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SitesDistance.java
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SitesDistance.java
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package game.functions.region.sites.distance;
import java.util.BitSet;
import java.util.List;
import annotations.Hide;
import annotations.Name;
import annotations.Opt;
import game.Game;
import game.equipment.component.Component;
import game.functions.booleans.BooleanFunction;
import game.functions.ints.IntFunction;
import game.functions.range.Range;
import game.functions.range.RangeFunction;
import game.functions.region.BaseRegionFunction;
import game.rules.play.moves.nonDecision.effect.Step;
import game.types.board.RelationType;
import game.types.board.SiteType;
import game.types.state.GameType;
import game.util.directions.AbsoluteDirection;
import game.util.directions.DirectionFacing;
import game.util.equipment.Region;
import gnu.trove.list.array.TIntArrayList;
import other.concept.Concept;
import other.context.Context;
import other.context.EvalContextData;
import other.state.container.ContainerState;
import other.topology.Topology;
import other.topology.TopologyElement;
/**
* All the sites at a specific distance from another.
*
* @author Eric.Piette
*/
@Hide
public final class SitesDistance extends BaseRegionFunction
{
private static final long serialVersionUID = 1L;
//-------------------------------------------------------------------------
/** If we can, we'll precompute once and cache. */
private Region precomputedRegion = null;
//-------------------------------------------------------------------------
/** The step relation. */
private final RelationType relation;
/** Which site. */
private final IntFunction fromFn;
/** Site included or not. */
private final RangeFunction distanceFn;
/** New Rotation after each step move. */
private final IntFunction newRotationFn;
/** The specific step move. */
private final Step stepMove;
//-------------------------------------------------------------------------
/**
* @param type The graph element type [default site type of the board].
* @param relation The relation type of the steps [Adjacent].
* @param stepMove Define a particular step move to step.
* @param newRotation Define a new rotation at each step move in using the (value) iterator for the rotation.
* @param from Index of the site.
* @param distance Distance from the site.
*/
public SitesDistance
(
@Opt final SiteType type,
@Opt final RelationType relation,
@Opt final Step stepMove,
@Opt @Name final IntFunction newRotation,
@Name final IntFunction from,
final RangeFunction distance
)
{
fromFn = from;
distanceFn = distance;
this.type = type;
this.relation = (relation == null) ? RelationType.Adjacent : relation;
this.stepMove = stepMove;
newRotationFn = newRotation;
}
//-------------------------------------------------------------------------
@Override
public Region eval(final Context context)
{
if (precomputedRegion != null)
return precomputedRegion;
final int from = fromFn.eval(context);
final Range distance = distanceFn.eval(context);
final SiteType realType = (type != null) ? type : context.game().board().defaultSite();
final TIntArrayList sites = new TIntArrayList();
final List<? extends TopologyElement> elements = context.topology().getGraphElements(realType);
if (from < 0 || from >= elements.size())
return new Region(sites.toArray());
final int minDistance = distance.min(context);
if (minDistance < 0)
return new Region(sites.toArray());
final int maxDistance = distance.max(context);
if (stepMove == null)
{
final TopologyElement element = elements.get(from);
if (minDistance >= element.sitesAtDistance().size())
return new Region(sites.toArray());
for (int i = minDistance; i <= maxDistance; i++)
{
if (i >= 0 && i < element.sitesAtDistance().size())
{
final List<TopologyElement> elementsAtDistance = element.sitesAtDistance().get(i);
for (final TopologyElement elementAtDistance : elementsAtDistance)
sites.add(elementAtDistance.index());
}
}
return new Region(sites.toArray());
}
else
{
int numSteps = 1;
final TIntArrayList currList = new TIntArrayList();
final TIntArrayList sitesToReturn = new TIntArrayList();
final Topology graph = context.topology();
final int maxSize = graph.getGraphElements(realType).size();
if (from >= maxSize)
return new Region(sitesToReturn.toArray());
final ContainerState cs = context.containerState(0);
final int what = cs.what(from, realType);
int rotation = cs.rotation(from, realType);
DirectionFacing facingDirection = null;
Component component = null;
if (what != 0)
{
component = context.components()[what];
facingDirection = component.getDirn();
}
final TIntArrayList originStepMove = stepMove(context, realType, from, stepMove.goRule(), component, facingDirection, rotation);
for (int i = 0; i < originStepMove.size(); i++)
{
final int to = originStepMove.getQuick(i);
if (!currList.contains(to))
currList.add(to);
}
final TIntArrayList nextList = new TIntArrayList();
final TIntArrayList sitesChecked = new TIntArrayList();
sitesChecked.add(from);
sitesChecked.addAll(currList);
if (numSteps >= minDistance)
for (int i = 0; i < currList.size(); i++)
if (!sitesToReturn.contains(currList.getQuick(i)))
sitesToReturn.add(currList.getQuick(i));
while (!currList.isEmpty() && numSteps < maxDistance)
{
for (int i = 0; i < currList.size(); i++)
{
final int newSite = currList.getQuick(i);
if (newRotationFn != null)
{
final int originValue = context.value();
context.setValue(rotation);
rotation = newRotationFn.eval(context);
context.setValue(originValue);
}
final TIntArrayList stepMoves = stepMove(context, realType, newSite, stepMove.goRule(), component, facingDirection, rotation);
for (int j = 0; j < stepMoves.size(); j++)
{
