How to merge cells horizontally using apache-poi - java

I get to do a vertically merged using this function:
private static void mergeCellsVertically(XWPFTable table, int col, int fromRow, int toRow) {
for (int rowIndex = fromRow; rowIndex <= toRow; rowIndex++) {
XWPFTableCell cell = table.getRow(rowIndex).getCell(col);
if ( rowIndex == fromRow ) {
// The first merged cell is set with RESTART merge value
cell.getCTTc().addNewTcPr().addNewVMerge().setVal(STMerge.RESTART);
} else {
// Cells which join (merge) the first one, are set with CONTINUE
cell.getCTTc().addNewTcPr().addNewVMerge().setVal(STMerge.CONTINUE);
}
}
}
but I can't do the horizontal merge with similar function:
private static void mergeCellsHorizontally(XWPFTable table, int col, int fromCol, int toCol) {
for (int colIndex = fromCol; colIndex <= toCol; colIndex++) {
XWPFTableCell cell = table.getRow(0).getCell(colIndex);
if ( colIndex == fromCol ) {
// The first merged cell is set with RESTART merge value
cell.getCTTc().addNewTcPr().addNewHMerge().setVal(STMerge.RESTART);
cell.setText("hola");
} else {
// Cells which join (merge) the first one, are set with CONTINUE
cell.getCTTc().addNewTcPr().addNewHMerge().setVal(STMerge.CONTINUE);
cell.setText("adios");
}
}
}
Thanks!

The solution is:
setCellSpan(row.getCell(2), 5);
CTRow ctRow = row.getCtRow();
CTTc[] ctTcs = new CTTc[4]; // las colunas que quedan
for(int y = 0; y < ctRow.sizeOfTcArray(); y++) {
if(y != 4 && y != 5 && y != 6 && y != 7){ //Las columnas que desaparecen
ctTcs[y] = ctRow.getTcArray(y);
} }ctRow.setTcArray(ctTcs);
where:
public static void setCellSpan(XWPFTableCell cell, int span) {
if (cell.getCTTc().getTcPr() == null) {
cell.getCTTc().addNewTcPr();
}
if (cell.getCTTc().getTcPr().getGridSpan() == null) {
cell.getCTTc().getTcPr().addNewGridSpan();
}
cell.getCTTc().getTcPr().getGridSpan().setVal(BigInteger.valueOf((long) span));
}

Related

Check Win Algorithm For Custim Size And Difficulty Tic Tac Toe Game [duplicate]

This question already has an answer here:
Customizable TicTacToe game board with Java
(1 answer)
Closed 28 days ago.
Already implemented horizontal and vertical methods, i can't figure out diagonals
That's my working methods:
private boolean checkHorizontalWin(String gameBoard, int gameSize, int gameDifficulty) {
// CHECK HORIZONTAL WIN
for (int row = 0; row < gameSize; row++) {
char candidate = getPawnAtCoords(gameBoard, gameSize, row, 0);
int counter = 1;
for (int column = 0; column < gameSize; column++) {
char pawn = getPawnAtCoords(gameBoard, gameSize, row, column);
if ((pawn == candidate) && (pawn != '-')) {
counter++;
} else {
counter = 1;
candidate = pawn;
}
if (counter == gameDifficulty) {
return true;
}
}
}
return false;
}
private boolean checkHVerticalWin(String gameBoard, int gameSize, int gameDifficulty) {
// CHECK VERTICAL WIN
for (int column = 0; column < gameSize; column++) {
char candidate = getPawnAtCoords(gameBoard, gameSize, 0, column);
int counter = 1;
for (int row = 0; row < gameSize; row++) {
char pawn = getPawnAtCoords(gameBoard, gameSize, row, column);
if ((pawn == candidate) && (pawn != '-')) {
counter++;
} else {
counter = 1;
candidate = pawn;
}
if (counter == gameDifficulty) {
return true;
}
}
}
return false;
}
Anyone got an idea for diagonals?
Already tried everything what i can do by myself.
