Minor Grammar and Cameltow fixes

This commit is contained in:
Leonardo Brandenberger 2021-12-09 17:19:40 +01:00
parent f3b9cd2771
commit ffc97a39ef
11 changed files with 254 additions and 250 deletions

View File

@ -6,22 +6,21 @@ import java.util.HashMap;
public class Bank { public class Bank {
private final HashMap<Config.Resource, Integer> resources = new HashMap<>(); private final HashMap<Config.Resource, Integer> resources = new HashMap<>();
public Bank(){ public Bank() {
resources.putAll(Config.INITIAL_RESOURCE_CARDS_BANK); resources.putAll(Config.INITIAL_RESOURCE_CARDS_BANK);
} }
public void storeResourceToBank(Config.Resource resource, int numberOfResources) { public void storeResourceToBank(Config.Resource resource, int numberOfResources) {
resources.put(resource,resources.get(resource)+numberOfResources); resources.put(resource, resources.get(resource) + numberOfResources);
} }
public boolean getResourceFromBank(Config.Resource resource,int numberOfResources) { public boolean getResourceFromBank(Config.Resource resource, int numberOfResources) {
if(resources.get(resource) >= numberOfResources) { if (resources.get(resource) >= numberOfResources) {
Integer newResourceNumber = resources.get(resource) - numberOfResources; Integer newResourceNumber = resources.get(resource) - numberOfResources;
resources.put(resource, newResourceNumber); resources.put(resource, newResourceNumber);
return true; return true;
} } else {
else {
return false; return false;
} }
} }

View File

@ -5,7 +5,7 @@ import java.awt.Point;
public class City extends Settlement { public class City extends Settlement {
public City(Config.Faction faction, Point position) { public City(Config.Faction faction, Point position) {
super(faction,position); super(faction, position);
} }
public String toString() { public String toString() {

View File

@ -2,17 +2,16 @@ package ch.zhaw.catan;
//TODO:JavaDoc //TODO:JavaDoc
public enum Command { public enum Command {
NEXTPLAYER ("next player"), BUILDSETTLEMENT ("build settlement"), BUILDCITY("build city"), NEXTPLAYER("next player"), BUILDSETTLEMENT("build settlement"), BUILDCITY("build city"),
BUILDROAD("build road"), TRADEWITHBANK("trade with bank"),QUIT("quit"); BUILDROAD("build road"), TRADEWITHBANK("trade with bank"), QUIT("quit");
private final String commandWord; private final String commandWord;
Command(String commandWord) { Command(String commandWord) {
this.commandWord = commandWord; this.commandWord = commandWord;
} }
public String toString() { public String toString() {
return commandWord; return commandWord;
} }

View File

@ -7,12 +7,12 @@ public class Field {
private Config.Land land; private Config.Land land;
private final Label label; private final Label label;
public Field(Config.Land land, Label label){ public Field(Config.Land land, Label label) {
this.land = land; this.land = land;
this.label = label; this.label = label;
} }
public Config.Resource getResource(){ public Config.Resource getResource() {
return land.getResource(); return land.getResource();
} }

