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Implementing the Puzzle Editor Functionality for a Puzzle
- Temporarily disabling puzzle file creation
- Specifying valid board dimensions
- Creating Tiles
- Initializing an Empty Puzzle From Row and Column Input
- Initializing an Empty Puzzle From Text Input
We will disable puzzle file creation for your new puzzle temporarily. This will allow us to work on the puzzle file creation functionality while preventing users within LEGUP from accidentally accessing this in-progress functionality.
Navigate to bin/main/edu/rpi/legup/legup/config
and add the following under the last puzzle:
<puzzle name="Nurikabe"
qualifiedClassName="edu.rpi.legup.puzzle.nurikabe.Nurikabe"
fileType=".xml"
fileCreationDisabled="false"/>
So, for example, if config
looked like this previously...
<Legup version="3.0">
<puzzles>
<puzzle name="Battleship"
qualifiedClassName="edu.rpi.legup.puzzle.battleship.Battleship"
fileType=".xml"
fileCreationDisabled="true"/>
<puzzle name="TreeTent"
qualifiedClassName="edu.rpi.legup.puzzle.treetent.TreeTent"
fileType=".xml"
fileCreationDisabled="true"/>
</puzzles>
</Legup>
...it should now look like this:
<Legup version="3.0">
<puzzles>
<puzzle name="Battleship"
qualifiedClassName="edu.rpi.legup.puzzle.battleship.Battleship"
fileType=".xml"
fileCreationDisabled="true"/>
<puzzle name="TreeTent"
qualifiedClassName="edu.rpi.legup.puzzle.treetent.TreeTent"
fileType=".xml"
fileCreationDisabled="false"/>
<puzzle name="Nurikabe"
qualifiedClassName="edu.rpi.legup.puzzle.nurikabe.Nurikabe"
fileType=".xml"
fileCreationDisabled="true"/>
</puzzles>
</Legup>
qualifiedClassName
is the name of the class of the puzzle, fileType
is the file format of the puzzle file, and fileCreationDisabled
specifies whether or not you want to disable file creation for the puzzle. fileType
should, for the most part, always be .xml
.
In the Puzzle
class (found at src/main/java/edu/rpi/legup/model/Puzzle.java
), we find the following method:
/**
* Checks if the given height and width are valid board dimensions for the given puzzle
*
* @param rows the number of rows on the board
* @param columns the number of columns on the board
* @return true if the given dimensions are valid for the given puzzle, false otherwise
*/
public boolean isValidDimensions(int rows, int columns) {
return rows > 0 && columns > 0;
}
This, by default, makes any m by n board valid, where m and n are positive integers.
However, we want to set our own custom validator for Nurikabe. Nurikabe only allows m by n boards where m and n are at least 2. In order to implement this and override the Puzzle
class' method, we navigate to the Nurikabe
class (found at src/main/java/edu/rpi/legup/puzzle/nurikabe/Nurikabe.java
) and add the following method:
@Override
/**
* Determines if the given dimensions are valid for Nurikabe
*
* @param rows the number of rows
* @param columns the number of columns
* @return true if the given dimensions are valid for Nurikabe, false otherwise
*/
public boolean isValidDimensions(int rows, int columns) {
return rows >= 2 && columns >= 2;
}
For each puzzle, you will need to create two types of tiles: ones that support placeable elements and ones that support non-placeable elements. A placeable element is any element a user can place down on the board while working in the proof editor. A non-placeable element is any element a user cannot place down on the board while working in the proof editor. For example, in Nurikabe specifically, BlackTile
and WhiteTile
will be placeable elements while NumberTile
will be a non-placeable element.
All tiles must go in the corresponding elements
folder for the corresponding puzzle (src/main/java.edu/rpi/legup/puzzle/<PUZZLE_NAME>/elements
). For each tile, the following steps must be completed:
- The class must inherit from
PlaceableElements
orNonPlaceableElement
. - An ID must be assigned to the tile and specified in the
<PUZZLE_NAME>_elements_reference_sheet.txt
(which should be located atsrc/main/java.edu/rpi/legup/puzzle/<PUZZLE_NAME>/elements
). - An icon for the tile must be created and stored in the folder located at
edu/rpi/legup/images/<PUZZLE_NAME>/tiles
. - A name and description for the tile must be passed into the constructor.
For Nurikabe, we will create the BlackTile
class in the following folder: src/main/java.edu/rpi/legup/puzzle/nurikabe/elements
.