ChatGPT did it
private boolean checkDiagonalWin(String gameBoard, int gameSize, int gameDifficulty) {
// CHECK DIAGONAL WIN (LEFT TO RIGHT)
for (int row = 0; row < gameSize - gameDifficulty + 1; row++) {
for (int col = 0; col < gameSize - gameDifficulty + 1; col++) {
char candidate = getPawnAtCoords(gameBoard, gameSize, row, col);
int counter = 1;
for (int i = 1; i < gameDifficulty; i++) {
int nextRow = row + i;
int nextCol = col + i;
char pawn = getPawnAtCoords(gameBoard, gameSize, nextRow, nextCol);
if ((pawn == candidate) && (pawn != '-')) {
counter++;
} else {
counter = 1;
candidate = pawn;
}
if (counter == gameDifficulty) {
return true;
}
}
}
}
// CHECK DIAGONAL WIN (RIGHT TO LEFT)
for (int row = 0; row < gameSize - gameDifficulty + 1; row++) {
for (int col = gameSize - 1; col >= gameDifficulty - 1; col--) {
char candidate = getPawnAtCoords(gameBoard, gameSize, row, col);
int counter = 1;
for (int i = 1; i < gameDifficulty; i++) {
int nextRow = row + i;
int nextCol = col - i;
char pawn = getPawnAtCoords(gameBoard, gameSize, nextRow, nextCol);
if ((pawn == candidate) && (pawn != '-')) {
counter++;
} else {
counter = 1;
candidate = pawn;
}
if (counter == gameDifficulty) {
return true;
}
}
}
}
return false;
}

Invalidate an element forming a path if it is surrounded

I'm building a 2D grid game composed of cells in which players have to put tokens and try to contain (encircle) the opponent's tokens. Now each cell can have 3 states: empty, contains a red token or contains a blue token.
All cells that can form a "path" are in a list, and along that path I can draw lines (polygons) passing by the center of cells.
Also there is a list of contained tokens, the one being encircled,
Now I want to find a way to "invalidate" an encircled token so it can be ignored by path calculations
See examples below:
Blue tokens are encircled first, they cannot be apart of any further path calculation.
This cannot be allowed. First to contain, first to win.
All codes below are from the path class:
class Path extends Stack<int[]>{
private Token[][] grid;
//a path shorter than min can not surround any cell
private static final int MIN_PATH_LEGTH = 3;
//a collection of cells that has been tested
private ArrayList<int[]>checked;
//represents the cell where the search starts from
int[] origin;
//represents the token of the origin
Token originToken;
private int rows;
private int cols;
//represents the path bounds: min/max row/col in path
private int minPathRow, maxPathRow, minPathCol, maxPathCol;
Path(Token[][] grid){
this.grid = grid;
rows = grid.length;
cols = grid[0].length;
}
//search for a path
boolean findPath(int[] origin) {
this.origin = origin;
int row = origin[0] , col = origin[1];
//represents the token of the origin
originToken = grid[row][col];
//initialize list of checked items
checked = new CellsList();
boolean found = findPath(row, col);
if(found) {
printPath();
} else {
System.out.println("No path found");
}
return found;
}
//recursive method to find path. a cell is represented by its row, col
//returns true when path was found
private boolean findPath(int row, int col) {
//check if cell has the same token as origin
if(grid[row][col] != originToken) {
return false;
}
int[] cell = new int[] {row, col};
//check if this cell was tested before to avoid checking again
if(checked.contains(cell)) {
return false;
}
//get cells neighbors
CellsList neighbors = getNeighbors(row, col);
//check if solution found. If path size > min and cell
//neighbors contain the origin it means that path was found
if((size() >= MIN_PATH_LEGTH) && neighbors.contains(origin) ) {
add(cell);
return true;
}
//add cell to checked
checked.add(cell);
//add cell to path
add(cell);
//if path was not found check cell neighbors
for(int[] neighbor : neighbors ) {
boolean found = findPath(neighbor[0],neighbor[1]);
if(found) {
return true;
}
}
//path not found
pop(); //remove last element from stack
return false;
}
//use for testing
private void printPath() {
System.out.print("Path : " );
for(int[] cell : this) {
System.out.print(Arrays.toString(cell));
}
System.out.println("");
List<int[]> containedCells = getContainedWithin();
System.out.print(containedCells.size() +" cell contained : " );
for(int[] cell : containedCells) {
System.out.print(Arrays.toString(cell));
}
System.out.println("");
}
CellsList getPath() {
CellsList cl = new CellsList();
cl.addAll(this);
return cl;
}
}
The code below finds the neighbors of a cell (path.java):
//return a list of all neighbors of cell row, col
private CellsList getNeighbors(int row, int col) {
