finished implementing map parser (Dungeon.buildDungeon())
the parser now sets up references between adjecent Tiles, however a team consultation is needed regarding the Gates/Scales on the map. note that the part of the parser that sets the references up is still untested.
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@ -5,82 +5,107 @@ import java.io.*;
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public class Dungeon {
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public class Dungeon {
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cicaprojekt.Tile buildDungeon(File input) throws IOException
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cicaprojekt.Tile buildDungeon(File input) throws IOException
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{
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{
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Menu.addTab();
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Menu.addTab();
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System.out.println(">" + "[" + ":" + this.getClass().getSimpleName() + "]" + Menu.tabulator + "Dungeon.buildDungeon(" + input + ")");
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System.out.println(">" + "[" + ":" + this.getClass().getSimpleName() + "]" + Menu.tabulator + "Dungeon.buildDungeon(" + input + ")");
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try(BufferedReader reader = new BufferedReader(new FileReader(input)))
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{
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String[] sizedata = reader.readLine().split("x"); // read size data at beginning of file
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reader.readLine(); // throw empty line away
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int width = Integer.parseInt(sizedata[0]);
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int height = Integer.parseInt(sizedata[1]);
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Tile[][] dungeon = new Tile[width][height];
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String line = null;
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Tile oneilllocation = null;
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Tile oneilllocation = null;
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Tile jaffalocation = null;
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Tile jaffalocation = null;
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Gate gate = new Gate();
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try(BufferedReader reader = new BufferedReader(new FileReader(input)))
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Gate lastgate = gate;
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for (int y = 0; y < height; ++y)
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{
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{
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line = reader.readLine().replaceAll("\\s",""); // read line and remove whitespaces
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String[] sizedata = reader.readLine().split("x"); // read size data at beginning of file
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for (int x = 0; x < width; ++x)
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reader.readLine(); // throw empty line away
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int width = Integer.parseInt(sizedata[0]);
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int height = Integer.parseInt(sizedata[1]);
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Tile[][] dungeon = new Tile[width][height];
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String line = null;
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Gate gate = new Gate();
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Gate lastgate = gate;
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for (int y = 0; y < height; ++y)
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{
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{
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switch (line.charAt(x)) // set the dungeon up
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line = reader.readLine().replaceAll("\\s",""); // read line and remove whitespaces
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for (int x = 0; x < width; ++x)
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{
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{
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case 'W':
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switch (line.charAt(x)) // set the dungeon up
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dungeon[y][x] = new Wall();
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{
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break;
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case 'W':
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dungeon[y][x] = new Wall();
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break;
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case 'F':
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case 'F':
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dungeon[y][x] = new Field();
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dungeon[y][x] = new Field();
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break;
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break;
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case 'Z':
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case 'Z':
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Field zpmfield = new Field();
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Field zpmfield = new Field();
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zpmfield.setItemOnTile(new ZPM());
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zpmfield.setItemOnTile(new ZPM());
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dungeon[y][x] = zpmfield;
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dungeon[y][x] = zpmfield;
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break;
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break;
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case 'B':
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case 'B':
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Field boxfield = new Field();
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Field boxfield = new Field();
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boxfield.setItemOnTile(new Box());
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boxfield.setItemOnTile(new Box());
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dungeon[y][x] = boxfield;
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dungeon[y][x] = boxfield;
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break;
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break;
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case 'O':
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case 'O':
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Field oneillfield = new Field();
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Field oneillfield = new Field();
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dungeon[y][x] = oneillfield;
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dungeon[y][x] = oneillfield;
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oneilllocation = oneillfield;
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oneilllocation = oneillfield;
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break;
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break;
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case 'J':
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case 'J':
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Field jaffafield = new Field();
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Field jaffafield = new Field();
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dungeon[y][x] = jaffafield;
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dungeon[y][x] = jaffafield;
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jaffalocation = jaffafield;
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jaffalocation = jaffafield;
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break;
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break;
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case 'G':
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case 'G':
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dungeon[y][x] = gate;
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dungeon[y][x] = gate;
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lastgate = gate;
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lastgate = gate;
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gate = new Gate();
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gate = new Gate();
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break;
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break;
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case 'S':
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case 'S':
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dungeon[y][x] = new Scale(lastgate, 5);
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dungeon[y][x] = new Scale(lastgate, 5);
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break;
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break;
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}
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}
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}
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// NOTE: code seems to be correct till this point based on a debugger run-through
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/* setting up Tile cross references */
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for (int y = 0; y < height; ++y)
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{
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for (int x = 0; x < width; ++x)
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{
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if (x-1 >= 0) // leftwards Tile reference
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dungeon[y][x].setAdajacentTile(dungeon[y][x-1], Direction.WEST);
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else
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dungeon[y][x].setAdajacentTile(null, Direction.WEST);
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if (x+1 < width) // rightwards Tile reference
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dungeon[y][x].setAdajacentTile(dungeon[y][x+1], Direction.EAST);
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else
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dungeon[y][x].setAdajacentTile(null, Direction.EAST);
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if (y+1 < height) // upwards Tile reference
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dungeon[y][x].setAdajacentTile(dungeon[y+1][x], Direction.NORTH);
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else
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dungeon[y][x].setAdajacentTile(null, Direction.NORTH);
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if (y-1 >= 0) // downwards Tile reference
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dungeon[y][x].setAdajacentTile(dungeon[y-1][x], Direction.SOUTH);
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else
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dungeon[y][x].setAdajacentTile(null, Direction.SOUTH);
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}
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}
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}
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}
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}
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}
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// TODO: set up cross references in dungeon matrix
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System.out.println("<" + "[" + ":" + this.getClass().getSimpleName() + "]" + Menu.tabulator + "Dungeon.buildDungeon()");
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// NOTE: code seems to be correct til this point based on a debugger run-through
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Menu.removeTab();
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return oneilllocation;
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}
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System.out.println("<" + "[" + ":" + this.getClass().getSimpleName() + "]" + Menu.tabulator + "Dungeon.buildDungeon()");
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Menu.removeTab();
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return new cicaprojekt.Field(); /*csak hogy ne sírjon*/
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}
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}
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}
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}
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