SiedlerGame.java added few methodes
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					@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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					<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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					<project version="4">
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  <component name="ProjectRootManager" version="2" languageLevel="JDK_17" default="true" project-jdk-name="openjdk-17" project-jdk-type="JavaSDK">
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					  <component name="ProjectRootManager" version="2" languageLevel="JDK_X" default="true" project-jdk-name="openjdk-17" project-jdk-type="JavaSDK">
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    <output url="file://$PROJECT_DIR$/out" />
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					    <output url="file://$PROJECT_DIR$/out" />
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  </component>
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					  </component>
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</project>
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					</project>
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					@ -9,15 +9,13 @@ import java.util.List;
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 */
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					 */
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public class Player {
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					public class Player {
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    private String name;
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    private Config.Faction faction;
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					    private Config.Faction faction;
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    private HashMap<Config.Resource,Integer> resources;
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					    private HashMap<Config.Resource,Integer> resources;
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    private int roadsToUse;
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					    private int roadsToUse;
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    private int settlementsToUse;
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					    private int settlementsToUse;
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    public Player (String name, Config.Faction faction){
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					    public Player (Config.Faction faction){
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        //Datenfelder
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					        //Datenfelder
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        this.name = name;
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        this.faction = faction;
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					        this.faction = faction;
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        roadsToUse = Config.Structure.ROAD.getStockPerPlayer();
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					        roadsToUse = Config.Structure.ROAD.getStockPerPlayer();
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        settlementsToUse = Config.Structure.SETTLEMENT.getStockPerPlayer();
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					        settlementsToUse = Config.Structure.SETTLEMENT.getStockPerPlayer();
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					@ -7,277 +7,308 @@ import org.beryx.textio.TextIoFactory;
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import org.beryx.textio.TextTerminal;
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					import org.beryx.textio.TextTerminal;
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import java.awt.Point;
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					import java.awt.Point;
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					import java.util.ArrayList;
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import java.util.Collections;
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					import java.util.Collections;
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import java.util.List;
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					import java.util.List;
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import java.util.Map;
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					import java.util.Map;
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/**
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					/**
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 * This class performs all actions related to modifying the game state. 
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					 * This class performs all actions related to modifying the game state.
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 *
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					 * <p>
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 * TODO: (your documentation)
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					 * TODO: (your documentation)
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 *
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					 *
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 * @author TODO
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					 * @author TODO
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 *
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 */
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					 */
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public class SiedlerGame {
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					public class SiedlerGame {
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  static final int FOUR_TO_ONE_TRADE_OFFER = 4;
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					    static final int FOUR_TO_ONE_TRADE_OFFER = 4;
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  static final int FOUR_TO_ONE_TRADE_WANT = 1;
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					    static final int FOUR_TO_ONE_TRADE_WANT = 1;
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  private SiedlerBoard board;
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					    private SiedlerBoard board;
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  private Player[] allPlayers;
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					    private ArrayList<Player> allPlayers;
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  private int winPoints;
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					    private int winPoints;
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  private Bank bank;
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					    private Bank bank;
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  private Player activePlayer;
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					    private int activePlayer;
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  /**
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   * Constructs a SiedlerGame game state object.
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   * 
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   * @param winPoints the number of points required to win the game
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   * @param numberOfPlayers the number of players
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   * 
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   * @throws IllegalArgumentException if winPoints is lower than 
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   *     three or players is not between two and four
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   */
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  public SiedlerGame(int winPoints, int numberOfPlayers) {
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    bank = new Bank();
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    board = new SiedlerBoard();
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    board.createFixGamefield();
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    allPlayers = new Player[numberOfPlayers];
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    this.winPoints = winPoints;
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  }
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  /**
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					    /**
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   * Switches to the next player in the defined sequence of players.
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					     * Constructs a SiedlerGame game state object.
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   */
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					     *
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  public void switchToNextPlayer() {
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					     * @param winPoints       the number of points required to win the game
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    // TODO: Implement
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					     * @param numberOfPlayers the number of players
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  }