CellsList neighbors = new CellsList();
for (int colNum = col - 1 ; colNum <= (col + 1) ; colNum +=1 ) {
for (int rowNum = row - 1 ; rowNum <= (row + 1) ; rowNum +=1 ) {
if(!((colNum == col) && (rowNum == row))) {
if(isWithinGrid (rowNum, colNum ) ) {
neighbors.add( new int[] {rowNum, colNum});
}
}
}
}
return neighbors;
}
private boolean isWithinGrid(int colNum, int rowNum) {
if((colNum < 0) || (rowNum <0) ) {
return false;
}
if((colNum >= cols) || (rowNum >= rows)) {
return false;
}
return true;
}
}
The below code finds all bounded cell by a path (all contained or encircled tokens) and their token is of the opposite color of the path:
List<int[]> getContainedWithin() {
//find path max and min X values, max and min Y values
minPathRow = grid[0].length; //set min to the largest possible value
maxPathCol = grid.length;
maxPathRow = 0; //set max to the largest possible value
maxPathCol = 0;
//find the actual min max x y values of the path
for (int[] cell : this) {
minPathRow = Math.min(minPathRow, cell[0]);
minPathCol = Math.min(minPathCol, cell[1]);
maxPathRow = Math.max(maxPathRow, cell[0]);
maxPathCol = Math.max(maxPathCol, cell[1]);
}
List<int[]> block = new ArrayList<>(25);
int[] cell = get(0);//get an arbitrary cell in the path
Token pathToken = grid[cell[0]][cell[1]]; //keep a reference to its token
//iterate over all cells within path x, y limits
for (int col = minPathCol; col < (maxPathCol); col++) {
for (int row = minPathRow; row < (maxPathRow); row++) {
//check cell color
Token token = grid[row][col];
if ((token == pathToken) || (token == Token.VIDE)) {
continue;
}
if (isWithinLoop(row,col)) {
block.add(new int[] {row, col});
}
}
}
return block;
}
//check if row, col represent a cell within path by checking if it has a
//path-cell to its left, right, top and bottom
private boolean isWithinLoop(int row, int col) {
if( isPathCellOnLeft(row, col)
&&
isPathCellOnRight(row, col)
&&
isPathCellOnTop(row, col)
&&
isPathCellOnBottom(row, col)
) {
return true;
}
return false;
}
}
If you need more elements, just let me now, I'll update with the necessary.
This requirement means that previous paths, affect current path calculations. It can be achieved in many ways. The easiest, within current program structure could be adding a static collection of contained cells in all paths.
See allContainedWithin and the way it is used in the code.
Also note that I refactored getContainedWithin() to be a getter, and moved its functionality to a new method findContainedWithin().
All changes have no effect on other classes.
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Stack;
//a stack representing cells in the path
//each cell represented by [row,col]
class Path extends Stack<int[]>{
private Token[][] grid;
//a path shorter than min can not surround any cell
private static final int MIN_PATH_LEGTH = 3;
//a collection of cells that has been tested
private ArrayList<int[]>checked;
//represents the cell where the search starts from
int[] origin;
//represents the token of the origin
Token originToken;
private int rows;
private int cols;
//represents the path bounds: min/max row/col in path
private int minPathRow, maxPathRow, minPathCol, maxPathCol;
//a collection of all cells that are bounded by the path
//and their token is of the opposite color of the path
private List<int[]> containedWithin;
//a STATIC collection that holds all containedWithin cells, of
//current and previous paths
private static CellsList allContainedWithin = new CellsList();
Path(Token[][] grid){
this.grid = grid;
rows = grid.length;
cols = grid[0].length;
}
//search for a path
boolean findPath(int[] origin) {
this.origin = origin;
int row = origin[0] , col = origin[1];
//represents the token of the origin
originToken = grid[row][col];
//initialize list of checked items
checked = new CellsList();
boolean found = findPath(row, col);
if(found) {
//find bounded cells
findContainedWithin();
//update the collection all
allContainedWithin.addAll(containedWithin);
printPath();
} else {
System.out.println("No path found");
}
return found;
}
//recursive method to find path. a cell is represented by its row, col
//returns true when path was found
private boolean findPath(int row, int col) {
//check if cell has the same token as origin
if(grid[row][col] != originToken) {
return false;
}
int[] cell = new int[] {row, col};
//check if this cell was tested before to avoid checking again
if(checked.contains(cell)) {
return false;
}
//check if this cell was contained in previously calculated paths
if(allContainedWithin.contains(cell)) {
return false;
}
//get cells neighbors