final int to = stepMoves.getQuick(j);
if (!sitesChecked.contains(to) && !nextList.contains(to))
nextList.add(to);
}
}
sitesChecked.addAll(currList);
currList.clear();
currList.addAll(nextList);
++numSteps;
// We keep only the non duplicate site which are >= min
if (numSteps >= minDistance)
for (int i = 0; i < nextList.size(); i++)
if (!sitesToReturn.contains(nextList.getQuick(i)))
sitesToReturn.add(nextList.getQuick(i));
nextList.clear();
}
return new Region(sitesToReturn.toArray());
}
}
//-------------------------------------------------------------------------
@Override
public boolean isStatic()
{
if (stepMove != null)
return false;
if (newRotationFn != null)
return false;
return fromFn.isStatic() && distanceFn.isStatic();
}
@Override
public long gameFlags(final Game game)
{
long gameFlags = fromFn.gameFlags(game)
| distanceFn.gameFlags(game);
if (stepMove == null)
{
switch (relation)
{
case Adjacent:
gameFlags |= GameType.StepAdjacentDistance;
break;
case All:
gameFlags |= GameType.StepAllDistance;
break;
case Diagonal:
gameFlags |= GameType.StepDiagonalDistance;
break;
case OffDiagonal:
gameFlags |= GameType.StepOffDistance;
break;
case Orthogonal:
gameFlags |= GameType.StepOrthogonalDistance;
break;
default:
break;
}
}
else
{
gameFlags |= stepMove.gameFlags(game);
}
gameFlags |= SiteType.gameFlags(type);
if (newRotationFn != null)
gameFlags |= newRotationFn.gameFlags(game);
return gameFlags;
}
@Override
public BitSet concepts(final Game game)
{
final BitSet concepts = new BitSet();
concepts.or(SiteType.concepts(type));
concepts.or(fromFn.concepts(game));
concepts.set(Concept.Distance.id(), true);
concepts.or(distanceFn.concepts(game));
if (stepMove != null)
concepts.or(stepMove.concepts(game));
if (newRotationFn != null)
concepts.or(newRotationFn.concepts(game));
return concepts;
}
@Override
public BitSet writesEvalContextRecursive()
{
final BitSet writeEvalContext = new BitSet();
writeEvalContext.or(fromFn.writesEvalContextRecursive());
writeEvalContext.or(distanceFn.writesEvalContextRecursive());
if (stepMove != null)
writeEvalContext.or(stepMove.writesEvalContextRecursive());
if (newRotationFn != null)
{
writeEvalContext.or(newRotationFn.writesEvalContextRecursive());
writeEvalContext.set(EvalContextData.Value.id(), true);
}
return writeEvalContext;
}
@Override
public BitSet readsEvalContextRecursive()
{
final BitSet readEvalContext = new BitSet();
readEvalContext.or(fromFn.readsEvalContextRecursive());
readEvalContext.or(distanceFn.readsEvalContextRecursive());
if (stepMove != null)
readEvalContext.or(stepMove.readsEvalContextRecursive());
if (newRotationFn != null)
readEvalContext.or(newRotationFn.readsEvalContextRecursive());
return readEvalContext;
}
@Override
public boolean missingRequirement(final Game game)
{
boolean missingRequirement = false;
missingRequirement |= fromFn.missingRequirement(game);
missingRequirement |= distanceFn.missingRequirement(game);
if (stepMove != null)
missingRequirement |= stepMove.missingRequirement(game);
if (newRotationFn != null)
missingRequirement |= newRotationFn.missingRequirement(game);
return missingRequirement;
}
@Override
public boolean willCrash(final Game game)
{
boolean willCrash = false;
willCrash |= fromFn.willCrash(game);
willCrash |= distanceFn.willCrash(game);
if (stepMove != null)
willCrash |= stepMove.willCrash(game);
if (newRotationFn != null)
willCrash |= newRotationFn.willCrash(game);
return willCrash;
}
@Override
public void preprocess(final Game game)
{
type = SiteType.use(type, game);
fromFn.preprocess(game);
distanceFn.preprocess(game);
if (stepMove != null)
stepMove.preprocess(game);
if (newRotationFn != null)
newRotationFn.preprocess(game);
if (isStatic())
precomputedRegion = eval(new Context(game, null));
}
/**
* @param context The context.
* @param realType The SiteType of the site.
* @param from The origin of the step move.
* @param goRule The rule to step.
* @param component The component at site1.
* @param facingDirection The facing direction of the piece in site1.
* @param rotation The rotation of the piece.
* @return The to positions of the step move.
*/
public TIntArrayList stepMove
(
final Context context,
final SiteType realType,
final int from,
final BooleanFunction goRule,
final Component component,
final DirectionFacing facingDirection,
final int rotation
)
{
final TIntArrayList stepTo = new TIntArrayList();
final int origFrom = context.from();
final int origTo = context.to();
final Topology graph = context.topology();
final List<? extends TopologyElement> elements = graph.getGraphElements(realType);
final TopologyElement fromV = elements.get(from);
context.setFrom(from);
final List<AbsoluteDirection> directions = stepMove.directions().convertToAbsolute(realType, fromV, component, facingDirection,
rotation, context);
for (final AbsoluteDirection direction : directions)
{
final List<game.util.graph.Step> steps = graph.trajectories().steps(realType, from, realType, direction);
for (final game.util.graph.Step step : steps)
{
final int to = step.to().id();
context.setTo(to);
if (goRule.eval(context))
stepTo.add(to);
}
}
context.setTo(origTo);
context.setFrom(origFrom);
return stepTo;
}
//-------------------------------------------------------------------------
@Override
public String toEnglish(final Game game)
{
String stepMoveString = "";
if (stepMove != null)
stepMoveString = " when applying " + stepMove.toEnglish(game);
String relationString = "";
if (relation != null)
relationString = " for the " + relation.name() + " relations";
return "the sites which are " + distanceFn.toEnglish(game) + " spaces from site " + fromFn.toEnglish(game) + stepMoveString + relationString;
}
//-------------------------------------------------------------------------
}