View File

@ -2,7 +2,8 @@ package ch.zhaw.catan;
import java.util.HashMap; import java.util.HashMap;
import java.util.List; import java.util.List;
//TODO Java Doc bearbeiten //TODO Java Doc
/** /**
* New Class PLayer * New Class PLayer
* This class is here in order to maintain the resources of the players, the amount of structures that they can build, * This class is here in order to maintain the resources of the players, the amount of structures that they can build,
@ -20,14 +21,14 @@ public class Player {
* @param faction this is the faction of the player. * @param faction this is the faction of the player.
*/ */
public Player(Config.Faction faction) { public Player(Config.Faction faction) {
//Datafields //Data fields
this.faction = faction; this.faction = faction;
//Available Structures initialize //Initialize available structures
structureToUse = new HashMap<>(); structureToUse = new HashMap<>();
structureToUse.put(Config.Structure.ROAD, Config.Structure.ROAD.getStockPerPlayer()); structureToUse.put(Config.Structure.ROAD, Config.Structure.ROAD.getStockPerPlayer());
structureToUse.put(Config.Structure.SETTLEMENT, Config.Structure.SETTLEMENT.getStockPerPlayer()); structureToUse.put(Config.Structure.SETTLEMENT, Config.Structure.SETTLEMENT.getStockPerPlayer());
structureToUse.put(Config.Structure.CITY, Config.Structure.CITY.getStockPerPlayer()); structureToUse.put(Config.Structure.CITY, Config.Structure.CITY.getStockPerPlayer());
//Resources initialize //Initialize resources
resources = new HashMap<>(); resources = new HashMap<>();
for (Config.Resource resource : Config.Resource.values()) { for (Config.Resource resource : Config.Resource.values()) {
resources.put(resource, 0); resources.put(resource, 0);
@ -73,18 +74,18 @@ public class Player {
} }
/** /**
* This method substracts a specific resource from resourcess but check first if player has enough resources. * This method subtracts a specific resource from the player's resources. but check first if player has the specific resources.
* *
* @param resource to substract * @param resource to subtract
* @param numberToSubstract how much to substract * @param numberToSubtract how much to subtract
* @return true if resource has been substracted false if player has not enough resources * @return true if resource has been subtracted false if player has not enough resources
*/ */
public boolean substractResource(Config.Resource resource, int numberToSubstract) { public boolean subtractResource(Config.Resource resource, int numberToSubtract) {
int inPossesion = resources.get(resource); int inPossession = resources.get(resource);
if (inPossesion - numberToSubstract < 0) { if (inPossession - numberToSubtract < 0) {
return false; return false;
} }
resources.put(resource, inPossesion - numberToSubstract); resources.put(resource, inPossession - numberToSubtract);
return true; return true;
} }
@ -93,6 +94,7 @@ public class Player {
* and resources to build one more. If the player is able to build, this method subtracts the building cost from the resources * and resources to build one more. If the player is able to build, this method subtracts the building cost from the resources
* in possession by the player. * in possession by the player.
* It reduces the amount of the specific structure a player can build by 1. * It reduces the amount of the specific structure a player can build by 1.
*
* @return true if the structure can be created false if the structure can't be created. * @return true if the structure can be created false if the structure can't be created.
*/ */
public boolean build(Config.Structure structure) { public boolean build(Config.Structure structure) {

View File

@ -1,13 +1,14 @@
package ch.zhaw.catan; package ch.zhaw.catan;
import java.awt.Point; import java.awt.*;
/// TODO: 09/12/2021 Java Doc /// TODO: 09/12/2021 Java Doc
public class Road extends Structure { public class Road extends Structure {
private final Point start,end; private final Point start, end;
public Road(Config.Faction faction,Point start,Point end) { public Road(Config.Faction faction, Point start, Point end) {
super(faction); super(faction);
this.start = start; this.start = start;
this.end = end; this.end = end;

View File

@ -1,12 +1,13 @@
package ch.zhaw.catan; package ch.zhaw.catan;
import java.awt.Point; import java.awt.*;
//TODO Java Doc //TODO Java Doc
public class Settlement extends Structure { public class Settlement extends Structure {
private Point position; private Point position;
public Settlement(Config.Faction faction,Point position) { public Settlement(Config.Faction faction, Point position) {
super(faction); super(faction);
this.position = position; this.position = position;
} }

