Minor Grammar and Cameltow fixes
This commit is contained in:
parent
f3b9cd2771
commit
ffc97a39ef
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@ -6,22 +6,21 @@ import java.util.HashMap;
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public class Bank {
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public class Bank {
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private final HashMap<Config.Resource, Integer> resources = new HashMap<>();
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private final HashMap<Config.Resource, Integer> resources = new HashMap<>();
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public Bank(){
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public Bank() {
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resources.putAll(Config.INITIAL_RESOURCE_CARDS_BANK);
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resources.putAll(Config.INITIAL_RESOURCE_CARDS_BANK);
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}
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}
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public void storeResourceToBank(Config.Resource resource, int numberOfResources) {
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public void storeResourceToBank(Config.Resource resource, int numberOfResources) {
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resources.put(resource,resources.get(resource)+numberOfResources);
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resources.put(resource, resources.get(resource) + numberOfResources);
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}
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}
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public boolean getResourceFromBank(Config.Resource resource,int numberOfResources) {
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public boolean getResourceFromBank(Config.Resource resource, int numberOfResources) {
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if(resources.get(resource) >= numberOfResources) {
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if (resources.get(resource) >= numberOfResources) {
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Integer newResourceNumber = resources.get(resource) - numberOfResources;
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Integer newResourceNumber = resources.get(resource) - numberOfResources;
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resources.put(resource, newResourceNumber);
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resources.put(resource, newResourceNumber);
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return true;
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return true;
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}
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} else {
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else {
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return false;
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return false;
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}
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}
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}
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}
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@ -5,7 +5,7 @@ import java.awt.Point;
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public class City extends Settlement {
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public class City extends Settlement {
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public City(Config.Faction faction, Point position) {
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public City(Config.Faction faction, Point position) {
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super(faction,position);
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super(faction, position);
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}
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}
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public String toString() {
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public String toString() {
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@ -2,17 +2,16 @@ package ch.zhaw.catan;
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//TODO:JavaDoc
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//TODO:JavaDoc
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public enum Command {
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public enum Command {
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NEXTPLAYER ("next player"), BUILDSETTLEMENT ("build settlement"), BUILDCITY("build city"),
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NEXTPLAYER("next player"), BUILDSETTLEMENT("build settlement"), BUILDCITY("build city"),
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BUILDROAD("build road"), TRADEWITHBANK("trade with bank"),QUIT("quit");
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BUILDROAD("build road"), TRADEWITHBANK("trade with bank"), QUIT("quit");
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private final String commandWord;
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private final String commandWord;
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Command(String commandWord) {
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Command(String commandWord) {
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this.commandWord = commandWord;
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this.commandWord = commandWord;
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}
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}
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public String toString() {
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public String toString() {
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return commandWord;
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return commandWord;
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}
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}
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@ -7,12 +7,12 @@ public class Field {
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private Config.Land land;
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private Config.Land land;
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private final Label label;
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private final Label label;
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public Field(Config.Land land, Label label){
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public Field(Config.Land land, Label label) {
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this.land = land;
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this.land = land;
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this.label = label;
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this.label = label;
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}
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}
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public Config.Resource getResource(){
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public Config.Resource getResource() {
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return land.getResource();
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return land.getResource();
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}
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}
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@ -2,7 +2,8 @@ package ch.zhaw.catan;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.List;
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import java.util.List;
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//TODO Java Doc bearbeiten
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//TODO Java Doc
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/**
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/**
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* New Class PLayer
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* New Class PLayer
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* This class is here in order to maintain the resources of the players, the amount of structures that they can build,
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* This class is here in order to maintain the resources of the players, the amount of structures that they can build,
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@ -20,14 +21,14 @@ public class Player {
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* @param faction this is the faction of the player.
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* @param faction this is the faction of the player.
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*/
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*/
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public Player(Config.Faction faction) {
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public Player(Config.Faction faction) {
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//Datafields
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//Data fields
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this.faction = faction;
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this.faction = faction;
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//Available Structures initialize
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//Initialize available structures
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structureToUse = new HashMap<>();
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structureToUse = new HashMap<>();
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structureToUse.put(Config.Structure.ROAD, Config.Structure.ROAD.getStockPerPlayer());
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structureToUse.put(Config.Structure.ROAD, Config.Structure.ROAD.getStockPerPlayer());
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structureToUse.put(Config.Structure.SETTLEMENT, Config.Structure.SETTLEMENT.getStockPerPlayer());
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structureToUse.put(Config.Structure.SETTLEMENT, Config.Structure.SETTLEMENT.getStockPerPlayer());
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structureToUse.put(Config.Structure.CITY, Config.Structure.CITY.getStockPerPlayer());
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structureToUse.put(Config.Structure.CITY, Config.Structure.CITY.getStockPerPlayer());
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//Resources initialize
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//Initialize resources
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resources = new HashMap<>();
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resources = new HashMap<>();
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for (Config.Resource resource : Config.Resource.values()) {
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for (Config.Resource resource : Config.Resource.values()) {
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resources.put(resource, 0);
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resources.put(resource, 0);
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@ -73,18 +74,18 @@ public class Player {
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}
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}
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/**
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/**
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* This method substracts a specific resource from resourcess but check first if player has enough resources.
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* This method subtracts a specific resource from the player's resources. but check first if player has the specific resources.
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*
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*
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* @param resource to substract
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* @param resource to subtract
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* @param numberToSubstract how much to substract
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* @param numberToSubtract how much to subtract
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* @return true if resource has been substracted false if player has not enough resources
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* @return true if resource has been subtracted false if player has not enough resources
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*/
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*/
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public boolean substractResource(Config.Resource resource, int numberToSubstract) {
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public boolean subtractResource(Config.Resource resource, int numberToSubtract) {
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int inPossesion = resources.get(resource);
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int inPossession = resources.get(resource);
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if (inPossesion - numberToSubstract < 0) {
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if (inPossession - numberToSubtract < 0) {
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return false;
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return false;
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}
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}
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resources.put(resource, inPossesion - numberToSubstract);
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resources.put(resource, inPossession - numberToSubtract);
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return true;
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return true;
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}
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}
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@ -93,6 +94,7 @@ public class Player {
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* and resources to build one more. If the player is able to build, this method subtracts the building cost from the resources
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* and resources to build one more. If the player is able to build, this method subtracts the building cost from the resources
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* in possession by the player.
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* in possession by the player.
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* It reduces the amount of the specific structure a player can build by 1.
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* It reduces the amount of the specific structure a player can build by 1.
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*
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* @return true if the structure can be created false if the structure can't be created.
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* @return true if the structure can be created false if the structure can't be created.
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*/
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*/
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public boolean build(Config.Structure structure) {
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public boolean build(Config.Structure structure) {
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@ -1,13 +1,14 @@
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package ch.zhaw.catan;
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package ch.zhaw.catan;
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import java.awt.Point;
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import java.awt.*;
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/// TODO: 09/12/2021 Java Doc
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/// TODO: 09/12/2021 Java Doc
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public class Road extends Structure {
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public class Road extends Structure {
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private final Point start,end;
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private final Point start, end;
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public Road(Config.Faction faction,Point start,Point end) {
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public Road(Config.Faction faction, Point start, Point end) {
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super(faction);
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super(faction);
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this.start = start;
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this.start = start;
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this.end = end;
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this.end = end;
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@ -1,12 +1,13 @@
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package ch.zhaw.catan;
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package ch.zhaw.catan;
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import java.awt.Point;
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import java.awt.*;
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//TODO Java Doc
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//TODO Java Doc
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public class Settlement extends Structure {
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public class Settlement extends Structure {
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private Point position;
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private Point position;
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public Settlement(Config.Faction faction,Point position) {
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public Settlement(Config.Faction faction, Point position) {
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super(faction);
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super(faction);
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this.position = position;
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this.position = position;
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}
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}
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@ -9,6 +9,7 @@ import java.util.Random;
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public class Siedler {
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public class Siedler {
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/**
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/**
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* The main Method of the game. It creates a Parser Object and calls the Methods foundingPhase (to create a new Game) and gamePhase
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* The main Method of the game. It creates a Parser Object and calls the Methods foundingPhase (to create a new Game) and gamePhase
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*
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* @param args There are no arguments needed.
