2 Commits

5 changed files with 332 additions and 363 deletions

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@@ -1,3 +1,6 @@
# === Environnements ===
TEST_ENV = "bin:/usr/share/java/junit.jar:/usr/share/java/hamcrest-core.jar"
# === Répertoires ===
SRC_DIR = fr
BIN_DIR = bin
@@ -12,12 +15,16 @@ SOURCES := $(shell find $(SRC_DIR) -name "*.java")
# === Classe principale ===
MAIN_CLASS = fr.iut_fbleau.Avalam.Main
# === Classe de test ===
TEST_CLASS = fr.iut_fbleau.Tests.AvalamBoardTest
# === Commandes Java ===
JC = javac
JCFLAGS = -d $(BIN_DIR)
JCFLAGS = -d $(BIN_DIR) -cp $(TEST_ENV)
JAVA = java
JAVAFLAGS = -cp $(BIN_DIR)
JAVAFLAGS_TESTS = -cp $(TEST_ENV)
# === Règle par défaut ===
all: build
@@ -43,6 +50,12 @@ run:
@echo "===> Lancement du jeu Avalam..."
@$(JAVA) $(JAVAFLAGS) $(MAIN_CLASS)
# === Tests ===
test:
@echo "===> Lancement des tests..."
@$(JAVA) $(JAVAFLAGS_TESTS) org.junit.runner.JUnitCore $(TEST_CLASS)
@echo "... Fin des tests."
# === Nettoyage ===
clean:
@echo "===> Suppression des fichiers compilés..."

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@@ -0,0 +1,37 @@
package fr.iut_fbleau.Avalam;
import javax.swing.*;
import java.awt.*;
/**
* La classe <code>BackgroundLayer</code>
*
* Sous composant de BoardView affichant limage de fond.
*/
public class BackgroundLayer extends JComponent {
private Image img;
/**
* Construit une couche de fond.
*
* @param resourcePath chemin de l'image de fond
*/
public BackgroundLayer(String resourcePath) {
img = Toolkit.getDefaultToolkit().getImage(
getClass().getClassLoader().getResource(resourcePath)
);
}
/**
* Dessine l'image de fond.
*
* @param g contexte graphique
*/
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
}
}
}

View File

@@ -1,192 +1,159 @@
package fr.iut_fbleau.Avalam;
import javax.swing.*;
import java.awt.*;
/**
* La classe <code>BoardView</code>
*
* Représente la vue principale du plateau Avalam.
* Elle gère :
* - laffichage des tours (PieceLayer)
* - laffichage des coups possibles (HighlightLayer)
* - laffichage du fond graphique
* - les clics via InteractionController
*
* Cette classe ne contient aucune logique de règles du jeu.
*
* @version 1.0
* Date :
* Licence :
*/
public class BoardView extends JLayeredPane {
//Attributs
/** Référence au moteur Avalam. */
private AvalamBoard board;
/** Couche daffichage du fond. */
private BackgroundLayer backgroundLayer;
/** Couche daffichage des coups possibles. */
private HighlightLayer highlightLayer;
/** Couche daffichage des pièces. */
private PieceLayer pieceLayer;
/** Contrôleur des interactions. */
private InteractionController controller;
/** Taille dun pion en pixels. */
private final int size = 50;
/** Espacement entre les cases. */
private final int spacing = 70;
/** Décalage horizontal du plateau. */
private final int xBase = 60;
/** Décalage vertical du plateau. */
private final int yBase = 60;
/** Callback vers AvalamWindow pour mise à jour (score, tour, fin). */
private Runnable boardUpdateCallback;
//Constructeur
/**
* Construit la vue du plateau.
