final BitSet concepts = new BitSet(); switch (absoluteDirection) { case Adjacent: { concepts.set(Concept.AdjacentDirection.id(), true); break; } case Diagonal: { concepts.set(Concept.DiagonalDirection.id(), true); break; } case All: { concepts.set(Concept.AllDirections.id(), true); break; } case OffDiagonal: { concepts.set(Concept.OffDiagonalDirection.id(), true); break; } case Orthogonal: { concepts.set(Concept.OrthogonalDirection.id(), true); break; } case Rotational: { concepts.set(Concept.RotationalDirection.id(), true); break; } case SameLayer: { concepts.set(Concept.SameLayerDirection.id(), true); break; } default: } return concepts; } }
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23.199744
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Ludii
Ludii-master/Core/src/game/util/directions/CompassDirection.java
package game.util.directions; import java.util.BitSet; import game.Game; /** * Compass directions. * * @author Eric.Piette and cambolbro */ public enum CompassDirection implements DirectionFacing { /** North. */ N(DirectionUniqueName.N){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.N; }}, /** North-North-East. */ NNE(DirectionUniqueName.NNE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.NNE; }}, /** North-East. */ NE(DirectionUniqueName.NE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.NE; }}, /** East-North-East. */ ENE(DirectionUniqueName.ENE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.ENE; }}, /** East. */ E(DirectionUniqueName.E){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.E; }}, /** East-South-East. */ ESE(DirectionUniqueName.ESE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.ESE; }}, /** South-East. */ SE(DirectionUniqueName.SE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.SE; }}, /** South-South-East. */ SSE(DirectionUniqueName.SSE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.SSE; }}, /** South. */ S(DirectionUniqueName.S){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.S; }}, /** South-South-West. */ SSW(DirectionUniqueName.SSW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.SSW; }}, /** South-West. */ SW(DirectionUniqueName.SW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.SW; }}, /** West-South-West. */ WSW(DirectionUniqueName.WSW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.WSW; }}, /** West. */ W(DirectionUniqueName.W){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.W; }}, /** West-North-West. */ WNW(DirectionUniqueName.WNW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.WNW; }}, /** North-West. */ NW(DirectionUniqueName.NW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.NW; }}, /** North-North-West. */ NNW(DirectionUniqueName.NNW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.NNW; }}, ; /** Left direction of each direction. */ private static final CompassDirection[] LEFT; /** Leftward direction of each direction. */ private static final CompassDirection[] LEFTWARD; /** Right direction of each direction. */ private static final CompassDirection[] RIGHT; /** Rightward direction of each direction. */ private static final CompassDirection[] RIGHTWARD; /** Opposite direction of each direction. */ private static final CompassDirection[] OPPOSITE; static { LEFT = new CompassDirection[] { NNW, N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW }; LEFTWARD = new CompassDirection[] { W, WNW, NW, NNW, N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW }; RIGHT = new CompassDirection[] { NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW, NNW, N }; RIGHTWARD = new CompassDirection[] { E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW, NNW, N, NNE, NE, ENE }; OPPOSITE = new CompassDirection[] { S, SSW, SW, WSW, W, WNW, NW, NNW, N, NNE, NE, ENE, E, ESE, SE, SSE }; } /** The unique name of each direction. */ final DirectionUniqueName uniqueName; /** * @param origDirnType */ private CompassDirection(final DirectionUniqueName uniqueName) { this.uniqueName = uniqueName; } @Override public DirectionFacing left() { return LEFT[ordinal()]; } @Override public DirectionFacing leftward() { return LEFTWARD[ordinal()]; } @Override public DirectionFacing right() { return RIGHT[ordinal()]; } @Override public DirectionFacing rightward() { return RIGHTWARD[ordinal()]; } @Override public DirectionFacing opposite() { return OPPOSITE[ordinal()]; } @Override public int index() { return ordinal(); } @Override public DirectionUniqueName uniqueName() { return uniqueName; } @Override public int numDirectionValues() { return CompassDirection.values().length; } //------------------------------------------------------------------------- // Ludeme overrides @Override public BitSet concepts(final Game game) { return new BitSet(); } @Override public BitSet readsEvalContextRecursive() { return new BitSet(); } @Override public BitSet writesEvalContextRecursive() { return new BitSet(); } @Override public BitSet readsEvalContextFlat() { return new BitSet(); } @Override public BitSet writesEvalContextFlat() { return new BitSet(); } @Override public boolean missingRequirement(final Game game) { return false; } @Override public boolean willCrash(final Game game) { return false; } @Override public String toEnglish(final Game game) { return name(); } }
5,018
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Ludii
Ludii-master/Core/src/game/util/directions/Direction.java
package game.util.directions; import game.functions.directions.DirectionsFunction; /** * The different direction which can be used by some moves. * * @author Eric.Piette */ public interface Direction { /** * @return The corresponding direction functions. */ public DirectionsFunction directionsFunctions(); }
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Ludii-master/Core/src/game/util/directions/DirectionFacing.java
package game.util.directions; import other.Ludeme; /** * Provides a general ``direction'' description for use in a variety of * contexts. * * @author mrraow and Eric.Piette * * @usage Provides an Interface as each basis can have its own set of * directions. */ public interface DirectionFacing extends Ludeme { /** * @return Direction left of this one. */ public DirectionFacing left(); /** * @return Direction right of this one. */ public DirectionFacing right(); /** * @return Direction rightward of this one. */ public DirectionFacing rightward(); /** * @return Direction leftward of this one. */ public DirectionFacing leftward(); /** * @return The opposite direction. */ public DirectionFacing opposite(); /** * @return Index of this direction. */ public int index(); /** * @return Index of this direction. */ public DirectionUniqueName uniqueName(); /** * @return Number of possible distinct values in Direction enum. */ public int numDirectionValues(); /** * @return Direction converted to an AbsoluteDirection */ public AbsoluteDirection toAbsolute(); //------------------------------------------------------------------------- /** * An efficient implementation of Maps with Direction objects as key. * Very similar to EnumMap, but works with keys of the Direction type * (which is an interface that is expected to always be implemented * by an enum, but is not yet an enum itself). * * This map should only ever contain keys of a single enum implementing * Direction; keys from different enums should not be mixed! * * @author Dennis Soemers * * @param <V> */ public static class DirectionMap<V> { /** Stored values (one per possible key) */ protected final Object[] values; /** * For every possible key, true if and only if we actually stored something * there */ protected final boolean[] occupied; /** Number of stored objects */ protected int size = 0; /** * Constructor * * @param exampleKey */ public DirectionMap(final DirectionFacing exampleKey) { values = new Object[exampleKey.numDirectionValues()]; occupied = new boolean[exampleKey.numDirectionValues()]; } /** * @param key * @return Value stored for given key, or null if none stored */ @SuppressWarnings("unchecked") public V get(final DirectionFacing key) { return (V) values[key.index()]; } /** * Puts given value for given key in the map * * @param key * @param value * @return Previously stored value (null if no value previously stored) */ public V put(final DirectionFacing key, final V value) { final int idx = key.index(); @SuppressWarnings("unchecked") final V old = (V) values[idx]; values[idx] = value; if (!occupied[idx]) { ++size; occupied[idx] = true; } return old; } } }
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20.15942
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Ludii
Ludii-master/Core/src/game/util/directions/DirectionType.java
package game.util.directions; /** * Associates a direction to an unique index. * * @author Eric.Piette */ public class DirectionType { /** The unique index of the direction. */ private final int index; /** The name of the current direction. */ private final DirectionFacing directionActual; //------------------------------------------------------------------------- /** * @param directionActual The current direction. */ public DirectionType(final DirectionFacing directionActual) { super(); this.index = directionActual.index(); this.directionActual = directionActual; } //------------------------------------------------------------------------- /** * @return The direction. */ public DirectionFacing getDirection() { return this.directionActual; } /** * @return The index of the direction. */ public int index() { return index; } /** * @return The actual direction. */ public DirectionFacing getDirectionActual() { return directionActual; } //------------------------------------------------------------------------- @Override public String toString() { return "[Direction: " + directionActual + "]"; } }
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Ludii
Ludii-master/Core/src/game/util/directions/DirectionUniqueName.java
package game.util.directions; import annotations.Hide; /** * provides that for efficiency rather than necessity, each direction has a unique name * @remarks this is the canonical list, * Feel free to ad extra names as required, but these should be actual directions not filters. * * @author mrraow */ @Hide public enum DirectionUniqueName { /** North direction. */ N, /** North-North-East direction. */ NNE, /** North-East direction. */ NE, /** East direction. */ E, /** South-South-East direction. */ SSE, /** South-East direction. */ SE, /** South direction. */ S, /** South-South-West direction. */ SSW, /** South-West direction. */ SW, /** West direction. */ W, /** North-West direction. */ NW, /** North-North-West direction. */ NNW, /** West-North-West direction. */ WNW, /** East-North-East direction. */ ENE, /** East-South-East direction. */ ESE, /** West-South-West direction. */ WSW, /** Clockwise direction. */ CW, /** Outwards direction. */ Out, /** Counter-Clockwise direction. */ CCW, /** Inwards direction. */ In, /** Upper-North-West direction. */ UNW, /** Upper-North-East direction. */ UNE, /** Upper-South-East direction. */ USE, /** Upper-South-West direction. */ USW, /** Down-North-west direction. */ DNW, /** Down-North-East direction. */ DNE, /** Down-South-East direction. */ DSE, /** Down-South-West direction. */ DSW, /** Upper direction. */ U, /** Upper-North direction. */ UN, /** Upper-West direction. */ UW, /** Upper-East direction. */ UE, /** Upper-South direction. */ US, /** Down direction. */ D, /** Down-North direction. */ DN, /** Down-West direction. */ DW, /** Down-East direction. */ DE, /** Down-South direction. */ DS, }
1,820
13.116279
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Ludii
Ludii-master/Core/src/game/util/directions/RelativeDirection.java
package game.util.directions; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import game.functions.directions.Directions; import game.functions.directions.DirectionsFunction; import other.concept.Concept; //----------------------------------------------------------------------------- /** * Describes categories of relative directions. * * @author Eric.Piette and cambolbro * * @remarks Relative directions are typically used to describe player movements or relationships between items. */ public enum RelativeDirection implements Direction { /** Forward (only) direction. */ Forward(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); if (supportedDirections.contains(baseDirn)) directions.add(baseDirn); return directions; } }, /** Backward (only) direction. */ Backward(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); if (supportedDirections.contains(baseDirn.opposite())) directions.add(baseDirn.opposite()); return directions; } }, /** Rightward (only) direction. */ Rightward(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); if (supportedDirections.contains(baseDirn.rightward())) directions.add(baseDirn.rightward()); return directions; } }, /** Leftward (only) direction. */ Leftward(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); if (supportedDirections.contains(baseDirn.leftward())) directions.add(baseDirn.leftward()); return directions; } }, /** Forwards directions. */ Forwards(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); DirectionFacing directionToAdd = baseDirn.leftward().right(); while (directionToAdd != baseDirn.rightward()) { if (supportedDirections.contains(directionToAdd)) directions.add(directionToAdd); directionToAdd = directionToAdd.right(); } return directions; } }, /** Backwards directions. */ Backwards(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); DirectionFacing directionToAdd = baseDirn.opposite().leftward().right(); while (directionToAdd != baseDirn.opposite().rightward()) { if (supportedDirections.contains(directionToAdd)) directions.add(directionToAdd); directionToAdd = directionToAdd.right(); } return directions; } }, /** Rightwards directions. */ Rightwards(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); DirectionFacing directionToAdd = baseDirn.right(); while (directionToAdd != baseDirn.opposite()) { if (supportedDirections.contains(directionToAdd)) directions.add(directionToAdd); directionToAdd = directionToAdd.right(); } return directions; } }, /** Leftwards directions. */ Leftwards(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); DirectionFacing directionToAdd = baseDirn.left(); while (directionToAdd != baseDirn.opposite()) { if (supportedDirections.contains(directionToAdd)) directions.add(directionToAdd); directionToAdd = directionToAdd.left(); } return directions; } }, /** Forward-Left direction. */ FL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.left(); while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Forward-Left-Left direction. */ FLL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.left(); while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Forward-Left-Left-Left direction. */ FLLL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.left(); while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Backward-Left direction. */ BL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.opposite().left(); while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Backward-Left-Left direction. */ BLL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.opposite().left(); while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Backward-Left-Left-Left direction. */ BLLL(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing left = baseDirn.opposite().left(); while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } while (!supportedDirections.contains(left)) { left = left.left(); } directions.add(left); return directions; } }, /** Forward-Right direction. */ FR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.right(); while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Forward-Right-Right direction. */ FRR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.right(); while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Forward-Right-Right-Right direction. */ FRRR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.right(); while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Backward-Right direction. */ BR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.opposite().right(); while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Backward-Right-Right direction. */ BRR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.opposite().right(); while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Backward-Right-Right-Right direction. */ BRRR(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(1); DirectionFacing right = baseDirn.opposite().right(); while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } while (!supportedDirections.contains(right)) { right = right.right(); } directions.add(right); return directions; } }, /** Same direction. */ SameDirection(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); return directions; } }, /** Opposite direction. */ OppositeDirection(true) { @Override public List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections) { final List<DirectionFacing> directions = new ArrayList<DirectionFacing>(); return directions; } }, ; //------------------------------------------------------------------------- /** * @param baseDirn The original direction. * @param supportedDirections The supported directions. * * @return The corresponding directions. */ public abstract List<DirectionFacing> directions(final DirectionFacing baseDirn, final List<DirectionFacing> supportedDirections); /** * @param isAbsolute */ private RelativeDirection(final boolean isAbsolute) { // Nothing to do. } @Override public DirectionsFunction directionsFunctions() { return new Directions(this, null, null, null); } /** * @param relativeDirection The direction. * @return The involved concepts. */ public static BitSet concepts(final RelativeDirection relativeDirection) { final BitSet concepts = new BitSet(); switch (relativeDirection) { case Forward: { concepts.set(Concept.ForwardDirection.id(), true); break; } case Backward: { concepts.set(Concept.BackwardDirection.id(), true); break; } case Forwards: { concepts.set(Concept.ForwardsDirection.id(), true); break; } case Backwards: { concepts.set(Concept.BackwardsDirection.id(), true); break; } case Rightward: { concepts.set(Concept.RightwardDirection.id(), true); break; } case Leftward: { concepts.set(Concept.LeftwardDirection.id(), true); break; } case Rightwards: { concepts.set(Concept.RightwardsDirection.id(), true); break; } case Leftwards: { concepts.set(Concept.LeftwardsDirection.id(), true); break; } case FL: { concepts.set(Concept.ForwardLeftDirection.id(), true); break; } case FR: { concepts.set(Concept.ForwardRightDirection.id(), true); break; } case BL: { concepts.set(Concept.BackwardLeftDirection.id(), true); break; } case BR: { concepts.set(Concept.BackwardRightDirection.id(), true); break; } case SameDirection: { concepts.set(Concept.SameDirection.id(), true); break; } case OppositeDirection: { concepts.set(Concept.OppositeDirection.id(), true); break; } default: } return concepts; } }
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Ludii
Ludii-master/Core/src/game/util/directions/RotationalDirection.java
package game.util.directions; import java.util.BitSet; import game.Game; /** * Rotational directions. * * @author Eric.Piette */ public enum RotationalDirection implements DirectionFacing { /** Outwards direction. */ Out(DirectionUniqueName.Out){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.Out; }}, /** Clockwise direction. */ CW(DirectionUniqueName.CW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.CW; }}, /** Inwards direction. */ In(DirectionUniqueName.In){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.In; }}, /** Counter-Clockwise direction. */ CCW(DirectionUniqueName.CCW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.CCW; }}, ; /** Left direction of each direction. */ private static final RotationalDirection[] LEFT; /** Right direction of each direction. */ private static final RotationalDirection[] RIGHT; /** Opposite direction of each direction. */ private static final RotationalDirection[] OPPOSITE; static { LEFT = new RotationalDirection[] { CCW, In, CW, Out }; RIGHT = new RotationalDirection[] { CW, In, CCW, Out}; OPPOSITE = new RotationalDirection[] { In, CCW, Out, CW }; } /** The unique name of each direction. */ final DirectionUniqueName uniqueName; /** * @param origDirnType */ private RotationalDirection(final DirectionUniqueName uniqueName) { this.uniqueName = uniqueName; } @Override public DirectionFacing left() { return LEFT[ordinal()]; } @Override public DirectionFacing leftward() { return LEFT[ordinal()]; } @Override public DirectionFacing right() { return RIGHT[ordinal()]; } @Override public DirectionFacing rightward() { return RIGHT[ordinal()]; } @Override public DirectionFacing opposite() { return OPPOSITE[ordinal()]; } @Override public int index() { return ordinal(); } @Override public DirectionUniqueName uniqueName() { return uniqueName; } @Override public int numDirectionValues() { return RotationalDirection.values().length; } //------------------------------------------------------------------------- // Ludeme overrides @Override public BitSet concepts(final Game game) { return new BitSet(); } @Override public BitSet readsEvalContextRecursive() { return new BitSet(); } @Override public BitSet writesEvalContextRecursive() { return new BitSet(); } @Override public BitSet readsEvalContextFlat() { return new BitSet(); } @Override public BitSet writesEvalContextFlat() { return new BitSet(); } @Override public boolean missingRequirement(final Game game) { return false; } @Override public boolean willCrash(final Game game) { return false; } @Override public String toEnglish(final Game game) { return name(); } }
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Ludii
Ludii-master/Core/src/game/util/directions/SpatialDirection.java