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* @param args There are no arguments needed.
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*/
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*/
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public static void main(String[] args) {
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public static void main(String[] args) {
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/**
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/**
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* The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods.
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* The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods.
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*
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* @param parser The Parser Object which will interact with the player.
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* @param parser The Parser Object which will interact with the player.
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* @param game The Game object which is already created and has the founding phase completed.
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* @param game The Game object which is already created and has the founding phase completed.
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*/
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*/
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private static void gamePhase(Parser parser, SiedlerGame game) {
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private static void gamePhase(Parser parser, SiedlerGame game) {
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boolean running = true;
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boolean running = true;
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boolean diceThrown = false;
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boolean diceThrown = false;
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while (running){
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while (running) {
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Config.Faction currentPlayerFaction = game.getCurrentPlayerFaction();
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Config.Faction currentPlayerFaction = game.getCurrentPlayerFaction();
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parser.displayGameboard(game.getBoard().getTextView()); //todo jedesmal ausgeben? oder nur wenn neuer Spieler oder separater Befehl?
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parser.displayGameboard(game.getBoard().getTextView()); //todo jedesmal ausgeben? oder nur wenn neuer Spieler oder separater Befehl?
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parser.playerTurn(currentPlayerFaction);
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parser.playerTurn(currentPlayerFaction);
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if(!diceThrown) {
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if (!diceThrown) {
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throwDice(parser, game);
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throwDice(parser, game);
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diceThrown = true;
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diceThrown = true;
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}
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}
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parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinPoints());
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parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinPoints());
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switch (parser.getAction()) {
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switch (parser.getAction()) {
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case NEXTPLAYER:
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case NEXTPLAYER:
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if(caseNextPlayer(parser, game)){
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if (caseNextPlayer(parser, game)) {
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running = false;
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running = false;
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} else {
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} else {
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diceThrown = false;
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diceThrown = false;
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/**
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/**
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* The Method which is called if the player chooses the command "next Player".
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* The Method which is called if the player chooses the command "next Player".
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @param game The game Object which will be used to execute the Method.
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* @param game The game Object which will be used to execute the Method.
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* @return true: if there is a winner and game is finished. false: if there is no winner (yet).
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* @return true: if there is a winner and game is finished. false: if there is no winner (yet).
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*/
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*/
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private static boolean caseNextPlayer(Parser parser, SiedlerGame game){
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private static boolean caseNextPlayer(Parser parser, SiedlerGame game) {
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Config.Faction winner = game.getWinner();
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Config.Faction winner = game.getWinner();
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if(winner == null) {
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if (winner == null) {
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game.switchToNextPlayer();
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game.switchToNextPlayer();
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return false;
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return false;
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} else {
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} else {
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@ -83,19 +86,21 @@ public class Siedler {
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/**
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/**
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* The Method which is called if the player chooses the command "Trade with bank".
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* The Method which is called if the player chooses the command "Trade with bank".
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @param game The game Object which will be used to execute the Method.
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* @param game The game Object which will be used to execute the Method.
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*/
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*/
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private static void caseTradeWithBank(Parser parser, SiedlerGame game) {
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private static void caseTradeWithBank(Parser parser, SiedlerGame game) {
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Config.Resource offer = parser.trade(true);
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Config.Resource offer = parser.trade(true);
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Config.Resource want = parser.trade(false);
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Config.Resource want = parser.trade(false);
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if(!game.tradeWithBankFourToOne(offer, want)){
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if (!game.tradeWithBankFourToOne(offer, want)) {
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parser.errorMessage();
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parser.errorMessage();
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}
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}
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}
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}
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/**
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/**
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* The Method which is called if the player chooses a command to build any structure.
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* The Method which is called if the player chooses a command to build any structure.
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @param game The game Object which will be used to execute the Method.
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* @param game The game Object which will be used to execute the Method.
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* @param structure The kind of Structure the player selected to build.
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* @param structure The kind of Structure the player selected to build.
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private static void caseBuildStructure(Parser parser, SiedlerGame game, Config.Structure structure) {
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private static void caseBuildStructure(Parser parser, SiedlerGame game, Config.Structure structure) {
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parser.giveCoordinatesForStructures(structure);
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parser.giveCoordinatesForStructures(structure);
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boolean successfully = false;
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boolean successfully = false;
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if(structure == Config.Structure.SETTLEMENT){
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if (structure == Config.Structure.SETTLEMENT) {
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successfully = game.buildSettlement(parser.getPoint());
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successfully = game.buildSettlement(parser.getPoint());
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} else if(structure == Config.Structure.CITY) {
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} else if (structure == Config.Structure.CITY) {
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successfully = game.buildCity(parser.getPoint());
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successfully = game.buildCity(parser.getPoint());
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} else if(structure == Config.Structure.ROAD){
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} else if (structure == Config.Structure.ROAD) {
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successfully = game.buildRoad(parser.getPoint(), parser.getPoint());
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successfully = game.buildRoad(parser.getPoint(), parser.getPoint());
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}
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}
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if(!successfully){
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if (!successfully) {
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parser.errorMessage();
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parser.errorMessage();
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}
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}
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}
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}
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/**
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/**
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* The method which calculates a random dice number and calls the method throwDice in the game Object.
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* The method which calculates a random dice number and calls the method throwDice in the game Object.
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @param game The game Object which will be used to execute the Method.
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* @param game The game Object which will be used to execute the Method.
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*/
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*/
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/**
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/**
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* The Method which executes the whole founding phase. It Creates a new SiedlerGame Object and prompts the players to build their first structures.
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* The Method which executes the whole founding phase. It Creates a new SiedlerGame Object and prompts the players to build their first structures.
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @return The new SiedlerGame Object which is created.
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* @return The new SiedlerGame Object which is created.
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*/
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*/
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SiedlerGame game = new SiedlerGame(gameInfo.get("NumberOfWinPoints"), gameInfo.get("NumberOfPlayers"));
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SiedlerGame game = new SiedlerGame(gameInfo.get("NumberOfWinPoints"), gameInfo.get("NumberOfPlayers"));
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//each Player builds their first Settlement and first Road in reverse order than in the rest of the game
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//each Player builds their first Settlement and first Road in reverse order than in the rest of the game
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for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){
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for (int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++) {
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buildStructuresInFoundingPhase(parser, game, false);
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buildStructuresInFoundingPhase(parser, game, false);
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if(player < gameInfo.get("NumberOfPlayers")){
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if (player < gameInfo.get("NumberOfPlayers")) {
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game.switchToPreviousPlayer();
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game.switchToPreviousPlayer();
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}
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}
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}
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}
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//each Player builds their second Settlement and second Road and gets a Payout for these Structures in usual order.
