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package model;
/**
* This class represents the Connect4 game model.
*
*/
public class Connect4Model extends java.util.Observable implements java.io.Serializable {
/**
* Java generated serialization ID.
*/
private static final long serialVersionUID = 1L;
/**
* Representation of the board.
*/
private char[][] board;
/**
* The maximum size for each rows.
*/
private final int ROWS_NUM = 7;
/**
* The maximum size of each column.
*/
private final int COLS_NUM = 6;
/**
* The number of consecutive pieces either horizontally, vertically, or
* diagonally to win the game.
*/
private final int CONNECT_SIZE = 4;
/**
* Indicates if it's currently the human turn.
*/
private boolean isHumanMove;
/**
* The default character representation of the player.
*/
private final char humanChar = 'X';
/**
* The default character representation of the computer player.
*/
private final char computerChar = 'O';
/**
* The default character representation of an empty cell.
*/
private final char blankChar = '_';
/**
* The object which represents the computer's strategy for playing the game.
*/
private transient ComputerPlayer computerPlayer;
/**
* Counts the total number of moves that have been made.
*/
private int moveMaked;
/**
* Encapsulate move information to send over to the views.
*/
private transient Connect4MoveMessage moveMsg;
public Connect4Model() {
board = new char[ROWS_NUM][COLS_NUM];
for (int i = 0; i < ROWS_NUM; i++) {
for (int j = 0; j < COLS_NUM; j++) {
board[i][j] = blankChar;
}
}
// Human moves first by default.
isHumanMove = true;
// computerPlayer = new RandomAI();
computerPlayer = new Minimax_AlphaBeta();
moveMaked = 0;
moveMsg = null;
setChanged();
notifyObservers(moveMsg);
}
/*
public void newGame() {
board = new char[ROWS_NUM][COLS_NUM];
for (int i = 0; i < ROWS_NUM; i++) {
for (int j = 0; j < COLS_NUM; j++) {
board[i][j] = blankChar;
}
}
// Human moves first by default.
isHumanMove = true;
// computerPlayer = new RandomAI();
computerPlayer = new Minimax_AlphaBeta();
moveMaked = 0;
moveMsg = new Connect4MoveMessage();
setChanged();
notifyObservers(moveMsg);
}*/
public void setComputerPlayer(ComputerPlayer another) {
this.computerPlayer = another;
}
/**
* Return a character on the board at row x and column y.
*
* @param x The row number.
* @param y The column number.
* @return A character on the board at row x and column y.
* @throws IllegalArgumentException when x is not between 0 and ROWS_NUM or y is
* not between 0 and COLS_NUM.
*/
public char getObjectAt(int x, int y) throws model.IllegalArgumentException {
if ((x >= this.ROWS_NUM || x < 0) || (y >= this.COLS_NUM || y < 0)) {
throw new model.IllegalArgumentException("Invalid arguments.");
}
return this.board[x][y];
}
/**
* Set an object at cell (x, y) to a character.
*
* @param x stands for row
* @param y stands for column
* @param obj The character representation of any player (can be blank).
* @throws IllegalArgumentException when x is not between 0 and ROWS_NUM or y is
* not between 0 and COLS_NUM.
*/
public void setObjectAt(int x, int y, char obj) throws model.IllegalArgumentException {
if ((x >= this.ROWS_NUM || x < 0) || (y >= this.COLS_NUM || y < 0)) {
throw new model.IllegalArgumentException("Invalid arguments.");
}
this.board[x][y] = obj;
if (obj == this.getComputerChar()) {
moveMsg = new Connect4MoveMessage(this.board[0].length - y - 1, x , 2);
} else
moveMsg = new Connect4MoveMessage(this.board[0].length - y - 1, x , 1);
setChanged();
notifyObservers(moveMsg);
}
/**
* Check if a cell is empty or not.
*
* @param x stands for row
* @param y stand for column
* @return true if the cell (x,y) is empty.
*/
public boolean isBlank(int x, int y) {
return this.board[x][y] == blankChar;
}
/**
* Return the maximum row of the board.
*
* @return The maximum row of the board.
*/
public int getMaxRow() {
return this.ROWS_NUM;
}
/**
* Return the maximum column of the board.
*
* @return The maximum column of the board.
*/
public int getMaxCol() {
return this.COLS_NUM;
}
/**
* Accessor to the model's character representation of the player.
*
* @return A character representing the player.
*/
public char getHumanChar() {
return humanChar;
}
/**
* Accessor to the model's character representation of the computer player.
*
* @return A character representing the computer.
*/
public char getComputerChar() {
return computerChar;
}
/**
* Accessor to the model's character representation of an empty slot.
*
* @return A blank character.
*/
public char getBlankChar() {
return blankChar;
}
/**
* An accessor to isHumanMove.
*
* @return Return true if it's currently the human's move.
*/
public boolean isHumanMove() {
return this.isHumanMove;
}
public void setHumanTurn(boolean isHumanTurn) {
isHumanMove = isHumanTurn;
}
public void switchTurn() {
this.moveMaked++;
isHumanMove = !isHumanMove;
// this.notifyObservers();
}
/**
* Check the winning condition by column.
*
* @param playerChar A character that represents the player.
* @return True if playerChar wins the game by column and false otherwise.