*
* @param board moteur du jeu
* @param boardUpdateCallback callback à appeler après un coup
*/
public BoardView(AvalamBoard board, Runnable boardUpdateCallback) {
this.board = board;
this.boardUpdateCallback = boardUpdateCallback;
setLayout(null);
// Contrôleur
this.controller = new InteractionController(board, this);
// Couche fond
backgroundLayer = new BackgroundLayer("fr/iut_fbleau/Res/BackgroundAvalam.png");
backgroundLayer.setBounds(0, 0, 725, 725);
add(backgroundLayer, JLayeredPane.FRAME_CONTENT_LAYER);
// Couche highlight
highlightLayer = new HighlightLayer(xBase, yBase, spacing, size);
add(highlightLayer, JLayeredPane.DEFAULT_LAYER);
// Couche pièces
pieceLayer = new PieceLayer();
add(pieceLayer, JLayeredPane.PALETTE_LAYER);
setPreferredSize(new Dimension(725, 725));
refresh();
}
//Méthodes
/**
* Retourne le contrôleur d'interactions (utile pour simuler les clics du bot).
*
* @return contrôleur
*/
public InteractionController getController() {
return controller;
}
/**
* Active/désactive les interactions utilisateur sur le plateau.
* Utile pendant l'animation du bot pour éviter des clics concurrents.
*
* @param enabled true pour activer, false pour désactiver
*/
public void setInteractionEnabled(boolean enabled) {
// Désactive la couche des pièces (boutons) principalement
pieceLayer.setEnabled(enabled);
for (Component c : pieceLayer.getComponents()) {
c.setEnabled(enabled);
}
}
/**
* Appelé par le contrôleur après un coup.
*/
public void onBoardUpdated() {
if (boardUpdateCallback != null) {
boardUpdateCallback.run();
}
}
/**
* Rafraîchit les couches visuelles.
*/
public void refresh() {
pieceLayer.displayGrid(
boardGrid(),
xBase, yBase, spacing, size,
(r, c) -> controller.onPieceClicked(r, c)
);
highlightLayer.setLegalMoves(controller.getLegalMoves());
backgroundLayer.repaint();
highlightLayer.repaint();
pieceLayer.repaint();
repaint();
}
/**
* Récupère la grille depuis le moteur.
*
* @return grille 9x9 de tours
*/
private Tower[][] boardGrid() {
Tower[][] grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
for (int r = 0; r < AvalamBoard.SIZE; r++) {
for (int c = 0; c < AvalamBoard.SIZE; c++) {
grid[r][c] = board.getTowerAt(r, c);
}
}
return grid;
}
//Affichage
/**
* Composant affichant limage de fond.
*/
private static class BackgroundLayer extends JComponent {
private Image img;
/**
* Construit une couche de fond.
*
* @param resourcePath chemin de l'image de fond
*/
public BackgroundLayer(String resourcePath) {
img = Toolkit.getDefaultToolkit().getImage(
getClass().getClassLoader().getResource(resourcePath)
);
}
/**
* Dessine l'image de fond.
*
* @param g contexte graphique
*/
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (img != null) {
g.drawImage(img, 0, 0, getWidth(), getHeight(), this);
}
}
}
}
package fr.iut_fbleau.Avalam;
import javax.swing.*;
import java.awt.*;
/**
* La classe <code>BoardView</code>
*
* Représente la vue principale du plateau Avalam.
* Elle gère :
* - laffichage des tours (PieceLayer)
* - laffichage des coups possibles (HighlightLayer)
* - laffichage du fond graphique (BackgroundLayer)
* - les clics via InteractionController
*
* Cette classe ne contient aucune logique de règles du jeu.
*
* @version 1.0
* Date :
* Licence :
*/
public class BoardView extends JLayeredPane {
//Attributs
/** Référence au moteur Avalam. */
private AvalamBoard board;
/** Couche daffichage du fond. */
private BackgroundLayer backgroundLayer;
/** Couche daffichage des coups possibles. */
private HighlightLayer highlightLayer;
/** Couche daffichage des pièces. */
private PieceLayer pieceLayer;
/** Contrôleur des interactions. */
private InteractionController controller;
/** Taille dun pion en pixels. */
private final int size = 50;
/** Espacement entre les cases. */
private final int spacing = 70;
/** Décalage horizontal du plateau. */
private final int xBase = 60;
/** Décalage vertical du plateau. */
private final int yBase = 60;
/** Callback vers AvalamWindow pour mise à jour (score, tour, fin). */
private Runnable boardUpdateCallback;
//Constructeur
/**
* Construit la vue du plateau.
