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Board.java
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Board.java
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import java.util.*;
/**
* Class representing a game board state
*
* @author Richard
* @version Dec 19, 2016
* @author Project: Brick-Pop-Solver
*
*/
public class Board
{
private Color[][] board;
private static Color[] emptyColumn;
/**
* @param input
* array of Colors representing Board data
*/
public Board( Color[][] input )
{
this.board = input;
emptyColumn = new Color[input[0].length];
for ( int i = 0; i < input[0].length; i++ )
{
emptyColumn[i] = Color.empty;
}
}
/**
* Determines if the board is fully solved
*
* @return if board represents a fully solved one
*/
public boolean isSolved()
{
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[i].length; j++ )
{
if ( this.board[i][j] != Color.empty )
return false;
}
}
return true;
}
/**
* Returns the Color at a specific coordinate from this board
*
* @param loc
* a coordinate
* @return the Color at a specific coordinate from this board
*/
public Color get( Coordinate loc )
{
return this.board[loc.i][loc.j];
}
/**
* Checks if a given coordinate is valid
*
* @param loc
* a coordinate
* @return true iff loc is a valid Coordinate in the context of this Board
*/
public boolean isValid( Coordinate loc )
{
return loc.i >= 0 && loc.j >= 0 && loc.i < this.board.length && loc.j < this.board[0].length;
}
/**
* Pulls a column from this board; is helper method
*
* @param columnNumber
* the number of the column to extract
* @return the specified column from this board
*/
private Color[] extractColumn( int columnNumber )
{
ArrayList<Color> col = new ArrayList<Color>();
for ( Color[] i : this.board )
{
col.add( i[columnNumber] );
}
return col.toArray( new Color[col.size()] );
}
/**
* Shrinks a column down, shifting empty spaces to the top of the column as
* necessary
*
* @param column
* an array of Colors representing a column from this board
* @return a compressed column
*/
private Color[] processColumn( Color[] column )
{
ArrayList<Color> temp = new ArrayList<Color>( column.length );
int emptyCount = 0;
for ( Color c : column )
{
if ( c != Color.empty )
temp.add( c );
else
emptyCount++;
}
for ( int i = 0; i < emptyCount; i++ )
{
temp.add( Color.empty );
}
return temp.toArray( new Color[column.length] );
}
/**
* Removes empty columns and shifts non-empty columns left as necessary
*
* @param columns
* an array of Color arrays, each of which represent a single
* column
* @return transposed result, new board
*/
public Color[][] compressRows( Color[][] columns )
{
ArrayList<Color[]> temp = new ArrayList<Color[]>( columns[0].length );
int emptyCount = 0;
for ( Color[] c : columns )
{
boolean emptyColumn = true;
for ( Color k : c )
{
if ( k != Color.empty )
emptyColumn = false;
}
if ( !emptyColumn )
temp.add( c );
else
emptyCount++;
}
for ( int i = 0; i < emptyCount; i++ )
{
temp.add( emptyColumn );
}
Color[][] result = new Color[columns.length][columns[0].length];
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[i].length; j++ )
{
result[i][j] = temp.get( j )[i];
}
}
return result;
}
/**
* Returns a Map of Coordinates and Boards representing all possible moves
* from this state; each Coordinate represents a brick pop, while each
* corresponding board reflects game state after the relevant pop
*
* @return a Map of Coordinates and Boards representing all possible moves
* from this state
*/
public TreeMap<Coordinate, Board> availableMoves()
{
TreeMap<Coordinate, Board> results = new TreeMap<Coordinate, Board>();
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[0].length; j++ )
{
Coordinate currentLocation = new Coordinate( i, j );
Color element = get( currentLocation );
if ( element != Color.empty )
{
Board temp = this.pop_at( currentLocation );
if ( temp == null )
{
continue;
}
temp.contract();
if ( !results.containsValue( temp ) )
{
results.put( currentLocation, temp );
}
}
}
}
return results;
}
/**
* Models the process of popping a Brick at a specified location
*
* @param location
* a Coordinate in this board
* @return a new Board representing the results of popping the specified
* brick
*/
public Board pop_at( Coordinate location )
{
// gets all locations to pop
TreeSet<Coordinate> toRemove = this.floodIndices( location );
if ( toRemove.size() < 2 ) // is not a valid pop; no single bricks are
// untouchable
return null;
Color[][] result = new Color[this.board.length][this.board[0].length];
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[0].length; j++ )
{
Coordinate temp = new Coordinate( i, j );
if ( toRemove.contains( temp ) )
{
result[i][j] = Color.empty;
}
else
{
result[i][j] = get( temp );
}
}
}
Board rv = new Board( result );
rv.contract();
return rv;
}
/**
* Reduces this board as if after a move
*/
public void contract()
{
Color[][] columns = new Color[this.board[0].length][];
for ( int i = 0; i < this.board[0].length; i++ )
{
columns[i] = processColumn( extractColumn( i ) );
}
this.board = compressRows( columns );
}
/**
* Returns a list of valid neighbors to location loc
*
* @param loc
* query location
* @return a list of valid neighbors to location loc
*/
public ArrayList<Coordinate> getNeighbors( Coordinate loc )
{
ArrayList<Coordinate> possibilities = new ArrayList<Coordinate>();
int[][] offset = { { -1, 0, 1, 0 }, { 0, 1, 0, -1 } };
for ( int i = 0; i < offset[0].length; i++ )
{
Coordinate p = loc.offset( offset[0][i], offset[1][i] );
if ( isValid( p ) )
possibilities.add( p );
}
return possibilities;
}
/**
* Returns a list of Coordinates in the same flood zone as the input
*
* @param loc
* starting location
* @return list of Coordinates in the same flood zone as loc
*/
public TreeSet<Coordinate> floodIndices( Coordinate loc )
{
Queue<Coordinate> pq = new PriorityQueue<Coordinate>();
pq.add( loc );
TreeSet<Coordinate> indices = new TreeSet<Coordinate>();
Color current = this.get( loc );
if ( current == Color.empty )
{
return indices;
}
while ( !pq.isEmpty() )
{
Coordinate c = pq.poll();
indices.add( c );
for ( Coordinate n : getNeighbors( c ) )
{
if ( get( n ) != Color.empty && get( n ).equals( current ) && !indices.contains( n )
&& !pq.contains( n ) )
{
pq.add( n );
}
}
}
return indices;
}
/*
* (non-Javadoc)
*
* @see java.lang.Object#toString()
*/
@Override
public String toString()
{
StringBuffer res = new StringBuffer( "" );
for ( int i = 0; i < board.length; i++ )
{
for ( int j = 0; j < board[0].length; j++ )
{
res.append( this.board[board.length - 1 - i][j] + "\t" );
}
res.append( System.lineSeparator() );
}
return res.toString();
}
/*
* (non-Javadoc)
*
* @see java.lang.Object#equals(java.lang.Object)
*/
@Override
public boolean equals( Object other )
{
if ( !( other instanceof Board ) )
{
return false;
}
return this.toString().equals( other.toString() );
}
}