Example #1
0
  /** Computes the scores for all features on the board. */
  public List<FeatureScore> computeFinalScores() {
    // we use this set to track which claim groups we've already processed
    Set<Integer> processedClaims = Sets.newHashSet();

    // check all features on all tiles for potential scores
    List<FeatureScore> scores = Lists.newArrayList();
    for (Placement play : _plays.values()) {
      Claim claim = getClaim(play);
      for (Feature f : play.tile.terrain.features) {
        // ignore features that aren't completable (e.g. GRASS)
        if (!COMPLETABLES.contains(f.type)) continue;

        // determine whether or not we've already processed this claim
        int group = claim.getClaimGroup(f);
        if (processedClaims.contains(group)) continue;
        processedClaims.add(group);

        // determine who will earn points for this claim
        Set<Integer> scorers = getScorers(group);
        // if we have no scorers, the feature is unclaimed; skip it
        if (scorers.isEmpty()) continue;

        // if we made it this far, we may have something to report
        int score = computeFeatureScore(play, f);
        if (score != 0) {
          scores.add(new FeatureScore(f, scorers, score, getPiecens(group)));
        }
      }
    }

    return scores;
  }
Example #2
0
  /** Computes the scores for all features involved in the supplied placement. */
  public List<FeatureScore> computeScores(Placement play) {
    List<FeatureScore> scores = Lists.newArrayList();
    Claim claim = getClaim(play);

    // check all of the features on this tile for potential scores
    Set<Integer> groups = Sets.newHashSet();
    for (Feature f : play.tile.terrain.features) {
      // ignore features that aren't completed in this way (e.g. GRASS)
      if (!COMPLETABLES.contains(f.type)) continue;

      // make sure we haven't already scored this group; some tiles have disconnected
      // features that can be linked into the same group
      int group = claim.getClaimGroup(f);
      if (groups.contains(group)) continue;
      groups.add(group);

      // see who should score this feature
      Set<Integer> scorers = getScorers(group);
      // if we have no scorers, the feature is unclaimed; skip it
      if (scorers.isEmpty()) continue;

      // if we made it this far, we may have something to report
      int score = computeFeatureScore(play, f);
      if (score != 0) {
        scores.add(new FeatureScore(f, scorers, score, getPiecens(group)));
      }
    }

    // we may have also completed a cloister, so we check that as well
    for (Location nloc : play.loc.neighborhood()) {
      Placement nplay = _plays.get(nloc);
      if (nplay == null) continue;

      // check whether this tile has a piecen upon't
      Piecen p = _piecens.get(nloc);
      if (p == null) continue;

      // check whether this tile contains a cloister feature
      Feature cf = null;
      for (Feature f : nplay.tile.terrain.features) {
        if (f.type == Feature.Type.CLOISTER) {
          cf = f;
          break;
        }
      }
      if (cf == null) continue;

      // make sure the piecen is on the cloister
      if (_piecenGroups.get(p.loc) != getClaim(nplay).getClaimGroup(cf)) continue;

      // finally, score the cloister, which will always have only one scorer, one involved
      // piecen, and a non-zero score (simple!)
      scores.add(
          new FeatureScore(
              cf,
              Collections.singleton(p.ownerIdx),
              computeFeatureScore(nplay, cf),
              Collections.singletonList(p)));
    }

    return scores;
  }