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//each Player builds their second Settlement and second Road and gets a Payout for these Structures in usual order.
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for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){
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for (int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++) {
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buildStructuresInFoundingPhase(parser, game, true);
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buildStructuresInFoundingPhase(parser, game, true);
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game.switchToNextPlayer();
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game.switchToNextPlayer();
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}
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}
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@ -155,37 +162,36 @@ public class Siedler {
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/**
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/**
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* The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road.
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* The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road.
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*
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* @param parser The parser Object which will interact with the player.
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* @param parser The parser Object which will interact with the player.
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* @param game The game Object which will be used to execute the Method.
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* @param game The game Object which will be used to execute the Method.
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* @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlement. false (for first Settlement in founding Phase): The Player gets no payout.
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* @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlement. false (for first Settlement in founding Phase): The Player gets no payout.
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*/
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*/
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private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout){
|
private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout) {
|
||||||
parser.displayGameboard(game.getBoard().getTextView());
|
parser.displayGameboard(game.getBoard().getTextView());
|
||||||
parser.playerTurn(game.getCurrentPlayerFaction());
|
parser.playerTurn(game.getCurrentPlayerFaction());
|
||||||
|
|
||||||
//build Settlement
|
//build Settlement
|
||||||
parser.giveCoordinatesForStructures(Config.Structure.SETTLEMENT);
|
parser.giveCoordinatesForStructures(Config.Structure.SETTLEMENT);
|
||||||
boolean successful = false;
|
boolean successful = false;
|
||||||
do{
|
do {
|
||||||
if(game.placeInitialSettlement(parser.getPoint(), payout)) {
|
if (game.placeInitialSettlement(parser.getPoint(), payout)) {
|
||||||
successful = true;
|
successful = true;
|
||||||
}
|
} else {
|
||||||
else{
|
|
||||||
parser.errorMessage();
|
parser.errorMessage();
|
||||||
}
|
}
|
||||||
} while(!successful);
|
} while (!successful);
|
||||||
|
|
||||||
//build Road
|
//build Road
|
||||||
parser.displayGameboard(game.getBoard().getTextView());
|
parser.displayGameboard(game.getBoard().getTextView());
|
||||||
parser.giveCoordinatesForStructures(Config.Structure.ROAD);
|
parser.giveCoordinatesForStructures(Config.Structure.ROAD);
|
||||||
successful = false;
|
successful = false;
|
||||||
do{
|
do {
|
||||||
if(game.placeInitialRoad(parser.getPoint(), parser.getPoint())) {
|
if (game.placeInitialRoad(parser.getPoint(), parser.getPoint())) {
|
||||||
successful = true;
|
successful = true;
|
||||||
}
|
} else {
|
||||||
else{
|
|
||||||
parser.errorMessage();
|
parser.errorMessage();
|
||||||
}
|
}
|
||||||
} while(!successful);
|
} while (!successful);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,8 +5,15 @@ import ch.zhaw.hexboard.HexBoard;
|
||||||
import ch.zhaw.hexboard.Label;
|
import ch.zhaw.hexboard.Label;
|
||||||
|
|
||||||
import java.awt.Point;
|
import java.awt.Point;
|
||||||
import java.util.*;
|
import java.util.List;
|
||||||
|
import java.util.ArrayList;
|
||||||
|
import java.util.HashMap;
|
||||||
|
import java.util.HashSet;
|
||||||
|
import java.util.Map;
|
||||||
|
import java.util.Iterator;
|
||||||
|
import java.util.Collections;
|
||||||
//TODO Enhance JavaDoc
|
//TODO Enhance JavaDoc
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Subclass of HexBoard
|
* Subclass of HexBoard
|
||||||
* Saves the fields which are set and handles Methods with specific Dice Numbers.
|
* Saves the fields which are set and handles Methods with specific Dice Numbers.
|
||||||
|
@ -22,21 +29,20 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
HashMap<Point, Field> fields = new HashMap<>();
|
HashMap<Point, Field> fields = new HashMap<>();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Method to create the predefined gamefield from Config.
|
* Method to create the predefined game field from Config.
|
||||||
*/
|
*/
|
||||||
public void createFixGamefield(){
|
public void createFixGameField() {
|
||||||
Map<Point,Land> resourcePlacement = Config.getStandardLandPlacement();
|
Map<Point, Land> resourcePlacement = Config.getStandardLandPlacement();
|
||||||
Map<Point, Integer> dicePlacement = Config.getStandardDiceNumberPlacement();
|
Map<Point, Integer> dicePlacement = Config.getStandardDiceNumberPlacement();
|
||||||
for (Map.Entry<Point,Land> resourceField : resourcePlacement.entrySet()) {
|
for (Map.Entry<Point, Land> resourceField : resourcePlacement.entrySet()) {
|
||||||
addField(resourceField.getKey(),resourceField.getValue());
|
addField(resourceField.getKey(), resourceField.getValue());
|
||||||
if(dicePlacement.get(resourceField.getKey()) != null){
|
if (dicePlacement.get(resourceField.getKey()) != null) {
|
||||||
String numberAsString = dicePlacement.get(resourceField.getKey()).toString();
|
String numberAsString = dicePlacement.get(resourceField.getKey()).toString();
|
||||||
char[] numbersInChar = numberAsString.toCharArray();
|
char[] numbersInChar = numberAsString.toCharArray();
|
||||||
if (numberAsString.length() < 2) {
|
if (numberAsString.length() < 2) {
|
||||||
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label('0', numbersInChar[0])));
|
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label('0', numbersInChar[0])));
|
||||||
}
|
} else {
|
||||||
else {
|
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label(numbersInChar[0], numbersInChar[1])));
|
||||||
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label(numbersInChar[0],numbersInChar[1])));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -44,6 +50,7 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Method to get the DiceNumber of a specific field.
|
* Method to get the DiceNumber of a specific field.
|
||||||
|
*
|
||||||
* @param field Point with coordinates of the specific field
|
* @param field Point with coordinates of the specific field
|
||||||
* @return the DiceNumber of the field.
|
* @return the DiceNumber of the field.
|
||||||
*/
|
*/
|
||||||
|
@ -53,11 +60,12 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Method to create a SiedlerBoardTextView Object set the LowerFieldLabels with theirs Dicenumber.
|
* Method to create a SiedlerBoardTextView Object set the LowerFieldLabels with theirs dice number.
|
||||||
* It is used to print the actual board in TextIO.
|
* It is used to print the actual board in TextIO.
|
||||||
|
*
|
||||||
* @return String of actual board.
|
* @return String of actual board.
|
||||||
*/
|
*/
|
||||||
public String getTextView () {
|
public String getTextView() {
|
||||||
SiedlerBoardTextView view = new SiedlerBoardTextView(this);
|
SiedlerBoardTextView view = new SiedlerBoardTextView(this);
|
||||||
for (Map.Entry<Point, Field> field : fields.entrySet()) {
|
for (Map.Entry<Point, Field> field : fields.entrySet()) {
|
||||||
view.setLowerFieldLabel(field.getKey(), field.getValue().getLabel());
|
view.setLowerFieldLabel(field.getKey(), field.getValue().getLabel());
|
||||||
|
@ -73,8 +81,8 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
*/
|
*/
|
||||||
public List<Point> getFieldsForDiceValue(int dice) {
|
public List<Point> getFieldsForDiceValue(int dice) {
|
||||||
ArrayList<Point> fields = new ArrayList<>();
|
ArrayList<Point> fields = new ArrayList<>();
|
||||||
for(Point field : this.fields.keySet()){
|
for (Point field : this.fields.keySet()) {
|
||||||
if(getDiceNumber(field) == dice){
|
if (getDiceNumber(field) == dice) {
|
||||||
fields.add(field);
|
fields.add(field);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -88,8 +96,8 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
* @param faction The faction, which should get paid.