package game.util.directions; import java.util.BitSet; import game.Game; /** * Describes intercardinal directions extended to 3D. * * @author Eric Piette and cambolbro * * @remarks Spatial directions are used for 3D tilings such as the Shibumi board. */ public enum SpatialDirection implements DirectionFacing { /** Down direction. */ D(DirectionUniqueName.D){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.D; }}, /** Down-North direction. */ DN(DirectionUniqueName.DN){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DN; }}, /** Down-North-East direction. */ DNE(DirectionUniqueName.DNE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DNE; }}, /** Down-East direction. */ DE(DirectionUniqueName.DE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DE; }}, /** Down-South-East direction. */ DSE(DirectionUniqueName.DSE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DSE; }}, /** Down-South direction. */ DS(DirectionUniqueName.DS){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DS; }}, /** Down-South-West direction. */ DSW(DirectionUniqueName.DSW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DSW; }}, /** Down-West direction. */ DW(DirectionUniqueName.DW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DW; }}, /** Down-South-West direction. */ DNW(DirectionUniqueName.DSW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.DSW; }}, /** Upwards direction. */ U(DirectionUniqueName.U){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.U; }}, /** Upwards-North direction. */ UN(DirectionUniqueName.UN){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.UN; }}, /** Upwards-North-East direction. */ UNE(DirectionUniqueName.UNE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.UNE; }}, /** Upwards-East direction. */ UE(DirectionUniqueName.UE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.UE; }}, /** Upwards-South-East direction. */ USE(DirectionUniqueName.USE){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.USE; }}, /** Upwards-South direction. */ US(DirectionUniqueName.US){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.US; }}, /** Upwards-South-West direction. */ USW(DirectionUniqueName.USW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.USW; }}, /** Upwards-West direction. */ UW(DirectionUniqueName.UW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.UW; }}, /** Upwards-North-West direction. */ UNW(DirectionUniqueName.UNW){ @Override public AbsoluteDirection toAbsolute(){ return AbsoluteDirection.UNW; }}, ; /** Left direction of each direction. */ private static final SpatialDirection[] LEFT; /** Right direction of each direction. */ private static final SpatialDirection[] RIGHT; /** Opposite direction of each direction. */ private static final SpatialDirection[] OPPOSITE; // /** Upwards directions of each direction. */ // private static final SpatialDirection[] UP; // // /** Downwards directions of each direction. */ // private static final SpatialDirection[] DOWN; static { LEFT = new SpatialDirection[] { D, DNW, DN, DNE, DE, DSE, DS, DSW, DW, U, UNW, UN, UNE, UE, USE, US, USW, UW }; RIGHT = new SpatialDirection[] { D, DNE, DE, DSE, DS, DSW, DW, DNW, DN, U, UNE, UE, USE, US, USW, UW, UNW, UN, }; OPPOSITE = new SpatialDirection[] { U, US, USW, UW, UNW, UN, UNE, UE, USE, D, DS, DSW, DW, DNW, DN, DNE, DE, DSE }; // UP = new SpatialDirection[] // { UNW, UNE, USE, USW }; // DOWN = new SpatialDirection[] // { DNW, DNE, DSE, DSW }; } /** The unique name of each direction. */ final DirectionUniqueName uniqueName; /** * @param origDirnType */ private SpatialDirection(final DirectionUniqueName uniqueName) { this.uniqueName = uniqueName; } @Override public DirectionFacing left() { return LEFT[ordinal()]; } @Override public DirectionFacing leftward() { return LEFT[ordinal()]; } @Override public DirectionFacing right() { return RIGHT[ordinal()]; } @Override public DirectionFacing rightward() { return RIGHT[ordinal()]; } @Override public DirectionFacing opposite() { return OPPOSITE[ordinal()]; } @Override public int index() { return ordinal(); } @Override public DirectionUniqueName uniqueName() { return uniqueName; } @Override public int numDirectionValues() { return SpatialDirection.values().length; } //------------------------------------------------------------------------- // Ludeme overrides @Override public BitSet concepts(final Game game) { return new BitSet(); } @Override public BitSet readsEvalContextRecursive() { return new BitSet(); } @Override public BitSet writesEvalContextRecursive() { return new BitSet(); } @Override public BitSet readsEvalContextFlat() { return new BitSet(); } @Override public BitSet writesEvalContextFlat() { return new BitSet(); } @Override public boolean missingRequirement(final Game game) { return false; } @Override public boolean willCrash(final Game game) { return false; } @Override public String toEnglish(final Game game) { return name(); } }
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Ludii
Ludii-master/Core/src/game/util/directions/StackDirection.java
package game.util.directions; /** * Describes the bottom or the top of a stack as origin for functions. * * @author Eric Piette */ public enum StackDirection { /** To check the stack from the bottom. */ FromBottom, /** To check the stack from the top. */ FromTop; }
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Ludii-master/Core/src/game/util/directions/package-info.java
/** * Direction utilities define the various types of directions used in game descriptions. * These include: * \begin{itemize} * \item {\it absolute} directions that remain constant in all contexts, and * \item {\it relative} directions that depend on the player and their orientation. * \end{itemize} */ package game.util.directions;
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Ludii-master/Core/src/game/util/end/Payoff.java
package game.util.end; import java.util.BitSet; import game.Game; import game.functions.floats.FloatFunction; import game.types.play.RoleType; import game.types.state.GameType; import other.BaseLudeme; /** * Defines a payoff to set when using the {\tt (payoffs ...)} end rule. * * @author Eric.Piette */ public class Payoff extends BaseLudeme { final RoleType role; final FloatFunction payoff; //------------------------------------------------------------------------- /** * @param role The role of the player. * @param payoff The payoff of the player. * * @example (payoff P1 5.5) */ public Payoff(final RoleType role, final FloatFunction payoff) { this.role = role; this.payoff = payoff; } //------------------------------------------------------------------------- /** * @return The role. */ public RoleType role() { return role; } /** * @return The payoff. */ public FloatFunction payoff() { return payoff; } /** * @param game The game. * @return The game flags. */ public long gameFlags(final Game game) { long gameFlags = 0L; gameFlags |= GameType.Payoff; gameFlags |= payoff.gameFlags(game); return gameFlags; } /** * To preprocess. * * @param game The game. */ public void preprocess(final Game game) { payoff.preprocess(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(payoff.concepts(game)); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; // We check if the role is correct. if (role != null) { final int indexOwnerPhase = role().owner(); if (((indexOwnerPhase < 1 && !role().equals(RoleType.Mover)) && !role().equals(RoleType.Next) && !role().equals(RoleType.Prev)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "The ludeme (payoff ...) is used with an incorrect RoleType: " + role() + "."); missingRequirement = true; } } if (payoff != null) missingRequirement |= payoff.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (payoff != null) willCrash |= payoff.willCrash(game); return willCrash; } }
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Ludii
Ludii-master/Core/src/game/util/end/Score.java
package game.util.end; import java.util.BitSet; import game.Game; import game.functions.ints.IntFunction; import game.types.play.RoleType; import game.types.state.GameType; import other.BaseLudeme; import other.concept.Concept; /** * Defines a score to set when using the {\tt (byScore ...)} end rule. * * @author Eric.Piette */ public class Score extends BaseLudeme { final RoleType role; final IntFunction score; //------------------------------------------------------------------------- /** * @param role The role of the player. * @param score The score of the player. * * @example (score P1 100) */ public Score ( final RoleType role, final IntFunction score ) { this.role = role; this.score = score; } //------------------------------------------------------------------------- /** * @return The role. */ public RoleType role() { return role; } /** * @return The score. */ public IntFunction score() { return score; } /** * @param game The game. * @return The game flags. */ public long gameFlags(final Game game) { long gameFlags = 0L; gameFlags |= GameType.Score; gameFlags |= score.gameFlags(game); return gameFlags; } /** * To preprocess. * * @param game The game. */ public void preprocess(final Game game) { score.preprocess(game); } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(score.concepts(game)); concepts.set(Concept.Scoring.id(), true); return concepts; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); writeEvalContext.or(score.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); readEvalContext.or(score.readsEvalContextRecursive()); return readEvalContext; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; // We check if the role is correct. if (role != null) { final int indexOwnerPhase = role().owner(); if (((indexOwnerPhase < 1 && !role().equals(RoleType.Mover)) && !role().equals(RoleType.Next) && !role().equals(RoleType.Prev)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "The ludeme (score ...) is used with an incorrect RoleType: " + role() + "."); missingRequirement = true; } } if (score != null) missingRequirement |= score.missingRequirement(game); return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (score != null) willCrash |= score.willCrash(game); return willCrash; } }
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Ludii
Ludii-master/Core/src/game/util/end/package-info.java
/** * This section describes support utility ludemes relevant to end rules. */ package game.util.end;
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Ludii
Ludii-master/Core/src/game/util/equipment/Card.java
package game.util.equipment; import annotations.Name; import annotations.Opt; import game.Game; import game.types.component.CardType; import main.Constants; import other.BaseLudeme; /** * Defines an instance of a playing card. * * @author Eric.Piette */ public class Card extends BaseLudeme { /** * The rank of the card. */ final private int rank; /** * The value of the card. */ final private int value; /** * The trump rank of the card. */ final private int trumpRank; /** * The trump value of the card. */ final private int trumpValue; /** * The trump value of the card. */ final private int biased; /** * The type of the card. */ final private CardType type; //------------------------------------------------------------------------- /** * @param type The type of the card. * @param rank The rank of the card. * @param value The value of the card. * @param trumpRank The trump rank of the card. * @param trumpValue The trump value of the card. * @param biased The biased value of the card. * * @example (card Seven rank:0 value:0 trumpRank:0 trumpValue:0) */ public Card ( final CardType type, @Name final Integer rank, @Name final Integer value, @Opt @Name final Integer trumpRank, @Opt @Name final Integer trumpValue, @Opt @Name final Integer biased ) { this.type = type; this.rank = rank.intValue(); this.value = value.intValue(); this.trumpRank = (trumpRank == null) ? rank.intValue() : trumpRank.intValue(); this.trumpValue = (trumpValue == null) ? value.intValue() : trumpValue.intValue(); this.biased = (biased == null) ? Constants.UNDEFINED : biased.intValue(); } /** * @return The type of the card. */ public CardType type() { return type; } /** * @return The rank of the card. */ public int rank() { return rank; } /** * @return The value of the card. */ public int value() { return value; } /** * @return The trump rank of the card. */ public int trumpRank() { return trumpRank; } /** * @return The trump value of the card. */ public int trumpValue() { return trumpValue; } /** * @return The biased value of the card. */ public int biased() { return biased; } @Override public String toEnglish(final Game game) { return "a " + type.name() + " card with a rank of " + rank + ", a value of " + value + ", a trumprank of " + trumpRank + ", a trumpValue of " + trumpValue; } }
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Ludii
Ludii-master/Core/src/game/util/equipment/Hint.java
package game.util.equipment; import annotations.Opt; import other.BaseLudeme; /** * Defines a hint value to a region or a specific site. * * @author Eric.Piette * @remarks This is used only for deduction puzzles. */ public class Hint extends BaseLudeme { /** The hint to put. */ final private Integer hint; /** The place to put the hints. */ final private Integer[] region; //------------------------------------------------------------------------- /** * For creating hints in a region. * * @param region The locations. * @param hint The value of the hint [0]. * @example (hint {0 1 2 3 4 5} 1) */ public Hint ( final Integer[] region, @Opt final Integer hint ) { this.region = region; this.hint = (hint == null) ? Integer.valueOf(0) : hint; } /** * For creating hint in a site. * * @param site The location. * @param hint The value of the hint [0]. * @example (hint 1 1) */ public Hint ( final Integer site, @Opt final Integer hint ) { this.hint = (hint == null) ? Integer.valueOf(0) : hint; this.region = new Integer[1]; this.region[0] = site; } //------------------------------------------------------------------------- /** * @return The hint. */ public Integer hint() { return hint; } /** * @return The list of the site in the region. */ public Integer[] region() { return region; } }
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Ludii
Ludii-master/Core/src/game/util/equipment/Region.java
package game.util.equipment; import java.io.Serializable; import java.util.List; import annotations.Hide; import game.Game; import game.equipment.container.board.Board; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.graph.Step; import gnu.trove.list.array.TIntArrayList; import main.collections.ChunkSet; import other.BaseLudeme; import other.topology.Edge; import other.topology.SiteFinder; import other.topology.Topology; import other.topology.TopologyElement; /** * Defines a region of sites within a container. * * @author cambolbro */ public final class Region extends BaseLudeme implements Serializable { /** */ private static final long serialVersionUID = 1L; /** Sites in the region. */ private final ChunkSet bitSet; private final String name; //------------------------------------------------------------------------- /** * Constructor with a name, a board and coords. * * @param name * @param board * @param coords */ @Hide public Region ( final String name, final Board board, final String... coords ) { assert(board != null); bitSet = new ChunkSet(1, board.topology().cells().size()); for (final String coord : coords) { final TopologyElement element = SiteFinder.find(board, coord, SiteType.Cell); if (element == null) System.out.println("** Region: Coord " + coord + " not found."); else bitSet.setChunk(element.index(), 1); } this.name = name; } /** * Constructor with a counter. * * @param count */ @Hide public Region(final int count) { bitSet = new ChunkSet(1, count); bitSet.set(0, count); name = "?"; } /** * Constructor with a ChunkSet. * * @param bitSet */ @Hide public Region(final ChunkSet bitSet) { this.bitSet = bitSet.clone(); name = "?"; } /** * Copy constructor. * * @param other */ @Hide public Region(final Region other) { bitSet = other.bitSet().clone(); name = "?"; } /** * Constructor for an empty region. */ @Hide public Region() { bitSet = new ChunkSet(); name = "?"; } /** * Constructor with a array of int. * @param bitsToSet */ @Hide public Region(final int[] bitsToSet) { bitSet = new ChunkSet(); // In practice we very often pass arrays sorted from low to high, or // at least partially sorted as such. A reverse loop through such an // array is more efficient, since it lets us set the highest bit // as early as possible, which means our ChunkSet can be correctly // sized early on and doesn't need many subsequent re-sizes for (int i = bitsToSet.length - 1; i >= 0; --i) bitSet.set(bitsToSet[i]); name = "?"; } /** * Constructor with a list of elements. * * @param elements the graph elements. */ @Hide public Region(final List<? extends TopologyElement> elements) { bitSet = new ChunkSet(); for (final TopologyElement v : elements) bitSet.set(v.index()); name = "?"; } /** * Constructor with a list * * @param list the list of sites. */ @Hide public Region(final TIntArrayList list) { bitSet = new ChunkSet(); for (int i = 0 ; i < list.size();i++) bitSet.set(list.get(i)); name = "?"; } //------------------------------------------------------------------------- /** * @return The ChunkSet representation of the sites. */ public ChunkSet bitSet() { return bitSet; } /** * @return Region name. */ public String name() { return name; } /** * @return Number of set entries. */ public int count() { return bitSet.cardinality(); } /** * @return True if the region is empty. */ public boolean isEmpty() { return bitSet.isEmpty(); } /** * @return Array of ints containing the indices in the BitSet that are set. */ public int[] sites() { final int[] sites = new int[count()]; for (int i = 0, n = bitSet.nextSetBit(0); n >= 0; ++i, n = bitSet.nextSetBit(n + 1)) sites[i] = n; return sites; } //------------------------------------------------------------------------- /** * To set a new count. * @param newCount */ public void set(final int newCount) { bitSet.clear(); bitSet.set(0, newCount); } /** * To set the current bitset with another region. * @param other */ public void set(final Region other) { //bitSet = (ChunkSet) other.bitSet().clone(); bitSet.clear(); bitSet.or(other.bitSet()); } /** * @param n * @return The bit. */ public int nthValue(final int n) { int bit = -1; for (int i = 0; i <= n; ++i) { bit = bitSet.nextSetBit(bit + 1); } return bit; } /** * To add a new site in the region. * * @param val */ public void add(final int val) { bitSet.set(val); } /** * To remove a site in the region. * * @param val */ public void remove(final int val) { bitSet.clear(val); } /** * @param loc * @return true if this location is in this region */ public boolean contains(final int loc) { return bitSet.get(loc); } /** * * * @param n */ public void removeNth(final int n) { remove(nthValue(n)); } /** * Performs a logical OR with this Region's BitSet and the other Region's * BitSet. NOTE: this method modifies this Region, it does not create a new * Region! * * @param other */ public void union(final Region other) { bitSet.or(other.bitSet()); } /** * Performs a logical OR with this Region's BitSet and the other BitSet. * NOTE: this method modifies this Region, it does not create a new Region! * * @param other */ public void union(final ChunkSet other) { bitSet.or(other); } /** * Performs a logical And with this Region's BitSet and the other Region's * BitSet. NOTE: this method modifies this Region, it does not create a new * Region! * * @param other */ public void intersection(final Region other) { bitSet.and(other.bitSet()); } /** * Removes bits in other from this bitset. * NOTE: this method modifies this Region, it does not create a new Region! * * @param other */ public void remove(final Region other) { bitSet.andNot(other.bitSet()); } //------------------------------------------------------------------------- @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + (/*(bitSet == null) ? 0 :*/ bitSet.hashCode()); return result; } @Override public boolean equals(final Object other) { return (other instanceof Region) && bitSet.equals(((Region) other).bitSet); } //------------------------------------------------------------------------- /** * Expand this region to adjacent cells a specified number of times. * * @param region The region. * @param graph The topology. * @param numLayers The number of layers. * @param type The graph element type. */ public static void expand(final Region region, final Topology graph, final int numLayers, final SiteType type) { final List<? extends TopologyElement> elements = graph.getGraphElements(type); for (int layer = 0; layer < numLayers; layer++) { final ChunkSet nbors = new ChunkSet(); final int[] sites = region.sites(); for (final int site : sites) { final TopologyElement element = elements.get(site); for (final TopologyElement elementAdj : element.adjacent()) nbors.set(elementAdj.index(), true); } region.union(nbors); } } /** * Expand this region to one direction choice. * * @param region The region to expand. * @param graph The graph. * @param numLayers The number of layers. * @param dirnChoice The direction. * @param type The graph element type. */ public static void expand ( final Region region, final Topology graph, final int numLayers, final AbsoluteDirection dirnChoice, final SiteType type ) { for (int i = 0; i < numLayers; i++) { final int[] sites = region.sites(); if (type.equals(SiteType.Edge)) { for (final int site : sites) { final Edge edge = graph.edges().get(site); for (final Edge edgeAdj : edge.adjacent()) if (!region.contains(edgeAdj.index())) region.add(edgeAdj.index()); } } else { for (final int site : sites) { final List<Step> steps = graph.trajectories().steps(type, site, dirnChoice); for (final Step step : steps) { if (step.from().siteType() != step.to().siteType()) continue; final int to = step.to().id(); if (!region.contains(to)) region.add(to); } } } } } //------------------------------------------------------------------------- @Override public String toString() { String str = "["; for (int n = bitSet.nextSetBit(0); n >= 0; n = bitSet.nextSetBit(n + 1)) str += n + ","; if (str.length() > 1) str = str.substring(0, str.length() - 1); str += "]"; return str; } @Override public String toEnglish(final Game game) { String regionName = ""; if (!name.equals("?")) regionName = "region \"" + name + "\" "; return regionName + toString(); } //------------------------------------------------------------------------- }
9,229
18.978355
111
java
Ludii
Ludii-master/Core/src/game/util/equipment/TrackStep.java
package game.util.equipment; import java.io.Serializable; import annotations.Hide; import annotations.Or; import game.types.board.TrackStepType; import game.util.directions.CompassDirection; import other.BaseLudeme; //----------------------------------------------------------------------------- /** * Defines a step within a track. * * @author cambolbro * * @remarks Track steps may be specified by number, dim function, compass direction * or constant attribute (End/Off/Repeat). */ @Hide public final class TrackStep extends BaseLudeme implements Serializable { /** */ private static final long serialVersionUID = 1L; /** Dim function or integer. */ private final Integer dim; /** Compass direction. */ private final CompassDirection dirn; /** Constant value: Off/End/Repeat. */ private final TrackStepType step; //------------------------------------------------------------------------- /** * Constructor defining either a number, a direction or a step type. * * @param dim Dim function or integer. * @param dirn Compass direction. * @param step Track step type: Off/End/Repeat. */ public TrackStep ( @Or final Integer dim, @Or final CompassDirection dirn, @Or final TrackStepType step ) { int numNonNull = 0; if (dim != null) numNonNull++; if (dirn != null) numNonNull++; if (step != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException("TrackStep(): Exactly one parameter must be non-null."); this.dim = dim; this.dirn = dirn; this.step = step; } //------------------------------------------------------------------------- /** * @return Integer value or dim function. */ public Integer dim() { return dim; } /** * @return Compass direction. */ public CompassDirection dirn() { return dirn; } /** * @return Track step type: Off/End/Repeat. */ public TrackStepType step() { return step; } //------------------------------------------------------------------------- @Override public int hashCode() { if (dim != null) return dim.hashCode(); if (dirn != null) return dirn.hashCode(); if (step != null) return step.hashCode(); return 0; } @Override public boolean equals(Object other) { return other instanceof TrackStep && (dim == null && ((TrackStep)other).dim == null || dim.equals(((TrackStep)other).dim)) && (dirn == null && ((TrackStep)other).dirn == null || dirn.equals(((TrackStep)other).dirn)) && (step == null && ((TrackStep)other).step == null || step.equals(((TrackStep)other).step)); } //------------------------------------------------------------------------- @Override public String toString() { return "A TrackStep..."; } //------------------------------------------------------------------------- }
2,852
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java
Ludii
Ludii-master/Core/src/game/util/equipment/Values.java
