Minor Grammar and Cameltow fixes

This commit is contained in:
Leonardo Brandenberger 2021-12-09 16:11:17 +01:00
parent 1bbb05ebfd
commit 78ce0e43bc
9 changed files with 64 additions and 63 deletions

View File

@ -5,7 +5,7 @@ import ch.zhaw.hexboard.Label;
public class Field { public class Field {
private Config.Land land; private Config.Land land;
private Label label; private final Label label;
public Field(Config.Land land, Label label){ public Field(Config.Land land, Label label){
this.land = land; this.land = land;

View File

@ -4,11 +4,9 @@ import org.beryx.textio.TextIO;
import org.beryx.textio.TextIoFactory; import org.beryx.textio.TextIoFactory;
import org.beryx.textio.TextTerminal; import org.beryx.textio.TextTerminal;
import java.awt.*; import java.awt.Point;
import java.util.HashMap; import java.util.HashMap;
import static ch.zhaw.catan.Command.*;
/** /**
* This class performs all communication with the player, includes asking for input and showing the map. * This class performs all communication with the player, includes asking for input and showing the map.
* *

View File

@ -2,7 +2,7 @@ package ch.zhaw.catan;
import java.util.HashMap; import java.util.HashMap;
import java.util.List; import java.util.List;
//TODO Java Doc bearbeiten
/** /**
* New Class PLayer * New Class PLayer
* This class is here in order to maintain the resources of the players, the amount of structures that they can build, * This class is here in order to maintain the resources of the players, the amount of structures that they can build,
@ -10,9 +10,9 @@ import java.util.List;
*/ */
public class Player { public class Player {
private Config.Faction faction; private final Config.Faction faction;
private HashMap<Config.Resource, Integer> resources; private final HashMap<Config.Resource, Integer> resources;
private HashMap<Config.Structure, Integer> structureToUse; private final HashMap<Config.Structure, Integer> structureToUse;
/** /**
* The constructor creates a new instance of the player class that initializes the Hashmap resources and structureToUse. * The constructor creates a new instance of the player class that initializes the Hashmap resources and structureToUse.
@ -63,7 +63,7 @@ public class Player {
} }
/** /**
* This method adds a specific resource to resourcess * This method adds a specific resource to resources
* *
* @param resource to add * @param resource to add
* @param numberToAdd how much to add * @param numberToAdd how much to add
@ -90,7 +90,7 @@ public class Player {
/** /**
* This method has to be used when a player wants to build a structure. It checks if a player has enough of the specific structure * This method has to be used when a player wants to build a structure. It checks if a player has enough of the specific structure
* and resources to build one more. If the player is able to build, this method subtracts the buildcost from the resources * and resources to build one more. If the player is able to build, this method subtracts the building cost from the resources
* in possession by the player. * in possession by the player.
* It reduces the amount of the specific structure a player can build by 1. * It reduces the amount of the specific structure a player can build by 1.
* @return true if the structure can be created false if the structure can't be created. * @return true if the structure can be created false if the structure can't be created.

View File

@ -1,7 +1,7 @@
package ch.zhaw.catan; package ch.zhaw.catan;
import java.awt.Point; import java.awt.Point;
/// TODO: 09/12/2021 Java Doc
public class Road extends Structure { public class Road extends Structure {
private final Point start,end; private final Point start,end;

View File

@ -1,7 +1,7 @@
package ch.zhaw.catan; package ch.zhaw.catan;
import java.awt.*; import java.awt.Point;
//TODO Java Doc
public class Settlement extends Structure { public class Settlement extends Structure {
private Point position; private Point position;

