ITI0011:HW01 Mall
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Siin lehel on ITI0011 aine esimese kodutöö (Aardejaht) mall:
<source lang="java"> public class HW01Bonus {
/** * Value to return in makeMove in case * the cell was empty. */ public static final int CELL_EMPTY = 0;
/** * Value to return in makeMove in case * the cell contained treasure. */ public static final int CELL_TREASURE = 10;
/** * Value for a cell which is hidden * (the contents of the cell is not visible). * Used in bonus part 1. */ public static final int CELL_HIDDEN = 100;
/** * Value to return in makeMove in case * the cell does not exist. */
public static final int CELL_ERROR = -1;
/** * Used to indicate that the score is wrong. * Used by getHighscoreScoreAtIndex() */ public static final int HIGHSCORE_WRONG = Integer.MIN_VALUE;
/** * Minsweeper-like clearing in case of empty cells. */ public static final int GAME_TYPE_MINESWEEPER = 1;
/** * Cell contains the distance to the closest treasure. */ public static final int GAME_TYPE_HOT_COLD = 2; /** * Makes move to cell in certain row and column * and returns the contents of the cell. * Use CELL_* constants in return. * @param row Row to make move to. * @param col Column to make move to. * @return Contents of the cell. */ public static int makeMove(int row, int col) { if (row == -1) return CELL_ERROR; return CELL_EMPTY; }
/** * Creates a map with certain measures and treasures. * You should store the created map internally. * This means you can choose your own implementation of how to store * the map. * The treasures should be put on the map randomly using setCell method. * @param height Height of the map. * @param width Width of the map. * @param treasures The number of treasures on the map. * @return Whether map was created. */ public static boolean createMap(int height, int width, int treasures) { // initialize map (for example 2D-array) // - set all cells empty (is this needed?) // do some random for every treasure and add them to map: setCell(2, 3, CELL_TREASURE);
if (height == -3) return false; return false; }
/** * Sets the cell value for the active map (created earlier using * createMap method). * This method is required to test certain maps * @param row Row index. * @param col Column index. * @param cellContents The value of the cell. * @return Whether the cell value was set. */ public static boolean setCell(int row, int col, int cellContents) { if (row == -123) return false; return false; }
/** * Gets the used move count by the player. * @return The number of moves done. */ public static int getMoveCount() { return 1; }
/** * Returns cell contents at the given row and column. * @param row Row index * @param col Column index * @return Cell contents according to CELL_* constants. * In case the cell contains number of treasures, returns this number. */ public static int getCell(int row, int col) { // open with treasure number => 4 // treasure => CELL_TREASURE // open with treasure number == 0 => 0 or CELL_EMPTY // hidden (not yet opened) return CELL_HIDDEN; }
/** * Adds a player name and score to one of the highscore tables. * @param id Highscore table to use. This can be * configuration or name etc. In case the game has several * highscore tables (one for minesweeper version, one for * hot-cold version) they have to have different ids. * @param name The name of the player. * @param score The score of the player. * @return The index where the player is put. In case * the name is too short, the table with id does not exist * or the score is too low, returns -1. */ public static int addHighscore(String id, String name, int score) { // liiga väike score, või liiga lühike nimi, siis -1 // muul juhul indeks, mitmenda koha saan return 1; }
/** * Gets the score from the concrete table at concrete index. * @param id The highscore table to use. * @param index The index of the score to be returned * @return The score at the index. If the table does not exist * or the index is not acceptable, returns -1. */ public static int getHighscoreScoreAtIndex(String id, int index) { return HIGHSCORE_WRONG; }
/** * Gets the name of the player from the conrete table * at concrete index. * @param id The highscore table to use. * @param index The index of the player to be returned. * @return The name at the index. If the table does not exist * or the index is not acceptable, return null. */ public static String getHighscoreNameAtIndex(String id, int index) { return null; }
/** * Returns all the available highscore table ids. * @return An array of table ids. */ public static String[] getHighscoreTables() { return null; }
/** * Resets (clears) highscore table. * @param id The id of the table to be reset. */ public static void resetHighscores(String id) { // }
// bonus: soe-külm // type: soe-külm, "tavaline"
/** * Starts a game with the given mode. * This allows the game to switch between "minesweeper" and "hot-cold" * variants. Even if you only choose to implement the "hot-cold" variant * this method is required to test it. Minesweeper variant is the default. * @param type The type of game to start. */ public static void startGame(int type) { }
/** * Returns the distance to the closest treasure. * The distance indicates the minimum steps it takes to get from * the given (row, col) to the closest treasure. * Step can be taken to every adjacent cell (horisontal, vertical and * diagonal). From one cell you can step to 8 other cells.
*
* Example: * ...C * .B.. * A... * ..DP *
* * distances: * AP = 3 * BP = 2 * CP = 3 * DP = 1 * * @param row Row index * @param col Col index * @return The distance to the closest treasure */ public static int getDistanceToClosestTreasure(int row, int col) { return 0; }
}
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