*
* @param board moteur du jeu
* @param boardUpdateCallback callback à appeler après un coup
*/
public BoardView(AvalamBoard board, Runnable boardUpdateCallback) {
this.board = board;
this.boardUpdateCallback = boardUpdateCallback;
setLayout(null);
// Contrôleur
this.controller = new InteractionController(board, this);
// Couche fond
backgroundLayer = new BackgroundLayer("fr/iut_fbleau/Res/BackgroundAvalam.png");
backgroundLayer.setBounds(0, 0, 725, 725);
add(backgroundLayer, JLayeredPane.FRAME_CONTENT_LAYER);
// Couche highlight
highlightLayer = new HighlightLayer(xBase, yBase, spacing, size);
add(highlightLayer, JLayeredPane.DEFAULT_LAYER);
// Couche pièces
pieceLayer = new PieceLayer();
add(pieceLayer, JLayeredPane.PALETTE_LAYER);
setPreferredSize(new Dimension(725, 725));
refresh();
}
//Méthodes
/**
* Retourne le contrôleur d'interactions (utile pour simuler les clics du bot).
*
* @return contrôleur
*/
public InteractionController getController() {
return controller;
}
/**
* Active/désactive les interactions utilisateur sur le plateau.
* Utile pendant l'animation du bot pour éviter des clics concurrents.
*
* @param enabled true pour activer, false pour désactiver
*/
public void setInteractionEnabled(boolean enabled) {
// Désactive la couche des pièces (boutons) principalement
pieceLayer.setEnabled(enabled);
for (Component c : pieceLayer.getComponents()) {
c.setEnabled(enabled);
}
}
/**
* Appelé par le contrôleur après un coup.
*/
public void onBoardUpdated() {
if (boardUpdateCallback != null) {
boardUpdateCallback.run();
}
}
/**
* Rafraîchit les couches visuelles.
*/
public void refresh() {
pieceLayer.displayGrid(
boardGrid(),
xBase, yBase, spacing, size,
(r, c) -> controller.onPieceClicked(r, c)
);
highlightLayer.setLegalMoves(controller.getLegalMoves());
backgroundLayer.repaint();
highlightLayer.repaint();
pieceLayer.repaint();
repaint();
}
/**
* Récupère la grille depuis le moteur.
*
* @return grille 9x9 de tours
*/
private Tower[][] boardGrid() {
Tower[][] grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
for (int r = 0; r < AvalamBoard.SIZE; r++) {
for (int c = 0; c < AvalamBoard.SIZE; c++) {
grid[r][c] = board.getTowerAt(r, c);
}
}
return grid;
}
}

View File

@@ -18,175 +18,5 @@ import java.util.*;
*
* Objectif : trop fort. */
public class DivineBot{
private final Player me;
private final int maxDepth;
private final Random rng = new Random();
public DivineBot(Player p, int maxDepth) {
super(p);
this.me = p;
this.maxDepth = Math.max(1, maxDepth);
}
// ===================== COUP À JOUER =====================
@Override
public AbstractPly giveYourMove(IBoard board) {
if (board == null || board.isGameOver()) return null;
List<AbstractPly> moves = listMoves(board);
if (moves.isEmpty()) return null;
boolean isMax = board.getCurrentPlayer() == me;
int bestValue = isMax ? Integer.MIN_VALUE : Integer.MAX_VALUE;
List<AbstractPly> bestMoves = new ArrayList<>();
int alpha = Integer.MIN_VALUE;
int beta = Integer.MAX_VALUE;
for (AbstractPly m : moves) {
IBoard next = board.safeCopy();
next.doPly(m);
int value = alphaBeta(next, maxDepth - 1, alpha, beta);
if (isMax) {
if (value > bestValue) {
bestValue = value;
bestMoves.clear();
bestMoves.add(m);
} else if (value == bestValue) {
bestMoves.add(m);
}