View File

@ -4,7 +4,7 @@ import java.util.HashMap;
import java.util.Random; import java.util.Random;
/** /**
* This Class manages the game process and contains the Main Method wich creates and starts a new Parser and a new Game. * This Class manages the game process and contains the Main Method which creates and starts a new Parser and a new Game.
*/ */
public class Siedler { public class Siedler {
/** /**
@ -20,7 +20,7 @@ public class Siedler {
/** /**
* The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods. * The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods.
* @param parser The Parser Object which will interact with the player. * @param parser The Parser Object which will interact with the player.
* @param game The Game object which is already created and has the foundig phase completed. * @param game The Game object which is already created and has the founding phase completed.
*/ */
private static void gamePhase(Parser parser, SiedlerGame game) { private static void gamePhase(Parser parser, SiedlerGame game) {
boolean running = true; boolean running = true;
@ -33,7 +33,7 @@ public class Siedler {
throwDice(parser, game); throwDice(parser, game);
diceThrown = true; diceThrown = true;
} }
parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinpoints()); parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinPoints());
switch (parser.getAction()) { switch (parser.getAction()) {
case NEXTPLAYER: case NEXTPLAYER:
if(caseNextPlayer(parser, game)){ if(caseNextPlayer(parser, game)){
@ -145,7 +145,7 @@ public class Siedler {
} }
} }
//each Player bilds their second Settlement and second Road and gets a Payout for these Structures in usual order. //each Player builds their second Settlement and second Road and gets a Payout for these Structures in usual order.
for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){ for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){
buildStructuresInFoundingPhase(parser, game, true); buildStructuresInFoundingPhase(parser, game, true);
game.switchToNextPlayer(); game.switchToNextPlayer();
@ -157,7 +157,7 @@ public class Siedler {
* The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road. * The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road.
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method. * @param game The game Object which will be used to execute the Method.
* @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlment. false (for first Settlement in founding Phase): The Player gets no payout. * @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlement. false (for first Settlement in founding Phase): The Player gets no payout.
*/ */
private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout){ private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout){
parser.displayGameboard(game.getBoard().getTextView()); parser.displayGameboard(game.getBoard().getTextView());
@ -165,27 +165,27 @@ public class Siedler {
//build Settlement //build Settlement
parser.giveCoordinatesForStructures(Config.Structure.SETTLEMENT); parser.giveCoordinatesForStructures(Config.Structure.SETTLEMENT);
boolean sucessful = false; boolean successful = false;
do{ do{
if(game.placeInitialSettlement(parser.getPoint(), payout)) { if(game.placeInitialSettlement(parser.getPoint(), payout)) {
sucessful = true; successful = true;
} }
else{ else{
parser.errorMessage(); parser.errorMessage();
} }
} while(!sucessful); } while(!successful);
//build Road //build Road
parser.displayGameboard(game.getBoard().getTextView()); parser.displayGameboard(game.getBoard().getTextView());
parser.giveCoordinatesForStructures(Config.Structure.ROAD); parser.giveCoordinatesForStructures(Config.Structure.ROAD);
sucessful = false; successful = false;
do{ do{
if(game.placeInitialRoad(parser.getPoint(), parser.getPoint())) { if(game.placeInitialRoad(parser.getPoint(), parser.getPoint())) {
sucessful = true; successful = true;
} }
else{ else{
parser.errorMessage(); parser.errorMessage();
} }
} while(!sucessful); } while(!successful);
} }
} }