CellsList neighbors = getNeighbors(row, col);
//check if solution found. If path size > min and cell
//neighbors contain the origin it means that path was found
if((size() >= MIN_PATH_LEGTH) && neighbors.contains(origin) ) {
add(cell);
return true;
}
//add cell to checked
checked.add(cell);
//add cell to path
add(cell);
//if path was not found check cell neighbors
for(int[] neighbor : neighbors ) {
boolean found = findPath(neighbor[0],neighbor[1]);
if(found) {
return true;
}
}
//path not found
pop(); //remove last element from stack
return false;
}
//return a list of all neighbors of cell row, col
private CellsList getNeighbors(int row, int col) {
CellsList neighbors = new CellsList();
for (int colNum = col - 1 ; colNum <= (col + 1) ; colNum +=1 ) {
for (int rowNum = row - 1 ; rowNum <= (row + 1) ; rowNum +=1 ) {
if(!((colNum == col) && (rowNum == row))) {
if(isWithinGrid (rowNum, colNum ) ) {
neighbors.add( new int[] {rowNum, colNum});
}
}
}
}
return neighbors;
}
private boolean isWithinGrid(int colNum, int rowNum) {
if((colNum < 0) || (rowNum <0) ) {
return false;
}
if((colNum >= cols) || (rowNum >= rows)) {
return false;
}
return true;
}
//use for testing
private void printPath() {
System.out.print("Path : " );
for(int[] cell : this) {
System.out.print(Arrays.toString(cell));
}
System.out.println("");
List<int[]> containedCells = getContainedWithin();
System.out.print(containedCells.size()+" cell contained : " );
for(int[] cell : containedCells) {
System.out.print(Arrays.toString(cell));
}
System.out.println("");
}
CellsList getPath() {
CellsList cl = new CellsList();
cl.addAll(this);
return cl;
}
//finds all cells that are bounded by the path
//and their token is of the opposite color of the path
private void findContainedWithin() {
containedWithin = new ArrayList<>();
//find path max and min X values, max and min Y values
minPathRow = grid[0].length; //set min to the largest possible value
maxPathCol = grid.length;
maxPathRow = 0; //set max to the largest possible value
maxPathCol = 0;
//find the actual min max x y values of the path
for (int[] cell : this) {
minPathRow = Math.min(minPathRow, cell[0]);
minPathCol = Math.min(minPathCol, cell[1]);
maxPathRow = Math.max(maxPathRow, cell[0]);
maxPathCol = Math.max(maxPathCol, cell[1]);
}
//todo remove after testing
System.out.println("x range: "+minPathRow + "-"
+ maxPathRow + " y range: " + minPathCol + "-" + maxPathCol);
int[] cell = get(0);//get an arbitrary cell in the path
Token pathToken = grid[cell[0]][cell[1]]; //keep a reference to its token
//iterate over all cells within path x, y limits
for (int col = minPathCol; col < (maxPathCol); col++) {
for (int row = minPathRow; row < (maxPathRow); row++) {
//check cell color
Token token = grid[row][col];
if ((token == pathToken) || (token == Token.VIDE)) {
continue;
}
if (isWithinLoop(row,col)) {
containedWithin.add(new int[] {row, col});
}
}
}
}
//returns a collection of all cells that are bounded by the path
//and their token is of the opposite color of the path
List<int[]> getContainedWithin() {
return containedWithin;
}
//check if row, col represent a cell with in path by checking if it has a
//path-cell to its left, right, top and bottom
private boolean isWithinLoop(int row, int col) {
if( isPathCellOnLeft(row, col)
&&
isPathCellOnRight(row, col)
&&
isPathCellOnTop(row, col)
&&
isPathCellOnBottom(row, col)
) {
return true;
}
return false;
}
private boolean isPathCellOnLeft(int cellRow, int cellCol) {
for ( int col = minPathCol; col < cellCol ; col++) {
if(getPath().contains(new int[] {cellRow, col})) {
return true;
}
}
return false;
}
private boolean isPathCellOnRight(int cellRow, int cellCol) {
for ( int col = cellCol; col <= maxPathCol ; col++) {
if(getPath().contains(new int[] {cellRow, col})) {
return true;
}
}
return false;
}
private boolean isPathCellOnTop(int cellRow, int cellCol) {
for ( int row =minPathRow; row < cellRow ; row++) {
if(getPath().contains(new int[] {row, cellCol})) {
return true;
}
}
return false;
}
private boolean isPathCellOnBottom(int cellRow, int cellCol) {
for ( int row = cellRow; row <= maxPathRow; row++) {
if(getPath().contains(new int[] {row, cellCol})) {
return true;
}
}
return false;
}
}
Note that I only run some basic testing like :
In addition to the previous answer, I would like to add an alternative which requires a deeper change in the program.
A better way to handle the requirement would be to change the representation of a cell. Instead of using int[]{row, col} , consider representing it by a Cell class which has attributes like row, col,token, contained etc.