|
* @param faction The faction, which should get paid.
|
||||||
* @return a ArrayList with all resources, which will be paid to the specified faction.
|
* @return a ArrayList with all resources, which will be paid to the specified faction.
|
||||||
*/
|
*/
|
||||||
public ArrayList<Config.Resource> getResourcesForFaction(Point point, Config.Faction faction){
|
public ArrayList<Config.Resource> getResourcesForFaction(Point point, Config.Faction faction) {
|
||||||
List <Settlement> possibleSettlementField = super.getCornersOfField(point);
|
List<Settlement> possibleSettlementField = super.getCornersOfField(point);
|
||||||
ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>();
|
ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>();
|
||||||
for (Settlement settlement : possibleSettlementField) {
|
for (Settlement settlement : possibleSettlementField) {
|
||||||
if (settlement.getFaction() == faction) {
|
if (settlement.getFaction() == faction) {
|
||||||
|
@ -110,67 +118,67 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
*/
|
*/
|
||||||
public List<Land> getLandsForCorner(Point corner) {
|
public List<Land> getLandsForCorner(Point corner) {
|
||||||
Point above = new Point(corner.x, corner.y + 2);
|
Point above = new Point(corner.x, corner.y + 2);
|
||||||
Point below = new Point(corner.x, corner.y -2);
|
Point below = new Point(corner.x, corner.y - 2);
|
||||||
Land[] lands = new Land[3];
|
Land[] lands = new Land[3];
|
||||||
if (hasField(above)) {
|
if (hasField(above)) {
|
||||||
lands[0] = getField(above);
|
lands[0] = getField(above);
|
||||||
lands[1] = getField(new Point(corner.x + 1, corner.y - 1));
|
lands[1] = getField(new Point(corner.x + 1, corner.y - 1));
|
||||||
lands[2] = getField(new Point(corner.x - 1, corner.y - 1));
|
lands[2] = getField(new Point(corner.x - 1, corner.y - 1));
|
||||||
}
|
} else if (hasField(below)) {
|
||||||
else if (hasField(below)) {
|
|
||||||
lands[0] = getField(below);
|
lands[0] = getField(below);
|
||||||
lands[1] = getField(new Point(corner.x + 1, corner.y + 1));
|
lands[1] = getField(new Point(corner.x + 1, corner.y + 1));
|
||||||
lands[2] = getField(new Point(corner.x - 1, corner.y + 1));
|
lands[2] = getField(new Point(corner.x - 1, corner.y + 1));
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
return Collections.emptyList();
|
return Collections.emptyList();
|
||||||
}
|
}
|
||||||
return List.of(lands);
|
return List.of(lands);
|
||||||
}
|
}
|
||||||
|
//TODO Java Doc no return
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method checks for the player with the longest road according to the catan game rules.
|
* This method checks for the player with the longest road according to the siedler game rules.
|
||||||
* @return a HashMap<Faction,Integer> where faction is the player with the longest road longer according to catan game rules
|
*
|
||||||
|
* @return a HashMap<Faction,Integer> where faction is the player with the longest road longer according to siedler game rules
|
||||||
* and the Integer representing the length of the road
|
* and the Integer representing the length of the road
|
||||||
*/
|
*/
|
||||||
public void getLongestRoadFaction(HashMap<Config.Faction,Integer> currentLongestRoad,List<Config.Faction> factionList) {
|
public void getLongestRoadFaction(HashMap<Config.Faction, Integer> currentLongestRoad, List<Config.Faction> factionList) {
|
||||||
List<Settlement> corners = getCorners();
|
List<Settlement> corners = getCorners();
|
||||||
HashMap<Config.Faction,Integer> players = new HashMap<>();
|
HashMap<Config.Faction, Integer> players = new HashMap<>();
|
||||||
|
|
||||||
for(Config.Faction faction : factionList) {
|
for (Config.Faction faction : factionList) {
|
||||||
int count = 0;
|
int count = 0;
|
||||||
players.put(faction,count);
|
players.put(faction, count);
|
||||||
for(Settlement settlement : corners){
|
for (Settlement settlement : corners) {
|
||||||
if(settlement.getFaction() == faction){
|
if (settlement.getFaction() == faction) {
|
||||||
HashSet<Road> roads = new HashSet<>();
|
HashSet<Road> roads = new HashSet<>();
|
||||||
roads = countRoad(faction,settlement.getPosition(),roads,true);
|
roads = countRoad(faction, settlement.getPosition(), roads, true);
|
||||||
count = roads.size();
|
count = roads.size();
|
||||||
int currentCount = players.get(faction);
|
int currentCount = players.get(faction);
|
||||||
if(count > currentCount) {
|
if (count > currentCount) {
|
||||||
players.put(faction,count);
|
players.put(faction, count);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(currentLongestRoad.size() == 0) {
|
if (currentLongestRoad.size() == 0) {
|
||||||
Config.Faction currentFaction = null;
|
Config.Faction currentFaction = null;
|
||||||
int currentRoad = 4;
|
int currentRoad = 4;
|
||||||
for(Config.Faction factionA : players.keySet()) {
|
for (Config.Faction factionA : players.keySet()) {
|
||||||
if(players.get(factionA)>currentRoad) {
|
if (players.get(factionA) > currentRoad) {
|
||||||
currentFaction = factionA;
|
currentFaction = factionA;
|
||||||
currentRoad = players.get(factionA);
|
currentRoad = players.get(factionA);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(currentFaction != null){
|
if (currentFaction != null) {
|
||||||
currentLongestRoad.put(currentFaction,currentRoad);
|
currentLongestRoad.put(currentFaction, currentRoad);
|
||||||
}
|
}
|
||||||
}else{
|
} else {
|
||||||
for(Config.Faction faction : players.keySet()) {
|
for (Config.Faction faction : players.keySet()) {
|
||||||
for(Config.Faction faction1 : currentLongestRoad.keySet()) {
|
for (Config.Faction faction1 : currentLongestRoad.keySet()) {
|
||||||
if(players.get(faction) >= 5 && players.get(faction) > currentLongestRoad.get(faction1)) {
|
if (players.get(faction) >= 5 && players.get(faction) > currentLongestRoad.get(faction1)) {
|
||||||
currentLongestRoad.remove(faction1);
|
currentLongestRoad.remove(faction1);
|
||||||
currentLongestRoad.put(faction,players.get(faction));
|
currentLongestRoad.put(faction, players.get(faction));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -180,111 +188,101 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
|
||||||
/**
|
/**
|
||||||
* This method is recursive and adds all roads which belongs to a specific players and stringing together to a HashSet.
|
* This method is recursive and adds all roads which belongs to a specific players and stringing together to a HashSet.
|
||||||
* The length of the HashSet represents the length of the longest Road the player has.
|
* The length of the HashSet represents the length of the longest Road the player has.
|
||||||
|
*
|
||||||
* @param faction the faction of the player to check on
|
* @param faction the faction of the player to check on
|
||||||
* @param position there has to be a starting point to start counting. In this case it's a corner where a settlement belonging to the players faction is build on.
|
* @param position there has to be a starting point to start counting. In this case it's a corner where a settlement belonging to the player's faction is build on.
