This commit is contained in:
joachimschmidt557 2019-03-22 11:33:08 +01:00
parent 13de38bac8
commit ba24a0e430
4 changed files with 122 additions and 14 deletions

View file

@ -22,10 +22,13 @@ public abstract class Player {
this.remainingTroops = 0;
}
public int getRemainingTroops() {
return this.remainingTroops;
}
/**
* Creates a player
* @param playerType The type of player (human, AI, etc.)
* @param name The name of the player
* @param color The color of the player
* @return The new player
*/
public static Player createPlayer(Class<?> playerType, String name, Color color) {
if(!Player.class.isAssignableFrom(playerType))
throw new IllegalArgumentException("Not a player class");
@ -39,26 +42,54 @@ public abstract class Player {
}
}
/**
* Sets the color of this player
* @param c
*/
public void setColor(Color c) {
this.color = c;
}
/**
* Gets the color of the player
* @return
*/
public Color getColor() {
return this.color;
}
/**
* Gets the name of this player
* @return The name
*/
public String getName() {
return this.name;
}
public int getRemainingTroops() {
return this.remainingTroops;
}
/**
* Gets the current points of this player
* @return The current points
*/
public int getPoints() {
return points;
}
/**
* Increases the score of this player
* @param points The number of points to add
*/
public void addPoints(int points) {
this.points += points;
}
/**
* Adds troops to the player
* @param troops The number of troops to add
*/
public void addTroops(int troops) {
if(troops < 0)
return;
@ -66,6 +97,10 @@ public abstract class Player {
this.remainingTroops += troops;
}
/**
* Removes troops from this player
* @param troops The number of troops to remove
*/
public void removeTroops(int troops) {
if(this.remainingTroops - troops < 0 || troops < 0)
return;
@ -73,14 +108,27 @@ public abstract class Player {
this.remainingTroops -= troops;
}
/**
* Gets the number of castles this player has
* @param game The game object
* @return The number of castles
*/
public int getNumRegions(Game game) {
return this.getCastles(game).size();
}
/**
* Gets all the castles that belong to the player
* @param game The game object
* @return A list of castles
*/
public List<Castle> getCastles(Game game) {
return game.getMap().getCastles().stream().filter(c -> c.getOwner() == this).collect(Collectors.toList());
}
/**
* Resets the player by resetting the troops and points
*/
public void reset() {
this.remainingTroops = 0;
this.points = 0;

View file

@ -1,31 +1,70 @@
package game.goals;
import java.util.List;
import game.Game;
import game.Goal;
import game.Player;
import game.map.Castle;
public class CaptureTheFlagGoal extends Goal {
final int ROUND_FOR_DISTRIBUTION = 2;
final int MIN_ROUND_FOR_WIN = 2;
List<Castle> flagCastles;
public CaptureTheFlagGoal() {
// TODO Auto-generated constructor stub
super("Capture the flag", "");
}
@Override
public boolean isCompleted() {
// TODO Auto-generated method stub
return false;
Game game = this.getGame();
// As this function is called every round,
// let's check if we can set the flag castles
if (flagCastles == null && game.getRound() > ROUND_FOR_DISTRIBUTION) {
distributeFlagCastles();
}
return this.getWinner() != null;
}
@Override
public Player getWinner() {
// TODO Auto-generated method stub
Game game = this.getGame();
if (game.getRound() < MIN_ROUND_FOR_WIN)
return null;
// Check if all flag castles belong
// to exactly one player
return null;
}
@Override
public boolean hasLost(Player player) {
// TODO Auto-generated method stub
if (isCompleted())
return player.equals(getWinner());
return false;
}
/**
* Distribute the flag castles
*/
private void distributeFlagCastles() {
}
}

View file

@ -0,0 +1,5 @@
package tests.student;
public class GraphAlgorithmTest {
}

View file

@ -24,7 +24,7 @@
Der Algorithmus für die Bildung der Kanten ist folgender:
\begin{algorithm}
\caption{Bildung von Kanten}\label{euclid}
\caption{Bildung von Kanten}\label{generate}
\begin{algorithmic}[1]
\Procedure{generateEdges}{}
\If{nodes is empty} return \EndIf
@ -73,7 +73,7 @@ Der Algorithmus, der prüft, ob alle Knoten erreichbar sind, ist
folgender:
\begin{algorithm}
\caption{Erreichbarkeit aller Knoten}\label{euclid}
\caption{Erreichbarkeit aller Knoten}\label{connected}
\begin{algorithmic}[1]
\Procedure{allNodesConnected}{}
\State $\textit{firstNode} \gets \text{first element of }\textit{nodes}$
@ -128,7 +128,7 @@ werden der ArrayDeque \texttt{nextVisitNodes} hinzugefügt.
\subsubsection{Teil (a)}
\begin{algorithm}
\caption{Berechnung der Distanzen}\label{euclid}
\caption{Berechnung der Distanzen}\label{path}
\begin{algorithmic}[1]
\Procedure{run}{}
\State $v \gets$ getSmallestNode()
@ -151,7 +151,7 @@ werden der ArrayDeque \texttt{nextVisitNodes} hinzugefügt.
\end{algorithm}
$$O(n) = $$
$$O(n)$$
$n$ soll in diesem Fall die Anzahl an Knoten wiedergeben.
@ -161,6 +161,13 @@ Durchgehen der Liste jedes Element einzeln abgearbeitet
werden. In der Funktion \texttt{getSmallestNode()} ist
dies der Fall.
Das bedeutet, dass bei jeder Aufruf von \texttt{getSmallestNode()}
eine Komplexität von $O(n)$ hat, wenn $n$ die Anzahl
der Knoten darstellt.
Bei jeder Iteration des Algorithmus wird zuerst der
Knoten mit dem kleinsten Wert gesucht.
\subsubsection{Teil (b)}
Anstelle einer \texttt{LinkedList} braucht man eine
@ -174,7 +181,7 @@ Elemente beim Einfügen bereits sortiert, sodass der
Zugriff auf das (in diesem Fall) kleinste Element
in $O(1)$, also konstanter Zeit, gemacht werden kann.
$$O(n) = $$
$$O(n)$$
\subsubsection{Teil (c)}
@ -199,6 +206,15 @@ Für alle abgearbeiteten Knoten gilt:
\subsection{Missionen}
\subsubsection{Begrenzte Rundenanzahl}
\subsubsection{Capture the Flag}
In dieser Mission werden wichtige Burgen, sogenannte
Flags, gleichmäßig auf die Spieler verteilt. Es ist das
Ziel, zuerst vor allen anderen Spielern alle diese Burgen
zu erobern.
\subsection{Joker}
\end{document}