A simple implementation of Cell could be :
public class Cell {
private int row, col;
private Token token;
private boolean isContained;
Cell(int row, int col) {
this(row, col, Token.VIDE);
}
Cell(int row, int col, Token token) {
this.row = Math.abs(row); //to allow only positve addresses
this.col = Math.abs(col);
this.token = (token == null) ? Token.VIDE : token;
}
int getRow() {
return row;
}
int getCol() {
return col;
}
Token getToken() {
return token;
}
boolean isContained() {
return isContained;
}
void setRow(int row) {
this.row = row;
}
void setCol(int col) {
this.col = col;
}
void setToken(Token token) {
this.token = token;
}
void setContained(boolean isContained) {
this.isContained = isContained;
}
int[] getAddress() {
return new int[] {row, col};
}
#Override
public String toString() {
return Arrays.toString(getAddress()) +"-"+ token;
}
#Override
public boolean equals(Object cell) {
if ((cell == null) || !(cell instanceof Cell)) {
return false;
}
return Arrays.equals(getAddress(), ((Cell)cell).getAddress());
}
#Override
public int hashCode() {
return 31*row + 17*col;
}
}
Note: This representation should be changed all across the program.
(Not tested)

I cannot get the write to file part of the code to work

I cannot get my write to file code working the error message- writeFile cannot be resolved. I a trying to write the board positions to a text file so the game can be saved. If the user chooses to save the game then it should call a new subroutine that will write the pieces to the file.
/*
* Skeleton program code for the AQA COMP1 Summer 2016 examination
* This code to be used in conjunction with the Preliminary Material
* written by the AQA Programmer Team
* Developed in the NetBeans 7.3.1. programming environment
* Additional classes AQAConsole2016, AQAReadTextFile2016 and
* AQAWriteTextFile2016 may be used.
*
* A package name may be chosen and private and public modifiers added -
* permission to make these changes to the Skeleton Program does not need
* to be obtained from AQA or the AQA Programmer
*/
import java.util.Random;
public class Aaa {
AQAConsole2016 console = new AQAConsole2016();
Random random = new Random();
int boardSize;
public Aaa() {
char choice;
String playerName;
// int boardSize;
boardSize = 6;
playerName = "";
do {
displayMenu();
choice = getMenuChoice(playerName);
switch (choice) {
case 'p' : playGame(playerName, boardSize);
break;
case 'e' : playerName = getPlayersName();
break;
case 'c' : boardSize = changeBoardSize();
break;
}
} while (choice != 'q');
}
void setUpGameBoard(char[][] board, int boardSize) {
for (int row = 1; row <= boardSize; row++) {
for (int column = 1; column <= boardSize; column++) {
if (row == (boardSize + 1) / 2 && column == (boardSize + 1) / 2 + 1 || column == (boardSize + 1) / 2 && row == (boardSize + 1) / 2 + 1) {
board[row][column] = 'C';
} else {
if (row == (boardSize + 1) / 2 + 1 && column == (boardSize + 1) / 2 + 1 || column == (boardSize + 1) / 2 && row == (boardSize + 1) / 2) {
board[row][column] = 'H';
} else {
board[row][column] = ' ';
}
}
}
}
}
int changeBoardSize() {
int boardSize;
do {
console.print("Enter a board size (between 4 and 9): ");
boardSize = console.readInteger("");
} while (!(boardSize >= 4 && boardSize <= 9));
return boardSize;
}
int getHumanPlayerMove(String playerName) {
int coordinates;
console.print(playerName + " enter the coordinates of the square where you want to place your piece: ");
coordinates = console.readInteger("");
return coordinates;
}
int getComputerPlayerMove(int boardSize) {
return ((random.nextInt(boardSize) + 1) * 10 + (random.nextInt(boardSize) + 1));
}
boolean gameOver(char[][] board, int boardSize) {
for (int row = 1; row <= boardSize; row++) {
for (int column = 1; column <= boardSize; column++) {
if (board[row][column] == ' ')
return false;
}
}
return true;
}
String getPlayersName() {
String playerName;
console.print("What is your name? ");
playerName = console.readLine();
return playerName;
}
boolean checkIfMoveIsValid(char[][] board, int move) {
int row;
int column;
boolean moveIsValid;
row = move % 10;
column = move / 10;
moveIsValid = false;
if (((row<=boardSize) &&(row>0)) && ((column<=boardSize) && (column>0))){
if (board[row][column] == ' ') {
moveIsValid = true;
}
}
return moveIsValid;
}
int getPlayerScore(char[][] board, int boardSize, char piece) {