package game.util.equipment; import game.functions.range.Range; import game.types.board.SiteType; import other.BaseLudeme; /** * Defines the set of values of a graph variable in a deduction puzzle. * * @author Eric.Piette */ public class Values extends BaseLudeme { /** The graph element type. */ final private SiteType type; /** The range of the values. */ final private Range range; //------------------------------------------------------------------------- /** * @param type The graph element type. * @param range The range of the values. * @example (values Cell (range 1 9)) */ public Values ( final SiteType type, final Range range ) { this.range = range; this.type = type; } //------------------------------------------------------------------------- /** * @return The graph element type. */ public SiteType type() { return type; } /** * @return The range. */ public Range range() { return range; } }
972
16.690909
76
java
Ludii
Ludii-master/Core/src/game/util/equipment/package-info.java
/** * Ludeme utilities are useful support classes that various types of ludeme classes refer to. */ package game.util.equipment;
131
25.4
93
java
Ludii
Ludii-master/Core/src/game/util/graph/Bucket.java
package game.util.graph; import java.util.ArrayList; import java.util.Collections; import java.util.List; /** * Bucket for sorting coordinates along a dimension. * * @author cambolbro */ public class Bucket { private final List<ItemScore> items = new ArrayList<ItemScore>(); private double total = 0; // item total score of items //------------------------------------------------------------------------- /** * @return a List of ItemScore. */ public List<ItemScore> items() { return Collections.unmodifiableList(items); } /** * @return The mean. */ public double mean() { return items.isEmpty() ? 0 : total / items.size(); } //------------------------------------------------------------------------- /** * To add an item. * * @param item The item. */ public void addItem(final ItemScore item) { items.add(item); total += item.score(); } //------------------------------------------------------------------------- }
977
18.176471
76
java
Ludii
Ludii-master/Core/src/game/util/graph/Edge.java
package game.util.graph; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.Point3D; import main.math.Vector; //----------------------------------------------------------------------------- /** * Defines a Graph edge. * * @author cambolbro */ public class Edge extends GraphElement { /** These can't be final, as faces might get merged. */ private Vertex vertexA = null; private Vertex vertexB = null; /** These can't be final, as faces get calculated afterwards. */ private Face left = null; private Face right = null; /** Whether to use end point pivots to define curved edge. */ //private final boolean curved; private Vector tangentA = null; private Vector tangentB = null; //------------------------------------------------------------------------- /** * Define an edge. * * @param id * @param va * @param vb */ public Edge ( final int id, final Vertex va, final Vertex vb //, final boolean curved ) { this.id = id; this.vertexA = va; this.vertexB = vb; // this.curved = curved; setMidpoint(); } //------------------------------------------------------------------------- /** * @return The vertex A. */ public Vertex vertexA() { return vertexA; } /** * Set the vertex A. * * @param vertA */ public void setVertexA(final Vertex vertA) { vertexA = vertA; setMidpoint(); } /** * @return The vertex B. */ public Vertex vertexB() { return vertexB; } /** * Set the vertex B. * * @param vertB */ public void setVertexB(final Vertex vertB) { vertexB = vertB; setMidpoint(); } /** * @return The face to the left. */ public Face left() { return left; } /** * Set the face to the left. * * @param face */ public void setLeft(final Face face) { left = face; } /** * @return The face to the right. */ public Face right() { return right; } /** * Set the face to the right. * * @param face */ public void setRight(final Face face) { right = face; } /** * @return True if the edge is curved. */ public boolean curved() { // return curved; return tangentA != null && tangentB != null; } // public void setCurved(final boolean value) // { // curved = value; // } /** * @return The vector of the tangent from the vertex A. */ public Vector tangentA() { return tangentA; } /** * Set the vector of the tangent A. * * @param vec */ public void setTangentA(final Vector vec) { tangentA = vec; } /** * @return The vector of the tangent from the vertex B. */ public Vector tangentB() { return tangentB; } /** * Set the vector of the tangent B. * * @param vec */ public void setTangentB(final Vector vec) { tangentB = vec; } //------------------------------------------------------------------------- @Override public Vertex pivot() { if (vertexA.pivot() != null) return vertexA.pivot(); return vertexB.pivot(); } //------------------------------------------------------------------------- @Override public SiteType siteType() { return SiteType.Edge; } //------------------------------------------------------------------------- /** * @param vertex * @return True if the vertex is on the edge. */ public boolean contains(final Vertex vertex) { return contains(vertex.id()); } /** * @param vid * @return True if the vertex is on the edge. */ public boolean contains(final int vid) { return vertexA.id() == vid || vertexB.id() == vid; } //------------------------------------------------------------------------- /** * @return True if the edge is exterior. */ public boolean isExterior() { return left == null || right == null; } //------------------------------------------------------------------------- /** * @return The length of the edge. */ public double length() { return vertexA.pt().distance(vertexB.pt()); //MathRoutines.distance(va.x(), va.y(), vb.x(), vb.y()); } //------------------------------------------------------------------------- /** * @param other * @return True if the edge is the same of the object in entry. */ public boolean matches(final Edge other) { return matches(other.vertexA.id(), other.vertexB.id()); } /** * @param vc * @param vd * @return True if the edge uses the two vertices in entry. */ public boolean matches(final Vertex vc, final Vertex vd) { return matches(vc.id(), vd.id()); } /** * @param idA * @param idB * @return True if the edge uses the two vertices indices in entry. */ public boolean matches(final int idA, final int idB) { return vertexA.id() == idA && vertexB.id() == idB || vertexA.id() == idB && vertexB.id() == idA; } /** * @param idA * @param idB * @param curved * @return True if the edge match and if the edge is curved. */ public boolean matches(final int idA, final int idB, final boolean curved) { return ( vertexA.id() == idA && vertexB.id() == idB || vertexA.id() == idB && vertexB.id() == idA ) && curved() == curved; } //------------------------------------------------------------------------- /** * @param other * @param tolerance * @return True if the vertices are coincident. */ public boolean coincidentVertices(final Edge other, final double tolerance) { return vertexA.coincident(other.vertexA, tolerance) && vertexB.coincident(other.vertexB, tolerance) || vertexA.coincident(other.vertexB, tolerance) && vertexB.coincident(other.vertexA, tolerance); } //------------------------------------------------------------------------- /** * @param other * @return True if two edges shares a vertex. */ public boolean sharesVertex(final Edge other) { return sharesVertex(other.vertexA().id()) || sharesVertex(other.vertexB().id()); } /** * @param v * @return True if the vertex is on the edge. */ public boolean sharesVertex(final Vertex v) { return sharesVertex(v.id()); } /** * @param vid * @return True if the vertex is on the edge. */ public boolean sharesVertex(final int vid) { return vertexA.id() == vid || vertexB.id() == vid; } //------------------------------------------------------------------------- /** * @param vid * @return The other vertex of the edge. */ public Vertex otherVertex(final int vid) { if (vid == vertexA.id()) return vertexB; if (vid == vertexB.id()) return vertexA; return null; } /** * @param v * @return The other vertex of the edge. */ public Vertex otherVertex(final Vertex v) { return otherVertex(v.id()); } //------------------------------------------------------------------------- /** * @param fid * @return The other face of the edge. */ public Face otherFace(final int fid) { if (left != null && left.id() == fid) return right; if (right != null && right.id() == fid) return left; return null; } /** * @param face * @return The other face of the edge. */ public Face otherFace(final Face face) { return otherFace(face.id()); } //------------------------------------------------------------------------- /** * Set the midpoint of the edge. */ public void setMidpoint() { pt = new Point3D ( (vertexA.pt.x() + vertexB.pt.x()) * 0.5, (vertexA.pt.y() + vertexB.pt.y()) * 0.5, (vertexA.pt.z() + vertexB.pt.z()) * 0.5 ); } //------------------------------------------------------------------------- @Override public List<GraphElement> nbors() { final List<GraphElement> nbors = new ArrayList<GraphElement>(); for (final Edge edgeA : vertexA.edges()) if (edgeA.id() != id) nbors.add(edgeA); for (final Edge edgeB : vertexB.edges()) if (edgeB.id() != id) nbors.add(edgeB); return nbors; } //------------------------------------------------------------------------- @Override public void stepsTo(final Steps steps) { //------------------------------------------------- // Steps to coincident edges for (int v = 0; v < 2; v++) { final Vertex vertex = (v == 0) ? vertexA : vertexB; for (final Edge other : vertex.edges()) { if (other.id == id) continue; // don't step to self final Step newStep = new Step(this, other); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } } // ** // ** TODO: Assumes that all coincident edges are orthogonal/adjacent. // ** Instead, perhaps only the straightest continuation should // ** be orthogonal and all others diagonal? // ** //------------------------------------------------- // Steps to vertices for (int v = 0; v < 2; v++) { final Vertex vertex = (v == 0) ? vertexA : vertexB; final Step newStep = new Step(this, vertex); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } //------------------------------------------------- // Steps to faces final BitSet usedFaces = new BitSet(); if (left != null) { // Left edge is orthogonal (perpendicular) usedFaces.set(left.id(), true); final Step newStep = new Step(this, left); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } if (right != null) { // Right edge is orthogonal (perpendicular) usedFaces.set(right.id(), true); final Step newStep = new Step(this, right); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } // Add faces coincident with end points for (int v = 0; v < 2; v++) { final Vertex vertex = (v == 0) ? vertexA : vertexB; for (final Face face : vertex.faces()) { if (usedFaces.get(face.id())) continue; usedFaces.set(face.id(), true); final Step newStep = new Step(this, face); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } } } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("Edge[" + id + "]: " + vertexA.id() + " => " + vertexB.id()); if (left != null) sb.append(" L=" + left.id()); if (right != null) sb.append(" R=" + right.id()); sb.append(" " + properties); // if (curved) // sb.append(" curved"); if (tangentA != null) sb.append(" " + tangentA); if (tangentB != null) sb.append(" " + tangentB); sb.append(" \"" + situation.label() + "\""); return sb.toString(); } //------------------------------------------------------------------------- }
11,526
19.920145
103
java
Ludii
Ludii-master/Core/src/game/util/graph/Face.java
package game.util.graph; import java.awt.geom.Point2D; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; import main.math.Point3D; //----------------------------------------------------------------------------- /** * Defines a face in a graph. * * @author cambolbro */ public class Face extends GraphElement { private final List<Vertex> vertices = new ArrayList<Vertex>(); private final List<Edge> edges = new ArrayList<Edge>(); //------------------------------------------------------------------------- /** * A face. * * @param id */ public Face(final int id) { this.id = id; } //------------------------------------------------------------------------- // @Override // public int id() // { // return id; // } /** * @return The vertices of the face. */ public List<Vertex> vertices() { return Collections.unmodifiableList(vertices); } /** * @return The edges of the face. */ public List<Edge> edges() { return Collections.unmodifiableList(edges); } //------------------------------------------------------------------------- // public void clearVertices() // { // vertices.clear(); // } // // public void addVertex(final Vertex vertex) // { // vertices.add(vertex); // } // // public void removeVertex(final int n) // { // vertices.remove(n); // } // // public void clearEdges() // { // edges.clear(); // } // // public void addEdge(final Edge edge) // { // edges.add(edge); // } // // public void removeEdge(final int n) // { // edges.remove(n); // } //------------------------------------------------------------------------- @Override public Vertex pivot() { for (final Vertex vertex : vertices) if (vertex.pivot() != null) return vertex.pivot(); return null; } //------------------------------------------------------------------------- @Override public SiteType siteType() { return SiteType.Cell; } //------------------------------------------------------------------------- /** * Add a vertex and an edge to the face. * * @param vertex * @param edge */ public void addVertexAndEdge(final Vertex vertex, final Edge edge) { vertices.add(vertex); edges.add(edge); setMidpoint(); } //------------------------------------------------------------------------- /** * @param vids * * @return Whether the provided list of vertex indices matches this cell's * vertices, forwards or backwards, starting at any point. */ public boolean matches(final int ... vids) { final int numSides = vertices.size(); // System.out.print("\nFace:"); // for (final Vertex vertex : vertices) // System.out.print(" " + vertex.id()); // System.out.println(); if (vids.length != numSides) return false; int start; for (start = 0; start < numSides; start++) if (vertices.get(start).id() == vids[0]) break; if (start >= numSides) return false; // Try forwards // System.out.print("Forwards:"); int n; for (n = 0; n < numSides; n++) { final int nn = (start + n) % numSides; // System.out.print(" " + vertices.get(nn).id()); if (vertices.get(nn).id() != vids[n]) break; } if (n >= numSides) return true; // all match // Try backwards // System.out.print("\nBackwards:"); for (n = 0; n < numSides; n++) { final int nn = (start - n + numSides) % numSides; // System.out.print(" " + vertices.get(nn).id()); if (vertices.get(nn).id() != vids[n]) break; } // System.out.println(); return (n >= numSides); // all match } //------------------------------------------------------------------------- /** * Set the midpoint. */ public void setMidpoint() { double xx = 0; double yy = 0; double zz = 0; if (!vertices.isEmpty()) { for (final Vertex vertex : vertices) { xx += vertex.pt().x(); yy += vertex.pt().y(); zz += vertex.pt().z(); } xx /= vertices.size(); yy /= vertices.size(); zz /= vertices.size(); } pt = new Point3D(xx, yy, zz); } //------------------------------------------------------------------------- /** * @param vertexIn * @return True if vertexIn is one of the face's vertices. */ public boolean contains(final Vertex vertexIn) { for (final Vertex vertex : vertices()) if (vertex.id() == vertexIn.id()) return true; return false; } /** * @param edgeIn * @return true if that face contains that edge. */ public boolean contains(final Edge edgeIn) { for (final Edge edge : edges()) if (edge.id() == edgeIn.id()) return true; return false; } /** * @param p Point to test. * @return Whether pt is within this face (assume planar). */ public boolean contains(final Point2D p) { final List<Point2D> poly = new ArrayList<>(); for (final Vertex vertex : vertices) poly.add(vertex.pt2D()); return MathRoutines.pointInPolygon(p, poly); } //------------------------------------------------------------------------- @Override public List<GraphElement> nbors() { final List<GraphElement> nbors = new ArrayList<GraphElement>(); for (final Edge edge : edges()) { final Face nbor = edge.otherFace(id); if (nbor != null) nbors.add(nbor); } return nbors; } //------------------------------------------------------------------------- @Override public void stepsTo(final Steps steps) { final BitSet usedFaces = new BitSet(); usedFaces.set(id, true); // set this face as 'used' to exclude self from tests //------------------------------------------------- // Steps to adjacent cells for (final Edge edge : edges) { final Face other = edge.otherFace(id); if (other == null) continue; usedFaces.set(other.id(), true); // used as an adjacent neighbour final Step newStep = new Step(this, other); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } // ** // ** TODO: Assumes that all coincident edges are orthogonal/adjacent. // ** Instead, perhaps only the straightest continuation should // ** be orthogonal and all others diagonal? // ** //------------------------------------------------- // Steps to diagonal cells joined by a vertex, e.g. square grid. for (final Vertex vertex : vertices) { // Look for a diagonal cell connected through this vertex double bestDistance = 1000000; Face diagonal = null; // Check faces around each vertex for (final Face other : vertex.faces()) { if (usedFaces.get(other.id())) continue; final double dist = MathRoutines.distanceToLine(vertex.pt2D(), pt2D(), other.pt2D()); if (dist < bestDistance) { bestDistance = dist; diagonal = other; } } if (diagonal == null) continue; // no diagonal on this corner // ** // ** TODO: Check for case of diagonals of equal angle. // ** usedFaces.set(diagonal.id(), true); // adjacent diagonal neighbour final Step newStep = new Step(this, diagonal); newStep.directions().set(AbsoluteDirection.Diagonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } //------------------------------------------------- // Steps to off-diagonal cells joined by a vertex, e.g. tri grid. for (final Vertex vertex : vertices) { // Look for remaining off-diagonal cells connected through this vertex for (final Face other : vertex.faces()) { if (usedFaces.get(other.id())) continue; usedFaces.set(other.id(), true); // adjacent off-diagonal neighbour final Step newStep = new Step(this, other); newStep.directions().set(AbsoluteDirection.OffDiagonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } } //------------------------------------------------- // Steps to non-adjacent diagonal cells joined by an edge, e.g. hex grid. for (final Vertex vertex : vertices) { // Look for non-adjacent diagonal cell connected through and edge if (vertex.edges().size() != 3) continue; // only applies to trivalent intersections final Vertex otherVertex = vertex.edgeAwayFrom(this); if (otherVertex == null) { System.out.println("** Null otherVertex in Face non-adjacent diagonals test."); continue; } for (final Face otherFace : otherVertex.faces()) { if (usedFaces.get(otherFace.id())) continue; final double distV = MathRoutines.distanceToLine(vertex.pt2D(), pt2D(), otherFace.pt2D()); final double distOV = MathRoutines.distanceToLine(otherVertex.pt2D(), pt2D(), otherFace.pt2D()); final double distAB = MathRoutines.distance(pt2D(), otherFace.pt2D()); final double error = (distV + distOV) / distAB; if (error > 0.1) { // Edge is not close to lying on a diagonal between both faces continue; } usedFaces.set(otherFace.id(), true); // non-adjacent diagonal neighbour final Step newStep = new Step(this, otherFace); newStep.directions().set(AbsoluteDirection.Diagonal.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } } //------------------------------------------------- // Steps to vertices for (final Vertex vertex : vertices) { final Step newStep = new Step(this, vertex); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } //------------------------------------------------- // Steps to edges for (final Edge edge : edges) { final Step newStep = new Step(this, edge); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps.add(newStep); } // return stepsTo; } //------------------------------------------------------------------------- /** * From: Yuceer and Oflazer 'A Rotation, Scaling, and Translation Invariant * Pattern Classification System', Pattern Recognition, 26:5, 1993, 687--710. * * @return Angular momentum through this polygon. */ public double momentum() { // final int numVertices = vertices().size(); // double xav = 0; // double yav = 0; // for (final Vertex vertex : face.vertices()) // { // xav += vertex.pt().x(); // yav += vertex.pt().y(); // } // xav /= numVertices; // yav /= numVertices; // // double rav = 0; // for (final Vertex vertex : face.vertices()) // { // final double dx = vertex.pt().x() - xav; // final double dy = vertex.pt().y() - yav; // rav += Math.sqrt(dx * dx + dy * dy); // vertex.pt().x(); // yav += vertex.pt().y(); // } // xav /= numVertices; // yav /= numVertices; double Txx = 0; double Tyy = 0; double Txy = 0; for (final Vertex vertex : vertices()) { final double x = vertex.pt().x() - pt.x(); final double y = vertex.pt().y() - pt.y(); Txx += x * x; Tyy += y * y; Txy += x * y; } // Txx -= numVertices * pt.x() * pt.x(); // Tyy -= numVertices * pt.y() * pt.y(); // Txy -= numVertices * pt.x() * pt.y(); System.out.println("\nTxx=" + Txx + ", Tyy=" + Tyy + ", Txy=" + Txy + "."); final double sinTheta = (Tyy - Txx + Math.sqrt((Tyy - Txx) * (Tyy - Txx) + 4 * Txy * Txy)) / Math.sqrt ( ( 8 * Txy * Txy + 2 * (Tyy - Txx) * (Tyy - Txx) + 2 * Math.abs(Tyy - Txx) * Math.sqrt((Tyy - Txx) * (Tyy - Txx) + 4 * Txy * Txy) ) ); System.out.println("sinTheta=" + sinTheta); final double cosTheta = 2 * Txy / Math.sqrt ( ( 8 * Txy * Txy + 2 * (Tyy - Txx) * (Tyy - Txx) + 2 * Math.abs(Tyy - Txx) * Math.sqrt((Tyy - Txx) * (Tyy - Txx) + 4 * Txy * Txy) ) ); System.out.println("cosTheta=" + cosTheta); //double theta = Math.asin(sinTheta); final double theta = Math.acos(cosTheta); return theta; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("Face[" + id + "]:"); for (final Vertex vertex : vertices) sb.append(" " + vertex.id()); sb.append(" " + properties); sb.append(" \"" + situation.label() + "\""); return sb.toString(); } //------------------------------------------------------------------------- }
13,097
23.077206
100
java
Ludii
Ludii-master/Core/src/game/util/graph/Graph.java
