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package ch.zhaw.catan;
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import java.awt.Point;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.function.Function;
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import java.util.stream.Collectors;
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/**
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* This class specifies the most important and basic parameters of the game
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* Catan.
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* <p>
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* The class provides definitions such as for the type and number of resource
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* cards or the number of available road elements per player. Furthermore, it
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* provides a dice number to field and a field to land type mapping for the
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* standard setup detailed <a href=
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* "https://www.catan.de/files/downloads/4002051693602_catan_-_das_spiel_0.pdf">here</a>
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* </p>
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* @author tebe
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*
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*/
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public class Config {
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// Minimum number of players
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// Note: The max. number is equal to the number of factions (see Faction enum)
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public static final int MIN_NUMBER_OF_PLAYERS = 2;
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// Initial thief position (on the desert field)
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public static final Point INITIAL_THIEF_POSITION = new Point(7, 11);
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// Available factions
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public enum Faction {
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RED("rr"), BLUE("bb"), GREEN("gg"), YELLOW("yy");
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private String name;
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private Faction(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return name;
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}
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}
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// RESOURCE CARD DECK
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public static final Map<Resource, Integer> INITIAL_RESOURCE_CARDS_BANK = Map.of(Resource.LUMBER, 19,
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Resource.BRICK, 19, Resource.WOOL, 19, Resource.GRAIN, 19, Resource.ORE, 19);
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// SPECIFICATION OF AVAILABLE RESOURCE TYPES
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/**
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* This {@link Enum} specifies the available resource types in the game.
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*
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* @author tebe
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*/
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public enum Resource {
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GRAIN("GR"), WOOL("WL"), LUMBER("LU"), ORE("OR"), BRICK("BR");
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private String name;
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private Resource(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return name;
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}
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}
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// SPECIFICATION OF AVAILABLE LAND TYPES
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/**
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* This {@link Enum} specifies the available lands in the game. Some land types
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* produce resources (e.g., {@link Land#FOREST}, others do not (e.g.,
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* {@link Land#WATER}.
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*
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* @author tebe
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*/
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public enum Land {
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FOREST(Resource.LUMBER), PASTURE(Resource.WOOL), FIELDS(Resource.GRAIN),
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MOUNTAIN(Resource.ORE), HILLS(Resource.BRICK), WATER("~~"), DESERT("--");
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private Resource resource = null;
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private String name;
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private Land(Resource resource) {
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this(resource.toString());
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this.resource = resource;
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}
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private Land(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return this.name;
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}
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/**
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* Returns the {@link Resource} that this land provides or null,
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* if it does not provide any.
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*
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* @return the {@link Resource} or null
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*/
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public Resource getResource() {
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return resource;
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}
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}
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// STRUCTURES (with costs)
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private static final int NUMBER_OF_ROADS_PER_PLAYER = 15;
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private static final int NUMBER_OF_SETTLEMENTS_PER_PLAYER = 5;
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private static final int NUMBER_OF_CITIES_PER_PLAYER = 4;
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public static final int MAX_CARDS_IN_HAND_NO_DROP = 7;
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/**
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* This enum models the different structures that can be built.
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* <p>
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* The enum provides information about the cost of a structure and how many of
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* these structures are available per player.
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* </p>
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*/
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public enum Structure {
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SETTLEMENT(List.of(Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN),
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NUMBER_OF_SETTLEMENTS_PER_PLAYER),
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CITY(List.of(Resource.ORE, Resource.ORE, Resource.ORE, Resource.GRAIN, Resource.GRAIN),
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NUMBER_OF_CITIES_PER_PLAYER),
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ROAD(List.of(Resource.LUMBER, Resource.BRICK), NUMBER_OF_ROADS_PER_PLAYER);
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private List<Resource> costs;
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private int stockPerPlayer;
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private Structure(List<Resource> costs, int stockPerPlayer) {
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this.costs = costs;
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this.stockPerPlayer = stockPerPlayer;
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}
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/**
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* Returns the build costs of this structure.
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* <p>
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* Each list entry represents a resource card. The value of an entry (e.g., {@link Resource#LUMBER})
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* identifies the resource type of the card.