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					     * @throws IllegalArgumentException if winPoints is lower than
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					     *                                  three or players is not between two and four
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  /**
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					     */
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   * Switches to the previous player in the defined sequence of players.
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					    public SiedlerGame(int winPoints, int numberOfPlayers) {
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   */
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					        if(winPoints < 3 || numberOfPlayers < 2 || numberOfPlayers > 4) {
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  public void switchToPreviousPlayer() {
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					            throw new IllegalArgumentException();
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    // TODO: Implement
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					        }
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  }
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					        bank = new Bank();
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					        board = new SiedlerBoard();
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  /**
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					        board.createFixGamefield();
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   * Returns the {@link Faction}s of the active players.
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					        allPlayers = new ArrayList<>();
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   * 
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					        createPlayer(numberOfPlayers);
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   * <p>The order of the player's factions in the list must 
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					        activePlayer = 0;
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   * correspond to the oder in which they play. 
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					        this.winPoints = winPoints;
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   * Hence, the player that sets the first settlement must be 
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   * at position 0 in the list etc. 
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   * 
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   * <strong>Important note:</strong> The list must contain the 
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   * factions of active players only.</p> 
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   * 
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   * @return the list with player's factions
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   */
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  public List<Faction> getPlayerFactions() {
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    // TODO: Implement
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    Faction[] factions = new Faction[allPlayers.length];
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    return Collections.emptyList();
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  }
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  /**
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   * Returns the game board. 
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   * 
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   * @return the game board
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   */
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  public SiedlerBoard getBoard() {
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    // TODO: Implement
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    return board;
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  }
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  /**
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   * Returns the {@link Faction} of the current player.
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   * 
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   * @return the faction of the current player
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   */
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  public Faction getCurrentPlayerFaction() {
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    // TODO: Implement
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    return null;
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  }
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  /**
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   * Returns how many resource cards of the specified type
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   * the current player owns.
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   * 
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   * @param resource the resource type
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   * @return the number of resource cards of this type
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   */
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  public int getCurrentPlayerResourceStock(Resource resource) {
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    // TODO: Implement
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    return 0;
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  }
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  /**
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   * Places a settlement in the founder's phase (phase II) of the game.
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   * 
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   * <p>The placement does not cost any resource cards. If payout is
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   * set to true, for each adjacent resource-producing field, a resource card of the
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   * type of the resource produced by the field is taken from the bank (if available) and added to
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   * the players' stock of resource cards.</p>
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   * 
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   * @param position the position of the settlement
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   * @param payout if true, the player gets one resource card per adjacent resource-producing field
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   * @return true, if the placement was successful
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   */
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  public boolean placeInitialSettlement(Point position, boolean payout) {
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    // TODO: Implement
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    return false;
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  }
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  /**
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   * Places a road in the founder's phase (phase II) of the game.
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   * The placement does not cost any resource cards.
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   * 
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   * @param roadStart position of the start of the road
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   * @param roadEnd position of the end of the road
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   * @return true, if the placement was successful
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   */
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  public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
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    // TODO: Implement
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    return false;
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  }
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  /**
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   * This method takes care of actions depending on the dice throw result.
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   *
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   * A key action is the payout of the resource cards to the players
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   * according to the payout rules of the game. This includes the
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   * "negative payout" in case a 7 is thrown and a player has more than
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   * {@link Config#MAX_CARDS_IN_HAND_NO_DROP} resource cards.
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   *
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   * If a player does not get resource cards, the list for this players'
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   * {@link Faction} is <b>an empty list (not null)</b>!.
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   *
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   * <p>
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   * The payout rules of the game take into account factors such as, the number