alpha = Math.max(alpha, bestValue);
} else {
if (value < bestValue) {
bestValue = value;
bestMoves.clear();
bestMoves.add(m);
} else if (value == bestValue) {
bestMoves.add(m);
}
beta = Math.min(beta, bestValue);
}
}
return bestMoves.get(rng.nextInt(bestMoves.size()));
}
// ===================== ALPHA-BETA =====================
private int alphaBeta(IBoard board, int depth, int alpha, int beta) {
if (board.isGameOver()) {
return terminalValue(board);
}
if (depth == 0) {
return evaluate(board);
}
List<AbstractPly> moves = listMoves(board);
if (moves.isEmpty()) {
return evaluate(board);
}
boolean isMax = board.getCurrentPlayer() == me;
if (isMax) {
int best = Integer.MIN_VALUE;
for (AbstractPly m : moves) {
IBoard next = board.safeCopy();
next.doPly(m);
int val = alphaBeta(next, depth - 1, alpha, beta);
best = Math.max(best, val);
alpha = Math.max(alpha, best);
if (alpha >= beta) break;
}
return best;
} else {
int best = Integer.MAX_VALUE;
for (AbstractPly m : moves) {
IBoard next = board.safeCopy();
next.doPly(m);
int val = alphaBeta(next, depth - 1, alpha, beta);
best = Math.min(best, val);
beta = Math.min(beta, best);
if (alpha >= beta) break;
}
return best;
}
}
// ===================== TERMINAL =====================
private int terminalValue(IBoard board) {
Result r = board.getResult();
if (r == null) return 0;
boolean botIsP1 = (me == Player.PLAYER1);
if (r == Result.DRAW) return 0;
if (botIsP1) {
return (r == Result.WIN) ? 100000 : -100000;
} else {
return (r == Result.LOSS) ? 100000 : -100000;
}
}
// ===================== ÉVALUATEUR =====================
/**
* Évaluateur heuristique Avalam :
* - tours finales > quasi finales > stables > faibles
* - approximation du score final
*/
private int evaluate(IBoard board) {
if (!(board instanceof AvalamBoard)) return 0;
AvalamBoard b = (AvalamBoard) board;
Color myColor = (me == Player.PLAYER1) ? Color.YELLOW : Color.RED;
Color oppColor = (me == Player.PLAYER1) ? Color.RED : Color.YELLOW;
int score = 0;
for (int r = 0; r < AvalamBoard.SIZE; r++) {
for (int c = 0; c < AvalamBoard.SIZE; c++) {
Tower t = b.getTowerAt(r, c);
if (t == null) continue;
int h = t.getHeight();
int value;
if (h == 5) value = 1000; // tour gagnée
else if (h == 4) value = 300; // quasi gagnée
else if (h == 3) value = 120; // stable
else if (h == 2) value = 40;
else value = 10;
if (t.getColor() == myColor) score += value;
else if (t.getColor() == oppColor) score -= value;
}
}
return score;
}
// ===================== OUTILS =====================
private List<AbstractPly> listMoves(IBoard board) {
List<AbstractPly> moves = new ArrayList<>();
Iterator<AbstractPly> it = board.iterator();
while (it.hasNext()) moves.add(it.next());
return moves;
}
}

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@@ -0,0 +1,122 @@
package fr.iut_fbleau.Tests;
import fr.iut_fbleau.GameAPI.AbstractPly;
import fr.iut_fbleau.GameAPI.Player;
import fr.iut_fbleau.Avalam.AvalamBoard;
import fr.iut_fbleau.Avalam.AvalamPly;
import fr.iut_fbleau.Avalam.Tower;
import fr.iut_fbleau.Avalam.Color;
import org.junit.Before;
import org.junit.Test;
//import org.mockito.Mockito; //À retirer si Mockito absent
import static org.junit.Assert.*;
/**
* La classe <code>AvalamBoardTest</code> test si la méthode isLegal() fonctionne comme prévu.
