Implemented pathfinding between two vertices.
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@@ -65,16 +65,77 @@ public class Game {
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}
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public boolean doMove(Point src, Point dst){
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if(!canMove(src, dst)) return false; //checking if there is a path from src to dest
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if(field[src.x][src.y]==0) return false;
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if(!canMove(src, dst)) {
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return false; //checking if there is a path from src to dest
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}
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if(field[src.x][src.y]==0) {
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return false;
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}
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field[dst.x][dst.y] = field[src.x][src.y];
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field[src.x][src.y] = 0;
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nextStep(dst); //cleanup rows or add new blocks
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return true;
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}
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public List<Point> getPath(Point src, Point dst){
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return null;
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/*
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* Pathfinding of shortest path between src and dst.
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*/
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public ArrayList<Vertex> getPath(Point src, Point dst){
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ArrayList<Vertex> vertices = new ArrayList<Vertex>(); // List of vertices
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ArrayList<Vertex> path = new ArrayList<Vertex>(); // Output
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Vertex u = new Vertex(0, src);
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Vertex v = new Vertex(0, dst);
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int tmp, tmp_i = 0;
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int alt = 0;
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for(int i = 0; i < size*size; i++){
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vertices.add(new Vertex(Integer.MAX_VALUE, new Point(i%7,i%7))); // Initialize all vertices
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}
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vertices.get(src.x * src.y).setDist(0); // Set distance from source to source
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while(!vertices.isEmpty()){ // As long as there are vertices
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tmp = minDistance(u, vertices); // Get the index of v with the least distance to u
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u = vertices.get(tmp);
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vertices.remove(tmp); // Remove u from the set of vertices
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for(int i = 0; i < 4; i++){ // for each neighbour of u ...
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if(i == 0){
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tmp_i = u.getPrev().x * u.getPrev().y - 7; // neighbour above
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}
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if(i == 1){
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tmp_i = u.getPrev().x * u.getPrev().y + 7; // neighbour below
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}
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if(i == 2){
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tmp_i = u.getPrev().x * u.getPrev().y - 1; // left neighbour
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}
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if(i == 3){
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tmp_i = u.getPrev().x * u.getPrev().y + 1; // right neighbour
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}
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if(tmp_i >= 0 && tmp_i <= 49){
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alt = u.getDist() + distanceBetween(u,v);
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if(alt < v.getDist()){ // A shorter path has been found
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v.setDist(alt);
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v.setPrev(u.getPrev());
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path.add(v);
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}
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}
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}
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}
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return path;
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}
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public boolean doUndo(){
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@@ -83,11 +144,18 @@ public class Game {
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public boolean doFreeMove(Point src, Point dst){
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//move without path checking
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if(getAvailFreeMoves() <= 0 ) return false;
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if(field[src.x][src.y]==0) return false;
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if(getAvailFreeMoves() <= 0 ) {
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return false;
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}
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if(field[src.x][src.y]==0) {
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return false;
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}
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field[dst.x][dst.y] = field[src.x][src.y];
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field[src.x][src.y] = 0;
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nextStep(dst); //cleanup rows or add new blocks
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return true;
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@@ -117,6 +185,38 @@ public class Game {
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this.populateField();
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}
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/**
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* Calculates the minimal distance between a vertex and a set of vertices.
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*/
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private int minDistance(Vertex v, ArrayList<Vertex> vertices){
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int dist = Integer.MAX_VALUE;
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int tmp = 0;
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int out = 0;
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for (int i = 0; i < vertices.size(); i++) {
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tmp = distanceBetween(v, vertices.get(i));
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if(tmp < dist){
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dist = tmp;
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out = i;
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}
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}
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return out;
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}
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/**
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* Calculates the distance between two vertices.
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*/
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private int distanceBetween(Vertex v1, Vertex v2){
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int dx = 0;
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int dy = 0;
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dx = v2.getPrev().x - v2.getPrev().x;
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dy = v2.getPrev().x - v2.getPrev().x;
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return (int) Math.sqrt(dx*dx + dy*dy);
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}
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/**
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* Calculates the next game step. This method will either call populateField, or it will cleanup blocks
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