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validity.js
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validity.js
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function findPlacements()
{
var pos1row = row;
var pos1col = col;
var pos2row;
var pos2col;
var pos3row;
var pos3col;
if(flipped == 1)
{
pos2row = row -1;
pos2col = col + ((row+1) % 2);
pos3row = row -1;
pos3col = pos2col - 1;
}
else
{
pos2row = row + 1;
pos2col = col - (row % 2);
pos3row = row + 1;
pos3col = pos2col + 1;
}
coordinates = [pos1row,pos1col,pos2row,pos2col,pos3row,pos3col];
}
function notSquashed(squashed,hexRow,hexCol)
{
for(var j = 0;j < squashed.length/2; j++)
{
if(squashed[j*2] == hexRow && squashed[j*2+1] == hexCol)
{
return false;
}
}
return true;
}
function adjOfAdj(hRow,hCol,squashed,curPlayer)
{
var adj = getAdjacent(hRow,hCol);
for(var i = 0; i < adj.length / 2;i++)
{
if(colorGrid[adj[i*2]][adj[i*2+1]].playerOwner == curPlayer)
{
if(notSquashed(squashed,adj[i*2],adj[i*2+1]) == true)
{
return true;
}
}
}
return false;
}
function checkAdj(adj,squashed,curPlayer)
{
for(var i = 0; i < adj.length / 2;i++)
{
if(colorGrid[adj[i*2]][adj[i*2+1]].playerOwner == curPlayer)
{
if(notSquashed(squashed,adj[i*2],adj[i*2+1]) == true)
{
return true;
}
else
{
if(adjOfAdj(adj[i*2],adj[i*2+1],squashed,curPlayer) == true)
{
return true;
}
}
}
}
return false;
}
/*function checkSettlement(set,squashed)
{
for(var i = 0; i < set.length;i++)
{
if(notSquashed(squashed,set[i].row,set[i].col) == true)
return true;
}
return false;
}*/
function validEruption(coordinates)
{
for(var i = 0; i < 3;i++)
{
if((colorGrid[coordinates[i*2]][coordinates[i*2+1]].playerOwner != 0))
{
/*var set = BFS(coordinates[i*2],coordinates[i*2+1]);
if(checkSettlement(set.settlements,coordinates) == false)
{
return false;
}*/
var adj = getAdjacent(coordinates[i*2],coordinates[i*2+1]);
if(checkAdj(adj,coordinates,colorGrid[coordinates[i*2]][coordinates[i*2+1]].playerOwner) == false)
{
alarm = "You cannot create an erruption that destroys an entire settlement";
return false;
}
}
}
return true;
}
function contains(array,value)
{
for(var i = 0; i < array.length; i++)
{
if(array[i] == value)
return true;
}
return false;
}
function containsCoordinate(array,coord)
{
for(var i = 0; i < array.length; i++)
{
if(array[i].row == coord.row && array[i].col == coord.col)
return true;
}
return false;
}
function validTower(therow,thecol)
{
if(colorGrid[therow][thecol].level < 3)
{
alarm = "you must place towers on a field of level 3 or higher";
return false;
}
else if(colorGrid[therow][thecol].color == VOLCANOCOLOR)
{
alarm = "you cannot place towers on a volcano field";
return false;
}
else if(colorGrid[therow][thecol].playerOwner != 0)
{
alarm = "you cannot place towers on a field that is already occupied by buildings";
return false;
}
else
{
var adjacent = getAdjacent(therow,thecol);
var found = false;
for (var i = 0; i < adjacent.length / 2; i++)
{
if(colorGrid[adjacent[i*2]][adjacent[i*2+1]].playerOwner == playerTurn)
{
var borderSettle = BFS(adjacent[i*2],adjacent[i*2+1]);
if(borderSettle.settlement.length > 0)
{
if(borderSettle.hasTower == 1)
{