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* </p>
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* @return the build costs
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*/
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public List<Resource> getCosts() {
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return costs;
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}
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/**
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* Returns the build costs of this structure.
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*
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* @return the build costs in terms of the number of resource cards per resource type
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*/
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public Map<Resource, Long> getCostsAsMap() {
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return costs.stream()
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.collect(Collectors.groupingBy(Function.identity(), Collectors.counting()));
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}
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/**
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* Returns the number of pieces that are available of a certain structure (per
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* player). For example, there are {@link Config#NUMBER_OF_ROADS_PER_PLAYER}
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* pieces of the structure {@link Structure#ROAD} per player.
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*
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*
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* @return the stock per player
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*/
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public int getStockPerPlayer() {
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return stockPerPlayer;
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}
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}
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// STANDARD FIXED DICE NUMBER TO FIELD SETUP
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/**
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* Returns a mapping of the dice values per field.
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*
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* @return the dice values per field
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*/
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public static final Map<Point, Integer> getStandardDiceNumberPlacement() {
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Map<Point, Integer> assignment = new HashMap<>();
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assignment.put(new Point(4, 8), 2);
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assignment.put(new Point(7, 5), 3);
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assignment.put(new Point(8, 14), 3);
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assignment.put(new Point(6, 8), 4);
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assignment.put(new Point(7, 17), 4);
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assignment.put(new Point(3, 11), 5);
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assignment.put(new Point(8, 8), 5);
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assignment.put(new Point(5, 5), 6);
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assignment.put(new Point(9, 11), 6);
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assignment.put(new Point(7, 11), 7);
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assignment.put(new Point(9, 5), 8);
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assignment.put(new Point(5, 17), 8);
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assignment.put(new Point(5, 11), 9);
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assignment.put(new Point(11, 11), 9);
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assignment.put(new Point(4, 14), 10);
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assignment.put(new Point(10, 8), 10);
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assignment.put(new Point(6, 14), 11);
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assignment.put(new Point(9, 17), 11);
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assignment.put(new Point(10, 14), 12);
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return Collections.unmodifiableMap(assignment);
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}
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// STANDARD FIXED LAND SETUP
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/**
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* Returns the field (coordinate) to {@link Land} mapping for the <a href=
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* "https://www.catan.de/files/downloads/4002051693602_catan_-_das_spiel_0.pdf">standard
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* setup</a> of the game Catan..
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*
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* @return the field to {@link Land} mapping for the standard setup
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*/
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public static final Map<Point, Land> getStandardLandPlacement() {
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Map<Point, Land> assignment = new HashMap<>();
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Point[] water = { new Point(4, 2), new Point(6, 2), new Point(8, 2), new Point(10, 2),
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new Point(3, 5), new Point(11, 5), new Point(2, 8), new Point(12, 8), new Point(1, 11),
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new Point(13, 11), new Point(2, 14), new Point(12, 14), new Point(3, 17), new Point(11, 17),
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new Point(4, 20), new Point(6, 20), new Point(8, 20), new Point(10, 20) };
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for (Point p : water) {
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assignment.put(p, Land.WATER);
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}
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assignment.put(new Point(5, 5), Land.FOREST);
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assignment.put(new Point(7, 5), Land.PASTURE);
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assignment.put(new Point(9, 5), Land.PASTURE);
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assignment.put(new Point(4, 8), Land.FIELDS);
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assignment.put(new Point(6, 8), Land.MOUNTAIN);
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assignment.put(new Point(8, 8), Land.FIELDS);
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assignment.put(new Point(10, 8), Land.FOREST);
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assignment.put(new Point(3, 11), Land.FOREST);
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assignment.put(new Point(5, 11), Land.HILLS);
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assignment.put(new Point(7, 11), Land.DESERT);
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assignment.put(new Point(9, 11), Land.MOUNTAIN);
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assignment.put(new Point(11, 11), Land.FIELDS);
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assignment.put(new Point(4, 14), Land.FIELDS);
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assignment.put(new Point(6, 14), Land.MOUNTAIN);
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assignment.put(new Point(8, 14), Land.FOREST);
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assignment.put(new Point(10, 14), Land.PASTURE);
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assignment.put(new Point(5, 17), Land.PASTURE);
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assignment.put(new Point(7, 17), Land.HILLS);
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assignment.put(new Point(9, 17), Land.HILLS);
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return Collections.unmodifiableMap(assignment);
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}
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}
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@@ -0,0 +1,59 @@
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package ch.zhaw.catan;
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import ch.zhaw.catan.Config.Land;
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import ch.zhaw.hexboard.Label;
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import java.awt.Point;
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import java.util.HashMap;
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import java.util.Map;
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import org.beryx.textio.TextIO;