int score;
score = 0;
for (int row = 1; row <= boardSize; row++) {
for (int column = 1; column <= boardSize; column++) {
if (board[row][column] == piece) {
score = score + 1;
}
}
}
return score;
}
boolean checkIfThereArePiecesToFlip(char[][] board, int boardSize, int startRow, int startColumn, int rowDirection, int columnDirection) {
int rowCount;
int columnCount;
boolean flipStillPossible;
boolean flipFound;
boolean opponentPieceFound;
rowCount = startRow + rowDirection;
columnCount = startColumn + columnDirection;
flipStillPossible = true;
flipFound = false;
opponentPieceFound = false;
while (rowCount <= boardSize && rowCount >= 1 && columnCount >= 1 && columnCount <= boardSize && flipStillPossible && !flipFound ) {
if (board[rowCount][columnCount] == ' ') {
flipStillPossible = false;
} else {
if (board[rowCount][columnCount] != board[startRow][startColumn]) {
opponentPieceFound = true;
} else {
if (board[rowCount][columnCount] == board[startRow][startColumn] && !opponentPieceFound) {
flipStillPossible = false;
} else {
flipFound = true;
}
}
}
rowCount = rowCount + rowDirection;
columnCount = columnCount + columnDirection;
}
return flipFound;
}
void flipOpponentPiecesInOneDirection(char[][] board, int boardSize, int startRow, int startColumn, int rowDirection, int columnDirection) {
int rowCount;
int columnCount;
boolean flipFound;
flipFound = checkIfThereArePiecesToFlip(board, boardSize, startRow, startColumn, rowDirection, columnDirection);
if (flipFound) {
rowCount = startRow + rowDirection;
columnCount = startColumn + columnDirection;
while (board[rowCount][columnCount] != ' ' && board[rowCount][columnCount] != board[startRow][startColumn]) {
if (board[rowCount][columnCount] == 'H') {
board[rowCount][columnCount] = 'C';
} else {
board[rowCount][columnCount] = 'H';
}
rowCount = rowCount + rowDirection;
columnCount = columnCount + columnDirection;
}
}
}
void makeMove(char[][] board, int boardSize, int move, boolean humanPlayersTurn) {
int row;
int column;
row = move % 10;
column = move / 10;
if (humanPlayersTurn) {
board[row][column] = 'H';
} else {
board[row][column] = 'C';
}
flipOpponentPiecesInOneDirection(board, boardSize, row, column, 1, 0);
flipOpponentPiecesInOneDirection(board, boardSize, row, column, -1, 0);
flipOpponentPiecesInOneDirection(board, boardSize, row, column, 0, 1);
flipOpponentPiecesInOneDirection(board, boardSize, row, column, 0, -1);
}
void printLine(int boardSize) {
console.print(" ");
for (int count = 1; count <= boardSize * 2 - 1; count++) {
console.print("_");
}
console.println();
}
void displayGameBoard(char[][] board, int boardSize) {
console.println();
console.print(" ");
for (int column = 1; column <= boardSize; column++)
{
console.print(" ");
console.print(column);
}
console.println();
printLine(boardSize);
for (int row = 1; row <= boardSize; row++) {
console.print(row);
console.print(" ");
for (int column = 1; column <= boardSize; column++) {
console.print("|");
console.print(board[row][column]);
}
console.println("|");
printLine(boardSize);
console.println();
}
}
void displayMenu() {
console.println("(p)lay game");
console.println("(e)nter name");
console.println("(c)hange board size");
console.println("(q)uit");
console.println();
}
char getMenuChoice(String playerName) {
char choice;
console.print(playerName + " enter the letter of your chosen option: ");
choice = console.readChar();
return choice;
}
void playGame(String playerName, int boardSize) {
char[][] board = new char[boardSize + 1][boardSize + 1];
boolean humanPlayersTurn;
int move;
int humanPlayerScore;
int computerPlayerScore;
boolean moveIsValid;
setUpGameBoard(board, boardSize);
humanPlayersTurn = false;
int NoOfMoves=0;
do {
humanPlayersTurn = !humanPlayersTurn;
displayGameBoard(board, boardSize);
moveIsValid = false;
do {
if (humanPlayersTurn) {
move = getHumanPlayerMove(playerName);
} else {
move = getComputerPlayerMove(boardSize);
}
moveIsValid = checkIfMoveIsValid(board, move);
} while (!moveIsValid);
if (!humanPlayersTurn) {
NoOfMoves++;
console.println("The number of moves completed so far: " +NoOfMoves);
console.print("Press the Enter key and the computer will make its move");
console.readLine("");
}
makeMove(board, boardSize, move, humanPlayersTurn);
console.println();
String answer = console.readLine("Do you want to save the board? (y/n)");