|
||||||
* @param roads is the hashset with all roads belong to the player which are stringing together
|
* @param roads is the hashset with all roads belong to the player which are stringing together
|
||||||
* @param add if true branches needs to be count together. (for example if it is the starting point(first time of counting)) otherwise the longest branch is beeing added to roads.
|
* @param add if true branches needs to be count together. (for example if it is the starting point(first time of counting)) otherwise the longest branch is being added to roads.
|
||||||
* @return HashSet with all roads from a specific player which are string together.
|
* @return HashSet with all roads from a specific player which are string together.
|
||||||
*/
|
*/
|
||||||
private HashSet<Road> countRoad(Config.Faction faction,Point position,HashSet<Road> roads,boolean add) {
|
private HashSet<Road> countRoad(Config.Faction faction, Point position, HashSet<Road> roads, boolean add) {
|
||||||
List<Road> roadslist = getAdjacentEdges(position);
|
List<Road> roadsList = getAdjacentEdges(position);
|
||||||
if(getCorner(position) != null && getCorner(position).getFaction() != faction) {
|
if (getCorner(position) != null && getCorner(position).getFaction() != faction) {
|
||||||
return roads;
|
return roads;
|
||||||
}
|
}
|
||||||
|
|
||||||
Iterator<Road> it2 = roads.iterator();
|
for (Road roadsRoad : roads) {
|
||||||
while(it2.hasNext()) {
|
Iterator<Road> it3 = roadsList.iterator();
|
||||||
Road roadsroad = it2.next();
|
while (it3.hasNext()) {
|
||||||
Iterator<Road> it3 = roadslist.iterator();
|
Road roadsListRoad = it3.next();
|
||||||
while (it3.hasNext()){
|
if (roadsListRoad == roadsRoad || roadsListRoad.getFaction() != faction) {
|
||||||
Road roadslistRoad = it3.next();
|
|
||||||
if(roadslistRoad == roadsroad || roadslistRoad.getFaction() != faction) {
|
|
||||||
it3.remove();
|
it3.remove();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (roadsList.size() == 1) {
|
||||||
if(roadslist.size() == 1) {
|
roads.add(roadsList.get(0));
|
||||||
roads.add(roadslist.get(0));
|
position = getNextPoint(roadsList.get(0), position);
|
||||||
position = getNextPoint(roadslist.get(0),position);
|
roads = countRoad(faction, position, roads, false);
|
||||||
roads = countRoad(faction,position,roads,false);
|
} else if (roadsList.size() == 2) {
|
||||||
}
|
|
||||||
|
|
||||||
else if(roadslist.size() == 2) {
|
|
||||||
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
||||||
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
||||||
listOne.add(roadslist.get(0));
|
listOne.add(roadsList.get(0));
|
||||||
Point positionOne = getNextPoint(roadslist.get(0),position);
|
Point positionOne = getNextPoint(roadsList.get(0), position);
|
||||||
listTwo.add(roadslist.get(1));
|
listTwo.add(roadsList.get(1));
|
||||||
Point positionTwo = getNextPoint(roadslist.get(1),position);
|
Point positionTwo = getNextPoint(roadsList.get(1), position);
|
||||||
listOne = countRoad(faction,positionOne,listOne,false);
|
listOne = countRoad(faction, positionOne, listOne, false);
|
||||||
listTwo = countRoad(faction,positionTwo,listTwo,false);
|
listTwo = countRoad(faction, positionTwo, listTwo, false);
|
||||||
if(add) {
|
if (add) {
|
||||||
for (Road road : listOne) {
|
listTwo.addAll(listOne);
|
||||||
listTwo.add(road);
|
|
||||||
}
|
|
||||||
roads = listTwo;
|
roads = listTwo;
|
||||||
}else {
|
} else {
|
||||||
HashSet<Road> tallest;
|
HashSet<Road> tallest;
|
||||||
if(listOne.size()>= listTwo.size()) {
|
if (listOne.size() >= listTwo.size()) {
|
||||||
tallest = listOne;
|
tallest = listOne;
|
||||||
}else{
|
} else {
|
||||||
tallest = listTwo;
|
tallest = listTwo;
|
||||||
}
|
}
|
||||||
for (Road road : tallest) {
|
roads.addAll(tallest);
|
||||||
roads.add(road);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
} else if (roadsList.size() == 3) {
|
||||||
|
|
||||||
else if(roadslist.size() == 3) {
|
|
||||||
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
|
||||||
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
|
||||||
HashSet<Road> listThree = (HashSet<Road>) roads.clone();
|
HashSet<Road> listThree = (HashSet<Road>) roads.clone();
|
||||||
listOne.add(roadslist.get(0));
|
listOne.add(roadsList.get(0));
|
||||||
Point positionOne = getNextPoint(roadslist.get(0),position);
|
Point positionOne = getNextPoint(roadsList.get(0), position);
|
||||||
listTwo.add(roadslist.get(1));
|
listTwo.add(roadsList.get(1));
|
||||||
Point positionTwo = getNextPoint(roadslist.get(1),position);
|
Point positionTwo = getNextPoint(roadsList.get(1), position);
|
||||||
listThree.add(roadslist.get(2));
|
listThree.add(roadsList.get(2));
|
||||||
Point positionThree = getNextPoint(roadslist.get(2),position);
|
Point positionThree = getNextPoint(roadsList.get(2), position);
|
||||||
listOne = countRoad(faction,positionOne,listOne,false);
|
listOne = countRoad(faction, positionOne, listOne, false);
|
||||||
listTwo = countRoad(faction,positionTwo,listTwo,false);
|
listTwo = countRoad(faction, positionTwo, listTwo, false);
|
||||||
listThree = countRoad(faction,positionThree,listThree,false);
|
listThree = countRoad(faction, positionThree, listThree, false);
|
||||||
|
|
||||||
HashSet<Road> tallest;
|
HashSet<Road> tallest;
|
||||||
HashSet<Road> secondtallest;
|
HashSet<Road> secondTallest;
|
||||||
|
|
||||||
if(listOne.size()>=listTwo.size()) {
|
if (listOne.size() >= listTwo.size()) {
|
||||||
tallest = listOne;
|
tallest = listOne;
|
||||||
secondtallest = listTwo;
|
secondTallest = listTwo;
|
||||||
}else {
|
} else {
|
||||||
tallest = listTwo;
|
tallest = listTwo;
|
||||||
secondtallest = listOne;
|
secondTallest = listOne;
|
||||||
}if(listThree.size() >= secondtallest.size()) {
|
|
||||||
secondtallest = listThree;
|
|
||||||
}
|
}
|
||||||
for(Road road : secondtallest) {
|
if (listThree.size() >= secondTallest.size()) {
|
||||||
tallest.add(road);
|
secondTallest = listThree;
|
||||||
}
|
}
|
||||||
|
tallest.addAll(secondTallest);
|
||||||
roads = tallest;
|
roads = tallest;
|
||||||
}
|
}
|
||||||
return roads;
|
return roads;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method is beeing used to evaluate the next starting position to get the adjacent Roads from it.
|
* This method is being used to evaluate the next starting position to get the adjacent Roads from it.
|
||||||
|
*
|
||||||
* @param road the next road to check on
|
* @param road the next road to check on
|
||||||
* @param position the current starting point
|
* @param position the current starting point
|
||||||
* @return return the oposite point of the current point.
|
* @return return the opposite point of the current point.