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import org.beryx.textio.TextIoFactory;
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import org.beryx.textio.TextTerminal;
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public class Dummy {
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public enum Actions {
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SHOW, QUIT
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}
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private void run() {
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TextIO textIO = TextIoFactory.getTextIO();
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TextTerminal<?> textTerminal = textIO.getTextTerminal();
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SiedlerBoard board = new SiedlerBoard();
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board.addField(new Point(2, 2), Land.FOREST);
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board.setCorner(new Point(3, 3), "RR");
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board.setEdge(new Point(2, 0), new Point(3, 1), "r");
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board.addFieldAnnotation(new Point(2, 2), new Point(3, 1), "AA");
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Map<Point, Label> lowerFieldLabel = new HashMap<>();
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lowerFieldLabel.put(new Point(2, 2), new Label('0', '9'));
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SiedlerBoardTextView view = new SiedlerBoardTextView(board);
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for (Map.Entry<Point, Label> e : lowerFieldLabel.entrySet()) {
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view.setLowerFieldLabel(e.getKey(), e.getValue());
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}
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boolean running = true;
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while (running) {
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switch (getEnumValue(textIO, Actions.class)) {
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case SHOW:
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textTerminal.println(view.toString());
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break;
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case QUIT:
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running = false;
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break;
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default:
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throw new IllegalStateException("Internal error found - Command not implemented.");
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}
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}
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textIO.dispose();
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}
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public static <T extends Enum<T>> T getEnumValue(TextIO textIO, Class<T> commands) {
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return textIO.newEnumInputReader(commands).read("What would you like to do?");
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}
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public static void main(String[] args) {
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new Dummy().run();
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}
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}
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@@ -0,0 +1,37 @@
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package ch.zhaw.catan;
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import ch.zhaw.catan.Config.Land;
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import ch.zhaw.hexboard.HexBoard;
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import java.awt.*;
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import java.util.Collections;
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import java.util.List;
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public class SiedlerBoard extends HexBoard<Land, String, String, String> {
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//TODO: Add fields, constructors and methods as you see fit. Do NOT change the signature
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// of the methods below.
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/**
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* Returns the fields associated with the specified dice value.
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*
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* @param dice the dice value
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* @return the fields associated with the dice value
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*/
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public List<Point> getFieldsForDiceValue(int dice) {
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//TODO: Implement.
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return Collections.emptyList();
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}
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/**
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* Returns the {@link Land}s adjacent to the specified corner.
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*
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* @param corner the corner
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* @return the list with the adjacent {@link Land}s
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*/
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public List<Land> getLandsForCorner(Point corner) {
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//TODO: Implement.
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return Collections.emptyList();
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}
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}
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@@ -0,0 +1,12 @@
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package ch.zhaw.catan;
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import ch.zhaw.catan.Config.Land;
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import ch.zhaw.hexboard.HexBoardTextView;
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public class SiedlerBoardTextView extends HexBoardTextView<Land, String, String, String> {
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public SiedlerBoardTextView(SiedlerBoard board) {
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super(board);
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}
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}
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@@ -0,0 +1,255 @@
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package ch.zhaw.catan;
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import ch.zhaw.catan.Config.Faction;
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import ch.zhaw.catan.Config.Resource;
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import java.awt.Point;
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import java.util.Collections;
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import java.util.List;
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import java.util.Map;
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/**
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* This class performs all actions related to modifying the game state.
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*
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* TODO: (your documentation)
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*
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* @author TODO
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*
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*/
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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_WANT = 1;
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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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// TODO: Implement
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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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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 null;
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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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/**
|
||||
* This method takes care of actions depending on the dice throw result.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* 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) {
|
||||
// TODO: Implement
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
// TODO: Implement
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* 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 false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user