package game.util.graph; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.List; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.graph.BaseGraphFunction; import game.types.board.BasisType; import game.types.board.ShapeType; import game.types.board.SiteType; import gnu.trove.list.array.TIntArrayList; import main.math.MathRoutines; import main.math.Point3D; import main.math.Vector; import other.context.Context; //----------------------------------------------------------------------------- /** * Defines the graph of a custom board described by a set of vertices and edges. * * @author cambolbro */ public class Graph extends BaseGraphFunction { private static final long serialVersionUID = 1L; /** Types of graph elements. */ public final static SiteType[] siteTypes = { SiteType.Vertex, SiteType.Edge, SiteType.Cell }; private final List<Vertex> vertices = new ArrayList<Vertex>(); private final List<Edge> edges = new ArrayList<Edge>(); private final List<Face> faces = new ArrayList<Face>(); /** * List of perimeters (vertices) for each connected component in the graph. * This list is used for rough working during graph measurements * (for thread safety) and is not intended for reuse afterwards. */ private final List<Perimeter> perimeters = new ArrayList<Perimeter>(); private final Trajectories trajectories = new Trajectories(); private final boolean[] duplicateCoordinates = new boolean[SiteType.values().length]; //------------------------------------------------------------------------- /** * @param vertices List of vertex positions in {x y} or {x y z} format. * @param edges List of vertex index pairs {vi vj} describing edge end points. * * @example (graph vertices:{ {0 0} {1.5 0 0.5} {0.5 1} } * edges:{ {0 1} {0 2} {1 2} } ) */ public Graph ( @Name final Float[][] vertices, @Opt @Name final Integer[][] edges ) { setVertices(vertices); if (edges != null) setEdges(edges); assemble(false); } /** * @param vertices The vertices. * @param edges The edges. */ @Hide public Graph ( final List<Vertex> vertices, final List<Edge> edges ) { for (final Vertex vertex : vertices) addVertex(vertex.pt()); // Link up pivots for (final Vertex vertex : vertices) if (vertex.pivot() != null) { final Vertex newVertex = this.vertices.get(vertex.id()); final Vertex pivot = findVertex(vertex.pivot().pt2D()); if (pivot == null) { // System.out.println("** Failed to find pivot in Graph constructor."); } newVertex.setPivot(pivot); } for (final Edge edge : edges) { final Edge newEdge = findOrAddEdge(edge.vertexA().id(), edge.vertexB().id()); //, edge.curved()); if (edge.tangentA() != null) newEdge.setTangentA(new Vector(edge.tangentA())); if (edge.tangentB() != null) newEdge.setTangentB(new Vector(edge.tangentB())); } assemble(false); } /** * @param other Stop JavaDoc whining. */ @Hide public Graph(final Graph other) { deepCopy(other); } /** * Default constructor when edges and vertices are not known (or not needed * to be known), e.g. for Mancala. */ @Hide public Graph() { } //------------------------------------------------------------------------- /** * @return The vertices of the graph. */ public List<Vertex> vertices() { return Collections.unmodifiableList(vertices); } /** * @return The edges of the graph. */ public List<Edge> edges() { return Collections.unmodifiableList(edges); } /** * @return The faces of the graph. */ public List<Face> faces() { return Collections.unmodifiableList(faces); } /** * @return The perimeters of the graph. */ public List<Perimeter> perimeters() { return Collections.unmodifiableList(perimeters); } /** * @return The trajectories of the graph. */ public Trajectories trajectories() { return trajectories; } /** * @param siteType Site type to check. * * @return Whether this graph contains duplicate coordinates. */ public boolean duplicateCoordinates(final SiteType siteType) { return duplicateCoordinates[siteType.ordinal()]; } /** * Sets the duplicate coordinate flag to true. * * @param siteType Site type to check. */ public void setDuplicateCoordinates(final SiteType siteType) { duplicateCoordinates[siteType.ordinal()] = true; } //------------------------------------------------------------------------- /** * Set the dimension of the graph. * * @param array */ public void setDim(final int[] array) { dim = array; } //------------------------------------------------------------------------- /** * Clear the perimeters. */ public void clearPerimeters() { perimeters.clear(); } /** * Add a perimeter. * * @param perimeter The perimeter to add. */ public void addPerimeter(final Perimeter perimeter) { perimeters.add(perimeter); } /** * Remove a perimeter. * * @param n The index of the perimeter. */ public void removePerimeter(final int n) { perimeters.remove(n); } //------------------------------------------------------------------------- /** * @param type The graph element type. * * @return The graph element list of the specified type. */ public List<? extends GraphElement> elements(final SiteType type) { switch (type) { case Vertex: return vertices; case Edge: return edges; case Cell: return faces; } return null; } //------------------------------------------------------------------------- /** * @param type The graph element type. * @param id The index of the element. * * @return The specified graph element of the specified type. */ public GraphElement element(final SiteType type, final int id) { switch (type) { case Vertex: return vertices.get(id); case Edge: return edges.get(id); case Cell: return faces.get(id); } return null; } //------------------------------------------------------------------------- /** * Helper function for convenience. * * @param vertexList The list of the vertices. * @param edgeList The list of the edges. * * @return Graph made from lists of vertex (x,y) pairs and edge (a, b) pairs. */ public static Graph createFromLists ( final List<double[]> vertexList, final List<int[]> edgeList ) { // Convert to arrays to construct graph final Float[][] vertexArray = new Float[vertexList.size()][3]; for (int v = 0; v < vertexList.size(); v++) { final double[] values = vertexList.get(v); vertexArray[v][0] = Float.valueOf((float)values[0]); vertexArray[v][1] = Float.valueOf((float)values[1]); if (values.length > 2) vertexArray[v][2] = Float.valueOf((float)values[2]); else vertexArray[v][2] = Float.valueOf(0f); } final Integer[][] edgeArray = new Integer[edgeList.size()][2]; for (int e = 0; e < edgeList.size(); e++) { edgeArray[e][0] = Integer.valueOf(edgeList.get(e)[0]); edgeArray[e][1] = Integer.valueOf(edgeList.get(e)[1]); } return new Graph(vertexArray, edgeArray); } //------------------------------------------------------------------------- /** * Clear the graph. */ public void clear() { faces.clear(); edges.clear(); vertices.clear(); } /** * Clear a type of graph element. * * @param siteType The type of the graph element. */ public void clear(final SiteType siteType) { switch (siteType) { case Vertex: vertices.clear(); //$FALL-THROUGH$ case Edge: edges.clear(); for (final Vertex vertex : vertices()) vertex.clearEdges(); //$FALL-THROUGH$ case Cell: faces.clear(); for (final Edge edge : edges()) { edge.setLeft(null); edge.setRight(null); } for (final Vertex vertex : vertices()) vertex.clearFaces(); //$FALL-THROUGH$ default: // do nothing } } //------------------------------------------------------------------------- /** * Make a deep copy. * * @param other */ public void deepCopy(final Graph other) { clear(); for (final Vertex otherVertex : other.vertices) addVertex(otherVertex.pt.x(), otherVertex.pt.y(), otherVertex.pt.z()); for (final Edge otherEdge : other.edges) findOrAddEdge(otherEdge.vertexA().id(), otherEdge.vertexB().id()); // links to vertices for (final Face otherFace : other.faces) { final int[] vids = new int[otherFace.vertices().size()]; for (int v = 0; v < otherFace.vertices().size(); v++) vids[v] = otherFace.vertices().get(v).id(); findOrAddFace(vids); // links to vertices and edges, and sets edge faces } perimeters.clear(); // just delete old perimeters //trajectories.clear(); // Do not assemble: instead, manually link edges and faces } //------------------------------------------------------------------------- /** * Shift all elements by the specified amount. * * @param dx The x position. * @param dy The y position. * @param dz The z position. */ public void translate(final double dx, final double dy, final double dz) { for (final Vertex vertex : vertices) { final double xx = vertex.pt().x() + dx; final double yy = vertex.pt().y() + dy; final double zz = vertex.pt().z() + dz; vertex.pt().set(xx, yy, zz); } recalculateEdgeAndFacePositions(); } /** * Scale all elements by the specified amount. * * @param sx The scale on x. * @param sy The scale on y. * @param sz The scale on z. */ public void scale(final double sx, final double sy, final double sz) { for (final Vertex vertex : vertices) { final double xx = vertex.pt().x() * sx; final double yy = vertex.pt().y() * sy; final double zz = vertex.pt().z() * sz; vertex.pt().set(xx, yy, zz); } recalculateEdgeAndFacePositions(); } /** * Rotate all elements by the specified amount (including edge end point * tangents). * * @param degrees The degrees of the rotation. */ public void rotate(final double degrees) { final double theta = Math.toRadians(degrees); // for (final Vertex vertex : vertices) // vertex.pt().set(vertex.pt()); // Find pivot final Rectangle2D bounds = bounds(); final double pivotX = bounds.getX() + bounds.getWidth() / 2.0; final double pivotY = bounds.getY() + bounds.getHeight() / 2.0; // // Pivot is centre of mass // double pivotX = 0; // double pivotY = 0; // for (final Vertex vertex : graph.vertices()) // { // pivotX += vertex.x(); // pivotY += vertex.y(); // } // pivotX /= graph.vertices().size(); // pivotY /= graph.vertices().size(); // Perform rotation for (final Vertex vertex : vertices) { // x′ = x.cosθ − y.sinθ // y′ = y.cosθ + x.sinθ final double dx = vertex.pt().x() - pivotX; final double dy = vertex.pt().y() - pivotY; final double xx = pivotX + dx * Math.cos(theta) - dy * Math.sin(theta); final double yy = pivotY + dy * Math.cos(theta) + dx * Math.sin(theta); vertex.pt().set(xx, yy); } // Also rotate edge end point tangents (if any) for (final Edge edge : edges) { if (edge.tangentA() != null) edge.tangentA().rotate(theta); if (edge.tangentB() != null) edge.tangentB().rotate(theta); } recalculateEdgeAndFacePositions(); } /** * Skew all elements by the specified amount (including edge end point * tangents). * * @param amount The amount. */ public void skew(final double amount) { final Rectangle2D bounds = bounds(); for (final Vertex vertex : vertices) { final double offset = (vertex.pt().y() - bounds.getMinY()) * amount; final double xx = vertex.pt().x() + offset; final double yy = vertex.pt().y(); final double zz = vertex.pt().z(); vertex.pt().set(xx, yy, zz); } // Also skew edge end point tangents (if any) for (final Edge edge : edges) { if (edge.tangentA() != null) { final double offset = (edge.tangentA().y() - bounds.getMinY()) * amount; final double xx = edge.tangentA().x() + offset; final double yy = edge.tangentA().y(); final double zz = edge.tangentA().z(); edge.tangentA().set(xx, yy, zz); //edge.tangentA().normalise(); } if (edge.tangentB() != null) { final double offset = (edge.tangentB().y() - bounds.getMinY()) * amount; final double xx = edge.tangentB().x() + offset; final double yy = edge.tangentB().y(); final double zz = edge.tangentB().z(); edge.tangentB().set(xx, yy, zz); //edge.tangentB().normalise(); } } recalculateEdgeAndFacePositions(); } //------------------------------------------------------------------------- /** * @return True if the graph is regular. */ public boolean isRegular() { if (basis == BasisType.Square || basis == BasisType.Triangular || basis == BasisType.Hexagonal) return true; // Get reference basis to check BasisType refBasis = null; if (faces.size() > 0) refBasis = faces.get(0).basis(); else if (edges.size() > 0) refBasis = edges.get(0).basis(); else if (vertices.size() > 0) refBasis = vertices.get(0).basis(); if (refBasis == null || refBasis == BasisType.NoBasis) return false; // no basis found for (final GraphElement ge : vertices) if (ge.basis() != refBasis) return false; for (final GraphElement ge : edges) if (ge.basis() != refBasis) return false; for (final GraphElement ge : faces) if (ge.basis() != refBasis) return false; return true; } //------------------------------------------------------------------------- /** * @param pt The Point2D. * * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public Vertex findVertex(final Point2D pt) { return findVertex(pt.getX(), pt.getY(), 0); } /** * @param pt The Point3D. * * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public Vertex findVertex(final Point3D pt) { return findVertex(pt.x(), pt.y(), pt.z()); } /** * @param vertex The vertex. * * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public Vertex findVertex(final Vertex vertex) { return findVertex(vertex.pt.x(), vertex.pt.y(), vertex.pt.z()); } /** * @param x The x position. * @param y The y position. * * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public Vertex findVertex(final double x, final double y) { for (final Vertex vertex : vertices) if (vertex.coincident(x, y, 0, tolerance)) return vertex; return null; } /** * @param x The x position. * @param y The y position. * @param z The z position. * * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public Vertex findVertex(final double x, final double y, final double z) { for (final Vertex vertex : vertices) if (vertex.coincident(x, y, z, tolerance)) return vertex; return null; } //------------------------------------------------------------------------- /** * @param idA The index of the vertex A. * @param idB The index of the vertex B. * * @return The corresponding edge. */ public Edge findEdge(final int idA, final int idB) { for (final Edge edge : edges) if (edge.matches(idA, idB)) return edge; return null; } /** * @param idA The index of the vertex A. * @param idB The index of the vertex B. * @param curved True if the edge has to be curved. * * @return The corresponding edge. */ public Edge findEdge(final int idA, final int idB, final boolean curved) { for (final Edge edge : edges) if (edge.matches(idA, idB, curved)) return edge; return null; } /** * @param vertexA The vertex A. * @param vertexB The vertex b. * @return The corresponding edge. */ public Edge findEdge(final Vertex vertexA, final Vertex vertexB) { return findEdge(vertexA.id(), vertexB.id()); } /** * @param vertexA The vertex A. * @param vertexB The vertex B. * @param curved True if the edge has to be curved. * * @return The corresponding edge. */ public Edge findEdge(final Vertex vertexA, final Vertex vertexB, final boolean curved) { return findEdge(vertexA.id(), vertexB.id(), curved); } /** * @param ax The x position of the vertex A. * @param ay The y position of the vertex A. * @param bx The x position of the vertex B. * @param by The y position of the vertex B. * * @return The corresponding edge. */ public Edge findEdge ( final double ax, final double ay, final double bx, final double by ) { final Vertex vertexA = findVertex(ax, ay); if (vertexA == null) return null; final Vertex vertexB = findVertex(bx, by); if (vertexB == null) return null; return findEdge(vertexA.id(), vertexB.id()); } /** * * @param ax The x position of the vertex A. * @param ay The y position of the vertex A. * @param az The z position of the vertex A. * @param bx The x position of the vertex B. * @param by The y position of the vertex B. * @param bz The z position of the vertex B. * * @return The corresponding edge. */ public Edge findEdge ( final double ax, final double ay, final double az, final double bx, final double by, final double bz ) { final Vertex vertexA = findVertex(ax, ay, az); if (vertexA == null) return null; final Vertex vertexB = findVertex(bx, by, bz); if (vertexB == null) return null; return findEdge(vertexA.id(), vertexB.id()); } //------------------------------------------------------------------------- /** * @param vertIds The indices of the vertices. * @return The corresponding face. */ public Face findFace(final int ... vertIds) { for (final Face face : faces) if (face.matches(vertIds)) return face; return null; } /** * @param pts The list of all the Point3D. * @return The corresponding face. */ public Face findFace(final List<Point3D> pts) { final int[] vertIds = new int[pts.size()]; for (int v = 0; v < pts.size(); v++) { final Point3D pt = pts.get(v); final Vertex vertex = findVertex(pt.x(), pt.y(), pt.z()); if (vertex == null) return null; vertIds[v] = vertex.id(); } return findFace(vertIds); } //------------------------------------------------------------------------- /** * @param vertexA The vertex A. * @param vertexB The vertex B. * @return True if the edge containing these vertices exist. */ public boolean containsEdge(final Vertex vertexA, final Vertex vertexB) { return findEdge(vertexA.id(), vertexB.id()) != null; } /** * @param idA The index of the vertex A. * @param idB The index of the vertex B. * @return True if the edge containing these vertices exist. */ public boolean containsEdge(final int idA, final int idB) { return findEdge(idA, idB) != null; } //------------------------------------------------------------------------- /** * @param vids The indices of the vertices. * @return True if the face containing these vertices exist. */ public boolean containsFace(final int ... vids) { return findFace(vids) != null; } //------------------------------------------------------------------------- /** * Add a vertex. * * @param vertex The vertex. */ public void addVertex(final Vertex vertex) { vertices.add(vertex); } /** * Add an edge. * * @param edge The edge. */ public void addEdge(final Edge edge) { edges.add(edge); } /** * Add a face. * * @param face The face. */ public void addFace(final Face face) { faces.add(face); } /** * Add a face to the front of the face list. * * @param face The face. */ public void addFaceToFront(final Face face) { faces.add(0, face); } //------------------------------------------------------------------------- /** * @param pt The point2D of the vertex centroid. * @return The vertex added. */ public Vertex addVertex(final Point2D pt) { return addVertex(pt.getX(), pt.getY(), 0); } /** * @param pt The point3D of the vertex centroid. * @return The vertex added. */ public Vertex addVertex(final Point3D pt) { return addVertex(pt.x(), pt.y(), pt.z()); } /** * @param x The x position of the vertex. * @param y The y position of the vertex. * @return The vertex added. */ public Vertex addVertex(final double x, final double y) { return addVertex(x, y, 0); } /** * @param x The x position of the vertex. * @param y The y position of the vertex. * @param z The z position of the vertex. * @return The vertex added. */ public Vertex addVertex(final double x, final double y, final double z) { final Vertex newVertex = new Vertex(vertices.size(), x, y, z); vertices.add(newVertex); return newVertex; } /** * @param x The x position of the vertex. * @param y The y position of the vertex. * @return The vertex if found. */ public Vertex findOrAddVertex(final double x, final double y) { return findOrAddVertex(x, y, 0); } /** * @param pt The point2D of the vertex centroid. * @return The vertex if found. */ public Vertex findOrAddVertex(final Point2D pt) { return findOrAddVertex(pt.getX(), pt.getY(), 0); } /** * * @param x The x position of the vertex. * @param y The y position of the vertex. * @param z The z position of the vertex. * @return The vertex if found. */ public Vertex findOrAddVertex(final double x, final double y, final double z) { final Vertex existing = findVertex(x, y, z); if (existing != null) return existing; return addVertex(x, y, z); } //------------------------------------------------------------------------- /** * @return Existing edge if found, otherwise new edge. */ // public Edge findOrAddEdge(final Vertex vertexA, final Vertex vertexB, final boolean curved) // { // return findOrAddEdge(vertexA.id(), vertexB.id(), curved); // } /** * @param vertexA The vertex A. * @param vertexB The vertex B. * @param tangentA The tangent A. * @param tangentB The tangent B. * * @return The edge found or added. */ public Edge findOrAddEdge(final Vertex vertexA, final Vertex vertexB, final Vector tangentA, final Vector tangentB) { return findOrAddEdge(vertexA.id(), vertexB.id(), tangentA, tangentB); } /** * @param vertexA The vertex A. * @param vertexB The vertex B. * * @return The edge found or added. */ public Edge findOrAddEdge(final Vertex vertexA, final Vertex vertexB) { return findOrAddEdge(vertexA.id(), vertexB.id()); //, false); } // public Edge findOrAddEdge(final int vertIdA, final int vertIdB) // { // return findOrAddEdge(vertIdA, vertIdB, false); // } /** * * @param vertIdA The index of the vertex A. * @param vertIdB The index of the vertex B. * * @return The edge found or added. */ public Edge findOrAddEdge(final int vertIdA, final int vertIdB) //, final boolean curved) { if (vertIdA >= vertices.size() || vertIdB >= vertices.size()) { System.out.println("** Graph.addEdge(): Trying to add edge " + vertIdA + "-" + vertIdB + " but only " + vertices.size() + " vertices."); return null; } for (final Edge edge : edges) if (edge.matches(vertIdA, vertIdB)) //, curved)) { //System.out.println("Duplicate edge found."); return edge; // don't add duplicate edge } return addEdge(vertIdA, vertIdB); //, curved); } /** * * @param vertIdA The index of the vertex A. * @param vertIdB The index of the vertex B. * @param tangentA The tangent A. * @param tangentB The tangent B. * * @return The edge found or added. */ public Edge findOrAddEdge ( final int vertIdA, final int vertIdB, final Vector tangentA, final Vector tangentB ) { if (vertIdA >= vertices.size() || vertIdB >= vertices.size()) { System.out.println("** Graph.addEdge(): Trying to add edge " + vertIdA + "-" + vertIdB + " but only " + vertices.size() + " vertices."); return null; } // ** // ** TODO: Match should include tangents? Otherwise can't distinguish // ** curved edges from non-curved edges or each other. // ** for (final Edge edge : edges) if (edge.matches(vertIdA, vertIdB)) //, tangentA, tangentB)) { //System.out.println("Duplicate edge found."); return edge; // don't add duplicate edge } return addEdge(vertIdA, vertIdB, tangentA, tangentB); } /** * @param vertexA The vertex A. * @param vertexB The vertex B. * * @return The edge added. */ public Edge addEdge(final Vertex vertexA, final Vertex vertexB) { return addEdge(vertexA.id(), vertexB.id()); //, false); } // public Edge addEdge(final Vertex vertexA, final Vertex vertexB, final boolean curved) // { // return addEdge(vertexA.id(), vertexB.id(), curved); // } // public Edge addEdge(final int vertIdA, final int vertIdB) // { // return addEdge(vertIdA, vertIdB); //, false); // } /** * @param vertIdA The index of the vertex A. * @param vertIdB The index of the vertex B. * * @return The edge added. */ public Edge addEdge(final int vertIdA, final int vertIdB) //, final boolean curved) { if (vertIdA >= vertices.size() || vertIdB >= vertices.size()) { System.out.println("** Graph.addEdge(): Trying to add edge " + vertIdA + "-" + vertIdB + " but only " + vertices.size() + " vertices."); return null; } final Vertex vertexA = vertices.get(vertIdA); final Vertex vertexB = vertices.get(vertIdB); final Edge newEdge = new Edge(edges.size(), vertexA, vertexB); //, curved); edges.add(newEdge); vertexA.addEdge(newEdge); vertexA.sortEdges(); vertexB.addEdge(newEdge); vertexB.sortEdges(); // Set basis and shape to common basis and shape, if any if (vertexA.basis() == vertexB.basis()) newEdge.setBasis(vertexA.basis()); if (vertexA.shape() == vertexB.shape()) newEdge.setShape(vertexA.shape()); return newEdge; } /** * @param vertexA The vertex A. * @param vertexB The vertex B. * @param tangentA The tangent A. * @param tangentB The tangent B. * * @return The edge added. */ public Edge addEdge(final Vertex vertexA, final Vertex vertexB, final Vector tangentA, final Vector tangentB) { return addEdge(vertexA.id(), vertexB.id(), tangentA, tangentB); } /** * * @param vertIdA The index of the vertex A. * @param vertIdB The index of the vertex B. * @param tangentA The tangent A. * @param tangentB The tangent B. * * @return The edge added. */ public Edge addEdge(final int vertIdA, final int vertIdB, final Vector tangentA, final Vector tangentB) { if (vertIdA >= vertices.size() || vertIdB >= vertices.size()) { System.out.println("** Graph.addEdge(): Trying to add edge " + vertIdA + "-" + vertIdB + " but only " + vertices.size() + " vertices."); return null; } final Vertex vertexA = vertices.get(vertIdA); final Vertex vertexB = vertices.get(vertIdB); final Edge newEdge = new Edge(edges.size(), vertexA, vertexB); //, (tangentA != null && tangentB != null)); edges.add(newEdge); vertexA.addEdge(newEdge); vertexA.sortEdges(); vertexB.addEdge(newEdge); vertexB.sortEdges(); // Set basis and shape to common basis and shape, if any if (vertexA.basis() == vertexB.basis()) newEdge.setBasis(vertexA.basis()); if (vertexA.shape() == vertexB.shape()) newEdge.setShape(vertexA.shape()); newEdge.setTangentA(tangentA); newEdge.setTangentB(tangentB); return newEdge; } //------------------------------------------------------------------------- /** * Creates edges between vertices that are approximately a unit distance apart. */ public void makeEdges() //final double u) { for (final Vertex vertexA : vertices) for (final Vertex vertexB : vertices) { if (vertexA.id() == vertexB.id()) continue; final double dist = vertexA.pt().distance(vertexB.pt()); if (Math.abs(dist - unit) < 0.05) findOrAddEdge(vertexA, vertexB); } } //------------------------------------------------------------------------- /** * @param vertIds The list of the indices of the vertices. * @return The face added or found. */ public Face findOrAddFace(final int ... vertIds) { if (vertIds.length > vertices.size()) { // System.out.println("** vertIds.length=" + vertIds.length + ", vertices.size()=" + vertices.size()); return null; // not a simple face } for (final int vid : vertIds) if (vid >= vertices.size()) { System.out.println("** Graph.addFace(): Vertex " + vid + " specified but only " + vertices.size() + " vertices."); return null; } for (final Face face : faces) if (face.matches(vertIds)) { System.out.println("** Matching face found."); return face; // just return existing face } // Create the new face final Face newFace = new Face(faces.size()); final BasisType refBasis = vertices.isEmpty() ? null : vertices.get(0).basis(); final ShapeType refShape = vertices.isEmpty() ? null : vertices.get(0).shape(); boolean allSameBasis = true; final boolean allSameShape = true; for (int v = 0; v < vertIds.length; v++) { final int m = vertIds[v]; final int n = vertIds[(v + 1) % vertIds.length]; final Vertex vert = vertices.get(m); final Vertex next = vertices.get(n); final Edge edge = findEdge(vert.id(), next.id()); if (edge == null) { // Edge already exists. Don't add a new edge here or create // faces can crash; it uses the vertices edge list but adding // and edge will update them => ConcurrentModificationException. System.out.println("** Graph.addFace(): Couldn't find edge between V" + m + " and V" + n + "."); return null; // can't make this face // Add an edge //addEdge(vert.id(), next.id()); //edge = edges.get(edges.size() - 1); } if (v > 0 && vert.basis() != refBasis) allSameBasis = false; if (v > 0 && vert.shape() != refShape) allSameBasis = false; // if (edge.right() != null) // System.out.println("** Graph.addFace(): Edge between V" + vm.id() + " and V" + vn.id() + " already has a right face."); if (edge.vertexA().id() == vert.id()) edge.setRight(newFace); // edge facing direction of travel else edge.setLeft(newFace); // edge is backwards newFace.addVertexAndEdge(vert, edge); // also updates face midpoint } // // Set tiling and shape of cell based on majority of edges // final int numBasisTypes = BasisType.values().length; // final int numShapeTypes = ShapeType.values().length; // // final int[] bases = new int[numBasisTypes]; // final int[] shapes = new int[numShapeTypes]; // // for (final Edge edge : newFace.edges()) // { // if (edge.basis() != null) // bases[edge.basis().ordinal()]++; // // if (edge.shape() != null) // shapes[edge.shape().ordinal()]++; // } // // // Find maximum tiling and shape type among edges // int maxTilingIndex = -1; // int maxTilingCount = 0; // // for (int t = 0; t < numBasisTypes; t++) // if (bases[t] > maxTilingCount) // { // maxTilingIndex = t; // maxTilingCount = bases[t]; // } // // int maxShapeIndex = -1; // int maxShapeCount = 0; // // for (int s = 0; s < numShapeTypes; s++) // if (shapes[s] > maxShapeCount) // { // maxShapeIndex = s; // maxShapeCount = shapes[s]; // } // Add new face to incident vertex lists for (final Vertex vertex : newFace.vertices()) // vertex.faces().add(newFace); vertex.addFace(newFace); // // Set maximum type, if found // BasisType basisM = BasisType.NoBasis; // ShapeType shapeM = ShapeType.NoShape; // // if (maxTilingIndex != -1) // basisM = BasisType.values()[maxTilingIndex]; // // if (maxShapeIndex != -1) // shapeM = ShapeType.values()[maxShapeIndex]; final BasisType basisF = (allSameBasis) ? refBasis : BasisType.NoBasis; final ShapeType shapeF = (allSameShape) ? refShape : ShapeType.NoShape; newFace.setTilingAndShape(basisF, shapeF); faces.add(newFace); // System.out.println("Created new face " + newFace.id() + "..."); return newFace; } //------------------------------------------------------------------------- /** * @param pt Point to test. * @return Face containing this point, else null if none. */ public Face faceContaining(final Point2D pt) { for (final Face face : faces) if (face.contains(pt)) return face; return null; } //------------------------------------------------------------------------- /** * Make the faces. * * @param checkCrossings */ public void makeFaces(final boolean checkCrossings) { final int MAX_FACE_SIDES = 32; if (!faces.isEmpty()) clearFaces(); // remove existing faces for (final Vertex vertexStart : vertices) { // System.out.println("\nStarting at vertex " + vertexStart.id() + "..."); for (final Edge edgeStart : vertexStart.edges()) { // System.out.println("+ Has edge " + edgeStart.id()); // Look for cell containing this edge final TIntArrayList vertIds = new TIntArrayList(); vertIds.add(vertexStart.id()); Vertex vert = vertexStart; Edge edge = edgeStart; boolean closed = false; while (vertIds.size() <= MAX_FACE_SIDES) { // System.out.print("Vertex " + vert.id() + " has edges:"); // for (final Edge e : vert.edges()) // System.out.print(" " + e.id()); // System.out.println(); final Vertex prev = vert; // Get next edge in CW order and move to next vertex int n = vert.edgePosition(edge); Vertex next = null; final int numEdges = vert.edges().size(); int m; for (m = 1; m < numEdges; m++) { // Get next edge in CW order on the same level // // TODO: Handle 3D faces! // edge = vert.edges().get((n + m) % vert.edges().size()); next = edge.otherVertex(vert); // System.out.println("next vert " + next.id() + ": v.z=" + next.pt().z() + ", vs.z=" + vertexStart.pt().z()); if (Math.abs(next.pt().z() - vertexStart.pt().z()) < 0.0001) { // Next planar vert found vert = next; break; } } if (m >= numEdges) break; // no next CW edge found on same level // System.out.println("+ + Vertex " + vert.id()); if (vert.id() == vertexStart.id()) { // Face has been closed closed = true; break; } // Check for self-intersection without closure if (vertIds.contains(vert.id())) break; vertIds.add(vert.id()); if (checkCrossings && isEdgeCrossing(prev, vert)) break; } if (closed && vertIds.size() >= 3) { // Polygon is closed and has at least three sides -- is a face final List<Point2D> poly = new ArrayList<Point2D>(); for (int v = 0; v < vertIds.size(); v++) { final Vertex vertex = vertices.get(vertIds.getQuick(v)); poly.add(new Point2D.Double(vertex.pt.x(), vertex.pt.y())); } // System.out.println("poly has " + poly.size() + " sides..."); if (MathRoutines.clockwise(poly)) { // System.out.println("Is clockwise..."); final int[] vids = vertIds.toArray(); if (!containsFace(vids)) { // System.out.println("Not already present..."); findOrAddFace(vids); } } } } } } /** * Clear all existing faces. */ public void clearFaces() { for (final Edge edge : edges) { edge.setLeft(null); edge.setRight(null); } for (final Vertex vertex : vertices) vertex.clearFaces(); faces.clear(); } //------------------------------------------------------------------------- /** * Remove an element from the graph. * * @param element The element. * @param removeOrphans True if the orphans elements have also to be removed. */ public void remove(final GraphElement element, final boolean removeOrphans) { switch (element.siteType()) { case Vertex: removeVertex(element.id()); break; case Edge: removeEdge(element.id()); //, removeOrphans); break; case Cell: removeFace(element.id(), removeOrphans); break; default: // do nothing } } //------------------------------------------------------------------------- /** * Remove a vertex. * * @param vertex The vertex. */ public void removeVertex(final Vertex vertex) { removeVertex(vertex.id()); } /** * Remove a vertex. * * @param vid The index of the vertex. */ public void removeVertex(final int vid) { // System.out.println("Removing vertex " + vid + "..."); if (vid >= vertices.size()) { System.out.println("Graph.removeVertex(): Index " + vid + " out of range."); return; } final Vertex vertex = vertices.get(vid); // Mark incident faces for removal final BitSet facesToRemove = new BitSet(); for (final Face face : faces) if (face.contains(vertex)) facesToRemove.set(face.id(), true); // Unlink faces marked for removal from edge references for (final Edge edge : edges) { if (edge.left() != null && facesToRemove.get(edge.left().id())) edge.setLeft(null); if (edge.right() != null && facesToRemove.get(edge.right().id())) edge.setRight(null); } // Unlink faces marked for removal from vertex face lists for (final Vertex vertexF : vertices()) for (int f = vertexF.faces().size() - 1; f >= 0; f--) { final Face face = vertexF.faces().get(f); if (facesToRemove.get(face.id())) vertexF.faces().remove(f); } // Remove faces marked for removal for (int fid = faces.size() - 1; fid >= 0; fid--) if (facesToRemove.get(fid)) faces.remove(fid); // Mark incident edges for removal final BitSet edgesToRemove = new BitSet(); for (final Edge edge : vertex.edges()) edgesToRemove.set(edge.id(), true); // Unlink edges marked for removal from all vertex lists for (final Vertex vertexE : vertices()) for (int e = vertexE.edges().size() - 1; e >= 0; e--) { final Edge edge = vertexE.edges().get(e); if (edgesToRemove.get(edge.id())) vertexE.removeEdge(e); } // Delete edges marked for removal for (int eid = edges().size() - 1; eid >= 0; eid--) if (edgesToRemove.get(eid)) edges.remove(eid); vertices.remove(vid); // remove vertex // Recalibrate indices for (int f = 0; f < faces.size(); f++) faces.get(f).setId(f); for (int e = 0; e < edges.size(); e++) edges.get(e).setId(e); for (int v = 0; v < vertices.size(); v++) vertices.get(v).setId(v); } //------------------------------------------------------------------------- /** * Removes edge defined by end point indices. * * @param vidA The index of the vertex A. * @param vidB The index of the vertex B. */ public void removeEdge(final int vidA, final int vidB) { final Edge edge = findEdge(vidA, vidB); if (edge != null) removeEdge(edge.id()); } /** * @param eid Index of edge to remove. */ public void removeEdge(final int eid) //, final boolean removeOrphans) { if (eid >= edges.size()) { System.out.println("Graph.removeEdge(): Index " + eid + " out of range."); return; } // Remove evidence of edge from graph final Edge edge = edges.get(eid); // Remove any faces that use this edge for (int fid = faces.size() - 1; fid >= 0; fid--) if (faces.get(fid).contains(edge)) removeFace(fid, false); // Remember the end point indices (ordered [min,max]) final Vertex[] endpoints = new Vertex[2]; endpoints[0] = (edge.vertexA().id() <= edge.vertexB().id()) ? edge.vertexA() : edge.vertexB(); endpoints[1] = (edge.vertexA().id() <= edge.vertexB().id()) ? edge.vertexB() : edge.vertexA(); // Remove the edge from each endpoint's list of outgoing edges // boolean deadVertex = false; for (int v = 0; v < 2; v++) { final Vertex vertex = endpoints[v]; for (int e = vertex.edges().size() - 1; e >= 0; e--) if (vertex.edges().get(e).id() == edge.id()) { vertex.removeEdge(e); // remove edge from vertex's outgoing list // if (removeOrphans && vertex.edges().isEmpty()) // { // vertex.setId(-1); // potential orphan // deadVertex = true; // } } } // if (deadVertex) // { // // Remove dead vertices // for (int v = vertices.size() - 1; v >= 0; v--) // { // final Vertex vertex = vertices.get(v); // if (vertex.id() == -1) // vertices.remove(v); // } // // // Recalibrate remaining vertex indices // for (int v = 0; v < vertices.size(); v++) // vertices.get(v).setId(v); // } // Remove the edge and recalibrate indices. // Do this *after* removing edge from vertex edge lists! edges.remove(eid); for (int e = eid; e < edges.size(); e++) edges.get(e).decrementId(); } //------------------------------------------------------------------------- /** * @param fid The index of the face. * @param removeOrphans Remove edges that are faceless after the removal. This * is primarily for the Hole operator. */ public void removeFace(final int fid, final boolean removeOrphans) { if (fid >= faces.size()) { System.out.println("Graph.removeFace(): Index " + fid + " out of range."); return; } final Face face = faces.get(fid); // Remove face from edges' left and right references final BitSet edgesToRemove = new BitSet(); for (final Edge edge : face.edges()) { // Don't call removeEdge() yet, as that will delete this face if (edge.left() != null && edge.left().id() == fid) { // Unlink left reference edge.setLeft(null); if (removeOrphans && edge.right() == null) edgesToRemove.set(edge.id()); // edge no longer needed } if (edge.right() != null && edge.right().id() == fid) { // Unlink right reference edge.setRight(null); if (removeOrphans && edge.left() == null) edgesToRemove.set(edge.id()); // edge no longer needed } } // Remove face from vertex lists for (final Vertex vertex : face.vertices()) // for (final Vertex vertex : vertices()) for (int n = vertex.faces().size() - 1; n >= 0; n--) if (vertex.faces().get(n).id() == fid) // vertex.faces().remove(n); vertex.removeFace(n); // Remove this face and recalibrate indices faces.remove(fid); for (int f = fid; f < faces.size(); f++) faces.get(f).decrementId(); // Now it's safe to remove edges for (int e = edges.size() - 1; e >= 0; e--) if (edgesToRemove.get(e)) removeEdge(e); // System.out.println("Now " + faces.size() + " faces."); // for (final Face fc : faces) // System.out.println(fc.id()); } //------------------------------------------------------------------------- /** * Sets the tiling and shape type of all elements for this graph, unless they * have already been set. * * @param bt The basis. * @param st the shape. */ public void setBasisAndShape(final BasisType bt, final ShapeType st) { for (final Vertex vertex : vertices) { if (vertex.basis() == null) vertex.setBasis(bt); if (vertex.shape() == null) vertex.setShape(st); } for (final Edge edge : edges) { if (edge.basis() == null) edge.setBasis(bt); if (edge.shape() == null) edge.setShape(st); } for (final Face face : faces) { if (face.basis() == null) face.setBasis(bt); if (face.shape() == null) face.setShape(st); } basis = bt; shape = st; } //------------------------------------------------------------------------- /** * Synchronise the indices. */ public void synchroniseIds() { for (int n = 0; n < vertices.size(); n++) vertices.get(n).setId(n); for (int n = 0; n < edges.size(); n++) edges.get(n).setId(n); for (int n = 0; n < faces.size(); n++) faces.get(n).setId(n); } //------------------------------------------------------------------------- /** * Reorder the indices. */ public void reorder() { reorder(SiteType.Vertex); reorder(SiteType.Edge); reorder(SiteType.Cell); } /** * Reorder the indices of a graph element type. * * @param type The graph element type. */ public void reorder(final SiteType type) { // Give each element a score that prefers higher and righter positions final List<? extends GraphElement> elements = elements(type); final List<ItemScore> rank = new ArrayList<ItemScore>(); for (int n = 0; n < elements.size(); n++) { final GraphElement ge = elements.get(n); final double score = ge.pt().y() * 100 + ge.pt().x(); rank.add(new ItemScore(n, score)); } Collections.sort(rank); // Append elements in new order for (int es = 0; es < rank.size(); es++) { final GraphElement ge = elements.get(rank.get(es).id()); ge.setId(es); switch (type) { case Vertex: vertices.add((Vertex)ge); break; case Edge: edges.add((Edge)ge); break; case Cell: faces.add((Face)ge); break; default: // do nothing } } // Remove unneeded duplicate entries for (int es = 0; es < rank.size(); es++) elements.remove(0); for (int n = 0; n < elements.size(); n++) elements.get(n).setId(n); } //------------------------------------------------------------------------- private void setVertices(final Number[][] positions) { vertices.clear(); if (positions != null) for (int v = 0; v < positions.length; v++) { final Number[] position = positions[v]; if (position.length == 2) addVertex(position[0].floatValue(), position[1].floatValue(), 0); else addVertex(position[0].floatValue(), position[1].floatValue(), position[2].floatValue()); } } /** * Note: This method is inefficient as it checks all edges for uniqueness. * This is good to do for manually specified edge lists which can contain errors. * Automatically generated edge lists may not need this test. */ private void setEdges(final Integer[][] pairs) { edges.clear(); if (pairs != null) for (int e = 0; e < pairs.length; e++) findOrAddEdge(pairs[e][0].intValue(), pairs[e][1].intValue()); } //------------------------------------------------------------------------- private void assemble(final boolean checkCrossings) { linkEdgesToVertices(); makeFaces(checkCrossings); linkFacesToVertices(); // This will not override tiling and shape already set in elements setBasisAndShape(BasisType.NoBasis, ShapeType.NoShape); } //------------------------------------------------------------------------- /** * Ensure that each vertex has a complete list of its edges, * sorted in clockwise order. */ public void linkEdgesToVertices() { for (final Vertex vertex : vertices) // vertex.edges().clear(); vertex.clearEdges(); for (final Edge edge : edges) { // vertices.get(edge.vertexA().id()).edges().add(edge); // vertices.get(edge.vertexB().id()).edges().add(edge); vertices.get(edge.vertexA().id()).addEdge(edge); vertices.get(edge.vertexB().id()).addEdge(edge); } for (final Vertex vertex : vertices) vertex.sortEdges(); } /** * Ensure that each vertex has a complete list of its faces, * sorted in clockwise order. */ public void linkFacesToVertices() { for (final Vertex vertex : vertices) // vertex.faces().clear(); vertex.clearFaces(); for (final Face face : faces) for (final Vertex vertex : face.vertices()) // vertex.faces().add(face); vertex.addFace(face); for (final Vertex vertex : vertices) vertex.sortFaces(); } //------------------------------------------------------------------------- /** * * @param vertexA The vertex A. * @param vertexB The vertex B. * @return True if the corresponding edge is crossing another. */ public boolean isEdgeCrossing(final Vertex vertexA, final Vertex vertexB) { final double localTolerance = 0.001; final Point2D ptA = vertexA.pt2D(); final Point2D ptB = vertexB.pt2D(); for (final Edge edge : edges) { if (edge.matches(vertexA, vertexB)) return false; // don't treat as crossing final Point2D ptEA = edge.vertexA().pt2D(); final Point2D ptEB = edge.vertexB().pt2D(); if ( ptA.distance(ptEA) < localTolerance || ptA.distance(ptEB) < localTolerance || ptB.distance(ptEA) < localTolerance || ptB.distance(ptEB) < localTolerance ) continue; if ( MathRoutines.lineSegmentsIntersect ( ptA.getX(), ptA.getY(), ptB.getX(), ptB.getY(), ptEA.getX(), ptEA.getY(), ptEB.getX(), ptEB.getY() ) ) return true; } return false; } //------------------------------------------------------------------------- /** * Trim. */ public void trim() { // Trim orphaned edges for (int eid = edges.size() - 1; eid >= 0; eid--) { final Edge edge = edges.get(eid); if (edge.vertexA().edges().size() == 1 || edge.vertexB().edges().size() == 1) removeEdge(eid); // orphaned edge } // Detect pivots final BitSet pivotIds = new BitSet(); for (final Vertex vertex : vertices) if (vertex.pivot() != null) pivotIds.set(vertex.pivot().id()); // Trim orphaned vertices that are not pivots for (int vid = vertices.size() - 1; vid >= 0; vid--) { final Vertex vertex = vertices.get(vid); if (vertex.edges().isEmpty() && !pivotIds.get(vid)) removeVertex(vid); // orphaned non-pivot vertex } } //------------------------------------------------------------------------- /** * Clear the properties. */ public void clearProperties() { for (final Vertex vertex : vertices) vertex.properties().clear(); for (final Edge edge : edges) edge.properties().clear(); for (final Face face : faces) face.properties().clear(); } //------------------------------------------------------------------------- /** * Compute the measures. * * @param boardless True if the board is boardless. */ public void measure(final boolean boardless) { MeasureGraph.measure(this, false); } //------------------------------------------------------------------------- /** * @return Measure of variance in edge length. */ public double distance() { if (vertices.size() < 2) return 0; double avg = 0; int found = 0; for (final Vertex va : vertices) for (final Vertex vb : vertices) { if (va.id() == vb.id()) continue; final double dist = va.pt.distance(vb.pt); avg += dist; found++; } avg /= found; return avg; } /** * @return Measure of variance in edge length. */ public double variance() { if (vertices.size() < 2) return 0; final double avg = distance(); double varn = 0; int found = 0; for (final Vertex va : vertices) for (final Vertex vb : vertices) { if (va.id() == vb.id()) continue; found++; final double dist = va.pt.distance(vb.pt); varn += Math.abs(dist - avg); // * (dist - avg); } varn /= found; return varn; } //------------------------------------------------------------------------- /** * @return Bounding box of original vertex pairs. */ public Rectangle2D bounds() { return bounds(vertices); } /** * @param elements The elements of the graph. * @return Bounding box of original vertex pairs. */ public static Rectangle2D bounds(final List<? extends GraphElement> elements) { final double limit = 1000000; double x0 = limit; double y0 = limit; double x1 = -limit; double y1 = -limit; for (final GraphElement ge : elements) { final double x = ge.pt.x(); final double y = ge.pt.y(); if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; } if (x0 == limit || y0 == limit) return new Rectangle2D.Double(0, 0, 0, 0); return new Rectangle2D.Double(x0, y0, x1-x0, y1-y0); } //------------------------------------------------------------------------- /** * Normalise all vertices. */ public void normalise() { final Rectangle2D bounds = bounds(elements(SiteType.Vertex)); final double maxExtent = Math.max(bounds.getWidth(), bounds.getHeight()); if (maxExtent == 0) { System.out.println("** Normalising graph with zero bounding box."); return; } final double scale = 1.0 / maxExtent; final double offX = -bounds.getX() + (maxExtent - bounds.getWidth()) / 2.0; // * scale; final double offY = -bounds.getY() + (maxExtent - bounds.getHeight()) / 2.0; // * scale; for (final Vertex vertex : vertices) { final double xx = (vertex.pt.x() + offX) * scale; final double yy = (vertex.pt.y() + offY) * scale; final double zz = (vertex.pt.z() + offY) * scale; vertex.pt.set(xx, yy, zz); } } //------------------------------------------------------------------------- /** * Compute again the edges and faces positions. */ public void recalculateEdgeAndFacePositions() { for (final Edge edge : edges) edge.setMidpoint(); for (final Face face : faces) face.setMidpoint(); } //------------------------------------------------------------------------- /** * Remove duplicate edges from the specified edge list. * * @param edges the list of the edges. */ public static void removeDuplicateEdges(final List<Edge> edges) { for (int ea = 0; ea < edges.size(); ea++) { final Edge edgeA = edges.get(ea); for (int eb = edges.size() - 1; eb > ea; eb--) if (edgeA.matches(edges.get(eb))) { // Remove this duplicate edge for (int ec = eb + 1; ec < edges.size(); ec++) edges.get(ec).decrementId(); edges.remove(eb); } } } //------------------------------------------------------------------------- /** * @return Average edge length. */ public double averageEdgeLength() { if (edges.isEmpty()) return 0; double avg = 0; for (final Edge edge : edges) avg += edge.length(); return avg / edges.size(); } //------------------------------------------------------------------------- /** * @return Centroid of graph. */ public Point2D centroid() { if (vertices.isEmpty()) return new Point2D.Double(0, 0); double midX = 0; double midY = 0; for (final Vertex vertex : vertices) { midX += vertex.pt().x(); midY += vertex.pt().y(); } return new Point2D.Double(midX / vertices().size(), midY / vertices().size()); } //------------------------------------------------------------------------- @Override public Graph eval(final Context context, final SiteType siteType) { return this; } @Override public long gameFlags(Game game) { return 0; } @Override public void preprocess(Game game) { // Nothing to do. } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); if (vertices.isEmpty()) return "Graph has no vertices."; sb.append("Graph basis: " + basis + "\n"); sb.append("Graph shape: " + shape + "\n"); sb.append("Graph is " + (isRegular() ? "" : "not ") + "regular.\n"); sb.append("Vertices:\n"); for (final Vertex vertex : vertices) sb.append("- V: " + vertex.toString() + "\n"); if (edges.isEmpty()) { sb.append("No edges."); } else { sb.append("Edges:\n"); for (final Edge edge : edges) sb.append("- E: " + edge.toString() + "\n"); } if (faces.isEmpty()) { sb.append("No faces."); } else { sb.append("Faces:\n"); for (final Face face : faces) sb.append("- F: " + face.toString() + "\n"); } return sb.toString(); } //------------------------------------------------------------------------- }