if (answer.equalsIgnoreCase("y")){
writeBoard(board, boardSize);
console.println("Saved!");
}
} while (!gameOver(board, boardSize));
displayGameBoard(board, boardSize);
humanPlayerScore = getPlayerScore(board, boardSize, 'H');
computerPlayerScore = getPlayerScore(board, boardSize, 'C');
if (humanPlayerScore > computerPlayerScore) {
console.println("Well done, " + playerName + ", you have won the game!");
}
else {
if (humanPlayerScore == computerPlayerScore) {
console.println("that was a draw!");
} else {
console.println("The computer has won the game!");
}
console.println();
}
}
void writeBoard(char[][] board, int boardSize) {
String filename = "myFile.txt";
String piece = null;
writeFile.openFile(filename);
for(int row=1; row<=boardSize; row++){
for (int column = 1; column <= boardSize; column++) {
piece= Character.toString(board [row][column]);
writeFile.writeToTextFile(piece);
}
}
writeFile.closeFile();
}
public static void main(String[] args) {
new Aaa();
}
}
This Section contains the errors:
void writeBoard(char[][] board, int boardSize) {
String filename = "myFile.txt";
String piece = null;
writeFile.openFile(filename);
for(int row=1; row<=boardSize; row++){
for (int column = 1; column <= boardSize; column++) {
piece= Character.toString(board [row][column]);
writeFile.writeToTextFile(piece);
}
}
writeFile.closeFile();
}
The problematic section contains a variable named writeFile which can not be resolved. No where in the class Aaa that you have shared, neither this variable has been declared nor initialized with an instance of its type. So the method void writeBoard(char[][] board, int boardSize) gives compilation error.
From the usage of this variable it is clear that it belongs to a class which has following instance methods:
1) openFile(String filename)
2) writeToTextFile(String piece)
3) closeFile()
Please search the class which has the above methods and on finding create an instance of that as the first statement inside the method void writeBoard(char[][] board, int boardSize). Hope it helps.

Java gomoku minimax

I'm trying to create a strategy that will play against human or another strategy for the game Gomoku. I already have some kind of minimax function, although i don't quite understand how does it work and i also have a getscore function, which should send back the best score to minimax ? But the problem is that my getScore function does not recognize if there are 4 or 5 circles in a row/col/diagonally.
Here is my code:
public class JarmoStrategyV1 implements ComputerStrategy {
public static int Lrow = 0;
public static int Lcol = 0;
public static int Drow = 0;
public static int Dcol = 0;
public static final int E = 0;
public static final int X = 1; // black
public static final int O = -1; // white
public static final int WINSCORE = 100;
private static final int WINCOUNT = 5;
public Location getMove(SimpleBoard board, int player) {
// let's operate on 2-d array
int[][] b = board.getBoard();
System.out.println(getScore(b, player));
for (int row = 0; row < b.length; row++) {
for (int col = 0; col < b[0].length; col++) {
if (b[row][col] == SimpleBoard.EMPTY) {
// first empty location
return new Location(row, col);
}
}
}
return null;
}
#Override
public String getName() {
return "Student name";
}
public static int minimax(int[][] board, int player, int depth) {
if (getScore(board, player) == WINSCORE) {
//
return WINSCORE;
}
if (depth == 2) {
return getScore(board, player);
}
int max = Integer.MIN_VALUE;
if (player == -1){
max = Integer.MAX_VALUE;
}
System.out.println(max);
List<Location> possibleMoves = getPossibleMoves(board);
for (Location loc : possibleMoves) {
board[loc.getRow()][loc.getColumn()] = player;
int newplayer = 0 - player;
if(newplayer == 1){
int value = minimax(board, newplayer,depth + 1);
if(value < max) {
max = value;
}
}
if (newplayer == -1){
int value = minimax(board, newplayer, depth + 1);
if (value > max) {
max = value;
}
}
board[loc.getRow()][loc.getColumn()] = E;
}
return max;
}
public static int getScore(int[][] board, int muutuja) {
//int yks = 0;
for (int row = 0; row < board.length; row++) {
for (int col = 0; col < board[row].length; col++) {
if (board[row][col] == muutuja) {
if (row <= (board.length - 5)) {
if (col <= board.length && getCount(board, row, col, 0, 1, muutuja, WINCOUNT) >= (WINCOUNT - 1) && getCount(board, row, (col + 4), 0, 1, E, 1 ) >= 1) return 1; // - 4 in a row