Here is what BlackTile.java
should look like:
package edu.rpi.legup.puzzle.nurikabe.elements;
import edu.rpi.legup.model.elements.PlaceableElement;
public class BlackTile extends PlaceableElement {
public BlackTile() {
super("NURI-PLAC-0001", "Black Tile", "The black tile", "edu/rpi/legup/images/nurikabe/tiles/BlackTile.png");
}
}
Note that BlackTile.png
is an image file containing the icon that will be used for this element.
Next, this is what nurikabe_elements_reference_sheet.txt
should look like after we created BlackTile.java
:
NURI-PLAC-0001 : BlackTile
Note that each puzzle must have a UnknownTile.java
class, which allows users to clear cells on the board in the puzzle editor. For an example, see src/main/java.edu/rpi/legup/puzzle/nurikabe/elements/UnknownTile.java
.
For this step, all sample code excerpts will use Nurikabe.
First, verify that the puzzle's importer class has acceptsRowsAndColumnsInput()
return true and acceptsTextInput()
return false. Change these methods to return the corresponding values if they do not already.
Next, verify that the puzzle's importer class throws an UnsupportedOperationException
for initializeBoard(String[] statements)
. To keep all error messages consistent, please have the UnsupportedOperationException
's error message read "<PUZZLE_NAME> cannot accept text input".
public class NurikabeImporter extends PuzzleImporter {
public NurikabeImporter(Nurikabe nurikabe) {
super(nurikabe);
}
@Override
public boolean acceptsRowsAndColumnsInput() {
return true;
}
@Override
public boolean acceptsTextInput() {
return false;
}
@Override
public void initializeBoard(String[] statements) throws InputMismatchException {
throw new InputMismatchException("Nurikabe cannot accept text input");
}
// Rest of implementation not shown
}
For most puzzles, you will never need to and should not implement this functionality. This functionality was created as a result of needing a more intuitive way for users to create Short Truth Table puzzle files. Short Truth Table puzzles are special, as it is not intuitive for the user to create a puzzle file by entering row and column values. Most puzzles will only need to be initialized with a row and column input. Current implementation only allows puzzles to support either row and column input or text input. If you determine that your puzzle would work better with text input rather than row and column input, then continue on with this section. Otherwise, skip to the next section.
If the puzzle only accepts row and column input:
- In the puzzle importer's class (e.g.
NurikabeImporter.java
):- Make sure that
initializeBoard(String[] statements)
immediately throws an UnsupportedOperationException - Implement
initializeBoard(int rows, int columns)
to create an empty puzzle board (add NurikabeImporter example) - Make sure
acceptsRowsAndColumnsInput()
returns true andacceptsTextInput()
returns false
- Make sure that
If the puzzle only accepts text input:
-
In the puzzle importer's class (e.g.
ShortTruthTable.java
)- Make sure that
initializeBoard(int rows, int columns)
immediately throws an UnsupportedOperationException - Implement
initializeBoard(String[] statementInput)
however is fit for the puzzle - Make sure
acceptsTextInput()
returns true andacceptsRowsAndColumnsInput()
returns false - Implement
isValidTextInput(String[] statements)
in the puzzle class (e.g.ShortTruthTable.java
) if the default behavior inPuzzle.java
is not sufficient
- Make sure that
-
Create a new method
setType()
in the puzzle class (e.g.Nurikabe.java
,ShortTruthTable.java
) that deals with how to handle these element IDs -
There may also be other incompatibilities that should be easy to track down through errors that tell you something is null. This is usually caused by the puzzle editor not creating all the proof editor stuff (like the proof tree) from the proof solver.
Now, you are ready to enable the puzzle file creation! Navigate back to bin/main/edu/rpi/legup/legup/config
and change the corresponding fileCreationDisabled
parameter to false
.
<Legup version="3.0">
<puzzles>
<puzzle name="Battleship"
qualifiedClassName="edu.rpi.legup.puzzle.battleship.Battleship"
fileType=".xml"
fileCreationDisabled="true"/>
<puzzle name="TreeTent"
qualifiedClassName="edu.rpi.legup.puzzle.treetent.TreeTent"
fileType=".xml"
fileCreationDisabled="false"/>
<puzzle name="Nurikabe"
qualifiedClassName="edu.rpi.legup.puzzle.nurikabe.Nurikabe"
fileType=".xml"
fileCreationDisabled="false"/>
</puzzles>
</Legup>
Congratulations! You now know the basics for how to implement puzzle editor functionality for a puzzle!
- Home
-
For Developers
- Programming Standards
- Developer Setup Guide
- Alternative Developer Setup Guide (linux)
- Pointers for Getting Started
- Guide to Implementing Puzzles
- Guide to Implementing the Puzzle Editor Functionality for a Puzzle
- Native Binary Compilation Information for Windows
- Test Suite Documentation
- Notes for a Future Rewrite
- For End Users