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   * of resource cards currently available in the bank, settlement types
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   * (settlement or city), and the number of players that should get resource
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   * cards of a certain type (relevant if there are not enough left in the bank).
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   * </p>
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   *
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   * @param dicethrow the resource cards that have been distributed to the players
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   * @return the resource cards added to the stock of the different players
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   */
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  public Map<Faction, List<Resource>> throwDice(int dicethrow) {
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    // TODO: Implement
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    return null;
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  }
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  /**
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   * Builds a settlement at the specified position on the board.
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   * 
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   * <p>The settlement can be built if:
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   * <ul>
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   * <li> the player possesses the required resource cards</li>
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   * <li> a settlement to place on the board</li>
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   * <li> the specified position meets the build rules for settlements</li>
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   * </ul> 
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   * 
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   * @param position the position of the settlement
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   * @return true, if the placement was successful
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   */
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  public boolean buildSettlement(Point position) {
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    // TODO: Implement
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    return false;
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  }
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  /**
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   * Builds a city at the specified position on the board.
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   * 
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   * <p>The city can be built if:
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   * <ul>
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   * <li> the player possesses the required resource cards</li>
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   * <li> a city to place on the board</li>
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   * <li> the specified position meets the build rules for cities</li>
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   * </ul> 
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   * 
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   * @param position the position of the city
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   * @return true, if the placement was successful
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   */
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  public boolean buildCity(Point position) {
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    // TODO: OPTIONAL task - Implement
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    return false;
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  }
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  /**
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   * Builds a road at the specified position on the board.
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   * 
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   * <p>The road can be built if:
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   * <ul>
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   * <li> the player possesses the required resource cards</li>
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   * <li> a road to place on the board</li>
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   * <li> the specified position meets the build rules for roads</li>
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   * </ul> 
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   * 
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   * @param roadStart the position of the start of the road
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   * @param roadEnd the position of the end of the road
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   * @return true, if the placement was successful
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   */
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  public boolean buildRoad(Point roadStart, Point roadEnd) {
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    //1. Check if Edge
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    if(!board.hasEdge(roadStart,roadEnd)){
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        // TODO: Error message
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    }
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					    }
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    //2. Check if Edge is empty
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    if(board.getEdge(roadStart,roadEnd) != null) {
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					    private void createPlayer(int numberOfPlayers) {
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      // TODO: Error message
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					        for (int i = 0; i < numberOfPlayers; i++) {
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					            allPlayers.add(new Player(Config.Faction.values()[i]));
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					        }
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					    }
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					    /**
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					     * Switches to the next player in the defined sequence of players.
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					     */
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					    public void switchToNextPlayer() {
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					        // TODO: Implement
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					    }
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					    /**
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					     * Switches to the previous player in the defined sequence of players.
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					     */
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					    public void switchToPreviousPlayer() {
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					        // TODO: Implement
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					    }
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					    /**
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					     * Returns the {@link Faction}s of the active players.
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					     *
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					     * <p>The order of the player's factions in the list must
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					     * correspond to the oder in which they play.
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					     * Hence, the player that sets the first settlement must be
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					     * at position 0 in the list etc.
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					     *
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					     * <strong>Important note:</strong> The list must contain the
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					     * factions of active players only.</p>
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					     *
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					     * @return the list with player's factions
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					     */
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					    public List<Faction> getPlayerFactions() {
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					        // TODO: Implement
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					        List<Faction> factions = new ArrayList<>();
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					        for (Player player: allPlayers ) {
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					            factions.add(player.getFaction());
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					        }
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					        return factions;
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    }
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					    }
 | 
				