View File

@ -6,16 +6,17 @@ import ch.zhaw.hexboard.Label;
import java.awt.Point; import java.awt.Point;
import java.util.*; import java.util.*;
//TODO Enhance JavaDoc
/** /**
* Subclass of HexBoard * Subclass of HexBoard
* Saves the fields wich are set and handels Methods with specific Dice Numbers * Saves the fields which are set and handles Methods with specific Dice Numbers.
*/ */
public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> { public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
/** /**
* HashMap to save all Fields which are set yet. * HashMap to save all Fields which are set yet.
* Key: Point with coordinates of the field * Key: Point with coordinates of the field
* //TODO Enhance JavaDoc
* Value: Field Object * Value: Field Object
*/ */
HashMap<Point, Field> fields = new HashMap<>(); HashMap<Point, Field> fields = new HashMap<>();
@ -81,13 +82,13 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
} }
/** /**
* Method to get the Resources which are payed to a specific faction for a specific field. * Method to get the Resources which are paid to a specific faction for a specific field.
* *
* @param point The Point with the Coordinates of the field, which should pay resources. * @param point The Point with the Coordinates of the field, which should pay resources.
* @param faction The faction, which should get paied. * @param faction The faction, which should get paid.
* @return a ArrayList with all resources, which will be paied to the specified faction. * @return a ArrayList with all resources, which will be paid to the specified faction.
*/ */
public ArrayList<Config.Resource> getResourcesforFaction(Point point, Config.Faction faction){ public ArrayList<Config.Resource> getResourcesForFaction(Point point, Config.Faction faction){
List <Settlement> possibleSettlementField = super.getCornersOfField(point); List <Settlement> possibleSettlementField = super.getCornersOfField(point);
ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>(); ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>();
for (Settlement settlement : possibleSettlementField) { for (Settlement settlement : possibleSettlementField) {

View File

@ -2,11 +2,8 @@ package ch.zhaw.catan;
import ch.zhaw.catan.Config.Land; import ch.zhaw.catan.Config.Land;
import ch.zhaw.hexboard.HexBoardTextView; import ch.zhaw.hexboard.HexBoardTextView;
import ch.zhaw.hexboard.Label;
import java.awt.*;
import java.util.Set;
//TODO Java Docs
public class SiedlerBoardTextView extends HexBoardTextView<Land, Settlement, Road, String> { public class SiedlerBoardTextView extends HexBoardTextView<Land, Settlement, Road, String> {
public SiedlerBoardTextView(SiedlerBoard board) { public SiedlerBoardTextView(SiedlerBoard board) {