*/
public class AvalamBoardTest {
private Tower[][] grid;
private AvalamBoard board;
@Before
public void setUp() {
grid = new Tower[AvalamBoard.SIZE][AvalamBoard.SIZE];
// Par défaut, current player sera PLAYER1 via constructeur sans joueur
board = new AvalamBoard(grid);
}
/*
@Test //À retirer si Mockito absent
public void nonAvalamPly_returnsFalse() {
AbstractPly fake = Mockito.mock(AbstractPly.class); // instance non-AvalamPly
assertFalse(board.isLegal(fake));
}*/
@Test
public void outOfBounds_returnsFalse() {
grid[2][2] = new Tower(1, Color.YELLOW);
grid[2][3] = new Tower(1, Color.RED);
AvalamPly p = new AvalamPly(Player.PLAYER1, -1, 2, 2, 3);
assertFalse(board.isLegal(p));
AvalamPly p2 = new AvalamPly(Player.PLAYER1, 2, 2, 9, 3);
assertFalse(board.isLegal(p2));
}
@Test
public void sameCell_returnsFalse() {
grid[4][4] = new Tower(1, Color.YELLOW);
AvalamPly p = new AvalamPly(Player.PLAYER1, 4, 4, 4, 4);
assertFalse(board.isLegal(p));
}
@Test
public void emptySourceOrDest_returnsFalse() {
// source null
grid[3][3] = null;
grid[3][4] = new Tower(1, Color.RED);
AvalamPly p1 = new AvalamPly(Player.PLAYER1, 3, 3, 3, 4);
assertFalse(board.isLegal(p1));
// dest null
grid[5][5] = new Tower(1, Color.YELLOW);
grid[5][6] = null;
AvalamPly p2 = new AvalamPly(Player.PLAYER1, 5, 5, 5, 6);
assertFalse(board.isLegal(p2));
}
@Test
public void sourceNotOwned_returnsFalse() {
// current player = PLAYER1 -> color must be YELLOW
grid[2][2] = new Tower(1, Color.RED); // not owned
grid[2][3] = new Tower(1, Color.YELLOW);
AvalamPly p = new AvalamPly(Player.PLAYER1, 2, 2, 2, 3);
assertFalse(board.isLegal(p));
}
@Test
public void notAdjacent_returnsFalse() {
grid[0][0] = new Tower(1, Color.YELLOW);
grid[0][2] = new Tower(1, Color.RED);
AvalamPly p = new AvalamPly(Player.PLAYER1, 0, 0, 0, 2);
assertFalse(board.isLegal(p));
}
@Test
public void sameColor_returnsFalse() {
grid[6][6] = new Tower(1, Color.YELLOW);
grid[6][7] = new Tower(1, Color.YELLOW); // same color as source
AvalamPly p = new AvalamPly(Player.PLAYER1, 6, 6, 6, 7);
assertFalse(board.isLegal(p));
}
@Test
public void tooTallAfterMerge_returnsFalse() {
grid[1][1] = new Tower(3, Color.YELLOW);
grid[1][2] = new Tower(3, Color.RED); // 3+3 = 6 > MAX_HEIGHT (5)
AvalamPly p = new AvalamPly(Player.PLAYER1, 1, 1, 1, 2);
assertFalse(board.isLegal(p));
}
@Test
public void validMove_returnsTrue() {
grid[4][4] = new Tower(2, Color.YELLOW); // owned by PLAYER1
grid[4][5] = new Tower(2, Color.RED); // opposite color
AvalamPly p = new AvalamPly(Player.PLAYER1, 4, 4, 4, 5);
assertTrue(board.isLegal(p));
}
@Test
public void currentPlayerMismatchInPlyDoesNotAffectOwnershipCheck() {
// Even if AvalamPly is constructed with a player value, isLegal uses board.getCurrentPlayer()
grid[7][7] = new Tower(1, Color.YELLOW); // owned by PLAYER1 (board default)
grid[7][8] = new Tower(1, Color.RED);
// Construct ply with PLAYER2 explicitly — ownership check should still compare to board.getCurrentPlayer()
AvalamPly p = new AvalamPly(Player.PLAYER2, 7, 7, 7, 8);
assertFalse(board.isLegal(p));
}
}