alarm = "towers cannot be built adjacent to settlements that already contain a tower";
return false;
}
//had playerOwner change here but removed
found = true;
}
}
}
if(found == true)
{
return true;
}
alarm = "towers must be placed bordering a settlement";
return false;
}
}
function validHut(therow,thecol)
{
if(colorGrid[therow][thecol].level == 0)
{
//console.log(colorGrid[row][col].level);
alarm = "you must place huts on a field";
return false;
}
else if(colorGrid[therow][thecol].color == VOLCANOCOLOR)
{
alarm = "you cannot place huts on a volcano field";
return false;
}
else if(colorGrid[therow][thecol].playerOwner != 0 && colorGrid[therow][thecol].playerOwner != playerTurn)
{
alarm = "you cannot place huts on a field that is occupied by another player";
return false;
}
else if(colorGrid[therow][thecol].level != 1)
{
alarm = "you cannot place huts on a level other than level 1";
return false;
}
else if(colorGrid[therow][thecol].temple == 1 || colorGrid[therow][thecol].tower == 1 || colorGrid[therow][thecol].huts > 0)
{
alarm = "you cannot place huts on a field containing other buildings";
return false;
}
//had playerOwner change here but removed
return true;
}
function validTemple(therow,thecol)
{
if(colorGrid[therow][thecol].level == 0)
{
alarm = "you must place towers on a field";
return false;
}
else if(colorGrid[therow][thecol].color == VOLCANOCOLOR)
{
alarm = "you cannot place temples on a volcano field";
return false;
}
else if(colorGrid[therow][thecol].playerOwner != 0)
{
alarm = "you cannot place temples on a field that is already occupied by buildings";
return false;
}
else
{
var adjacent = getAdjacent(therow,thecol);
for (var i = 0; i < adjacent.length / 2; i++)
{
if(colorGrid[adjacent[i*2]][adjacent[i*2+1]].playerOwner == playerTurn)
{
var borderSettle = BFS(adjacent[i*2],adjacent[i*2+1]);
if(borderSettle.settlement.length >= 3)
{
if(borderSettle.hasTemple == 1)
{
alarm = "temples cannot be built adjacent to settlments that already contain a temple";
return false;
}
//had playerOwner change here but removed
return true;
}
}
}
alarm = "temples must be placed bordering a settlement of at least size 3";
return false;
}
}
function sameLevel()
{
var level1 = colorGrid[coordinates[0]][coordinates[1]].level;
var level2 = colorGrid[coordinates[2]][coordinates[3]].level;
var level3 = colorGrid[coordinates[4]][coordinates[5]].level;
if(level1 == level2 && level1== level3)
{
return true;
}
else
{
return false;
}
}
function getAdjacent(hexRow,hexCol)
{
var neighbors = Array(12);
var offset;
if(hexRow % 2 == 0)
{
offset = 0;
}
else
{
offset = -1;
}
for(var i = 0; i < 3;i++)
{
neighbors[i*4] = hexRow + i - 1;
neighbors[i*4 + 2] = hexRow + i - 1;
}
for(var i = 0; i < 2;i++)
{
neighbors[i*8 + 1] = hexCol + offset;
neighbors[i*8 + 3] = hexCol + offset + 1;
}
neighbors[5] = hexCol - 1;
neighbors[7] = hexCol + 1;
/*console.log("neighbors of" + hexRow + "," + hexCol);
for(var i = 0; i < 6;i++)
{
console.log(neighbors[i*2] + "," + neighbors[i*2 + 1]);
}*/
return neighbors;
}
function sameSettlement(hexRow,hexCol,borders)
{
var sameSettlement = [];
//console.log("borders:" + borders.length/2);
for(var i = 0; i < borders.length/2;i++)
{
//console.log(borders[i*2] + "," + borders[i*2 +1]);