			||||||
    //3. Can Player build road
 | 
					 | 
				
			||||||
    // TODO
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    return false;
 | 
					    /**
 | 
				
			||||||
  }
 | 
					     * Returns the game board.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @return the game board
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public SiedlerBoard getBoard() {
 | 
				
			||||||
 | 
					        return board;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
  
 | 
					    /**
 | 
				
			||||||
  /**
 | 
					     * Returns the {@link Faction} of the current player.
 | 
				
			||||||
   * Trades in {@link #FOUR_TO_ONE_TRADE_OFFER} resource cards of the
 | 
					     *
 | 
				
			||||||
   * offered type for {@link #FOUR_TO_ONE_TRADE_WANT} resource cards of the wanted type.
 | 
					     * @return the faction of the current player
 | 
				
			||||||
   *
 | 
					     */
 | 
				
			||||||
   * The trade only works when bank and player possess the resource cards
 | 
					    public Faction getCurrentPlayerFaction() {
 | 
				
			||||||
   * for the trade before the trade is executed.
 | 
					        return allPlayers.get(activePlayer).getFaction();
 | 
				
			||||||
   *
 | 
					    }
 | 
				
			||||||
   * @param offer offered type
 | 
					 | 
				
			||||||
   * @param want wanted type
 | 
					 | 
				
			||||||
   * @return true, if the trade was successful
 | 
					 | 
				
			||||||
   */
 | 
					 | 
				
			||||||
  public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
 | 
					 | 
				
			||||||
    // TODO: Implement
 | 
					 | 
				
			||||||
    return bank.tradeWithBank(want,offer, FOUR_TO_ONE_TRADE_WANT, FOUR_TO_ONE_TRADE_OFFER);
 | 
					 | 
				
			||||||
  }
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
  /**
 | 
					    /**
 | 
				
			||||||
   * Returns the winner of the game, if any. 
 | 
					     * Returns how many resource cards of the specified type
 | 
				
			||||||
   * 
 | 
					     * the current player owns.
 | 
				
			||||||
   * @return the winner of the game or null, if there is no winner (yet)
 | 
					     *
 | 
				
			||||||
   */
 | 
					     * @param resource the resource type
 | 
				
			||||||
  public Faction getWinner() {
 | 
					     * @return the number of resource cards of this type
 | 
				
			||||||
    // TODO: Implement
 | 
					     */
 | 
				
			||||||
    return null;
 | 
					    public int getCurrentPlayerResourceStock(Resource resource) {
 | 
				
			||||||
  }
 | 
					        int ressourceInStock = allPlayers.get(activePlayer).getSpecificResource(resource);
 | 
				
			||||||
  
 | 
					        return ressourceInStock;
 | 
				
			||||||
  
 | 
					    }
 | 
				
			||||||
  /**
 | 
					
 | 
				
			||||||
   * Places the thief on the specified field and steals a random resource card (if
 | 
					    /**
 | 
				
			||||||
   * the player has such cards) from a random player with a settlement at that
 | 
					     * Places a settlement in the founder's phase (phase II) of the game.
 | 
				
			||||||
   * field (if there is a settlement) and adds it to the resource cards of the
 | 
					     *
 | 
				
			||||||
   * current player.
 | 
					     * <p>The placement does not cost any resource cards. If payout is
 | 
				
			||||||
   * 
 | 
					     * set to true, for each adjacent resource-producing field, a resource card of the
 | 
				
			||||||
   * @param field the field on which to place the thief
 | 
					     * type of the resource produced by the field is taken from the bank (if available) and added to
 | 
				
			||||||
   * @return false, if the specified field is not a field or the thief cannot be 
 | 
					     * the players' stock of resource cards.</p>
 | 
				
			||||||
   *     placed there (e.g., on water) 
 | 
					     *
 | 
				
			||||||
   */
 | 
					     * @param position the position of the settlement
 | 
				
			||||||
  public boolean placeThiefAndStealCard(Point field) {
 | 
					     * @param payout   if true, the player gets one resource card per adjacent resource-producing field
 | 
				
			||||||
    //TODO: Implement (or longest road functionality)
 | 
					     * @return true, if the placement was successful
 | 
				
			||||||
    return false;
 | 
					     */
 | 
				
			||||||
  }
 | 
					    public boolean placeInitialSettlement(Point position, boolean payout) {
 | 
				