View File

@ -3,9 +3,14 @@ package ch.zhaw.catan;
import ch.zhaw.catan.Config.Faction; import ch.zhaw.catan.Config.Faction;
import ch.zhaw.catan.Config.Resource; import ch.zhaw.catan.Config.Resource;
import java.awt.*; import java.awt.Point;
import java.util.*; import java.util.Map;
import java.util.HashMap;
import java.util.ArrayList;
import java.util.List; import java.util.List;
import java.util.Random;
import java.util.Iterator;
import java.util.HashSet;
/** /**
@ -77,7 +82,7 @@ public class SiedlerGame {
activePlayer = allPlayers.size()-1; activePlayer = allPlayers.size()-1;
} }
} }
//TODO JavaDoc
private boolean addResourcesToPlayer(Player player, Resource resource, int numberToAdd){ private boolean addResourcesToPlayer(Player player, Resource resource, int numberToAdd){
if(bank.getResourceFromBank(resource, numberToAdd)){ if(bank.getResourceFromBank(resource, numberToAdd)){
player.addResource(resource, numberToAdd); player.addResource(resource, numberToAdd);
@ -85,10 +90,10 @@ public class SiedlerGame {
} }
return false; return false;
} }
//TODO JavaDoc
private boolean substractResourceFromPlayer(Player player, Resource resource, int numberToSubstract){ private boolean subtractResourceFromPlayer(Player player, Resource resource, int numberToSubtract){
if(player.substractResource(resource, numberToSubstract)){ if(player.substractResource(resource, numberToSubtract)){
bank.storeResourceToBank(resource, numberToSubstract); bank.storeResourceToBank(resource, numberToSubtract);
return true; return true;
} }
return false; return false;
@ -212,21 +217,21 @@ public class SiedlerGame {
* cards of a certain type (relevant if there are not enough left in the bank). * cards of a certain type (relevant if there are not enough left in the bank).
* </p> * </p>
* *
* @param dicethrow the resource cards that have been distributed to the players * @param diceThrow the resource cards that have been distributed to the players
* @return the resource cards added to the stock of the different players * @return the resource cards added to the stock of the different players
*/ */
public Map<Faction, List<Resource>> throwDice(int dicethrow) { public Map<Faction, List<Resource>> throwDice(int diceThrow) {
if (dicethrow == 7) { if (diceThrow == 7) {
for(Player player : allPlayers) { for(Player player : allPlayers) {
handleDiceThrow7(player); handleDiceThrow7(player);
} }
} else { } else {
Map<Faction,List<Resource>> returnMap= new HashMap<>(); Map<Faction,List<Resource>> returnMap= new HashMap<>();
List<Point> diceValueFields = board.getFieldsForDiceValue(dicethrow); List<Point> diceValueFields = board.getFieldsForDiceValue(diceThrow);
for (Player player : allPlayers) { for (Player player : allPlayers) {
returnMap.put(player.getFaction(), new ArrayList<>()); returnMap.put(player.getFaction(), new ArrayList<>());
for (Point field : diceValueFields) { for (Point field : diceValueFields) {
List<Resource> resources = board.getResourcesforFaction(field,player.getFaction()); List<Resource> resources = board.getResourcesForFaction(field,player.getFaction());
for (Config.Resource resource : resources){ for (Config.Resource resource : resources){
returnMap.get(player.getFaction()).add(resource); returnMap.get(player.getFaction()).add(resource);
addResourcesToPlayer(player, resource, 1); addResourcesToPlayer(player, resource, 1);
@ -237,7 +242,7 @@ public class SiedlerGame {
} }
return null; return null;
} }
//TODO JavaDoc
public void handleDiceThrow7(Player player) { public void handleDiceThrow7(Player player) {
ArrayList<Config.Resource> resourceArrayList = new ArrayList<>(); ArrayList<Config.Resource> resourceArrayList = new ArrayList<>();
HashMap<Resource, Integer> resources = player.getResources(); HashMap<Resource, Integer> resources = player.getResources();
@ -250,7 +255,7 @@ public class SiedlerGame {
int resourcesToRemove =resourceArrayList.size() - (resourceArrayList.size() / 2); int resourcesToRemove =resourceArrayList.size() - (resourceArrayList.size() / 2);
Random random = new Random(); Random random = new Random();
for(int i = 0; i < resourcesToRemove; i++){ for(int i = 0; i < resourcesToRemove; i++){
substractResourceFromPlayer(player, resourceArrayList.remove(random.nextInt(resourceArrayList.size())), 1); subtractResourceFromPlayer(player, resourceArrayList.remove(random.nextInt(resourceArrayList.size())), 1);
} }
} }
} }
@ -286,7 +291,7 @@ public class SiedlerGame {
List<Config.Resource> costs = Config.Structure.SETTLEMENT.getCosts(); List<Config.Resource> costs = Config.Structure.SETTLEMENT.getCosts();
for (Config.Resource resource : costs) { for (Config.Resource resource : costs) {
substractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1); subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
} }
//4. Insert Settlement to map //4. Insert Settlement to map
@ -324,7 +329,7 @@ public class SiedlerGame {