56,448
23.966387
125
java
Ludii
Ludii-master/Core/src/game/util/graph/GraphElement.java
package game.util.graph; import java.awt.geom.Point2D; import java.util.List; import game.types.board.BasisType; import game.types.board.ShapeType; import game.types.board.SiteType; import main.Constants; import main.math.Point3D; //----------------------------------------------------------------------------- /** * Shared storage for graph elements. * * @author combolbro */ public abstract class GraphElement { /** Id is not final; can change when merging or modifying graphs. */ protected int id = Constants.UNDEFINED; protected Point3D pt; /** Tiling and shape used when creating this element. */ protected BasisType basis = null; protected ShapeType shape = null; protected Properties properties = new Properties(); protected final Situation situation = new Situation(); protected boolean flag = false; //------------------------------------------------------------------------- /** * @return The index of the graph element. */ public int id() { return id; } /** * Set the index of the graph element. * * @param newId The new index. */ public void setId(final int newId) { id = newId; } /** * Decrement the index. */ public void decrementId() { id--; } /** * @return 3D position of the centroid. */ public Point3D pt() { return pt; } /** * @return 2D position of the centroid. */ public Point2D pt2D() { return new Point2D.Double(pt.x(), pt.y()); } /** * Overrides the elements reference point. * @param x * @param y * @param z */ public void setPt(final double x, final double y, final double z) { pt = new Point3D(x, y, z); } /** * @return The properties of the element. */ public Properties properties() { return properties; } /** * @return Positional situation, for coordinate labelling. */ public Situation situation() { return situation; } /** * @return True if the element is flagged. */ public boolean flag() { return flag; } /** * Set the flag of the element. * * @param value New flag value. */ public void setFlag(final boolean value) { flag = value; } //------------------------------------------------------------------------- /** * @return This element's pivot vertex, else null if none. */ public abstract Vertex pivot(); //------------------------------------------------------------------------- /** * @return This element's basis type. */ public BasisType basis() { return basis; } /** * @param type Basis type to set this element. */ public void setBasis(final BasisType type) { basis = type; } /** * @return This element's shape type. */ public ShapeType shape() { return shape; } /** * @param type Shape type to set this element. */ public void setShape(final ShapeType type) { shape = type; } /** * @return The type of the graph element. */ public abstract SiteType siteType(); //------------------------------------------------------------------------- /** * Sets this element's basis and shape type. * * @param basisIn The new basis. * @param shapeIn The new shape. */ public void setTilingAndShape(final BasisType basisIn, final ShapeType shapeIn) { basis = basisIn; shape = shapeIn; } //------------------------------------------------------------------------- /** * @param other The graph element to check. * @return True if this is this graph element. */ public boolean matches(final GraphElement other) { return siteType() == other.siteType() && id == other.id; } //------------------------------------------------------------------------- /** * @return Element label for debugging purposes. */ public String label() { return siteType().toString().substring(0, 1) + id; } //------------------------------------------------------------------------- /** * @return List of connected neighbour elements. */ public abstract List<GraphElement> nbors(); /** * @param steps List of steps from this element, by relation type. */ public abstract void stepsTo(final Steps steps); //------------------------------------------------------------------------- }
4,183
17.932127
80
java
Ludii
Ludii-master/Core/src/game/util/graph/ItemScore.java
package game.util.graph; /** * Helper class for reordering graph elements. * @author cambolbro */ public class ItemScore implements Comparable<ItemScore> { private final int id; private final double score; //------------------------------------------------- /** * @param id The index. * @param score The score. */ public ItemScore(final int id, final double score) { this.id = id; this.score = score; } //------------------------------------------------- /** * @return The index. */ public int id() { return id; } /** * @return The score. */ public double score() { return score; } //------------------------------------------------- @Override public int compareTo(final ItemScore other) { return (score == other.score) ? 0 : (score < other.score) ? - 1 : 1; } //------------------------------------------------- }
907
15.509091
55
java
Ludii
Ludii-master/Core/src/game/util/graph/MeasureGraph.java
package game.util.graph; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; import java.util.ArrayDeque; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.Deque; import java.util.HashMap; import java.util.List; import java.util.Map; import game.types.board.SiteType; import main.Constants; import main.math.MathRoutines; import main.math.RCL; import main.math.RCLType; //----------------------------------------------------------------------------- /** * Measure graph properties. This helper class is not meant to be instantiated. * * @author cambolbro */ public abstract class MeasureGraph { //------------------------------------------------------------------------- /** * @param graph The graph to measure. * @param boardless True if the graph is boardless. */ public static void measure(final Graph graph, final boolean boardless) { graph.clearProperties(); if (!boardless) { measurePivot(graph); measurePerimeter(graph); measureInnerOuter(graph); measureExtremes(graph); measureMajorMinor(graph); measureCorners(graph); measureSides(graph); measurePhase(graph); measureEdgeOrientation(graph); measureSituation(graph); } measureCentre(graph); //System.out.println(graph); } //------------------------------------------------------------------------- /** * @param graph The graph to measure. */ public static void measurePivot(final Graph graph) { for (final Vertex vertex : graph.vertices()) if (vertex.pivot() != null) vertex.pivot().properties().add(Properties.PIVOT); } //------------------------------------------------------------------------- /** * Sets elements on the graph perimeter. * * Generate the perimeter from the vertices, not the edges. If the graph was * generated in "use:Vertex" mode it will not have any faces, so edge analysis * is misleading. It's safer to use vertices in all cases. * * @param graph The graph to measure. */ public static void measurePerimeter(final Graph graph) { // graph.perimeters().clear(); graph.clearPerimeters(); final BitSet covered = new BitSet(); // Generate the candidate polygons. // There should be one for each connected component of graph. while (true) { final Perimeter perimeter = createNextPerimeter(graph, covered); if (perimeter == null) break; // no more perimeters // graph.perimeters().add(perimeter); graph.addPerimeter(perimeter); } // Remove candidates contained in other candidates for (int pa = graph.perimeters().size() - 1; pa >= 0; pa--) { final Point2D.Double ptA = (Point2D.Double)graph.perimeters().get(pa).startPoint(); boolean isInside = false; for (int pb = 0; pb < graph.perimeters().size(); pb++) { if (pa == pb) continue; if (MathRoutines.pointInPolygon(ptA, graph.perimeters().get(pb).positions())) { isInside = true; break; } } if (isInside) // graph.perimeters().remove(pa); // perimeter A is inside perimeter B graph.removePerimeter(pa); // perimeter A is inside perimeter B } // Set properties of perimeter elements for (final Perimeter perimeter : graph.perimeters()) { final int numVerts = perimeter.elements().size(); for (int n = 0; n < numVerts; n++) { final Vertex vertexA = (Vertex)perimeter.elements().get(n); final Vertex vertexB = (Vertex)perimeter.elements().get((n + 1) % numVerts); vertexA.properties().set(Properties.PERIMETER); vertexB.properties().set(Properties.PERIMETER); // redundant, but just to be safe... final Edge edge = vertexA.incidentEdge(vertexB); if (edge == null) continue; edge.properties().set(Properties.PERIMETER); if (edge.left() != null) edge.left().properties().set(Properties.PERIMETER); else if (edge.right() != null) edge.right().properties().set(Properties.PERIMETER); } } // System.out.println("\nPerimeter report: " + perimeters.size() + " perimeters."); // for (int n = 0; n < perimeters.size(); n++) // { // final Perimeter perimeter = perimeters.get(n); // System.out.print("- " + n + " perimeter:"); // for (final GraphElement ge : perimeter.elements()) // System.out.print(" " + ge.id()); // System.out.print("\n- " + n + " inside :"); // for (final GraphElement ge : perimeter.inside()) // System.out.print(" " + ge.id()); // System.out.println(); // } // final int[] counts = new int[3]; // for (int st = 0; st < siteTypes.length; st++) // for (final GraphElement ge : graphElementList(graph, siteTypes[st])) // if (ge.properties().get(Properties.PERIMETER)) // counts[st]++; // System.out.println("Perimeter counts: vertices=" + counts[0] + ", edges=" + counts[1] + ", faces=" + counts[2] + "."); } /** * @return The perimeter for the next unvisited connected component, else null if no more connected components. */ private static Perimeter createNextPerimeter(final Graph graph, final BitSet covered) { // Find leftmost unused vertex; it must be on the perimeter of its connected component Vertex start = null; double minX = 1000000; for (final Vertex vertex : graph.vertices()) { if (!covered.get(vertex.id()) && vertex.pt().x() < minX) { start = vertex; minX = vertex.pt().x(); } } if (start == null) return null; // no more perimeters to find // Create polygon from leftmost vertex final Perimeter perimeter = followPerimeterClockwise(start); if (perimeter == null) return null; // Mark polygon vertices as covered for (final GraphElement ge : perimeter.elements()) covered.set(ge.id(), true); // Make a copy of this polygon converted to Point2D final List<Point2D> polygon2D = perimeter.positions(); // Mark vertices contained by this polygon as covered for (final Vertex vertex : graph.vertices()) if (!covered.get(vertex.id()) && MathRoutines.pointInPolygon(vertex.pt2D(), polygon2D)) { if (!perimeter.on().get(vertex.id())) perimeter.addInside(vertex); covered.set(vertex.id(), true); } return perimeter; } /** * @param from Leftmost unvisited vertex, guaranteed to be on the perimeter. * @return Polygon formed by following this perimeter. */ private static Perimeter followPerimeterClockwise(final Vertex from) { final Perimeter perimeter = new Perimeter(); if (from.edges().isEmpty()) { // Must be single disconnected vertex perimeter.add(from); return perimeter; } // Find vertex edge closest to 90 degrees (straight up) Edge bestEdge = null; double bestAngle = 1000000; for (final Edge edge : from.edges()) { final Vertex to = edge.otherVertex(from); final double dx = to.pt().x() - from.pt().x(); final double dy = to.pt().y() - from.pt().y(); final double angle = Math.atan2(dx, -dy); // minimises in up direction // Check dot product if (angle < bestAngle) { bestEdge = edge; bestAngle = angle; } } // Follow this vertex around this perimeter Vertex vertex = from; Vertex prev = from; Edge edge = bestEdge; while (true) { perimeter.add(vertex); // Step to next vertex prev = vertex; vertex = edge.otherVertex(vertex); final int i = vertex.edgePosition(edge); //edge = vertex.edges().get((i + 1) % vertex.edges().size()); for (int n = 1; n < vertex.edges().size(); n++) { edge = vertex.edges().get((i + n) % vertex.edges().size()); if (edge.otherVertex(vertex).id() != prev.id()) break; // avoid stepping back to previous vertex, in case of doubled edges } if (vertex.id() == from.id()) break; // closed loop completed } return perimeter; } //------------------------------------------------------------------------- /** * Determines inner and outer graph elements. * * @param graph The graph to measure. */ public static void measureInnerOuter(final Graph graph) { // Set all perimeter elements to outer for (int st = 0; st < Graph.siteTypes.length; st++) for (final GraphElement ge : graph.elements(Graph.siteTypes[st])) if (ge.properties().get(Properties.PERIMETER)) ge.properties().set(Properties.OUTER); // Set faces with a perimeter vertex to outer for (final Face face : graph.faces()) for (final Vertex vertex : face.vertices()) if (vertex.properties().get(Properties.PERIMETER)) { face.properties().set(Properties.OUTER); face.properties().set(Properties.PERIMETER); } // Set edges with a perimeter vertex to outer for (final Edge edge : graph.edges()) if ( edge.vertexA().properties().get(Properties.PERIMETER) && edge.vertexB().properties().get(Properties.PERIMETER) && (edge.left() == null || edge.right() == null) ) { edge.properties().set(Properties.OUTER); edge.properties().set(Properties.PERIMETER); } // Set faces with a null neighbour for (final Face face : graph.faces()) for (final Edge edge : face.edges()) if (edge.left() == null || edge.right() == null) face.properties().set(Properties.NULL_NBOR); // Set non-outer items to inner for (int st = 0; st < Graph.siteTypes.length; st++) for (final GraphElement ge : graph.elements(Graph.siteTypes[st])) if (!ge.properties().get(Properties.OUTER)) ge.properties().set(Properties.INNER); } //------------------------------------------------------------------------- /** * Determines the left/right/top/bottom graph elements. * * @param graph The graph to measure. */ public static void measureExtremes(final Graph graph) { final double tolerance = 0.01; for (int st = 0; st < Graph.siteTypes.length; st++) { double minX = 1000000; double minY = 1000000; double maxX = -1000000; double maxY = -1000000; for (final GraphElement ge : graph.elements(Graph.siteTypes[st])) { if (ge.pt().x() < minX) minX = ge.pt().x(); if (ge.pt().y() < minY) minY = ge.pt().y(); if (ge.pt().x() > maxX) maxX = ge.pt().x(); if (ge.pt().y() > maxY) maxY = ge.pt().y(); } for (final GraphElement ge : graph.elements(Graph.siteTypes[st])) { if (ge.pt().x() - minX < tolerance) ge.properties().set(Properties.LEFT); if (ge.pt().y() - minY < tolerance) ge.properties().set(Properties.BOTTOM); if (maxX - ge.pt().x() < tolerance) ge.properties().set(Properties.RIGHT); if (maxY - ge.pt().y() < tolerance) ge.properties().set(Properties.TOP); } } } //------------------------------------------------------------------------- /** * Determines which cells are major and which are minor. * * @param graph The graph to measure. */ public static void measureMajorMinor(final Graph graph) { int maxSides = 0; for (final Face face : graph.faces()) if (face.vertices().size() > maxSides) maxSides = face.vertices().size(); for (final Face face : graph.faces()) if (face.vertices().size() == maxSides) face.properties().set(Properties.MAJOR); else face.properties().set(Properties.MINOR); } //------------------------------------------------------------------------- /** * Determines outer graph elements that are corners. * * Assumes that measureExtremes() has already been called. * * Assumes only one perimeter per graph. * * @param graph The graph to measure. */ public static void measureCorners(final Graph graph) { cornersFromPerimeters(graph); for (final Vertex vertex : graph.vertices()) { if (!vertex.properties().get(Properties.CORNER)) continue; // System.out.print("Vertex " + vertex.id() + " has edges:"); // for (final Edge edge : vertex.edges()) // System.out.print(" " + edge.id()); // System.out.println(); final boolean isConcave = vertex.properties().get(Properties.CORNER_CONCAVE); // Check for incident edge with other endpoint on perimeter boolean singleEdge = false; for (final Edge edge : vertex.edges()) { final Vertex other = edge.otherVertex(vertex); if (other.properties().get(Properties.CORNER)) { // Both endpoints of this edge are corners edge.properties().set(Properties.CORNER); if (isConcave) edge.properties().set(Properties.CORNER_CONCAVE); else edge.properties().set(Properties.CORNER_CONVEX); final Face faceL = edge.left(); final Face faceR = edge.right(); if (faceL != null) { faceL.properties().set(Properties.CORNER); if (isConcave) faceL.properties().set(Properties.CORNER_CONCAVE); else faceL.properties().set(Properties.CORNER_CONVEX); } else if (faceR != null) { faceR.properties().set(Properties.CORNER); if (isConcave) faceR.properties().set(Properties.CORNER_CONCAVE); else faceR.properties().set(Properties.CORNER_CONVEX); } singleEdge = true; // Don't break! e.g. single square with 4 vertices will not pick up all vertices //break; } } if (singleEdge) continue; // Vertex is a corner on its own. // Note that there may be more than two edges, e.g. Alquerque. for (final Edge edge : vertex.edges()) { if (!edge.properties().get(Properties.PERIMETER)) continue; edge.properties().set(Properties.CORNER); if (isConcave) edge.properties().set(Properties.CORNER_CONCAVE); else edge.properties().set(Properties.CORNER_CONVEX); if (isConcave) { for (final Face face : vertex.faces()) if (numPerimeterVertices(face) == 1) { face.properties().set(Properties.CORNER); if (isConcave) face.properties().set(Properties.CORNER_CONCAVE); else face.properties().set(Properties.CORNER_CONVEX); } } else { final Face faceL = edge.left(); final Face faceR = edge.right(); if (faceL != null) { faceL.properties().set(Properties.CORNER); faceL.properties().set(Properties.CORNER_CONVEX); } else if (faceR != null) { faceR.properties().set(Properties.CORNER); faceR.properties().set(Properties.CORNER_CONVEX); } } } } // // Debug report // final int[] counts = new int[3]; // for (final Vertex vertex : graph.vertices()) // if (vertex.properties().get(Properties.CORNER)) // counts[0]++; // // for (final Edge edge : graph.edges()) // if (edge.properties().get(Properties.CORNER)) // counts[1]++; // // for (final Face face : graph.faces()) // if (face.properties().get(Properties.CORNER)) // counts[2]++; // // System.out.println("Corner counts: vertices=" + counts[0] + // ", edges=" + counts[1] + ", faces=" + counts[2] + "."); // // Debug report // System.out.print("Vertex corners:"); // for (final Vertex vertex : graph.vertices()) // if (vertex.properties().get(Properties.CORNER)) // System.out.print(" " + vertex.id()); // System.out.println(); // // System.out.print("Edge corners:"); // for (final Edge edge : graph.edges()) // if (edge.properties().get(Properties.CORNER)) // System.out.print(" " + edge.id()); // System.out.println(); // // System.out.print("Face corners:"); // for (final Face face : graph.faces()) // if (face.properties().get(Properties.CORNER)) // System.out.print(" " + face.id()); // System.out.println(); } static int numPerimeterVertices(final Face face) { int num = 0; for (final Vertex vertex : face.vertices()) if (vertex.properties().get(Properties.PERIMETER)) num++; return num; } /** * Measures corners for the specified graph element type. */ static void cornersFromPerimeters(final Graph graph) { for (final Perimeter perimeter : graph.perimeters()) cornersFromPerimeter(graph, perimeter); } /** * Measures corners for the specified graph element type. */ static void cornersFromPerimeter(final Graph graph, final Perimeter perimeter) { final double tolerance = 0.001; if (perimeter.elements().size() < 6) { // Simple convex polygon for (final GraphElement ge : perimeter.elements()) { ge.properties().set(Properties.CORNER); ge.properties().set(Properties.CORNER_CONVEX); } return; } final int num = perimeter.elements().size(); final List<Point2D> polygon2D = perimeter.positions(); //boolean isClockwise = MathRoutines.clockwise(polygon2D); // System.out.print("\nPerimeter:"); // for (final GraphElement ge : perimeter.elements()) // System.out.print(" " + ge.id()); // System.out.println(); // Calculate average determinant at each perimeter site final double[] scores = new double[num]; final int numK = 4; for (int n = 0; n < num; n++) { final Point2D.Double pt = (Point2D.Double)polygon2D.get(n); // Accumulated line segment error approach double score = 0; for (int k = 1; k < numK; k++) { final Point2D.Double ptA = (Point2D.Double)polygon2D.get((n - k + num) % num); final Point2D.Double ptB = (Point2D.Double)polygon2D.get((n + k) % num); double dist = MathRoutines.distanceToLine(pt, ptA, ptB); if (MathRoutines.clockwise(ptA, pt, ptB)) dist = -dist; score += dist / k; // / k; //(k * k); } //score /= numK; scores[n] = score; } // Smooth the scores final int numSmoothingPasses = 1; final double[] temp = new double[num]; for (int pass = 0; pass < numSmoothingPasses; pass++) { for (int n = 0; n < num; n++) temp[n] = (4 * scores[n] + scores[(n + 1) % num] + scores[(n - 1 + num) % num]) / 6; for (int n = 0; n < num; n++) scores[n] = temp[n]; } // System.out.println("Smoothed:"); // for (int n = 0; n < num; n++) // System.out.println("id=" + perimeter.elements().get(n).id() + ", scores=" + scores[n] + "."); // Detect convex corners final BitSet keep = new BitSet(); keep.set(0, num, true); for (int n = 0; n < num; n++) if ( scores[n] < 0.320 // this value catches bad corners in rectangular shapes on hex || scores[n] < scores[(n - 1 + num) % num] - tolerance || scores[n] < scores[(n + 1) % num] - tolerance ) keep.set(n, false); // Keep similar nbors final double similar = 0.95; for (int n = keep.nextSetBit(0); n >= 0; n = keep.nextSetBit(n + 1)) { if (scores[(n - 1 + num) % num] >= similar * scores[n]) keep.set((n - 1 + num) % num, true); if (scores[(n + 1) % num] >= similar * scores[n]) keep.set((n + 1) % num, true); } for (int n = keep.nextSetBit(0); n >= 0; n = keep.nextSetBit(n + 1)) { perimeter.elements().get(n).properties().set(Properties.CORNER); perimeter.elements().get(n).properties().set(Properties.CORNER_CONVEX); } // Detect concave corners keep.set(0, num, true); // for (int n = 0; n < num; n++) // if (scores[n] > 0) //-0.320 // { // keep.set(n, false); // } // else if // ( // scores[n] > 0 // || // scores[n] > scores[(n - 1 + num) % num] + tolerance // || // scores[n] > scores[(n + 1) % num] + tolerance // ) // { // // Is a candidate for removal // final double diffA = Math.abs(scores[n] - scores[(n - 1 + num) % num]); // final double diffB = Math.abs(scores[n] - scores[(n + 1) % num]); // //// if (Math.min(diffA, diffB) > 0.1) // keep.set(n, false); // } for (int n = 0; n < num; n++) if ( scores[n] > -0.25 // 0.320 // this value catches bad corners in rectangular shapes on hex || scores[n] > scores[(n - 1 + num) % num] + tolerance || scores[n] > scores[(n + 1) % num] + tolerance ) keep.set(n, false); for (int n = keep.nextSetBit(0); n >= 0; n = keep.nextSetBit(n + 1)) { perimeter.elements().get(n).properties().set(Properties.CORNER); perimeter.elements().get(n).properties().set(Properties.CORNER_CONCAVE); } // System.out.print("Corners:"); // int count = 0; // for (final GraphElement ge : graph.vertices()) // if (ge.properties().get(Properties.CORNER)) // { // System.out.print(" " + ge.id()); // count++; // } // System.out.println("\n" + count + " corners found."); } //------------------------------------------------------------------------- /** * Determines which board side perimeter graph elements are on. * * Must be done *after* corners have been determined. * * @param graph The graph to measure. */ public static void measureSides(final Graph graph) { final Point2D mid = graph.centroid(); for (final Perimeter perimeter : graph.perimeters()) findSides(graph, mid, perimeter); // Determine edge and cell sides based on perimeter vertices final long[] sides = { Properties.SIDE_N, Properties.SIDE_E, Properties.SIDE_S, Properties.SIDE_W, Properties.SIDE_NE, Properties.SIDE_SE, Properties.SIDE_SW, Properties.SIDE_NW }; for (final Vertex vertex : graph.vertices()) { // Every perimeter vertex should be assigned a side by now if (!vertex.properties().get(Properties.CORNER)) continue; for (int side = 0; side < sides.length; side++) { final long sideCode = sides[side]; if (!vertex.properties().get(sideCode)) continue; // not this side // Edges: both end points must be on this side for (final Edge edge : vertex.edges()) { final Vertex other = edge.otherVertex(vertex); if (other.properties().get(sideCode)) edge.properties().set(sideCode); } // Cells: any face with this vertex is on this side for (final Face face : vertex.faces()) face.properties().set(sideCode); } } // Ensure that edges and faces inherit the side(s) their vertices are on final long sidesMask = Properties.SIDE_N | Properties.SIDE_E | Properties.SIDE_S | Properties.SIDE_W | Properties.SIDE_NE | Properties.SIDE_SE | Properties.SIDE_SW | Properties.SIDE_NW; for (final Vertex vertex : graph.vertices()) { for (final Edge edge : vertex.edges()) edge.properties().add(vertex.properties().get() & sidesMask); for (final Face face : vertex.faces()) face.properties().add(vertex.properties().get() & sidesMask); } } static void findSides(final Graph graph, final Point2D mid, final Perimeter perimeter) { // Find each side run final int num = perimeter.elements().size(); for (int from = 0; from < num; from++) { final GraphElement geFrom = perimeter.elements().get(from); if (geFrom.properties().get(Properties.CORNER)) { // Handle this side run int to = from; GraphElement geTo; do { geTo = perimeter.elements().get(++to % num); } while (!geTo.properties().get(Properties.CORNER)); final int runLength = to - from; sideFromRun(graph, perimeter, mid, from, runLength); } } } static void sideFromRun ( final Graph graph, final Perimeter perimeter, final Point2D mid, final int from, final int runLength ) { final int numDirections = 16; final int num = perimeter.elements().size(); final GraphElement geFrom = perimeter.elements().get(from); // Locate average position of elements along run double avgX = geFrom.pt().x(); double avgY = geFrom.pt().y(); GraphElement ge = null; for (int r = 0; r < runLength; r++) { ge = perimeter.elements().get((from + 1 + r) % num); avgX += ge.pt().x(); avgY += ge.pt().y(); } avgX /= (runLength + 1); avgY /= (runLength + 1); final int dirn = discreteDirection(mid, new Point2D.Double(avgX, avgY), numDirections); long property = 0; if (dirn == 0) property = Properties.SIDE_E; else if (dirn == numDirections / 4) property = Properties.SIDE_N; else if (dirn == numDirections / 2) property = Properties.SIDE_W; else if (dirn == 3 * numDirections / 4) property = Properties.SIDE_S; else if (dirn > 0 && dirn < numDirections / 4) property = Properties.SIDE_NE; else if (dirn > dirn / 4 && dirn < numDirections / 2) property = Properties.SIDE_NW; else if (dirn > dirn / 2 && dirn < 3 * numDirections / 4) property = Properties.SIDE_SW; else property = Properties.SIDE_SE; // Store result in run elements for (int r = 0; r < runLength + 1; r++) { ge = perimeter.elements().get((from + r) % num); ge.properties().set(property); } } //------------------------------------------------------------------------- /** * @param angleIn Input angle. * @param numDirections Number of direction increments. * @return Index of the arc segment in which this direction lies. */ public static int discreteDirection(final double angleIn, final int numDirections) { final double arc = 2 * Math.PI / numDirections; final double off = arc / 2; double angle = angleIn; while (angle < 0) angle += 2 * Math.PI; while (angle > 2 * Math.PI) angle -= 2 * Math.PI; return ((int)((angle + off) / arc) + numDirections) % numDirections; } /** * @param ptA First end point of vector. * @param ptB Second end point of vector. * @param numDirections Number of the direction increments. * @return Index of the arc segment in which this direction lies. */ public static int discreteDirection(final Point2D ptA, final Point2D ptB, final int numDirections) { final double angle = Math.atan2(ptB.getY() - ptA.getY(), ptB.getX() - ptA.getX()); return discreteDirection(angle, numDirections); } //------------------------------------------------------------------------- /** * Determines which graph element(s) are at the centre. * * Assumes that perimeter elements have already been set. * * @param graph The graph to measure. */ public static void measureCentre(final Graph graph) { final Rectangle2D bounds = Graph.bounds(graph.elements(SiteType.Vertex)); final Point2D mid = new Point2D.Double ( bounds.getX() + bounds.getWidth() / 2.0, bounds.getY() + bounds.getHeight() / 2.0 ); for (int st = 0; st < Graph.siteTypes.length; st++) measureGeometricCentre(graph, mid, Graph.siteTypes[st]); } /** * Measures total distance squared to perimeter and corner elements. * * Could be sped up by only taking a sample of perimeter elements, but this could lead to biases. * * Combine distance to: 1. perimeter, and 2. perimeter corners, for edge cases like single column of cells. */ private static void measureGeometricCentre(final Graph graph, final Point2D mid, final SiteType type) { final double tolerance = 0.0001; final List<? extends GraphElement> list = graph.elements(type); final List<GraphElement> perimeterGE = new ArrayList<GraphElement>(); // If board is large, do not include perimeter, just use the corners if (list.size() < 100) for (final GraphElement ge : list) if (ge.properties().get(Properties.PERIMETER)) perimeterGE.add(ge); final List<GraphElement> cornersGE = new ArrayList<GraphElement>(); for (final GraphElement ge : list) if (ge.properties().get(Properties.CORNER)) cornersGE.add(ge); final double[] distances = new double[list.size()]; for (final GraphElement geA : list) { double acc = 0; for (final GraphElement geB : perimeterGE) acc += MathRoutines.distanceSquared(geA.pt2D(), geB.pt2D()); for (final GraphElement geB : cornersGE) acc += MathRoutines.distanceSquared(geA.pt2D(), geB.pt2D()); distances[geA.id()] = acc; } double minDistance = 1000000; for (int n = 0; n < distances.length; n++) if (distances[n] < minDistance) minDistance = distances[n]; for (int n = 0; n < distances.length; n++) if (Math.abs(distances[n] - minDistance) < tolerance) list.get(n).properties().set(Properties.CENTRE); } //------------------------------------------------------------------------- /** * Determines the phase of each cell (no two adjacent cells have the same * phase). * * @param graph The graph to measure. */ public static void measurePhase(final Graph graph) { for (int st = 0; st < Graph.siteTypes.length; st++) measurePhase(graph, Graph.siteTypes[st]); } /** * Determines the phase of each cell (no two adjacent cells have the same * phase). * * @param graph The graph to measure. * @param type The graph element type. */ public static void measurePhase(final Graph graph, final SiteType type) { final List<? extends GraphElement> elements = graph.elements(type); if (elements.isEmpty()) return; // for (final Face face : graph.faces()) // System.out.println("Face " + face.id() + " momentum is " + face.momentum() + "."); while (true) { // Find the starting element, if any GraphElement start = null; for (final GraphElement ge : elements) if (ge.properties().phase() == Constants.UNDEFINED) { start = ge; break; } if (start == null) break; // no more elements to set // We need efficient adding and removing to/from front, and efficient adding to back. // So a Deque is perfect for this final Deque<GraphElement> queue = new ArrayDeque<GraphElement>(); final BitSet visited = new BitSet(); // Add the first face start.properties().set(Properties.PHASE_0); queue.add(start); // Spread phase over remaining faces while (!queue.isEmpty()) { final GraphElement ge = queue.removeFirst(); if (visited.get(ge.id())) continue; // Gather known phases of all nbors final List<GraphElement> nbors = ge.nbors(); final BitSet nborPhases = nborPhases(nbors); int phase; for (phase = 0; phase < 4; phase++) if (!nborPhases.get(phase)) break; // this phase is not in any nbor // Set this element's phase if (phase == 0) ge.properties().set(Properties.PHASE_0); else if (phase == 1) ge.properties().set(Properties.PHASE_1); else if (phase == 2) ge.properties().set(Properties.PHASE_2); else if (phase == 3) ge.properties().set(Properties.PHASE_3); else if (phase == 4) ge.properties().set(Properties.PHASE_4); else if (phase == 5) ge.properties().set(Properties.PHASE_5); visited.set(ge.id(), true); // Visit each nbor, prioritising more constrained ones for (final GraphElement nbor : nbors) { if (visited.get(nbor.id())) continue; final List<GraphElement> nborNbors = nbor.nbors(); final BitSet nborNborPhases = nborPhases(nborNbors); final int numNborNborPhases = nborNborPhases.cardinality(); if (numNborNborPhases > 1) queue.addFirst(nbor); // more than one phase to match, higher priority else queue.addLast(nbor); } } } } static BitSet nborPhases(final List<GraphElement> nbors) { final BitSet phases = new BitSet(); for (final GraphElement nbor : nbors) { if (nbor.properties().get(Properties.PHASE_0)) phases.set(0, true); else if (nbor.properties().get(Properties.PHASE_1)) phases.set(1, true); else if (nbor.properties().get(Properties.PHASE_2)) phases.set(2, true); else if (nbor.properties().get(Properties.PHASE_3)) phases.set(3, true); else if (nbor.properties().get(Properties.PHASE_4)) phases.set(4, true); else if (nbor.properties().get(Properties.PHASE_5)) phases.set(5, true); } return phases; } //------------------------------------------------------------------------- /** * Determines the orientation of each edge (axial, angle, horz/vert, etc). * * @param graph The graph to measure. */ public static void measureEdgeOrientation(final Graph graph) { final int numDirections = 16; for (final Edge edge : graph.edges()) { final Vertex va = edge.vertexA(); final Vertex vb = edge.vertexB(); final int direction = discreteDirection(va.pt2D(), vb.pt2D(), numDirections); if (direction == 0 || direction == numDirections / 2) { edge.properties().set(Properties.AXIAL); edge.properties().set(Properties.HORIZONTAL); } else if (direction == numDirections / 4 || direction == 3 * numDirections / 4) { edge.properties().set(Properties.AXIAL); edge.properties().set(Properties.VERTICAL); } else if ( direction > 0 && direction < numDirections / 4 || direction > numDirections / 2 && direction < 3 * numDirections / 4 ) { edge.properties().set(Properties.ANGLED); edge.properties().set(Properties.SLASH); } else { edge.properties().set(Properties.ANGLED); edge.properties().set(Properties.SLOSH); } } } //------------------------------------------------------------------------- /** * Determines the coordinate label and row/column/level of each graph element. * * Note: Assumes that elements will not have negative z values. * * @param graph The graph to measure. */ public static void measureSituation(final Graph graph) { final double[] bestVertexThetas = { 0, 0.5 }; for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); if (elements.isEmpty()) continue; // Estimate unit size (expected average distance between elements positions) final Rectangle2D bounds = Graph.bounds(elements); final double unit = (bounds.getWidth() + bounds.getHeight()) / 2 / Math.sqrt(elements.size()); // System.out.println("\n" + siteType + ":\n"); if (siteType == SiteType.Edge) clusterByRowAndColumn(elements, unit, bestVertexThetas, true); else clusterByRowAndColumn(elements, unit, bestVertexThetas, false); clusterByDimension(elements, RCLType.Layer, unit, 0); setCoordinateLabels(graph, siteType, elements); } } /** * Clusters coordinates along a given dimension. * * @param elements The elements to measure. * @param unit Estimated unit length. * @param bestThetas The best theta values. * @param useBestThetas True if the best theta values have to be used. */ public static void clusterByRowAndColumn ( final List<? extends GraphElement> elements, final double unit, final double[] bestThetas, final boolean useBestThetas ) { // final long startAt = System.nanoTime(); if (useBestThetas) { // Site types must be Edge: Use previously found best thetas from Vertex clusterByDimension(elements, RCLType.Row, unit, bestThetas[0]); clusterByDimension(elements, RCLType.Column, unit, bestThetas[1]); return; } // Find best row angle double bestError = 1000; bestThetas[0] = 0; for (int angle = 0; angle <= 60; angle += 15) { final double theta = angle / 180.0 * Math.PI; final double error = clusterByDimension(elements, RCLType.Row, unit, theta); if (error < bestError) { bestError = error; bestThetas[0] = theta; if (error < 0.01) break; // won't get much better } } clusterByDimension(elements, RCLType.Row, unit, bestThetas[0]); // System.out.println("Best row angle is " + (int)(Math.toDegrees(bestThetas[0]) + 0.5) + "."); // Find best column angle, based on best row angle bestError = 1000; bestThetas[1] = 0; for (int angle = 90; angle <= 120; angle += 15) { final double theta = bestThetas[0] + angle / 180.0 * Math.PI; final double error = clusterByDimension(elements, RCLType.Column, unit, theta); if (error < bestError) { bestError = error; bestThetas[1] = theta; if (error < 0.01) break; // won't get much better } } clusterByDimension(elements, RCLType.Column, unit, bestThetas[1]); // System.out.println("Best column angle is " + (int)(Math.toDegrees(bestThetas[1]) + 0.5) + "."); // final long stopAt = System.nanoTime(); // final double secs = (stopAt - startAt) / 1000000.0; // System.out.println("Time: " + secs + "ms."); } /** * Clusters coordinates along a given dimension. * * @param elements The elements to measure. * @param rclType Coordinate dimension to cluster on. * @param unit Expected element spacing. * @param theta Angle of base line. * * @return Average cluster error. */ public static double clusterByDimension ( final List<? extends GraphElement> elements, final RCLType rclType, final double unit, final double theta ) { // Prepare base line to measure from Point2D refA=null, refB=null; final Rectangle2D bounds = Graph.bounds(elements); if (rclType == RCLType.Row) { refA = new Point2D.Double(bounds.getX() + bounds.getWidth() / 2, bounds.getY() - bounds.getHeight()); refB = new Point2D.Double ( refA.getX() + bounds.getWidth() * Math.cos(theta), refA.getY() + bounds.getWidth() * Math.sin(theta) ); } else if (rclType == RCLType.Column) { refA = new Point2D.Double(bounds.getX() - bounds.getWidth(), bounds.getY() + bounds.getHeight() / 2); refB = new Point2D.Double ( refA.getX() + bounds.getWidth() * Math.cos(theta), refA.getY() + bounds.getWidth() * Math.sin(theta) ); } // Sort elements by distance from reference line AB final List<ItemScore> rank = new ArrayList<ItemScore>(); final double margin = 0.6 * unit; for (int n = 0; n < elements.size(); n++) { final double dist = (rclType == RCLType.Layer) ? elements.get(n).pt().z() : MathRoutines.distanceToLine(elements.get(n).pt2D(), refA, refB); rank.add(new ItemScore(n, dist)); } Collections.sort(rank); // System.out.print("Scores:"); // for (final ItemScore item : rank) // System.out.print(" " + item.score()); // System.out.println(); // Cluster final List<Bucket> buckets = new ArrayList<Bucket>(); Bucket bucket = null; for (final ItemScore item : rank) { if (bucket == null || Math.abs(item.score() - bucket.mean()) > margin) { // Create a new bucket for this item bucket = new Bucket(); buckets.add(bucket); } bucket.addItem(item); } // System.out.println(buckets.size() + " " + rclType + " buckets created."); // System.out.print("Buckets:"); // for (final Bucket bkt : buckets) // System.out.print(" " + bkt.mean() + " (" + bkt.items().size() + ")"); // System.out.println(); // Assign elements to buckets for (int bid = 0; bid < buckets.size(); bid++) for (final ItemScore item : buckets.get(bid).items()) { final RCL rcl = elements.get(item.id()).situation().rcl(); switch (rclType) { case Row: rcl.setRow(bid); break; case Column: rcl.setColumn(bid); break; case Layer: rcl.setLayer(bid); break; default: // do nothing } } // Determine error double error = 0; for (final Bucket bkt : buckets) { double acc = 0; for (final ItemScore item : bkt.items()) acc = (bkt.mean() - item.score()) * (bkt.mean() - item.score()); error += acc / bkt.items().size(); } error += 0.01 * buckets.size(); // penalise greater bucket counts //System.out.println("Error is " + error + "."); return error; } /** * Sets the coordinate label for each element based on its RCL situation. * * @param graph The graph to modify. * @param siteType The graph element type. * @param elements Elements to be labelled. */ public static void setCoordinateLabels ( final Graph graph, final SiteType siteType, final List<? extends GraphElement> elements ) { // Check if distinct layers boolean distinctLayers = false; for (int eid = 0; eid < elements.size()-1; eid++) if ( elements.get(eid).situation().rcl().layer() != elements.get(eid+1).situation().rcl().layer() ) { distinctLayers = true; break; } // Create coordinates, checking for duplicates within this site type final Map<String, GraphElement> map = new HashMap<String, GraphElement>(); map.clear(); for (final GraphElement element : elements) { // Column label int column = element.situation().rcl().column(); String label = "" + (char)('A' + column % 26); while (column >= 26) { column /= 26; label = (char)('A' + column % 26 - 1) + label; } // Row label label += (element.situation().rcl().row() + 1); // Layer label if (distinctLayers) label += "/" + element.situation().rcl().layer(); if (map.get(label) != null) { // System.out.println("Duplicate " + siteType + " coordinate " + label + "."); graph.setDuplicateCoordinates(siteType); } else { map.put(label, element); } element.situation().setLabel(label); } } //------------------------------------------------------------------------- }
41,052
27.708392
122
java
Ludii
Ludii-master/Core/src/game/util/graph/Perimeter.java
package game.util.graph; import java.awt.geom.Point2D; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.List; //----------------------------------------------------------------------------- /** * Vertex perimeter of a connected component in a graph. * * @author cambolbro */ public class Perimeter { /** Vertices on this perimeter. */ private final List<GraphElement> elements = new ArrayList<GraphElement>(); /** Positions of vertices on this perimeter (for using with MathRoutines). */ private final List<Point2D> positions = new ArrayList<Point2D>(); /** List of vertices inside this perimeter, not including the perimeter. */ private final List<GraphElement> inside = new ArrayList<GraphElement>(); /** Indices of vertices on this perimeter. */ final BitSet on = new BitSet(); /** Indices of vertices inside this perimeter. */ final BitSet in = new BitSet(); //------------------------------------------------------------------------- /** * @return The list of graph elements. */ public List<GraphElement> elements() { return Collections.unmodifiableList(elements); } /** * @return The positions of the elements. */ public List<Point2D> positions() { return Collections.unmodifiableList(positions); } /** * @return All the graph elements inside the perimeter. */ public List<GraphElement> inside() { return Collections.unmodifiableList(inside); } /** * @return The bitset of the indices of vertices on this perimeter. */ public BitSet on() { return on; } /** * @return The bitset of the indices of vertices in this perimeter. */ public BitSet in() { return in; } //------------------------------------------------------------------------- /** * @return The starting point of the perimeter. */ public Point2D startPoint() { if (positions.isEmpty()) return null; return positions.get(0); } //------------------------------------------------------------------------- /** * Clear the perimeter. */ public void clear() { elements.clear(); positions.clear(); inside.clear(); on.clear(); in.clear(); } //------------------------------------------------------------------------- /** * Add a vertex to the perimeter. * * @param vertex The vertex. */ public void add(final Vertex vertex) { elements.add(vertex); positions.add(vertex.pt2D()); on.set(vertex.id(), true); } /** * Add a vertex inside the perimeter. * * @param vertex The vertex. */ public void addInside(final Vertex vertex) { inside.add(vertex); in.set(vertex.id(), true); } //------------------------------------------------------------------------- // public void generatePoint2D() // { // perimeter2D.clear(); // // for (final GraphElement ge : perimeter) // perimeter2D.add(ge.pt2D()); // } //------------------------------------------------------------------------- }
2,980
20.292857
79
java
Ludii
Ludii-master/Core/src/game/util/graph/Poly.java