			||||||
 | 
					        // TODO: Implement
 | 
				
			||||||
 | 
					        return false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Places a road in the founder's phase (phase II) of the game.
 | 
				
			||||||
 | 
					     * The placement does not cost any resource cards.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param roadStart position of the start of the road
 | 
				
			||||||
 | 
					     * @param roadEnd   position of the end of the road
 | 
				
			||||||
 | 
					     * @return true, if the placement was successful
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
 | 
				
			||||||
 | 
					        // TODO: Implement
 | 
				
			||||||
 | 
					        return false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * This method takes care of actions depending on the dice throw result.
 | 
				
			||||||
 | 
					     * <p>
 | 
				
			||||||
 | 
					     * A key action is the payout of the resource cards to the players
 | 
				
			||||||
 | 
					     * according to the payout rules of the game. This includes the
 | 
				
			||||||
 | 
					     * "negative payout" in case a 7 is thrown and a player has more than
 | 
				
			||||||
 | 
					     * {@link Config#MAX_CARDS_IN_HAND_NO_DROP} resource cards.
 | 
				
			||||||
 | 
					     * <p>
 | 
				
			||||||
 | 
					     * If a player does not get resource cards, the list for this players'
 | 
				
			||||||
 | 
					     * {@link Faction} is <b>an empty list (not null)</b>!.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * <p>
 | 
				
			||||||
 | 
					     * The payout rules of the game take into account factors such as, the number
 | 
				
			||||||
 | 
					     * of resource cards currently available in the bank, settlement types
 | 
				
			||||||
 | 
					     * (settlement or city), and the number of players that should get resource
 | 
				
			||||||
 | 
					     * cards of a certain type (relevant if there are not enough left in the bank).
 | 
				
			||||||
 | 
					     * </p>
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param dicethrow the resource cards that have been distributed to the players
 | 
				
			||||||
 | 
					     * @return the resource cards added to the stock of the different players
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public Map<Faction, List<Resource>> throwDice(int dicethrow) {
 | 
				
			||||||
 | 
					        // TODO: Implement
 | 
				
			||||||
 | 
					        return null;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Builds a settlement at the specified position on the board.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * <p>The settlement can be built if:
 | 
				
			||||||
 | 
					     * <ul>
 | 
				
			||||||
 | 
					     * <li> the player possesses the required resource cards</li>
 | 
				
			||||||
 | 
					     * <li> a settlement to place on the board</li>
 | 
				
			||||||
 | 
					     * <li> the specified position meets the build rules for settlements</li>
 | 
				
			||||||
 | 
					     * </ul>
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param position the position of the settlement
 | 
				
			||||||
 | 
					     * @return true, if the placement was successful
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean buildSettlement(Point position) {
 | 
				
			||||||
 | 
					        //1. Check if Edge
 | 
				
			||||||
 | 
					        if (!board.hasCorner(position)) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //2. Check if Edge is empty
 | 
				
			||||||
 | 
					        if (board.getCorner(position) != null) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //3. Can Player build road
 | 
				
			||||||
 | 
					        if (!allPlayers.get(activePlayer).buildSettlement()) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //4. Insert Road to map
 | 
				
			||||||
 | 
					        board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
 | 
				
			||||||
 | 
					        return true;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Builds a city at the specified position on the board.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * <p>The city can be built if:
 | 
				
			||||||
 | 
					     * <ul>
 | 
				
			||||||
 | 
					     * <li> the player possesses the required resource cards</li>
 | 
				
			||||||
 | 
					     * <li> a city to place on the board</li>
 | 
				
			||||||
 | 
					     * <li> the specified position meets the build rules for cities</li>
 | 
				
			||||||
 | 
					     * </ul>
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param position the position of the city
 | 
				
			||||||
 | 
					     * @return true, if the placement was successful
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean buildCity(Point position) {
 | 
				
			||||||
 | 
					        // TODO: OPTIONAL task - Implement
 | 
				
			||||||
 | 
					        return false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Builds a road at the specified position on the board.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * <p>The road can be built if:
 | 
				
