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All right, now we're really going to cover the remaining tasks for Part five inside game Java, we're
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going to create a method called SIMULATE that returns a string and the string it returns is going to
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be a simulation from a play that it receives.
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So first from the play we're going to get the placeholder string placeholder is equal to get placeholder
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from the play.
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And then we need to get a random team team team from the Hashmat for which we're going to assign this
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play.
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We'll have to create another function that returns a team.
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Public team, let's call it get random team.
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And our hash map stores, every team has a key.
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But from the hash map, we're going to get our collection of keys as a key set.
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And now we're going to grab a random key from this key set.
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The issue is that indexing sets is kind of annoying, but thankfully, we can call a method called Turei
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that returns an array from this set to array returns an array of objects.
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It's not specific to the type of object.
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So we're just going to have to store our array of teams as an object array.
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And now here we want to return a random team from the team's array.
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Before we do that, I'll create another function called a random.
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It returns an integer.
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And accepts a range from which it will get that random number.
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Notice that I'm never performing more than one task in a function, every function only does one task,
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and this function is going to perform the task of returning a random number between zero and one less.
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The range return method, random times range.
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And we'll have to typecast that value to.
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And back here, we'll say teams and grab a random index inside the length of the team's array.
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And our function doesn't know what type of object this is, so we'll have to typecast it to team and
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perfect.
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That was a lot of steps for the one piece of logic we have to include right here.
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Team team is able to get a random team and that looks really nice.
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So we have our placeholder.
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We have our random team, some in the crowd, and if else, if else statement that compares the placeholder
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against three possible cases.
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Team get positioned chaser.
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And I hope you can see why I'm not playing the writing chaser, because this is an important value that
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dictates how this code runs and a value that isn't supposed to change.
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We need to ensure that it doesn't.
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And that's why we put a constant instead, it's a lot safer anyways.
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If this is a play for chasers called Coffle Score for this particular team, there are should update
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by 10.
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There are three chasers we have to choose from.
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So we'll get a random chaser from the team team douget chasers and we'll get a random index from the
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length of the chasers array.
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And finally, we'll return the value that results from us replacing the placeholder from the simulated
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play.
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If this is a play for Seeker.
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Called Catch Snitch for this particular team.
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There are scoresheet update by 150 and will return the value that results from us replacing the placeholder
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from this simulated play.
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If this is a play for keeper.
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Then there are no points associated with them, so we're just going to return the simulated plane.
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Otherwise, return nothing.
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You know what, I want to clean this code up a little, instead of having so many return keywords,
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I'm going to set up a variable outside.
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The scope of the AFL's string value is equal to an empty blank string.
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I'm going to update the string inside each block.
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And I'm going to have one return keyword at the end.
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That looks a lot better to me.
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That's all four Part five, we're going to test this function in part seven, but in the next video,
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we need to apply some quality control.
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