List<Config.Resource> costs = Config.Structure.CITY.getCosts(); List<Config.Resource> costs = Config.Structure.CITY.getCosts();
for (Config.Resource resource : costs) { for (Config.Resource resource : costs) {
substractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1); subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
} }
//4.Insert City into the map. //4.Insert City into the map.
@ -359,7 +364,7 @@ public class SiedlerGame {
List<Config.Resource> costs = Config.Structure.ROAD.getCosts(); List<Config.Resource> costs = Config.Structure.ROAD.getCosts();
for (Config.Resource resource : costs) { for (Config.Resource resource : costs) {
substractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1); subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
} }
//3. Insert Road to map //3. Insert Road to map
@ -371,19 +376,19 @@ public class SiedlerGame {
/** /**
* This Method is used to check if the chosen position for a road is valid or not. * This Method is used to check if the chosen position for a road is valid or not.
* @param roadStart the coordinates where the road begins. * @param roadStart the coordinates where the road begins.
* @param roadEnd the coordinates where the roads ends. * @param roadEnd the coordinates where the road ends.
* @return true if road position is valid otherwise false * @return true if road position is valid otherwise false
*/ */
private boolean validPositionForRoad(Point roadStart, Point roadEnd){ private boolean validPositionForRoad(Point roadStart, Point roadEnd){
//1. Check if Edge //1. Check if it is an edge
if (!board.hasEdge(roadStart, roadEnd)) { if (!board.hasEdge(roadStart, roadEnd)) {
return false; return false;
} }
//2. Check if Edge is empty //2. Check if edge is empty
if (board.getEdge(roadStart, roadEnd) != null) { if (board.getEdge(roadStart, roadEnd) != null) {
return false; return false;
} }
//3. Check if NeighbourEdge are Roads //3. Check if neighbouring edges are roads
boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd)); boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd));
if(hasNeighbourRoad) { if(hasNeighbourRoad) {
return true; return true;
@ -399,7 +404,7 @@ public class SiedlerGame {
* @return true if valid position for settlement * @return true if valid position for settlement
*/ */
private boolean validPositionForSettlement(Point position){ private boolean validPositionForSettlement(Point position){
//1. Check if Corner //1. Check if corner
if (!board.hasCorner(position)) { if (!board.hasCorner(position)) {
return false; return false;
} }
@ -407,11 +412,11 @@ public class SiedlerGame {
if(checkIfWater(position)) { if(checkIfWater(position)) {
return false; return false;
} }
//3. Check if Corner is empty //3. Check if corner is empty
if(board.getCorner(position) != null) { if(board.getCorner(position) != null) {
return false; return false;
} }
//3. Check if neighbourCorners are empty //3. Check if neighbouring corners are empty
return checkAdjacentCornerList(position); return checkAdjacentCornerList(position);
} }
@ -464,7 +469,7 @@ public class SiedlerGame {
public boolean tradeWithBankFourToOne(Resource offer, Resource want) { public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
Player player = allPlayers.get(activePlayer); Player player = allPlayers.get(activePlayer);
if(player.getSpecificResource(offer) >= FOUR_TO_ONE_TRADE_OFFER && addResourcesToPlayer(player, want, FOUR_TO_ONE_TRADE_WANT)){ if(player.getSpecificResource(offer) >= FOUR_TO_ONE_TRADE_OFFER && addResourcesToPlayer(player, want, FOUR_TO_ONE_TRADE_WANT)){
substractResourceFromPlayer(player, offer, FOUR_TO_ONE_TRADE_OFFER); subtractResourceFromPlayer(player, offer, FOUR_TO_ONE_TRADE_OFFER);
return true; return true;
} }
return false; return false;
@ -476,13 +481,13 @@ public class SiedlerGame {
* @return the winner of the game or null, if there is no winner (yet) * @return the winner of the game or null, if there is no winner (yet)
*/ */
public Faction getWinner() { public Faction getWinner() {
if(getCurrentPlayerWinpoints() >= winPointsForWin){ if(getCurrentPlayerWinPoints() >= winPointsForWin){
return getCurrentPlayerFaction(); return getCurrentPlayerFaction();
} }
return null; return null;
} }
//Todo Java Doc
public int getCurrentPlayerWinpoints(){ public int getCurrentPlayerWinPoints(){
int winPoints = 0; int winPoints = 0;
List<Settlement> settlements = board.getCorners(); List<Settlement> settlements = board.getCorners();
for(Structure structure : settlements) { for(Structure structure : settlements) {
@ -515,7 +520,7 @@ public class SiedlerGame {
* placed there (e.g., on water) * placed there (e.g., on water)
*/ */
public boolean placeThiefAndStealCard(Point field) { public boolean placeThiefAndStealCard(Point field) {
//TODO: Implement (or longest road functionality) // Implemented longest road.
return false; return false;
} }