View File

@ -9,6 +9,7 @@ import java.util.Random;
public class Siedler { public class Siedler {
/** /**
* The main Method of the game. It creates a Parser Object and calls the Methods foundingPhase (to create a new Game) and gamePhase * The main Method of the game. It creates a Parser Object and calls the Methods foundingPhase (to create a new Game) and gamePhase
*
* @param args There are no arguments needed. * @param args There are no arguments needed.
*/ */
public static void main(String[] args) { public static void main(String[] args) {
@ -19,24 +20,25 @@ public class Siedler {
/** /**
* The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods. * The Method for the usual game Process. It contains the Main loop to get new commands from the players and calls the associated methods.
*
* @param parser The Parser Object which will interact with the player. * @param parser The Parser Object which will interact with the player.
* @param game The Game object which is already created and has the founding phase completed. * @param game The Game object which is already created and has the founding phase completed.
*/ */
private static void gamePhase(Parser parser, SiedlerGame game) { private static void gamePhase(Parser parser, SiedlerGame game) {
boolean running = true; boolean running = true;
boolean diceThrown = false; boolean diceThrown = false;
while (running){ while (running) {
Config.Faction currentPlayerFaction = game.getCurrentPlayerFaction(); Config.Faction currentPlayerFaction = game.getCurrentPlayerFaction();
parser.displayGameboard(game.getBoard().getTextView()); //todo jedesmal ausgeben? oder nur wenn neuer Spieler oder separater Befehl? parser.displayGameboard(game.getBoard().getTextView()); //todo jedesmal ausgeben? oder nur wenn neuer Spieler oder separater Befehl?
parser.playerTurn(currentPlayerFaction); parser.playerTurn(currentPlayerFaction);
if(!diceThrown) { if (!diceThrown) {
throwDice(parser, game); throwDice(parser, game);
diceThrown = true; diceThrown = true;
} }
parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinPoints()); parser.displayPlayerInfo(game.getCurrentPlayerResource(), game.getCurrentPlayerWinPoints());
switch (parser.getAction()) { switch (parser.getAction()) {
case NEXTPLAYER: case NEXTPLAYER:
if(caseNextPlayer(parser, game)){ if (caseNextPlayer(parser, game)) {
running = false; running = false;
} else { } else {
diceThrown = false; diceThrown = false;
@ -66,13 +68,14 @@ public class Siedler {
/** /**
* The Method which is called if the player chooses the command "next Player". * The Method which is called if the player chooses the command "next Player".
*
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method. * @param game The game Object which will be used to execute the Method.
* @return true: if there is a winner and game is finished. false: if there is no winner (yet). * @return true: if there is a winner and game is finished. false: if there is no winner (yet).
*/ */
private static boolean caseNextPlayer(Parser parser, SiedlerGame game){ private static boolean caseNextPlayer(Parser parser, SiedlerGame game) {
Config.Faction winner = game.getWinner(); Config.Faction winner = game.getWinner();
if(winner == null) { if (winner == null) {
game.switchToNextPlayer(); game.switchToNextPlayer();
return false; return false;
} else { } else {
@ -83,42 +86,45 @@ public class Siedler {
/** /**
* The Method which is called if the player chooses the command "Trade with bank". * The Method which is called if the player chooses the command "Trade with bank".
*
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method. * @param game The game Object which will be used to execute the Method.
*/ */
private static void caseTradeWithBank(Parser parser, SiedlerGame game) { private static void caseTradeWithBank(Parser parser, SiedlerGame game) {
Config.Resource offer = parser.trade(true); Config.Resource offer = parser.trade(true);
Config.Resource want = parser.trade(false); Config.Resource want = parser.trade(false);
if(!game.tradeWithBankFourToOne(offer, want)){ if (!game.tradeWithBankFourToOne(offer, want)) {
parser.errorMessage(); parser.errorMessage();
} }
} }
/** /**
* The Method which is called if the player chooses a command to build any structure. * The Method which is called if the player chooses a command to build any structure.
* @param parser The parser Object which will interact with the player. *
* @param game The game Object which will be used to execute the Method. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method.
* @param structure The kind of Structure the player selected to build. * @param structure The kind of Structure the player selected to build.
*/ */
private static void caseBuildStructure(Parser parser, SiedlerGame game, Config.Structure structure) { private static void caseBuildStructure(Parser parser, SiedlerGame game, Config.Structure structure) {
parser.giveCoordinatesForStructures(structure); parser.giveCoordinatesForStructures(structure);
boolean successfully = false; boolean successfully = false;
if(structure == Config.Structure.SETTLEMENT){ if (structure == Config.Structure.SETTLEMENT) {
successfully = game.buildSettlement(parser.getPoint()); successfully = game.buildSettlement(parser.getPoint());
} else if(structure == Config.Structure.CITY) { } else if (structure == Config.Structure.CITY) {
successfully = game.buildCity(parser.getPoint()); successfully = game.buildCity(parser.getPoint());
} else if(structure == Config.Structure.ROAD){ } else if (structure == Config.Structure.ROAD) {
successfully = game.buildRoad(parser.getPoint(), parser.getPoint()); successfully = game.buildRoad(parser.getPoint(), parser.getPoint());
} }
if(!successfully){ if (!successfully) {
parser.errorMessage(); parser.errorMessage();
} }
} }
/** /**
* The method which calculates a random dice number and calls the method throwDice in the game Object. * The method which calculates a random dice number and calls the method throwDice in the game Object.
*
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method. * @param game The game Object which will be used to execute the Method.
*/ */
private static void throwDice(Parser parser, SiedlerGame game) { private static void throwDice(Parser parser, SiedlerGame game) {
Random random = new Random(); Random random = new Random();
@ -130,6 +136,7 @@ public class Siedler {
/** /**
* The Method which executes the whole founding phase. It Creates a new SiedlerGame Object and prompts the players to build their first structures. * The Method which executes the whole founding phase. It Creates a new SiedlerGame Object and prompts the players to build their first structures.
*
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @return The new SiedlerGame Object which is created. * @return The new SiedlerGame Object which is created.
*/ */
@ -138,15 +145,15 @@ public class Siedler {
SiedlerGame game = new SiedlerGame(gameInfo.get("NumberOfWinPoints"), gameInfo.get("NumberOfPlayers")); SiedlerGame game = new SiedlerGame(gameInfo.get("NumberOfWinPoints"), gameInfo.get("NumberOfPlayers"));
//each Player builds their first Settlement and first Road in reverse order than in the rest of the game //each Player builds their first Settlement and first Road in reverse order than in the rest of the game
for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){ for (int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++) {
buildStructuresInFoundingPhase(parser, game, false); buildStructuresInFoundingPhase(parser, game, false);
if(player < gameInfo.get("NumberOfPlayers")){ if (player < gameInfo.get("NumberOfPlayers")) {
game.switchToPreviousPlayer(); game.switchToPreviousPlayer();
} }
} }
//each Player builds their second Settlement and second Road and gets a Payout for these Structures in usual order. //each Player builds their second Settlement and second Road and gets a Payout for these Structures in usual order.
for(int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++){ for (int player = 1; player <= gameInfo.get("NumberOfPlayers"); player++) {
buildStructuresInFoundingPhase(parser, game, true); buildStructuresInFoundingPhase(parser, game, true);
game.switchToNextPlayer(); game.switchToNextPlayer();
} }
@ -155,37 +162,36 @@ public class Siedler {
/** /**
* The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road. * The Method is called by foundingPhase. It prompts the Player to build a Settlement and a Road.
*
* @param parser The parser Object which will interact with the player. * @param parser The parser Object which will interact with the player.
* @param game The game Object which will be used to execute the Method. * @param game The game Object which will be used to execute the Method.
* @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlement. false (for first Settlement in founding Phase): The Player gets no payout. * @param payout true (for second Settlement in founding Phase): the Player gets a payout for the settlement. false (for first Settlement in founding Phase): The Player gets no payout.
*/ */
private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout){ private static void buildStructuresInFoundingPhase(Parser parser, SiedlerGame game, Boolean payout) {
parser.displayGameboard(game.getBoard().getTextView()); parser.displayGameboard(game.getBoard().getTextView());
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);
} }
} }