//console.log(colorGrid[borders[i*2]][borders[i*2+1]].playerOwner);
if(colorGrid[hexRow][hexCol].playerOwner == colorGrid[borders[i*2]][borders[i*2 +1]].playerOwner)
{
sameSettlement.push(borders[i*2]);
sameSettlement.push(borders[i*2+1]);
}
}
return sameSettlement;
}
function volcanoPlacement()
{
//first level placement doesn't matter
if(colorGrid[coordinates[volcano*2]][coordinates[volcano*2+1]].level == 0)
return true;
//a volcano tile is under the volcano tile that will be placed
if(colorGrid[coordinates[volcano*2]][coordinates[volcano*2+1]].color == VOLCANOCOLOR)
{
var lavaflow = getLavaFlow();
if(!(colorGrid[coordinates[volcano*2]][coordinates[volcano*2+1]].lavaRow == lavaflow.lavaRow &&
colorGrid[coordinates[volcano*2]][coordinates[volcano*2+1]].lavaCol == lavaflow.lavaCol))
return true;
}
return false;
}
function isAdjacent()
{
findPlacements();
var neighbors;
if(tilesRemaining == tilesCapacity -1)
return true;
for(var i = 0; i < 3;i++)
{
neighbors = getAdjacent(coordinates[i*2],coordinates[i*2 + 1]);
for(var j = 0; j < 6; j++)
{
if(colorGrid[neighbors[j*2]][neighbors[j*2+1]].level > 0)
return true;
}
}
return false;
}
function containsTower()
{
for(var i = 0; i < 3;i++)
{
if(colorGrid[coordinates[i*2]][coordinates[i*2+1]].tower == 1)
return true;
}
return false;
}
function containsTemple()
{
for(var i = 0; i < 3;i++)
{
if(colorGrid[coordinates[i*2]][coordinates[i*2+1]].temple == 1)
return true;
}
return false;
}
function validity()
{
if(isAdjacent() == false)
{
alarm = "There is no adjacent tile. Please try placing again";
return false;
}
if(sameLevel() == false)
{
alarm = "The tiles beneath are not on equal level. Please try placing again";
return false;
}
if(volcanoPlacement() == false)
{
alarm = "the volcano alignment of the tile beneath is invalid";
return false;
}
if(containsTower() == true)
{
alarm = "You cannot place tiles over fields containing towers";
return false;
}
if(containsTemple() == true)
{
alarm = "You cannot place tiles over fields containing temples";
return false;
}
if(colorGrid[row][col].level > 0)
{
if(validEruption(coordinates) == false)
{
return false;
}
}
alarm = "no allert";
return true;
}
function findValidPosition()
{
var v = 0;
var r = 0;
var c = 0;
var closeX = mouseX - 10;
var closeY = mouseY - 10 + size;
if(flipped == 1)
{
closeY = mouseY - size;
}
//console.log("closeX " + closeX);
//console.log("closeY " + closeY);
var checkX;
var checkY;
for(var i = 0; i < rows;i++)
{
checkY = i * 1.5 * size + offY;
for(var j = 0; j < columns; j++)
{
if(v == 1)
{
break;
}
if(i % 2 == 0)
{
checkX = j * xIncrement/2 - size + offX;
if(distance(closeX,closeY,checkX,checkY) < size)
{
//console.log(i + "," + j);
closeX = checkX;
closeY = checkY;
r = i;
c = j;
v = 1;
break;
}
}
else
{
checkX = j * xIncrement/2 -size - xIncrement/4 + offX;
if(distance(closeX,closeY,checkX,checkY) < size)
{
//console.log(i + "," + j);
//console.log(distance(closeX,closeY,checkX,checkY));
closeX = checkX;
closeY = checkY;
r = i;
c = j;
v = 1;
break;
}
}
context.font = "12px Arial";
context.fillStyle = "black";
//context.fillText(i + "," + j,checkX-size/2,checkY);
}
}
return {
x: closeX,
y: closeY,
valid: v,