|
||||||
*/
|
*/
|
||||||
private Point getNextPoint(Road road,Point position) {
|
private Point getNextPoint(Road road, Point position) {
|
||||||
Point start = road.getStart();
|
Point start = road.getStart();
|
||||||
Point end = road.getEnd();
|
Point end = road.getEnd();
|
||||||
if(position.equals(start)) {
|
if (position.equals(start)) {
|
||||||
position = end;
|
position = end;
|
||||||
}else {
|
} else {
|
||||||
position = start;
|
position = start;
|
||||||
}
|
}
|
||||||
return position;
|
return position;
|
||||||
|
|
|
@ -9,8 +9,6 @@ import java.util.HashMap;
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
import java.util.Random;
|
import java.util.Random;
|
||||||
import java.util.Iterator;
|
|
||||||
import java.util.HashSet;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -29,7 +27,7 @@ public class SiedlerGame {
|
||||||
private final int winPointsForWin;
|
private final int winPointsForWin;
|
||||||
private final Bank bank;
|
private final Bank bank;
|
||||||
private int activePlayer;
|
private int activePlayer;
|
||||||
private HashMap<Config.Faction,Integer> longestRoadFaction;
|
private final HashMap<Config.Faction, Integer> longestRoadFaction;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Constructs a SiedlerGame game state object.
|
* Constructs a SiedlerGame game state object.
|
||||||
|
@ -40,12 +38,12 @@ public class SiedlerGame {
|
||||||
* three or players is not between two and four
|
* three or players is not between two and four
|
||||||
*/
|
*/
|
||||||
public SiedlerGame(int winPoints, int numberOfPlayers) {
|
public SiedlerGame(int winPoints, int numberOfPlayers) {
|
||||||
if(winPoints < 3 || numberOfPlayers < Config.MIN_NUMBER_OF_PLAYERS || numberOfPlayers > 4) {
|
if (winPoints < 3 || numberOfPlayers < Config.MIN_NUMBER_OF_PLAYERS || numberOfPlayers > 4) {
|
||||||
throw new IllegalArgumentException();
|
throw new IllegalArgumentException();
|
||||||
}
|
}
|
||||||
bank = new Bank();
|
bank = new Bank();
|
||||||
board = new SiedlerBoard();
|
board = new SiedlerBoard();
|
||||||
board.createFixGamefield();
|
board.createFixGameField();
|
||||||
allPlayers = new ArrayList<>();
|
allPlayers = new ArrayList<>();
|
||||||
createPlayer(numberOfPlayers);
|
createPlayer(numberOfPlayers);
|
||||||
activePlayer = 0;
|
activePlayer = 0;
|
||||||
|
@ -63,10 +61,9 @@ public class SiedlerGame {
|
||||||
* Switches to the next player in the defined sequence of players.
|
* Switches to the next player in the defined sequence of players.
|
||||||
*/
|
*/
|
||||||
public void switchToNextPlayer() {
|
public void switchToNextPlayer() {
|
||||||
if (activePlayer < allPlayers.size() -1){
|
if (activePlayer < allPlayers.size() - 1) {
|
||||||
activePlayer++;
|
activePlayer++;
|
||||||
}
|
} else if (activePlayer == allPlayers.size() - 1) {
|
||||||
else if (activePlayer == allPlayers.size() -1){
|
|
||||||
activePlayer = 0;
|
activePlayer = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -75,24 +72,25 @@ public class SiedlerGame {
|
||||||
* Switches to the previous player in the defined sequence of players.
|
* Switches to the previous player in the defined sequence of players.
|
||||||
*/
|
*/
|
||||||
public void switchToPreviousPlayer() {
|
public void switchToPreviousPlayer() {
|
||||||
if (activePlayer > 0){
|
if (activePlayer > 0) {
|
||||||
activePlayer--;
|
activePlayer--;
|
||||||
}
|
} else if (activePlayer == 0) {
|
||||||
else if (activePlayer == 0){
|
activePlayer = allPlayers.size() - 1;
|
||||||
activePlayer = allPlayers.size()-1;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO JavaDoc
|
//TODO JavaDoc
|
||||||
private boolean addResourcesToPlayer(Player player, Resource resource, int numberToAdd){
|
private boolean addResourcesToPlayer(Player player, Resource resource, int numberToAdd) {
|
||||||
if(bank.getResourceFromBank(resource, numberToAdd)){
|
if (bank.getResourceFromBank(resource, numberToAdd)) {
|
||||||
player.addResource(resource, numberToAdd);
|
player.addResource(resource, numberToAdd);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO JavaDoc
|
//TODO JavaDoc
|
||||||
private boolean subtractResourceFromPlayer(Player player, Resource resource, int numberToSubtract){
|
private boolean subtractResourceFromPlayer(Player player, Resource resource, int numberToSubtract) {
|
||||||
if(player.substractResource(resource, numberToSubtract)){
|
if (player.subtractResource(resource, numberToSubtract)) {
|
||||||
bank.storeResourceToBank(resource, numberToSubtract);
|
bank.storeResourceToBank(resource, numberToSubtract);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -114,14 +112,12 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public List<Faction> getPlayerFactions() {
|
public List<Faction> getPlayerFactions() {
|
||||||
List<Faction> factions = new ArrayList<>();
|
List<Faction> factions = new ArrayList<>();
|
||||||
for (Player player: allPlayers ) {
|
for (Player player : allPlayers) {
|
||||||
factions.add(player.getFaction());
|
factions.add(player.getFaction());
|
||||||
}
|
}
|
||||||
|
|
||||||
return factions;
|
return factions;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the game board.
|
* Returns the game board.