if (row >= 1 && getCount(board, row, col, 1, 0, muutuja, WINCOUNT) >= (WINCOUNT -1) && getCount(board, (row - 1), col, 1, 0, E, 1) == 1) return 1;
if (getCount(board, row, col, 1, 0, muutuja, WINCOUNT) >= WINCOUNT) return 100; // | 5 in a row
if (col <= WINCOUNT && getCount(board, row, col, 1, 1, muutuja, WINCOUNT) >= WINCOUNT) return 100; // \
if (col >= WINCOUNT && getCount(board, row, col, 1, -1, muutuja, WINCOUNT) >= WINCOUNT) return 100; // /
}
if (col <= WINCOUNT && getCount(board, row, col, 0, 1, muutuja, WINCOUNT) >= WINCOUNT) return 100; // -
}
}
}
return 0;
}
public static int getCount(int[][] board, int row, int col, int rowd, int cold, int player, int test) {
int count = 0;
for (int i = 0; i < test; i++) {
if (board[row + i * rowd][col + i * cold] == player) count++;
else break;
}
return count;
}
public static ArrayList<Location> getPossibleMoves(int[][] board) {
ArrayList<Location> availableMoves = new ArrayList<Location>();
for (int row = 0; row < board.length; row++) {
for (int col = 0; col < board[row].length; col++) {
if (board[row][col] == E) {
availableMoves.add(new Location(row, col));
}
}
}
return availableMoves;
}
}
There seems to be some kind of a problem with getScore, when i run this code then i can only play for a while until my Gomoku app crashes.
If you want to try this out yourself then you can open this via Eclipse.
Download the project file: http://www68.zippyshare.com/v/feWl2QwC/file.html
Import it to eclipse projects/workspace.
And you also have to build path to those 2 jar files in lib folder.
NOTE: I can only edit files in gomoku.strategies package.
the stacktrace shows an exception. add debug print or run with debugger
java.lang.IllegalArgumentException: It's computer's turn, pass the player to makeMove()
at gomoku.Game.makeMove(Game.java:476)

sudoku solver using backtracking

I've recently been working on a backtracking sudoku solving algorithm and currently I'd like to ask on how I should go about to change my solve() method from void to a boolean.
I'm using a very simple backtracking algorithm, and it's currently working fine, but I'd rather have a boolean instead of a void, because having a printstack isn't very nice...
Thanks!
public class Backtracking{
static int backtrack = 0;
//check if valid in row
protected static boolean validInRow(int row, int value)
{
for( int col = 0; col < 9; col++ )
if( board[row][col] == value )
return false ;
return true ;
}
//check if valid in column
protected static boolean validInCol(int col, int value)
{
for( int row = 0; row < 9; row++ )
if( board[row][col] == value )
return false ;
return true ;
}
//check if valid in 3*3
protected static boolean validInBlock(int row, int col, int value)
{
row = (row / 3) * 3 ;
col = (col / 3) * 3 ;
for( int r = 0; r < 3; r++ )
for( int c = 0; c < 3; c++ )
if( board[row+r][col+c] == value )
return false ;
return true ;
}
//call other methods
public void solve(int row, int col) throws Exception
{
if(row > 8)
throw new Exception("Solution found") ;
else
{
while(board[row][col] != 0)
{
if( ++col > 8 )
{
col = 0 ;
row++ ;
if( row > 8 )
throw new Exception( "Solution found" ) ;
}
}
for(int value = 1; value < 10; value++)
{
if(validInRow(row,value) && validInCol(col,value) && validInBlock(row,col,value))
{
board[row][col] = value;
new PrintEvent(board);
if( col < 8 )
solve(row, col + 1);
else
solve(row + 1, 0);
backtrack++;
}
}
board[row][col] = 0;
}
}
}
Well, you could catch the exception to avoid the stack trace, but that's still not very pretty. What you can do after changing the return type to boolean is:
if( col < 8 ) {
if (solve(row, col + 1)) {
return true;
}
} else {
if (solve(row + 1, 0)) {
return true;
}
}
and then of course, change the throw statements to return true;.
public boolean solve(int row, int col) throws Exception
{
{
while(board[row][col] != 0)
{
if( ++col > 8 )
{
col = 0 ;
row++ ;
if( row > 8 )
return true
}
}
for(int value = 1; value < 10; value++)
{
if(validInRow(row,value) && validInCol(col,value) && validInBlock(row,col,value))
{
board[row][col] = value;
new PrintEvent(board);
if( col < 8 )
solve(row, col + 1);
else
solve(row + 1, 0);
backtrack++;
}
}
board[row][col] = 0;
}
}
return false;
}

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