			||||||
 | 
					     * <ul>
 | 
				
			||||||
 | 
					     * <li> the player possesses the required resource cards</li>
 | 
				
			||||||
 | 
					     * <li> a road to place on the board</li>
 | 
				
			||||||
 | 
					     * <li> the specified position meets the build rules for roads</li>
 | 
				
			||||||
 | 
					     * </ul>
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param roadStart the position of the start of the road
 | 
				
			||||||
 | 
					     * @param roadEnd   the position of the end of the road
 | 
				
			||||||
 | 
					     * @return true, if the placement was successful
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean buildRoad(Point roadStart, Point roadEnd) {
 | 
				
			||||||
 | 
					        //1. Check if Edge
 | 
				
			||||||
 | 
					        if (!board.hasEdge(roadStart, roadEnd)) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //2. Check if Edge is empty
 | 
				
			||||||
 | 
					        if (board.getEdge(roadStart, roadEnd) != null) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //3. Can Player build road
 | 
				
			||||||
 | 
					        if (!allPlayers.get(activePlayer).buildRoad()) {
 | 
				
			||||||
 | 
					            // TODO: Error message
 | 
				
			||||||
 | 
					            return false;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					        //4. Insert Road to map
 | 
				
			||||||
 | 
					        board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
 | 
				
			||||||
 | 
					        return true;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Trades in {@link #FOUR_TO_ONE_TRADE_OFFER} resource cards of the
 | 
				
			||||||
 | 
					     * offered type for {@link #FOUR_TO_ONE_TRADE_WANT} resource cards of the wanted type.
 | 
				
			||||||
 | 
					     * <p>
 | 
				
			||||||
 | 
					     * The trade only works when bank and player possess the resource cards
 | 
				
			||||||
 | 
					     * for the trade before the trade is executed.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param offer offered type
 | 
				
			||||||
 | 
					     * @param want  wanted type
 | 
				
			||||||
 | 
					     * @return true, if the trade was successful
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
 | 
				
			||||||
 | 
					        // TODO: Implement
 | 
				
			||||||
 | 
					        return bank.tradeWithBank(want, offer, FOUR_TO_ONE_TRADE_WANT, FOUR_TO_ONE_TRADE_OFFER);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Returns the winner of the game, if any.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @return the winner of the game or null, if there is no winner (yet)
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public Faction getWinner() {
 | 
				
			||||||
 | 
					        // TODO: Implement
 | 
				
			||||||
 | 
					        return null;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /**
 | 
				
			||||||
 | 
					     * Places the thief on the specified field and steals a random resource card (if
 | 
				
			||||||
 | 
					     * the player has such cards) from a random player with a settlement at that
 | 
				
			||||||
 | 
					     * field (if there is a settlement) and adds it to the resource cards of the
 | 
				
			||||||
 | 
					     * current player.
 | 
				
			||||||
 | 
					     *
 | 
				
			||||||
 | 
					     * @param field the field on which to place the thief
 | 
				
			||||||
 | 
					     * @return false, if the specified field is not a field or the thief cannot be
 | 
				
			||||||
 | 
					     * placed there (e.g., on water)
 | 
				
			||||||
 | 
					     */
 | 
				
			||||||
 | 
					    public boolean placeThiefAndStealCard(Point field) {
 | 
				
			||||||
 | 
					        //TODO: Implement (or longest road functionality)
 | 
				
			||||||
 | 
					        return false;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -6,4 +6,8 @@ public abstract class Structure {
 | 
				
			||||||
    public Structure(Config.Faction faction) {
 | 
					    public Structure(Config.Faction faction) {
 | 
				
			||||||
        this.faction = faction;
 | 
					        this.faction = faction;
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    public Config.Faction getFaction() {
 | 
				
			||||||
 | 
					        return faction;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
		Reference in New Issue