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Adds method that moves robot according to action enum
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@ -115,6 +115,14 @@ public class Board {
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moveRobot(robotID, robots.get(robotID).getFacingDirection());
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}
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/**
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* Moves a robot one unit backwards according to the direction it's currently facing
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* @param robotID The robot to move
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*/
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public void reverseRobot(RobotID robotID) {
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moveRobot(robotID, Direction.getReverseDirection(robots.get(robotID).getFacingDirection()));
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}
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/**
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* Moves a robot one unit in a specified direction
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* @param robotID ID of the robot to move
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@ -1,5 +1,6 @@
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package inf112.fiasko.roborally.objects;
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import inf112.fiasko.roborally.element_properties.Action;
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import inf112.fiasko.roborally.element_properties.Position;
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import inf112.fiasko.roborally.element_properties.RobotID;
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import inf112.fiasko.roborally.utility.BoardLoaderUtil;
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@ -52,6 +53,14 @@ public class RoboRallyGame implements IDrawableGame {
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return gameBoard.getAliveRobots();
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}
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/**
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* Makes the game thread wait a given time amount before continuing.
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* @throws InterruptedException If interrupted while trying to sleep.
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*/
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private void sleep() throws InterruptedException {
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long cycleDelay = 600;
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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}
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/**
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* Initializes the game with a debugging board
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*/
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@ -94,48 +103,100 @@ public class RoboRallyGame implements IDrawableGame {
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* @throws InterruptedException If interrupted while trying to sleep
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*/
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private void runGameLoop() throws InterruptedException {
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long cycleDelay = 600;
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TimeUnit.SECONDS.sleep(3);
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gameBoard.rotateRobotRight(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotLeft(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_1);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.rotateRobotRight(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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TimeUnit.MILLISECONDS.sleep(cycleDelay);
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gameBoard.moveRobotForward(RobotID.ROBOT_2);
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makeMove(RobotID.ROBOT_1, Action.MOVE_1);
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makeMove(RobotID.ROBOT_1, Action.MOVE_2);
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makeMove(RobotID.ROBOT_1, Action.BACK_UP);
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makeMove(RobotID.ROBOT_1, Action.BACK_UP);
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makeMove(RobotID.ROBOT_1, Action.MOVE_3);
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makeMove(RobotID.ROBOT_1, Action.ROTATE_LEFT);
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makeMove(RobotID.ROBOT_1, Action.U_TURN);
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makeMove(RobotID.ROBOT_1, Action.ROTATE_RIGHT);
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makeMove(RobotID.ROBOT_2, Action.ROTATE_LEFT);
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makeMove(RobotID.ROBOT_2, Action.MOVE_3);
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makeMove(RobotID.ROBOT_2, Action.MOVE_3);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.U_TURN);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.MOVE_3);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.BACK_UP);
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makeMove(RobotID.ROBOT_2, Action.ROTATE_LEFT);
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makeMove(RobotID.ROBOT_2, Action.U_TURN);
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}
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/**
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* Makes the given robot move according to to the action input.
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* @param robotID The ID of the robot to move.
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* @param action The specific movement the robot is to take.
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* @throws InterruptedException If interrupted wile trying to sleep.
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*/
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private void makeMove(RobotID robotID, Action action) throws InterruptedException {
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if (!gameBoard.isRobotAlive(robotID)) {
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return;
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}
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sleep();
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switch (action) {
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case MOVE_1:
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moveForward(robotID);
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break;
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case MOVE_2:
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moveForward(robotID);
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moveForward(robotID);
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break;
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case MOVE_3:
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moveForward(robotID);
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moveForward(robotID);
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moveForward(robotID);
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break;
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case ROTATE_RIGHT:
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gameBoard.rotateRobotRight(robotID);
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break;
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case ROTATE_LEFT:
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gameBoard.rotateRobotLeft(robotID);
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break;
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case U_TURN:
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gameBoard.rotateRobotLeft(robotID);
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gameBoard.rotateRobotLeft(robotID);
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break;
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case BACK_UP:
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gameBoard.reverseRobot(robotID);
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break;
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}
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}
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/**
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* Helper method for makeMove. Takes care of movement forward of given robot.
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* @param robotID ID of the given robot.
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* @throws InterruptedException If interrupted wile sleeping.
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*/
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private void moveForward(RobotID robotID) throws InterruptedException {
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if (!gameBoard.isRobotAlive(robotID)) {
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return;
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}
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sleep();
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gameBoard.moveRobotForward(robotID);
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}
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}
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