|
||||||
*
|
*
|
||||||
|
@ -168,11 +164,11 @@ public class SiedlerGame {
|
||||||
* @return true, if the placement was successful
|
* @return true, if the placement was successful
|
||||||
*/
|
*/
|
||||||
public boolean placeInitialSettlement(Point position, boolean payout) {
|
public boolean placeInitialSettlement(Point position, boolean payout) {
|
||||||
if(!validPositionForSettlement(position)){
|
if (!validPositionForSettlement(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
|
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(), position));
|
||||||
if(payout) {
|
if (payout) {
|
||||||
List<Config.Land> lands = board.getLandsForCorner(position);
|
List<Config.Land> lands = board.getLandsForCorner(position);
|
||||||
for (Config.Land land : lands) {
|
for (Config.Land land : lands) {
|
||||||
if (land.getResource() != null) {
|
if (land.getResource() != null) {
|
||||||
|
@ -192,10 +188,10 @@ public class SiedlerGame {
|
||||||
* @return true, if the placement was successful
|
* @return true, if the placement was successful
|
||||||
*/
|
*/
|
||||||
public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
|
public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
|
||||||
if (!validPositionForRoad(roadStart, roadEnd)){
|
if (!validPositionForRoad(roadStart, roadEnd)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
|
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(), roadStart, roadEnd));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -222,17 +218,17 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public Map<Faction, List<Resource>> throwDice(int diceThrow) {
|
public Map<Faction, List<Resource>> throwDice(int diceThrow) {
|
||||||
if (diceThrow == 7) {
|
if (diceThrow == 7) {
|
||||||
for(Player player : allPlayers) {
|
for (Player player : allPlayers) {
|
||||||
handleDiceThrow7(player);
|
handleDiceThrow7(player);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
Map<Faction,List<Resource>> returnMap= new HashMap<>();
|
Map<Faction, List<Resource>> returnMap = new HashMap<>();
|
||||||
List<Point> diceValueFields = board.getFieldsForDiceValue(diceThrow);
|
List<Point> diceValueFields = board.getFieldsForDiceValue(diceThrow);
|
||||||
for (Player player : allPlayers) {
|
for (Player player : allPlayers) {
|
||||||
returnMap.put(player.getFaction(), new ArrayList<>());
|
returnMap.put(player.getFaction(), new ArrayList<>());
|
||||||
for (Point field : diceValueFields) {
|
for (Point field : diceValueFields) {
|
||||||
List<Resource> resources = board.getResourcesForFaction(field,player.getFaction());
|
List<Resource> resources = board.getResourcesForFaction(field, player.getFaction());
|
||||||
for (Config.Resource resource : resources){
|
for (Config.Resource resource : resources) {
|
||||||
returnMap.get(player.getFaction()).add(resource);
|
returnMap.get(player.getFaction()).add(resource);
|
||||||
addResourcesToPlayer(player, resource, 1);
|
addResourcesToPlayer(player, resource, 1);
|
||||||
}
|
}
|
||||||
|
@ -242,26 +238,26 @@ public class SiedlerGame {
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO JavaDoc
|
//TODO JavaDoc
|
||||||
public void handleDiceThrow7(Player player) {
|
public void handleDiceThrow7(Player player) {
|
||||||
ArrayList<Config.Resource> resourceArrayList = new ArrayList<>();
|
ArrayList<Config.Resource> resourceArrayList = new ArrayList<>();
|
||||||
HashMap<Resource, Integer> resources = player.getResources();
|
HashMap<Resource, Integer> resources = player.getResources();
|
||||||
for(Config.Resource resource : resources.keySet()){
|
for (Config.Resource resource : resources.keySet()) {
|
||||||
for(int i = 0; i < resources.get(resource); i++) {
|
for (int i = 0; i < resources.get(resource); i++) {
|
||||||
resourceArrayList.add(resource);
|
resourceArrayList.add(resource);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(resourceArrayList.size() > Config.MAX_CARDS_IN_HAND_NO_DROP){
|
if (resourceArrayList.size() > Config.MAX_CARDS_IN_HAND_NO_DROP) {
|
||||||
int resourcesToRemove =resourceArrayList.size() - (resourceArrayList.size() / 2);
|
int resourcesToRemove = resourceArrayList.size() - (resourceArrayList.size() / 2);
|
||||||
Random random = new Random();
|
Random random = new Random();
|
||||||
for(int i = 0; i < resourcesToRemove; i++){
|
for (int i = 0; i < resourcesToRemove; i++) {
|
||||||
subtractResourceFromPlayer(player, resourceArrayList.remove(random.nextInt(resourceArrayList.size())), 1);
|
subtractResourceFromPlayer(player, resourceArrayList.remove(random.nextInt(resourceArrayList.size())), 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Builds a settlement at the specified position on the board.
|
* Builds a settlement at the specified position on the board.
|
||||||
*
|
*
|
||||||
|
@ -277,11 +273,11 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public boolean buildSettlement(Point position) {
|
public boolean buildSettlement(Point position) {
|
||||||
//1. Check if position is corner && is empty && neighbour Corners are empty
|
//1. Check if position is corner && is empty && neighbour Corners are empty
|
||||||
if(!validPositionForSettlement(position)) {
|
if (!validPositionForSettlement(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//2. Check if neighbourEdge are Roads belong to active Player
|
//2. Check if neighbourEdge are Roads belong to active Player
|
||||||
if(!checkAdjacentEdgesList(position)) {
|
if (!checkAdjacentEdgesList(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//3. Can Player build Settlement
|
//3. Can Player build Settlement
|
||||||
|
@ -295,7 +291,7 @@ public class SiedlerGame {
|
||||||
}
|
}
|
||||||
|
|
||||||
//4. Insert Settlement to map
|
//4. Insert Settlement to map
|
||||||
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(),position));
|
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(), position));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -314,16 +310,16 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public boolean buildCity(Point position) {
|
public boolean buildCity(Point position) {
|
||||||
//1. Check if Corner.
|
//1. Check if Corner.
|
||||||
if (!board.hasCorner(position)){
|
if (!board.hasCorner(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//2. Check if Settlement has already been built
|
//2. Check if Settlement has already been built
|
||||||
Settlement atCurrentPosition = board.getCorner(position);
|
Settlement atCurrentPosition = board.getCorner(position);
|
||||||
if (atCurrentPosition == null || atCurrentPosition instanceof City || atCurrentPosition.getFaction() != allPlayers.get(activePlayer).getFaction()){
|
if (atCurrentPosition == null || atCurrentPosition instanceof City || atCurrentPosition.getFaction() != allPlayers.get(activePlayer).getFaction()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//3. Can player build a City.
|
//3. Can player build a City.
|
||||||
if(!allPlayers.get(activePlayer).build(Config.Structure.CITY)){
|
if (!allPlayers.get(activePlayer).build(Config.Structure.CITY)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -333,7 +329,7 @@ public class SiedlerGame {
|
||||||
}
|
}
|
||||||
|
|
||||||
//4.Insert City into the map.
|
//4.Insert City into the map.
|
||||||
board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction(),position));
|
board.setCorner(position, new City(allPlayers.get(activePlayer).getFaction(), position));
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -354,7 +350,7 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public boolean buildRoad(Point roadStart, Point roadEnd) {
|
public boolean buildRoad(Point roadStart, Point roadEnd) {
|
||||||
//1. Check if is edge && is empty && if neighbour Edge or Corners belong to Settlement of active Player
|
//1. Check if is edge && is empty && if neighbour Edge or Corners belong to Settlement of active Player
|
||||||
if (!validPositionForRoad(roadStart,roadEnd)){
|
if (!validPositionForRoad(roadStart, roadEnd)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//2. Can Player build road
|
//2. Can Player build road
|
||||||
|
@ -368,18 +364,19 @@ public class SiedlerGame {
|
||||||
}
|
}
|
||||||
|
|
||||||
//3. Insert Road to map
|
//3. Insert Road to map
|
||||||
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
|
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(), roadStart, roadEnd));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This Method is used to check if the chosen position for a road is valid or not.
|
* This Method is used to check if the chosen position for a road is valid or not.
|
||||||
|
*
|
||||||
* @param roadStart the coordinates where the road begins.
|
* @param roadStart the coordinates where the road begins.
|
||||||
* @param roadEnd the coordinates where the road ends.
|
* @param roadEnd the coordinates where the road ends.
|
||||||
* @return true if road position is valid otherwise false
|
* @return true if road position is valid otherwise false
|
||||||
*/
|
*/
|
||||||
private boolean validPositionForRoad(Point roadStart, Point roadEnd){
|
private boolean validPositionForRoad(Point roadStart, Point roadEnd) {
|
||||||
//1. Check if it is an edge
|
//1. Check if it is an edge
|
||||||
if (!board.hasEdge(roadStart, roadEnd)) {
|
if (!board.hasEdge(roadStart, roadEnd)) {
|
||||||
return false;
|
return false;
|
||||||
|
@ -390,7 +387,7 @@ public class SiedlerGame {
|
||||||
}
|
}
|
||||||
//3. Check if neighbouring edges are roads
|
//3. Check if neighbouring edges are roads
|
||||||
boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd));
|
boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd));
|
||||||
if(hasNeighbourRoad) {
|
if (hasNeighbourRoad) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
//4.Check if roadStart or roadEnd is Settlement of current player
|
//4.Check if roadStart or roadEnd is Settlement of current player
|
||||||
|
@ -400,20 +397,21 @@ public class SiedlerGame {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Can be used for both initial Settlement and normal Phase.
