Code Block |
---|
package model; import GameIO.*; import java.awt.Point; import java.util.*; import model.board.*; import model.nextMove.*; /** * A concrete model of a game. For descriptions of the methods, see the IModel * and IModelAdmin interface documentation. Except for the setPlayers(), * getPlayers() and addPlayer() methods, whose descriptions are below. */ public final class GameModel implements IModel { /** * An abstract factory to create APlayers. Used privately by GameModel. */ private static interface IMakePlayer { /** * Instantiates an APlayer object given the player's "player number". * Player number 0 plays first, player number 1 plays second. * @param playerNo The player number for the player to be instantiated. * @return APlayer object */ public APlayer create(int playerNo); } /** * The maximum amount of time a player is alloted to take its turn. */ private int maxTurnTime = 15; // default time in seconds /** * For player management. Initalized to a null TurnControl object. */ private TurnControl turnControl = TurnControl.NullObject; /** * Adapter to talk to the view to display/clear a game piece ("token") or * a String message. */ private ICommand iCommand; /** * Adapter to talk to the view to announce winner, draw, or reset. */ private IViewAdmin viewAdmin; /** * Adapter to talk to the view to tell that the human player needs to try a * move. */ private ITurnAdmin turnAdmin; /** * The invariant, encapsulated rules and behaviors of a game. */ private IBoardModel boardModel; /** * Initializes this GameModel to a given IBoradModel and a max turn time. * @param boardModel for example Othello or TicTacToe. * @param maxTurnTime maximum allowable time to make the next move. */ public GameModel(IBoardModel boardModel, int maxTurnTime) { this.boardModel = boardModel; this.maxTurnTime = maxTurnTime; } // FOR STUDENTS TO COMPLETE IN THE LAB private IRequestor requestor = new IRequestor() { public void setTokenAt(final int row, final int col, final int player, final IRejectCommand rejectCommand) { boardModel.makeMove(row, col, player, new ICheckMoveVisitor() { public void invalidMoveCase() { // TO DO } public void validMoveCase() { // TO DO } }, new IBoardStatusVisitor() { public Object player0WonCase(IBoardModel host, Object param) { // TO DO return null; } public Object player1WonCase(IBoardModel host, Object param) { // TO DO return null; } public Object drawCase(IBoardModel host, Object param) { // TO DO return null; } public Object noWinnerCase(IBoardModel host, Object param) { // TO DO return null; } }); } }; /** * Initializes the adapter to talk to the view. * @param command Adapter to talk to the view to display/clear a game piece * ("token") or a String message. */ public void setCommand(ICommand command) { iCommand = command; } public void reset() { System.out.println("Resetting"); boardModel.reset(); boardModel.redrawAll(iCommand); turnControl.setHalt(); } /** * Adds players created by the supplied factories to the TurnControl. * Assumes that the players are IMakePlayer factory objects. * Any existing players are lost. Player 0 starts the game. * @param player0 Factory for the starting player. * @param player1 Factory for the second player. */ public void setPlayers(Object player0, Object player1) { // Last in/first play turnControl = new TurnControl(((IMakePlayer) player1).create(1)); turnControl.addPlayer(((IMakePlayer) player0).create(0)); turnControl.setAdapters(viewAdmin, iCommand); turnControl.run(maxTurnTime); } public void setViewAdmin(IViewAdmin viewAdmin, ITurnAdmin turnAdmin) { this.viewAdmin = viewAdmin; this.turnAdmin = turnAdmin; } public IBoardModel getBoardModel() { return boardModel; } /** * Returns a Vector filled with IMakePlayer factory objects. * @return */ public Vector getPlayers() { Vector v = new Vector(); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new HumanPlayer(requestor, playerNo, turnAdmin); } public String toString() { return "Human player"; } }); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new RandomMoveStrategy()); } public String toString() { return "Computer RandomMove"; } }); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new RandomValidMove()); } public String toString() { return "Computer RandomValidMove"; } }); /* // CODE TO ADD PLAYERS WITH OTHER KINDS OF NEXT MOVE STRATEGIES THAT // STUDENTS ARE REQUIRED TO IMPLEMENT: v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new MinMax(new MinMaxFac())); } public String toString() { return "Computer w. MinMax"; } }); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new MinMax(new AlphaBetaFac())); } public String toString() { return "Computer w. AlphaBeta"; } }); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new MinMax(new DepthFac(new AlphaBetaFac(),2))); } public String toString() { return "Computer w. Depth 2"; } }); v.addElement(new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, new MinMax(new DepthFac(new AlphaBetaFac(),3))); } public String toString() { return "Computer w. Depth 3"; } }); */ return v; } public void exit() { reset(); } /** * Add a ComputerPlayer based using the INextMoveStrategy specified by the * fully qualified (i.e. included package name) String classname. * The strategy is assumed to have either a no-parameter constructor or a * constructor that takes an IModel as an input parameter. * An IMakePlayer factory is returned. * @param className Fully qualified class name for an INextMoveStrategy subclass. * @return IMakePlayer object that can construct a new Computer player with the supplied strategy. */ public Object addPlayer(final String className) { final INextMoveStrategy strategy; try { java.lang.reflect.Constructor c = Class.forName(className).getConstructors()[0]; Object [][] args = new Object[][]{new Object[]{}, new Object[]{this}}; strategy = (INextMoveStrategy) c.newInstance(args[c.getParameterTypes().length]); } catch(Exception ex) { iCommand.setMessage(ex.toString()); return null; } iCommand.setMessage(""); return new IMakePlayer() { public APlayer create(int playerNo) { return new ComputerPlayer(requestor, playerNo, GameModel.this, strategy); } public String toString() { return className; } }; } /** * Get the time left for the current player's turn in milliseconds. * Return value is undefined if no player is currently taking their turn. * @return */ public long getTimeLeft() { return turnControl.getTimeLeft(); } } |
Access Permissions: (Please don't edit)
- Set ALLOWTOPICCHANGE = Main.TeachersComp211Group