*/
public boolean wonByCol(char playerChar) {
for (int i = 0; i < ROWS_NUM; i++) {
int colSum = 0;
for (int j = 0; j < COLS_NUM; j++) {
if (board[i][j] == playerChar) {
colSum++;
if (colSum == CONNECT_SIZE)
return true;
} else
colSum = 0;
}
}
return false;
}
/**
* Check the winning condition by row.
*
* @param playerChar A character that represents the player.
* @return True if playerChar wins the game by row and false otherwise.
*/
public boolean wonByRow(char playerChar) {
for (int i = 0; i < COLS_NUM; i++) {
int rowSum = 0;
for (int j = 0; j < ROWS_NUM; j++) {
if (board[j][i] == playerChar) {
rowSum++;
if (rowSum == CONNECT_SIZE)
return true;
} else
rowSum = 0;
}
}
return false;
}
/**
* Check the winning condition diagonally, both left and right.
*
* @param playerChar A character that represents the player.
* @return True if playerChar wins the game diagonally and false otherwise.
*/
public boolean wonByDiagonal(char playerChar) {
int sum = 0;
// Covering from left to right.
for (int i = 3; i < ROWS_NUM; i++) {
sum = 0;
for (int j = 0; j < COLS_NUM && j <= i; j++) {
if (board[i - j][j] == playerChar) {
sum++;
if (sum == CONNECT_SIZE)
return true;
} else {
sum = 0;
}
}
}
for (int j = 1; j < 3; j++) {
sum = 0;
for (int k = 0; j + k < COLS_NUM; k++) {
// System.out.println(ROWS_NUM - 1 - k + " " + (j + k));
if (board[ROWS_NUM - 1 - k][j + k] == playerChar) {
sum++;
if (sum == CONNECT_SIZE)
return true;
} else
sum = 0;
}
}
// Covering from right to left.
for (int i = 3; i >= 0; i--) {
sum = 0;
for (int j = 0; j < COLS_NUM && (i + j) < ROWS_NUM; j++) {
if (board[i + j][j] == playerChar) {
// System.out.println(i + j + " " + j);
sum++;
if (sum == CONNECT_SIZE)
return true;
} else {
sum = 0;
}
}
}
for (int j = 1; j < 3; j++) {
sum = 0;
for (int k = 0; j + k < COLS_NUM; k++) {
if (board[0 + k][j + k] == playerChar) {
sum++;
if (sum == CONNECT_SIZE)
return true;
} else
sum = 0;
}
}
return false;
}
/**
* Check if a player win the game either by row, column, or diagonal.
*
* @param playerChar A character representing the player who won.
* @return True if playerChar win the game in some ways.
*/
public boolean didWin(char playerChar) {
return wonByRow(playerChar) || wonByCol(playerChar) || wonByDiagonal(playerChar);
}
/**
* Check the tie condition of the game. Tie happens when nobody wins and there's
* no move left.
*
* @return True if it's a tie and false otherwise.
*/
public boolean isTied() {
// Tie condition: Out of moves AND nobody wins.
return (moveMaked == ROWS_NUM * COLS_NUM && !(didWin(computerChar) || didWin(humanChar)));
// Board is filled.
/*
* boolean isFilled = true; for (int i = 0; i < board.length; i++) { for (int j
* = 0; j < board[0].length; j++) { if (board[i][j] == '_') { isFilled = false;
* break; } } } return (isFilled && !(didWin(computerChar) ||
* didWin(humanChar)));
*/
}
/**
* Prompts the computer to make a move.
*
* @param c The character token that will belong to the move.
*/
public void computerMove(char c, boolean max) {
boolean foundAMove = false;
while (!foundAMove) {
int colMove = computerPlayer.getMove(this, max);
if (colMove == -1)
return;
for (int i = 0; i < COLS_NUM; i++) {
if (board[colMove][i] == blankChar) {
board[colMove][i] = c;
if (c == this.computerChar)
moveMsg = new Connect4MoveMessage(board[0].length - i - 1, colMove , 2);
else
moveMsg = new Connect4MoveMessage(board[0].length - i - 1, colMove, 1);
foundAMove = true;
break;
}
}
}
setChanged();
notifyObservers(moveMsg);
}
/**
*
* @return A 2d characters array that represents the board.
*/
public char[][] getBoard() {
return this.board;
}
/**
*
* @return True if the game is already over.
*/
public boolean isOver() {
return this.didWin(this.getComputerChar()) || this.didWin(this.getHumanChar()) || this.isTied();
}
/**
* @return A move message that is used to update the observers.
*/
public Connect4MoveMessage getMoveMsg() {
return this.moveMsg;
}
/**
*
*/
public void printRawBoard() {
for (int i = 0; i < board.length; i++) {
for (int j = 0; j < board[i].length; j++) {
System.out.print(board[i][j] + " ");
}
System.out.println();
}
}
/**
* Set the reference of the character array board to this.board. Its only
* purpose is to self assign a given board to model's subclass, in which
* this.board is not visible.
*
* @param board A character array board.
*/
public void setBoard(char[][] board) {
this.board = board;
}
/**
* Set the move made for this object. Similar to setBoard(), only to do a deep
* copy of model's subclass object. It shouldn't be called in other cases.
*
* @param m The number of moves that should be assigned to this instance's move.
*/
public void setMoveMaked(int m) {
this.moveMaked = m;
}
/**
* @return The number of moves that have been made in this model.
*/
public int getMoveMaked() {
return moveMaked;
}
}