View File

@ -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());
@ -73,9 +81,9 @@ 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);
} }
} }
return fields; return fields;
@ -84,12 +92,12 @@ public class SiedlerBoard extends HexBoard<Land, Settlement, Road, String> {
/** /**
* Method to get the Resources which are paid to a specific faction for a specific field. * Method to get the Resources which are paid to a specific faction for a specific field.
* *
* @param point The Point with the Coordinates of the field, which should pay resources. * @param point The Point with the Coordinates of the field, which should pay resources.
* @param faction The faction, which should get 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 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 faction the faction of the player to check on
* @param roads is the hashset with all roads belong to the player which are stringing together * @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 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 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 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;

View File

@ -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;
} }
@ -480,34 +480,35 @@ 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;
} }
//Todo Java Doc return null;
public int getCurrentPlayerWinPoints(){ }
int winPoints = 0;
List<Settlement> settlements = board.getCorners();
for(Structure structure : settlements) {
int newWinPoints = 0; //Todo Java Doc
if(structure instanceof City){ public int getCurrentPlayerWinPoints() {
newWinPoints = 2; int winPoints = 0;
} else if(structure instanceof Settlement) { List<Settlement> settlements = board.getCorners();
newWinPoints = 1; for (Structure structure : settlements) {
}
if(structure.getFaction() == getCurrentPlayerFaction()){ int newWinPoints = 0;
winPoints += newWinPoints; if (structure instanceof City) {
} newWinPoints = 2;
} else if (structure instanceof Settlement) {
newWinPoints = 1;
} }
board.getLongestRoadFaction(longestRoadFaction,getPlayerFactions()); if (structure.getFaction() == getCurrentPlayerFaction()) {
if(longestRoadFaction.get(getCurrentPlayerFaction()) != null){ winPoints += newWinPoints;
winPoints += 2;
} }
return winPoints;
} }
board.getLongestRoadFaction(longestRoadFaction, getPlayerFactions());
if (longestRoadFaction.get(getCurrentPlayerFaction()) != null) {
winPoints += 2;
}
return winPoints;
}
/** /**
* Places the thief on the specified field and steals a random resource card (if * Places the thief on the specified field and steals a random resource card (if

View File

@ -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)));