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Field.java
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import java.util.Collections;
import java.util.LinkedList;
import java.util.List;
import java.util.Random;
/**
* Represent a rectangular grid of field positions.
* Each position is able to store a single animal.
*
* @author Aymen Berbache and Aleks
* @version 2022.02
*/
public class Field
{
// A random number generator for providing random locations.
private static final Random rand = Randomizer.getRandom();
// The depth and width of the field.
private final int depth, width;
// Storage for the animals.
private final Object[][] field;
/**
* Represent a field of the given dimensions.
* @param depth The depth of the field.
* @param width The width of the field.
*/
public Field(int depth, int width)
{
this.depth = depth;
this.width = width;
field = new Object[depth][width];
}
/**
* Empty the field.
*/
public void clear()
{
for(int row = 0; row < depth; row++) {
for(int col = 0; col < width; col++) {
field[row][col] = null;
}
}
}
/**
* Clear the given location.
* @param location The location to clear.
*/
public void clear(Location location)
{
field[location.getRow()][location.getCol()] = null;
}
/**
* Place an object at the given location.
* If there is already an animal at the location it will
* be lost.
* @param animal The animal to be placed.
* @param row Row coordinate of the location.
* @param col Column coordinate of the location.
*/
public void place(Object animal, int row, int col)
{
place(animal, new Location(row, col));
}
/**
* Place an animal at the given location.
* If there is already an animal at the location it will
* be lost.
* @param animal The animal to be placed.
* @param location Where to place the animal.
*/
public void place(Object animal, Location location)
{
field[location.getRow()][location.getCol()] = animal;
}
/**
* Return the animal at the given location, if any.
* @param location Where in the field.
* @return The animal at the given location, or null if there is none.
*/
public Object getObjectAt(Location location)
{
return getObjectAt(location.getRow(), location.getCol());
}
/**
* Return the animal at the given location, if any.
* @param row The desired row.
* @param col The desired column.
* @return The animal at the given location, or null if there is none.
*/
public Object getObjectAt(int row, int col)
{
return field[row][col];
}
/**
* Generate a random location that is adjacent to the
* given location, or is the same location.
* The returned location will be within the valid bounds
* of the field.
* @param location The location from which to generate an adjacency.
* @return A valid location within the grid area.
*/
public Location randomAdjacentLocation(Location location)
{
List<Location> adjacent = adjacentLocations(location);
return adjacent.get(0);
}
/**
* Get a shuffled list of the free adjacent locations.
* @param location Get locations adjacent to this.
* @return A list of free adjacent locations.
*/
public List<Location> getFreeAdjacentLocations(Location location)
{
List<Location> free = new LinkedList<>();
List<Location> adjacent = adjacentLocations(location);
for(Location next : adjacent) {
if(getObjectAt(next) == null) {
free.add(next);
}
}
return free;
}
/**
* Try to find a free location that is adjacent to the
* given location. If there is none, return null.
* The returned location will be within the valid bounds
* of the field.
* @param location The location from which to generate an adjacency.
* @return A valid location within the grid area.
*/
public Location freeAdjacentLocation(Location location)
{
// The available free ones.
List<Location> free = getFreeAdjacentLocations(location);
if(free.size() > 0) {
return free.get(0);
}
else {
return null;
}
}
/**
* Return a shuffled list of locations adjacent to the given one.
* The list will not include the location itself.
* All locations will lie within the grid.
* @param location The location from which to generate adjacencies.
* @return A list of locations adjacent to that given.
*/
public List<Location> adjacentLocations(Location location)
{
assert location != null : "Null location passed to adjacentLocations";
// The list of locations to be returned.
List<Location> locations = new LinkedList<>();
if(location != null) {
int row = location.getRow();
int col = location.getCol();
for(int roffset = -1; roffset <= 1; roffset++) {
int nextRow = row + roffset;
if(nextRow >= 0 && nextRow < depth) {
for(int coffset = -1; coffset <= 1; coffset++) {
int nextCol = col + coffset;
// Exclude invalid locations and the original location.
if(nextCol >= 0 && nextCol < width && (roffset != 0 || coffset != 0)) {
locations.add(new Location(nextRow, nextCol));
}
}
}
}
// Shuffle the list. Several other methods rely on the list
// being in a random order.
Collections.shuffle(locations, rand);
}
return locations;
}
/**
* Return a list of locations adjacent to the given one that contain animals
* The list will not include the location itself.
* All locations will lie within the grid.
* @param location The location from which to generate adjacencies.
* @return A list of locations adjacent to that given that contain an animal.
*/
public List<Location> adjacentAnimals(Location location) {
List<Location> adjacentLocations = adjacentLocations(location);
List<Location> animals = new LinkedList<>();
for(Location l : adjacentLocations) {
Object species = getObjectAt(l);
if(species instanceof Animal) {
animals.add(l);
}
}
return animals;
}
/**
* Return the depth of the field.
* @return The depth of the field.
*/
public int getDepth()
{
return depth;
}
/**
* Return the width of the field.
* @return The width of the field.
*/
public int getWidth()
{
return width;
}
}