package game.util.graph; import annotations.Name; import annotations.Opt; import game.functions.dim.DimFunction; import main.math.Polygon; import other.BaseLudeme; //----------------------------------------------------------------------------- /** * Defines a polygon composed of a list of floating point (x,y) pairs. * * @author cambolbro * * @remarks The polygon can be concave. */ public class Poly extends BaseLudeme { private final Polygon polygon; //------------------------------------------------------------------------- /** * For building a polygon with float points. * * @param pts Float points defining polygon. * @param rotns Number of duplicate rotations to make. * * @example (poly { { 0 0 } { 0 2.5 } { 4.75 1 } }) */ public Poly ( final Float[][] pts, @Opt @Name final Integer rotns ) { polygon = new Polygon(pts, (rotns == null ? 0 : rotns.intValue())); } /** * For building a polygon with DimFunction points. * * @param pts Float points defining polygon. * @param rotns Number of duplicate rotations to make. * * @example (poly { { 0 0 } { 0 2.5 } { 4.75 1 } }) */ public Poly ( final DimFunction[][] pts, @Opt @Name final Integer rotns ) { final Float[][] floatPts = new Float[pts.length][]; // Translation from DimFunction to Float. for (int i = 0; i < pts.length; i++) { final DimFunction[] yPoint = pts[i]; floatPts[i] = new Float[yPoint.length]; for (int j = 0; j < pts[i].length; j++) floatPts[i][j] = Float.valueOf(pts[i][j].eval()); } polygon = new Polygon(floatPts, (rotns == null ? 0 : rotns.intValue())); } //------------------------------------------------------------------------- /** * @return The polygon. */ public Polygon polygon() { return polygon; } //------------------------------------------------------------------------- }
1,910
22.304878
79
java
Ludii
Ludii-master/Core/src/game/util/graph/Properties.java
package game.util.graph; import main.Constants; //----------------------------------------------------------------------------- /** * Record of graph element properties. * * @author cambolbro */ public class Properties { //------------------------------------------------------------------------- /** Whether the element is inside the perimeter of the graph. */ public static final long INNER = (0x1L << 0); /** Whether the element is on the perimeter and is an outer element. */ public static final long OUTER = (0x1L << 1); /** Whether the element is on the perimeter. */ public static final long PERIMETER = (0x1L << 2); /** Whether the element is a centre element. */ public static final long CENTRE = (0x1L << 3); /** Whether the element is a major generator element in tiling. */ public static final long MAJOR = (0x1L << 4); /** Whether the element is a minor satellite element in tiling. */ public static final long MINOR = (0x1L << 5); /** Whether the element is a pivot element. */ public static final long PIVOT = (0x1L << 6); /** Whether the element is an inter-layer element. */ public static final long INTERLAYER = (0x1L << 7); /** Whether the element is a face with a null neighbour. */ public static final long NULL_NBOR = (0x1L << 8); /** Whether the element is a corner. */ public static final long CORNER = (0x1L << 10); /** Whether the element is a convex corner. */ public static final long CORNER_CONVEX = (0x1L << 11); /** Whether the element is a concave corner. */ public static final long CORNER_CONCAVE = (0x1L << 12); /** Whether the element is on the phase 0. */ public static final long PHASE_0 = (0x1L << 13); /** Whether the element is on the phase 1. */ public static final long PHASE_1 = (0x1L << 14); /** Whether the element is on the phase 2. */ public static final long PHASE_2 = (0x1L << 15); /** Whether the element is on the phase 3. */ public static final long PHASE_3 = (0x1L << 16); /** Whether the element is on the phase 4. */ public static final long PHASE_4 = (0x1L << 17); /** Whether the element is on the phase 5. */ public static final long PHASE_5 = (0x1L << 18); /** Whether the element is on the left of the board. */ public static final long LEFT = (0x1L << 25); /** Whether the element is on the right of the board. */ public static final long RIGHT = (0x1L << 26); /** Whether the element is on the top of the board. */ public static final long TOP = (0x1L << 27); /** Whether the element is on the bottom of the board. */ public static final long BOTTOM = (0x1L << 28); /** Whether the element is an axial edge. */ public static final long AXIAL = (0x1L << 30); /** Whether the element is an horizontal edge. */ public static final long HORIZONTAL = (0x1L << 31); /** Whether the element is a vertical edge. */ public static final long VERTICAL = (0x1L << 32); /** Whether the element is an angled edge. */ public static final long ANGLED = (0x1L << 33); /** Whether the element is a slash edge /. */ public static final long SLASH = (0x1L << 34); /** Whether the element is a slosh edge \. */ public static final long SLOSH = (0x1L << 35); /** Whether the element is on the North side. */ public static final long SIDE_N = (0x1L << 40); /** Whether the element is on the East side. */ public static final long SIDE_E = (0x1L << 41); /** Whether the element is on the South side. */ public static final long SIDE_S = (0x1L << 42); /** Whether the element is on the West side. */ public static final long SIDE_W = (0x1L << 43); /** Whether the element is on the North East side. */ public static final long SIDE_NE = (0x1L << 44); /** Whether the element is on the South East side. */ public static final long SIDE_SE = (0x1L << 45); /** Whether the element is on the South West side. */ public static final long SIDE_SW = (0x1L << 46); /** Whether the element is on the North West side. */ public static final long SIDE_NW = (0x1L << 47); private long properties = 0; //------------------------------------------------------------------------- /** * Default constructor. */ public Properties() { } /** * Constructor with the properties in a long. * * @param properties The long value. */ public Properties(final long properties) { this.properties = properties; } /** * Constructor with the properties. * * @param other The properties. */ public Properties(final Properties other) { this.properties = other.properties; } //------------------------------------------------------------------------- /** * Clear the properties. */ public void clear() { properties = 0; } /** * @return The properties in a long. */ public long get() { return properties; } /** * @param property The property to check. * @return True if the property is on these properties. */ public boolean get(final long property) { return (properties & property) != 0; } /** * To set a property. * * @param property The property to add. */ public void set(final long property) { properties |= property; } /** * To set on a property. * * @param property The property. * @param on The value. */ public void set(final long property, final boolean on) { if (on) properties |= property; else properties &= ~property; } /** * To add a property. * * @param other The property to add. */ public void add(final long other) { properties |= other; } // public void set(final long property) // { // properties = property; // } //------------------------------------------------------------------------- /** * @return The phase converted in an integer. */ public int phase() { if (get(PHASE_0)) return 0; if (get(PHASE_1)) return 1; if (get(PHASE_2)) return 2; if (get(PHASE_3)) return 3; if (get(PHASE_4)) return 4; if (get(PHASE_5)) return 5; return Constants.UNDEFINED; } /** * Clear the phases. */ public void clearPhase() { properties &= ~PHASE_0; properties &= ~PHASE_1; properties &= ~PHASE_2; properties &= ~PHASE_3; properties &= ~PHASE_4; properties &= ~PHASE_5; } /** * Set the phase. * * @param phase The phase to set. */ public void setPhase(final int phase) { properties &= ~PHASE_0; properties &= ~PHASE_1; properties &= ~PHASE_2; properties &= ~PHASE_3; properties &= ~PHASE_4; properties &= ~PHASE_5; switch (phase) { case 0: properties |= PHASE_0; break; case 1: properties |= PHASE_1; break; case 2: properties |= PHASE_2; break; case 3: properties |= PHASE_3; break; case 4: properties |= PHASE_4; break; case 5: properties |= PHASE_5; break; default: // do nothing } } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); if (get(Properties.INNER)) sb.append(" I"); if (get(Properties.OUTER)) sb.append(" O"); if (get(Properties.PIVOT)) sb.append(" PVT"); if (get(Properties.PERIMETER)) sb.append(" PRM"); if (get(Properties.INTERLAYER)) sb.append(" IL"); if (get(Properties.CORNER)) sb.append(" CNR"); if (get(Properties.CORNER_CONVEX)) sb.append("(X)"); if (get(Properties.CORNER_CONCAVE)) sb.append("(V)"); if (get(Properties.CENTRE)) sb.append(" CTR"); if (get(Properties.AXIAL)) sb.append(" AXL"); if (get(Properties.ANGLED)) sb.append(" AGL"); if (get(Properties.PHASE_0)) sb.append(" PH_0"); if (get(Properties.PHASE_1)) sb.append(" PH_1"); if (get(Properties.PHASE_2)) sb.append(" PH_2"); if (get(Properties.PHASE_3)) sb.append(" PH_3"); if (get(Properties.PHASE_4)) sb.append(" PH_4"); if (get(Properties.PHASE_5)) sb.append(" PH_5"); String side = ""; if (get(Properties.SIDE_N)) side += "/N"; if (get(Properties.SIDE_E)) side += "/E"; if (get(Properties.SIDE_S)) side += "/S"; if (get(Properties.SIDE_W)) side += "/W"; if (get(Properties.SIDE_NE)) side += "/NE"; if (get(Properties.SIDE_SE)) side += "/SE"; if (get(Properties.SIDE_SW)) side += "/SW"; if (get(Properties.SIDE_NW)) side += "/NW"; if (!side.isEmpty()) side = " SD_" + side.substring(1); sb.append(side); final String str = sb.toString(); return "<" + (str.isEmpty() ? "" : str.substring(1)) + ">"; } //------------------------------------------------------------------------- }
8,489
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java
Ludii
Ludii-master/Core/src/game/util/graph/Radial.java
package game.util.graph; import java.awt.geom.Point2D; import java.util.ArrayList; import java.util.List; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; //----------------------------------------------------------------------------- /** * Sequence of steps in a direction. * * @author cambolbro */ public class Radial { /** The array of steps making up this radial. */ private final GraphElement[] steps; /** * Direction of the first step in this radial. * This is useful to store so that radials can be quickly sorted by direction in Trajectories. */ private final AbsoluteDirection direction; /** Matching radials in the opposite direction (if any). */ private List<Radial> opposites = null; //------------------------------------------------------------------------- /** * Constructor. * * @param steps The array of steps in this radial. * @param direction The absolute direction of the radial. */ public Radial(final GraphElement[] steps, final AbsoluteDirection direction) { this.steps = steps; this.direction = direction; } //------------------------------------------------------------------------- /** * @return The array of the graph elements in the steps. */ public GraphElement[] steps() { return steps; } /** * @return Direction of the first step in this radial */ public AbsoluteDirection direction() { return direction; } /** * @return The list of the opposite radials. */ public List<Radial> opposites() { return opposites; } //------------------------------------------------------------------------- // Graph element routines /** * @return The origin of the steps. */ public GraphElement from() { return steps[0]; } /** * @return The last step. */ public GraphElement lastStep() { return steps[steps.length - 1]; } //------------------------------------------------------------------------- /** * @param other The other radial. * @return True if the radial match. */ public boolean matches(final Radial other) { if (direction != other.direction) return false; return stepsMatch(other); } /** * @param other The radial. * @return True if the step match. */ public boolean stepsMatch(final Radial other) { if (steps.length != other.steps.length) return false; for (int n = 0; n < steps.length; n++) if (!steps[n].matches(other.steps[n])) return false; return true; } //------------------------------------------------------------------------- /** * @param other The opposite radial. * @return Whether the specified radial is opposite to this one. */ public boolean isOppositeAngleTo(final Radial other) { final double threshold = 0.1; // amount of allowable bend ~9 degrees final double tanThreshold = Math.tan(threshold); final GraphElement geA = steps[1]; final GraphElement geB = steps[0]; final GraphElement geC = other.steps[1]; final Point2D ptA = geA.pt2D(); final Point2D ptB = geB.pt2D(); final Point2D ptC = geC.pt2D(); //final double diff = MathRoutines.angleDifference(ptA, ptB, ptC); // //return Math.abs(diff) < threshold; // Same optimisation as in Trajectories::followRadial() // see comments in that method for extensive explanation final double absTanDiff = MathRoutines.absTanAngleDifferencePosX(ptA, ptB, ptC); return absTanDiff < tanThreshold; } //------------------------------------------------------------------------- /** * Add an opposite radial. * * @param opp The opposite radial. */ public void addOpposite(final Radial opp) { if (opposites == null) { // Start the opposites list with this one opposites = new ArrayList<Radial>(); opposites.add(opp); } else { // Check that this opposite isn't already included for (final Radial existingOpposite : opposites) if ( (direction.specific() || opp.direction() == direction) || opp.stepsMatch(existingOpposite) ) return; opposites.add(opp); } } //------------------------------------------------------------------------- /** * Removes subsets from the list of opposites. */ public void removeOppositeSubsets() { if (opposites == null) return; for (int o = opposites.size() - 1; o >= 0; o--) { final Radial oppositeO = opposites.get(o); for (int n = 0; n < opposites.size(); n++) { if (n == o) continue; if (oppositeO.isSubsetOf(opposites.get(n))) { opposites.remove(o); break; } } } } //------------------------------------------------------------------------- /** * @param other The radial. * @return True if the radial is a subset of the radial in entry. */ public boolean isSubsetOf(final Radial other) { //if (direction != other.direction) // return false; if (steps.length > other.steps.length) return false; for (int n = 0; n < steps.length; n++) if (!steps[n].matches(other.steps[n])) return false; return true; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); for (int n = 0; n < steps.length; n++) { if (n > 0) sb.append("-"); sb.append(steps[n].label()); } //sb.append(":" + direction); if (opposites != null) { sb.append(" ["); for (int o = 0; o < opposites.size(); o++) { final Radial opp = opposites.get(o); if (o > 0) sb.append(", "); for (int n = 0; n < opp.steps.length; n++) { if (n > 0) sb.append("-"); sb.append(opp.steps[n].label()); } //sb.append(":" + opp.direction()); } sb.append("]"); } return sb.toString(); } //------------------------------------------------------------------------- }
5,880
21.192453
95
java
Ludii
Ludii-master/Core/src/game/util/graph/Radials.java
package game.util.graph; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; //----------------------------------------------------------------------------- /** * Record of radials from a given element. * * @author cambolbro */ public class Radials { private final SiteType siteType; private final int siteId; private final List<Radial> radials = new ArrayList<Radial>(); private List<Radial>[] inDirection; /** Sublists of distinct radials, i.e. no duplication with opposites. */ private List<Radial>[] distinctInDirection; /** Total directions for these Steps. */ private final BitSet totalDirections = new BitSet(); //------------------------------------------------------------------------- /** * Constructor. * * @param siteType The graph element type. * @param id The index of the radial. */ public Radials(final SiteType siteType, final int id) { this.siteType = siteType; this.siteId = id; allocate(); } //------------------------------------------------------------------------- /** * @return The list of the radials. */ public List<Radial> radials() { return radials; } /** * @param dirn The absolute direction. * @return The list of the radials. */ public List<Radial> inDirection(final AbsoluteDirection dirn) { return inDirection[dirn.ordinal()]; } /** * @param dirn * @return A subset of the "inDirection" radials, which excludes radials that are * opposites of already-included radials. */ public List<Radial> distinctInDirection(final AbsoluteDirection dirn) { return distinctInDirection[dirn.ordinal()]; } /** * @return The bitset corresponding of the directions. */ public BitSet totalDirections() { return totalDirections; } //------------------------------------------------------------------------- /** * Allocate the radials. */ @SuppressWarnings("unchecked") public void allocate() { final int numDirections = AbsoluteDirection.values().length; inDirection = new ArrayList[numDirections]; distinctInDirection = new ArrayList[numDirections]; for (int dirn = 0; dirn < numDirections; dirn++) { inDirection[dirn] = new ArrayList<Radial>(); distinctInDirection[dirn] = new ArrayList<Radial>(); } } //------------------------------------------------------------------------- /** * Add a radial in a direction. * * @param dirn The direction. * @param radial The radial. */ public void addInDirection(final AbsoluteDirection dirn, final Radial radial) { inDirection[dirn.ordinal()].add(radial); } /** * Add a radial in a distinct direction. * * @param dirn The direction. * @param radial The radial. */ public void addDistinctInDirection(final AbsoluteDirection dirn, final Radial radial) { distinctInDirection[dirn.ordinal()].add(radial); } //------------------------------------------------------------------------- void addSafe(final Radial radial) { // Check if radial duplicates existing radial for (final Radial existing : radials) if (existing.matches(radial)) { // Don't add duplicate radials //System.out.println("Steps.add(): Duplicate steps:\na) " + step + "\nb) " + existing); //existing.directions().or(radial.directions()); // keep any unknown directions return; } // Check if is opposite of existing radial for (final Radial existing : radials) //inDirection[radial.direction().ordinal()]) //radials) if ( radial.direction() == AbsoluteDirection.CW && existing.direction() == AbsoluteDirection.CCW || radial.direction() == AbsoluteDirection.CCW && existing.direction() == AbsoluteDirection.CW || radial.direction() == AbsoluteDirection.In && existing.direction() == AbsoluteDirection.Out || radial.direction() == AbsoluteDirection.Out && existing.direction() == AbsoluteDirection.In || radial.isOppositeAngleTo(existing) && ( radial.direction().specific() && existing.direction().specific() || radial.direction() == existing.direction() ) ) { // Add but don't duplicate radial.addOpposite(existing); // note - may be more than one opposite! existing.addOpposite(radial); } // Check if is distinct for this direction boolean isDistinct = true; for (final Radial existing : inDirection[radial.direction().ordinal()]) { // ** // ** TODO: Check this logic. If some radials start failing to be // ** found, or recognised as distinct, this is the first // ** thing to check. // ** if (radial.stepsMatch(existing) || radial.isOppositeAngleTo(existing)) { isDistinct = false; break; } if (radial.opposites() != null) for (final Radial existingOpposite : radial.opposites()) { if (radial.stepsMatch(existingOpposite)) { isDistinct = false; break; } } } radials.add(radial); // Store by direction inDirection[radial.direction().ordinal()].add(radial); totalDirections.set(radial.direction().ordinal()); if (isDistinct) { // distinct.add(radial); distinctInDirection[radial.direction().ordinal()].add(radial); } } /** * Remove the subsets in the direction. * * @param dirn The direction. */ public void removeSubsetsInDirection(final AbsoluteDirection dirn) { final int dirnId = dirn.ordinal(); for (int n = inDirection[dirnId].size() - 1; n >= 0; n--) { final Radial radial = inDirection[dirnId].get(n); for (int nn = 0; nn < inDirection[dirnId].size(); nn++) { if (n == nn) continue; if (radial.isSubsetOf(inDirection[dirnId].get(nn))) { inDirection[dirnId].remove(n); break; } } } } //------------------------------------------------------------------------- /** * Set the distinct radials. */ public void setDistinct() { // distinct.clear(); for (int dirn = 0; dirn < AbsoluteDirection.values().length; dirn++) distinctInDirection[dirn].clear(); // Find distinct radials over all radials // for (int r = 0; r < radials.size(); r++) // { // final Radial radial = radials.get(r); // // boolean isDistinct = true; // for (int rr = 0; rr < radials.size() && isDistinct; rr++) // { // if (r == rr) // continue; // // final Radial other = radials.get(rr); // if (other.opposites() == null) // continue; // // for (final Radial opp : other.opposites()) // if (radial.stepsMatch(opp)) // { // isDistinct = false; // break; // } // } // // //if (isDistinct) // distinct.add(radial); // } // for (final Radial radial : radials) // { // boolean isDistinct = true; // for (final Radial existing : distinct) // { // if (radial == existing) // continue; // // if (existing.opposites() == null) // continue; // // for (final Radial opp : existing.opposites()) // if (radial.stepsMatch(opp)) // { // isDistinct = false; // break; // } // } // // if (isDistinct) // distinct.add(radial); // } // Find distinct radials within each direction for (int dirn = 0; dirn < AbsoluteDirection.values().length; dirn++) for (final Radial radial : inDirection[dirn]) { boolean isDistinct = true; for (final Radial existing : distinctInDirection[dirn]) { if (radial == existing) continue; if (existing.opposites() == null) continue; for (final Radial opp : existing.opposites()) if (radial.stepsMatch(opp)) { isDistinct = false; break; } } if (isDistinct) distinctInDirection[dirn].add(radial); } } //------------------------------------------------------------------------- /** * Sort radials in all lists CW from N. */ public void sort() { sort(radials); for (int dirn = 0; dirn < AbsoluteDirection.values().length; dirn++) { sort(inDirection[dirn]); sort(distinctInDirection[dirn]); } } /** * Sort radials in the specified list CW from N. * @param list List of radials to be sorted */ public static void sort(final List<Radial> list) { final List<ItemScore> rank = new ArrayList<ItemScore>(); for (int n = 0; n < list.size(); n++) { final Radial radial = list.get(n); final double theta = MathRoutines.angle ( radial.steps()[0].pt2D(), radial.steps()[1].pt2D() ); double score = Math.PI / 2 - theta + 0.0001; while (score < 0) score += 2 * Math.PI; rank.add(new ItemScore(n, score)); } Collections.sort(rank); // Remember original order final Radial[] orig = list.toArray(new Radial[list.size()]); // Set the items in list in new order for (int r = 0; r < rank.size(); r++) list.set(r, orig[rank.get(r).id()]); } //------------------------------------------------------------------------- /** * @param r1 * @param r2 * @return Angle formed by the two given radials, which are assumed to have a shared * starting point. */ public static double angle(final Radial r1, final Radial r2) { assert (r1.steps()[0].equals(r2.steps()[0])); // Law of Cosines // // we want to compute angle C, opposite of side c, radials form rays a and b // // c^2 = a^2 + b^2 - 2ab cos(C) // 2ab cos(C) = a^2 + b^2 - c^2 // cos(C) = (a^2 + b^2 - c^2) / 2ab // C = acos( (a^2 + b^2 - c^2) / 2ab ) final double a = r1.steps()[1].pt2D().distance(r1.steps()[0].pt2D()); final double b = r2.steps()[1].pt2D().distance(r2.steps()[0].pt2D()); final double c = r2.steps()[1].pt2D().distance(r1.steps()[1].pt2D()); return Math.acos((a*a + b*b - c*c) / (2.0 * a * b)); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("Radials from " + siteType + " " + siteId + ":\n"); for (final AbsoluteDirection dirn : AbsoluteDirection.values()) { for (final Radial radial : inDirection[dirn.ordinal()]) { sb.append("- " + dirn + ": " + radial.toString()); // Denote if this radial is distinct boolean isDistinct = false; for (final Radial dist : distinctInDirection[dirn.ordinal()]) if (dist.matches(radial)) { isDistinct = true; break; } if (isDistinct) sb.append("*"); sb.append("\n"); } } return sb.toString(); } //------------------------------------------------------------------------- }
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java