|
* Can be used for both initial Settlement and normal Phase.
|
||||||
|
*
|
||||||
* @param position the position on the board to check for valid settlement position
|
* @param position the position on the board to check for valid settlement position
|
||||||
* @return true if valid position for settlement
|
* @return true if valid position for settlement
|
||||||
*/
|
*/
|
||||||
private boolean validPositionForSettlement(Point position){
|
private boolean validPositionForSettlement(Point position) {
|
||||||
//1. Check if corner
|
//1. Check if corner
|
||||||
if (!board.hasCorner(position)) {
|
if (!board.hasCorner(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//2. Check if water
|
//2. Check if water
|
||||||
if(checkIfWater(position)) {
|
if (checkIfWater(position)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//3. Check if corner is empty
|
//3. Check if corner is empty
|
||||||
if(board.getCorner(position) != null) {
|
if (board.getCorner(position) != null) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
//3. Check if neighbouring corners are empty
|
//3. Check if neighbouring corners are empty
|
||||||
|
@ -422,8 +420,8 @@ public class SiedlerGame {
|
||||||
|
|
||||||
private boolean checkIfWater(Point point) {
|
private boolean checkIfWater(Point point) {
|
||||||
List<Config.Land> fields = board.getFields(point);
|
List<Config.Land> fields = board.getFields(point);
|
||||||
for(Config.Land land : fields) {
|
for (Config.Land land : fields) {
|
||||||
if(!land.equals(Config.Land.WATER)) {
|
if (!land.equals(Config.Land.WATER)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -432,6 +430,7 @@ public class SiedlerGame {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* This method checks if there are Roads build by active Player on adjacent edges
|
* This method checks if there are Roads build by active Player on adjacent edges
|
||||||
|
*
|
||||||
* @param point point to check on
|
* @param point point to check on
|
||||||
* @return true if there is a road build next to the point.
|
* @return true if there is a road build next to the point.
|
||||||
*/
|
*/
|
||||||
|
@ -447,6 +446,7 @@ public class SiedlerGame {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Checks if Adjacent Corners are empty
|
* Checks if Adjacent Corners are empty
|
||||||
|
*
|
||||||
* @param point Corner to check
|
* @param point Corner to check
|
||||||
* @return true if all Neighbour Corners are emtpy
|
* @return true if all Neighbour Corners are emtpy
|
||||||
*/
|
*/
|
||||||
|
@ -468,7 +468,7 @@ public class SiedlerGame {
|
||||||
*/
|
*/
|
||||||
public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
|
public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
|
||||||
Player player = allPlayers.get(activePlayer);
|
Player player = allPlayers.get(activePlayer);
|
||||||
if(player.getSpecificResource(offer) >= FOUR_TO_ONE_TRADE_OFFER && addResourcesToPlayer(player, want, FOUR_TO_ONE_TRADE_WANT)){
|
if (player.getSpecificResource(offer) >= FOUR_TO_ONE_TRADE_OFFER && addResourcesToPlayer(player, want, FOUR_TO_ONE_TRADE_WANT)) {
|
||||||
subtractResourceFromPlayer(player, offer, FOUR_TO_ONE_TRADE_OFFER);
|
subtractResourceFromPlayer(player, offer, FOUR_TO_ONE_TRADE_OFFER);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -481,29 +481,30 @@ public class SiedlerGame {
|
||||||
* @return the winner of the game or null, if there is no winner (yet)
|
* @return the winner of the game or null, if there is no winner (yet)
|
||||||
*/
|
*/
|
||||||
public Faction getWinner() {
|
public Faction getWinner() {
|
||||||
if(getCurrentPlayerWinPoints() >= winPointsForWin){
|
if (getCurrentPlayerWinPoints() >= winPointsForWin) {
|
||||||
return getCurrentPlayerFaction();
|
return getCurrentPlayerFaction();
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Todo Java Doc
|
//Todo Java Doc
|
||||||
public int getCurrentPlayerWinPoints(){
|
public int getCurrentPlayerWinPoints() {
|
||||||
int winPoints = 0;
|
int winPoints = 0;
|
||||||
List<Settlement> settlements = board.getCorners();
|
List<Settlement> settlements = board.getCorners();
|
||||||
for(Structure structure : settlements) {
|
for (Structure structure : settlements) {
|
||||||
|
|
||||||
int newWinPoints = 0;
|
int newWinPoints = 0;
|
||||||
if(structure instanceof City){
|
if (structure instanceof City) {
|
||||||
newWinPoints = 2;
|
newWinPoints = 2;
|
||||||
} else if(structure instanceof Settlement) {
|
} else if (structure instanceof Settlement) {
|
||||||
newWinPoints = 1;
|
newWinPoints = 1;
|
||||||
}
|
}
|
||||||
if(structure.getFaction() == getCurrentPlayerFaction()){
|
if (structure.getFaction() == getCurrentPlayerFaction()) {
|
||||||
winPoints += newWinPoints;
|
winPoints += newWinPoints;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
board.getLongestRoadFaction(longestRoadFaction,getPlayerFactions());
|
board.getLongestRoadFaction(longestRoadFaction, getPlayerFactions());
|
||||||
if(longestRoadFaction.get(getCurrentPlayerFaction()) != null){
|
if (longestRoadFaction.get(getCurrentPlayerFaction()) != null) {
|
||||||
winPoints += 2;
|
winPoints += 2;
|
||||||
}
|
}
|
||||||
return winPoints;
|
return winPoints;
|
||||||
|
|
|
@ -4,9 +4,6 @@ import static org.junit.jupiter.api.Assertions.assertEquals;
|
||||||
import static org.junit.jupiter.api.Assertions.assertTrue;
|
import static org.junit.jupiter.api.Assertions.assertTrue;
|
||||||
|
|
||||||
import ch.zhaw.catan.games.ThreePlayerStandard;
|
import ch.zhaw.catan.games.ThreePlayerStandard;
|
||||||
import org.beryx.textio.TextIO;
|
|
||||||
import org.beryx.textio.TextIoFactory;
|
|
||||||
import org.beryx.textio.TextTerminal;
|
|
||||||
import org.junit.jupiter.api.*;
|
import org.junit.jupiter.api.*;
|
||||||
|
|
||||||
import java.awt.*;
|
import java.awt.*;
|
||||||
|
@ -45,7 +42,7 @@ public class SiedlerGameTest {
|
||||||
List<Config.Faction> factionList = Arrays.asList(Config.Faction.values());
|
List<Config.Faction> factionList = Arrays.asList(Config.Faction.values());
|
||||||
|
|
||||||
SiedlerBoard board = new SiedlerBoard();
|
SiedlerBoard board = new SiedlerBoard();
|
||||||
board.createFixGamefield();
|
board.createFixGameField();
|
||||||
board.setEdge(new Point(6, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(6, 6),new Point(5, 7)));
|
board.setEdge(new Point(6, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(6, 6),new Point(5, 7)));
|
||||||
board.setEdge(new Point(4, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(5, 7)));
|
board.setEdge(new Point(4, 6), new Point(5, 7), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(5, 7)));
|
||||||
board.setEdge(new Point(4, 6), new Point(4, 4), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(4, 4)));
|
board.setEdge(new Point(4, 6), new Point(4, 4), new Road(Config.Faction.BLUE,new Point(4, 6),new Point(4, 4)));
|
||||||
|
|
Loading…
Reference in New Issue