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Create a Java program to simulate an Obstacle Warrior game on a 2D board with variable dimensions, starting and exit points, obstacles, and movement rules. The game mechanics involve reading the board from a data file, moving the warrior based on randomly generated directions, handling obstacles and scoring, and writing the final board state to a result file. Your program should be modular, with specific methods for core functionalities.

Paper For Above instruction

The task involves developing a comprehensive Java application to simulate a dynamic obstacle navigation game, emphasizing file handling, random movement generation, and state management. This game operates on a flexible 2D grid, with the primary objectives being reading the initial game state from a file, navigating the warrior through randomized moves until reaching the exit, and recording the outcomes and final state appropriately. The program design must promote modularity, allowing individual components to be targeted for unit testing and debugging.

The key challenge is accurately reading and parsing the board data, which is stored in an external text file ("board.dat"). The file format includes data about board dimensions, start and exit positions, and obstacle placements. The reading method, ReadBoardFromFile, must handle this parsing robustly, ensuring all necessary information is correctly extracted into appropriate data structures, particularly a 2D array representing the game board, alongside start and exit position objects.

Once the game data is loaded, the player (or program) begins the game simulation when prompted by the user. The core game loop involves generating movement directions randomly within a set range. These directions correspond to movements in the 8 possible directions: up, down, left, right, and the four diagonals. The method GenerateDirection returns an integer code for these directions. The movement method, MoveWarrior, attempts to move the warrior according to the generated direction, considering board boundaries to ignore invalid moves. If a move is valid, the game updates the warrior’s position accordingly.

The game incorporates specific interactions with obstacles. When the warrior lands on a square, the obstacle value determines the outcome. If the obstacle is zero, the warrior is sent back to the start, and the obstacle is cleared. For negative obstacles, the warrior’s score decreases accordingly, and the obstacle is removed from the board. The method CalculateWarriorScore manages score adjustments based on the obstacle encountered.

Throughout the movement process, the program tracks the total number of valid moves, elapsed time from the start till exit (measured in milliseconds), and the warrior's final score. Once the warrior reaches the exit, the program exits the loop, writes the final board state to a new file (ResultBoard.dat), and displays a formatted summary report containing total moves, elapsed time, final score, and the final game board with right-aligned columns for each cell.

The program's flow begins with prompting the user for a valid board data file path, reading the initial game state, then awaiting user command ('Start' or 'Exit'). If 'Start' is entered, the game simulation proceeds; if 'Exit' is entered, the program terminates gracefully. The code architecture should include clearly defined methods for each core function, such as reading/writing files, generating directions, moving the warrior, scoring, and displaying results, to facilitate unit testing and debugging.

The file format expectations are precise: the first line indicates the dimensions, the second and third lines specify start and exit coordinates, and subsequent lines contain the board configuration with '#' symbols indicating clear squares. The output board should be formatted with each data element right-aligned in a 5-character width. Upon completing the game, all data must be saved and displayed as specified, providing a complete solution from data ingestion, processing, to final output.

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