Question: Game Play ( handleClickAt , initializeGame, getCurrentBoardAsString, getCurrentTurn ) : * handleClickAt: * Maintain a 2 D grid to represent the game board ( e

Game Play (handleClickAt, initializeGame, getCurrentBoardAsString, getCurrentTurn):
* handleClickAt:
* Maintain a 2D grid to represent the game board (e.g., board[ROWS][COLS]).
* Check if the clicked square is empty.
* Update the board (board[row][col]= currentTurn).
* Alternate currentTurn between "RING" and "CROSS".
* Return the appropriate TurnResult enum value (GAME_NOT_OVER, RING_WON, CROSS_WON, or DRAW).
* initializeGame:
* Initialize the board grid with empty values (e.g.,"").
* Set currentTurn to "RING" (or randomly based on your preference).
* getCurrentBoardAsString:
* Iterate through the board grid and construct a string representation using symbols for empty, ring, and cross (e.g.,"-","O","X").
* getCurrentTurn:
* Return the current turn's value ("RING" or "CROSS").
2. Win Detection (handleClickAt):
* handleClickAt:
* After updating the board and turn, check for wins in all directions (horizontal, vertical, diagonal) from the last placed stone.
* Use helper functions to check for lines of 5 of the same symbol.
* Update TurnResult to RING_WON or CROSS_WON if a win is found.
* Helper functions:
* Define functions to check for lines of 5 in a given direction (e.g., checkLineHorizontal, checkLineVertical, checkLineDiagonal).
* These functions should iterate through the board, considering edge cases and preventing out-of-bounds access.
3. Computer Player (handleClickAt, initComputerPlayer):
* initComputerPlayer:
* Store the opponent's symbol ("RING" or "CROSS").
* Set a flag to enable/disable the computer player based on the argument ("NONE", "COMPUTER").
* handleClickAt:
* If the computer player is enabled and it's their turn:
* Choose a legal move (empty square).
* This can be a simple strategy like:
* Prioritize creating or blocking lines of 4.
* Choose corners or sides if no immediate threats or opportunities exist.
* Randomly choose among remaining legal moves.
* You can explore more advanced strategies using minimax, alpha-beta pruning, or machine learning techniques.
public class Gomoku implements GomokuInterface {
private static final int DEFAULT_NUM_ROWS =15;
private static final int DEFAULT_NUM_COLS =15;
private static final int SQUARES_IN_LINE_FOR_WIN =5;
private Square[][] board;
private Square currentTurn;
private boolean enableComputerPlayer;
private Square opponentSymbol;
private Gomoku game;
public Gomoku(String opponent){
initComputerPlayer(opponent);
}
public int getNumRows(){
return DEFAULT_NUM_ROWS;
}
public int getNumCols(){
return DEFAULT_NUM_COLS;
}
public int getNumInLineForWin(){
return SQUARES_IN_LINE_FOR_WIN;
}
public enum TurnResult{
GAME_NOT_OVER,
RING_WON,
CROSS_WON,
DRAW
}
@Override
public TurnResult handleClickAt(int row, int col){
if (board[row][col]== Square.EMPTY){
return TurnResult.GAME_NOT_OVER;
}
board[row][col]= currentTurn;
if (checkWin(currentTurn)){
return currentTurn == Square.RING ? TurnResult.RING_WON : TurnResult.CROSS_WON;
}
if (checkDraw()){
return TurnResult.DRAW;
}
currentTurn =(currentTurn == Square.RING)? Square.CROSS : Square.RING;
return TurnResult.GAME_NOT_OVER;
}
private boolean diagonalRight(int r, int c){
Square square1= board[r][c];
int n =0;
for (int x = c, y = r; x < getNumRows() && y < getNumCols(); x++, y++){
if (square1.toString()== board[y][x].toString()){
n++;
} else {
break;
}
}
return (n >= getNumInLineForWin());
}
private boolean diagonalLeft(int r, int c){
Square square1= board[r][c];
int n =0;
for (int x = c, y = r; x < getNumRows() && y < getNumCols(); x--, y++){
if (square1.toString()== board[y][x].toString()){
n++;
} else {
break;
}
}
return (n >= getNumInLineForWin());
}
private boolean horizontal(int r, int c){
Square square1= board[r][c];
int n=0;
for (int i = c; i = GomokuInterface.SQUARES_IN_LINE_FOR_WIN);
}
private boolean vertical(int r, int c){
Square square1= board[r][c];
int n =0;
for (int i = r; i < getNumRows();i++){
if(square1.toString()== board[i][c].toString()){
n++;
}else{
break;
}
}
return (n >= getNumInLineForWin());
}

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