Merge remote-tracking branch 'origin/main'
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commit
a2e7f60836
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@ -13,6 +13,7 @@ public class Player {
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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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private int citiesToUse;
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public Player (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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@ -91,9 +92,9 @@ public class Player {
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/**
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/**
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* This method has to be used when a player wants to build a settlement. It checks if a player has enough roads
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* This method has to be used when a player wants to build a settlement. It checks if a player has enough roads
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* and resources to build one more. If player is able to build, the method substract the buildcost from the resources
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* and resources to build one more. If the player is able to build, this method subtracts the buildcost from the resources
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* in possesion by the player.
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* in possession by the player.
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* @return true if road can be created false if road can't be created
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* @return true if road can be created false if road can't be created.
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*/
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*/
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public boolean buildSettlement() {
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public boolean buildSettlement() {
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List<Config.Resource> costs = Config.Structure.SETTLEMENT.getCosts();
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List<Config.Resource> costs = Config.Structure.SETTLEMENT.getCosts();
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@ -106,6 +107,23 @@ public class Player {
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return true;
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return true;
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}
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}
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/**
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* This method has to be used when a player wants to build a city. It checks if a player already has a settlement
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* on that position and if he has enough resource to build one. If the player is able to build, this method subtracts
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* the buildcost from the resources in possession by the player.
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* @return true if road can be created false if road can't be created.
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*/
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public boolean buildCity() {
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List<Config.Resource> costs = Config.Structure.CITY.getCosts();
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if ( citiesToUse == 0 || !checkRessourceToBuild(costs)){
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return false;
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}
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for (Config.Resource resource : costs){
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resources.put(resource,resources.get(resource)-1);
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}
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return true;
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}
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//returns true if player has enough resources else false
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//returns true if player has enough resources else false
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private boolean checkRessourceToBuild(List<Config.Resource> liste) {
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private boolean checkRessourceToBuild(List<Config.Resource> liste) {
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for (Config.Resource resource : liste) {
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for (Config.Resource resource : liste) {
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@ -218,7 +218,7 @@ public class SiedlerGame {
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}
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}
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//4. Insert Settlement to map
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//4. Insert Settlement to map
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
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//5. Give Resoure to bank
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//5. Give Resources to bank
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bank.storeResourceToBank(Config.Structure.SETTLEMENT.getCosts());
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bank.storeResourceToBank(Config.Structure.SETTLEMENT.getCosts());
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return true;
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return true;
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}
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}
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@ -238,6 +238,21 @@ public class SiedlerGame {
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*/
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*/
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public boolean buildCity(Point position) {
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public boolean buildCity(Point position) {
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// TODO: OPTIONAL task - Implement
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// TODO: OPTIONAL task - Implement
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//1. Check if Corner.
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if (!board.hasCorner(position)){
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return false;
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}
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//2. Check if Settlement has already been built
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Settlement atCurrentPosition = (Settlement) board.getCorner(position);
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//3. Can player build a City.
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if(!allPlayers.get(activePlayer).buildCity()){
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return false;
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}
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//4.Insert City into the map.
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board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction()));
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//5. Give resources to the bank.
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bank.storeResourceToBank(Config.Structure.CITY.getCosts());
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return false;
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return false;
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}
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}
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