row: r,
col: c,
}
}
function validExpansion(therow,thecol)
{
if(colorGrid[therow][thecol].playerOwner == 0 || colorGrid[therow][thecol].playerOwner != playerTurn)
{
alarm = "you must select a terrain tile you occupy of the settlement you wish to expand";
return false;
}
//console.log(row + "," + col);
var possibleSettlement = BFS(therow,thecol).settlement;
console.log(possibleSettlement);
var foundBorder = false;
for(var i = 0; i < possibleSettlement.length;i++)
{
var possAdj = getAdjacent(possibleSettlement[i].row,possibleSettlement[i].col);
for(var j = 0; j < possAdj.length/2;j++)
{
if(colorGrid[possAdj[j*2]][possAdj[j*2+1]].playerOwner == 0 && colorGrid[possAdj[j*2]][possAdj[j*2+1]].level > 0 && colorGrid[possAdj[j*2]][possAdj[j*2+1]].color != VOLCANOCOLOR)
{
expansionHighlights.push(new Coordinate(possAdj[j*2],possAdj[j*2+1]));
foundBorder = true;
}
}
}
if(foundBorder == false)
{
console.log("didn't find border");
alarm = "there are no possible terrain tiles to expand to from that settlement";
return false;
}
expandingSettlement = new Coordinate(therow,thecol);
return true;
}
function validTerrain()
{
console.log(expansionHighlights.length);
var validity = false;
var v;
var t;
for(var i = 0; i < expansionHighlights.length;i++)
{
if(row == expansionHighlights[i].row && col == expansionHighlights[i].col)
{
v = true;
t = colorGrid[row][col].color;
}
}
return{
validity: v,
terrain: t,
}
}
function testExpansion(terrain)
{
var testHuts = huts[playerTurn-1];
for(var i = 0; i < expansionHighlights.length;i++)
{
if(colorGrid[expansionHighlights[i].row][expansionHighlights[i].col].color == terrain)
{
testHuts -= colorGrid[expansionHighlights[i].row][expansionHighlights[i].col].level;
}
}
if(testHuts < 0)
{
return false;
}
return true;
}
function canBuild()
{
if(!(canBuildHut()) && !(canBuildTower()) && !(canBuildTemple()) && !(canExpand()))
{
return false;
}
return true;
}
function canBuildHut()
{
if(huts[playerTurn -1] == 0)
{
return false;
}
for(var i = 0;i < rows;i++)
{
for(var j = 0;j < columns;j++)
{
if(validHut(i,j) == true)
{
return true;
}
}
}
return false;
}
function canBuildTemple()
{
if(temples[playerTurn -1] == 0)
{
return false;
}
for(var i = 0;i < rows;i++)
{
for(var j = 0;j < columns;j++)
{
if(validTemple(i,j))
{
return true;
}
}
}
return false;
}
function canBuildTower()
{
if(towers[playerTurn -1] == 0)
{
return false;
}
for(var i = 0;i < rows;i++)
{
for(var j = 0;j < columns;j++)
{
if(validTower(i,j))
{
return true;
}
}
}
return false;
}
function canExpand()
{
if(temples[playerTurn -1] == 0)
{
return false;
}
for(var i = 0;i < rows;i++)
{
for(var j = 0;j < columns;j++)
{
if(validExpansion(i,j))
{
return true;
}
}
}
return false;
}
function placedBuildings()
{
for(var i = 0; i < players; i++)
{
var buildingsfinished = 0;
if(huts[i] == 0)
{
buildingsfinished += 1;
}
if(temples[i] == 0)
{
buildingsfinished += 1;
}
if(towers[i] == 0)
{
buildingsfinished += 1;
}
if(buildingsfinished > 1)
{
winner = i + 1;
return true;
}
}
return false;
}
function gameOver()
{
if(eliminated.length == players -1)
{
return true;
}
if(tilesRemaining == 0)
{
return true;
}
if(placedBuildings() == true)
{
return true;
}
return false;
}