package ch.zhaw.catan;
import java.awt.Point;
import java.util.Map;
import java.util.HashMap;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
/**
* This class performs all actions related to modifying the game state.
*
* TODO: (your documentation)
*
* @author TODO
*/
public class SiedlerGame {
static final int FOUR_TO_ONE_TRADE_OFFER = 4;
static final int FOUR_TO_ONE_TRADE_WANT = 1;
private final SiedlerBoard board;
private final ArrayList allPlayers;
private final int winPointsForWin;
private final Bank bank;
private int activePlayer;
/**
* Constructs a SiedlerGame game state object.
*
* @param winPoints the number of points required to win the game
* @param numberOfPlayers the number of players
* @throws IllegalArgumentException if winPoints is lower than 3
* or players is not between two and four
*/
public SiedlerGame(int winPoints, int numberOfPlayers) {
if (winPoints < 3 || numberOfPlayers < Config.MIN_NUMBER_OF_PLAYERS || numberOfPlayers > 4) {
throw new IllegalArgumentException();
}
bank = new Bank();
board = new SiedlerBoard();
board.createFixGameField();
allPlayers = new ArrayList<>();
createPlayer(numberOfPlayers);
activePlayer = 0;
this.winPointsForWin = winPoints;
}
private void createPlayer(int numberOfPlayers) {
for (int i = 0; i < numberOfPlayers; i++) {
allPlayers.add(new Player(Config.Faction.values()[i]));
}
}
/**
* Switches to the next player in the defined sequence of players.
*/
public void switchToNextPlayer() {
if (activePlayer < allPlayers.size() - 1) {
activePlayer++;
} else if (activePlayer == allPlayers.size() - 1) {
activePlayer = 0;
}
}
/**
* Switches to the previous player in the defined sequence of players.
*/
public void switchToPreviousPlayer() {
if (activePlayer > 0) {
activePlayer--;
} else if (activePlayer == 0) {
activePlayer = allPlayers.size() - 1;
}
}
//TODO JavaDoc
private boolean addResourcesToPlayer(Player player, Config.Resource resource, int numberToAdd) {
if (bank.getResourceFromBank(resource, numberToAdd)) {
player.addResource(resource, numberToAdd);
return true;
}
return false;
}
//TODO JavaDoc
private boolean subtractResourceFromPlayer(Player player, Config.Resource resource, int numberToSubtract) {
if (player.subtractResource(resource, numberToSubtract)) {
bank.storeResourceToBank(resource, numberToSubtract);
return true;
}
return false;
}
/**
* Returns the {@link Config.Faction}s of the active players.
*
* The order of the player's factions in the list must
* correspond to the oder in which they play.
* Hence, the player that sets the first settlement must be
* at position 0 in the list etc.
*
* Important note: The list must contain the
* factions of active players only.
*
* @return the list with player's factions
*/
public List getPlayerFactions() {
List factions = new ArrayList<>();
for (Player player : allPlayers) {
factions.add(player.getFaction());
}
return factions;
}
/**
* Returns the game board.
*
* @return the game board
*/
public SiedlerBoard getBoard() {
return board;
}
/**
* Returns the {@link Config.Faction} of the current player.
*
* @return the faction of the current player
*/
public Config.Faction getCurrentPlayerFaction() {
return allPlayers.get(activePlayer).getFaction();
}
/**
* Returns how many resource cards of the specified type
* the current player owns.
*
* @param resource the resource type
* @return the number of resource cards of this type
*/
public int getCurrentPlayerResourceStock(Config.Resource resource) {
return allPlayers.get(activePlayer).getSpecificResource(resource);
}
public HashMap getCurrentPlayerResource() {
return allPlayers.get(activePlayer).getResources();
}
/**
* Places a settlement in the founder's phase (phase II) of the game.
*
* The placement does not cost any resource cards. If payout is
* set to true, for each adjacent resource-producing field, a resource card of the
* type of the resource produced by the field is taken from the bank (if available) and added to
* the players' stock of resource cards.
*
* @param position the position of the settlement
* @param payout if true, the player gets one resource card per adjacent resource-producing field
* @return true, if the placement was successful
*/
public boolean placeInitialSettlement(Point position, boolean payout) {
if (!validPositionForSettlement(position)) {
return false;
}
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(), position));
if (payout) {
List lands = board.getLandsForCorner(position);
for (Config.Land land : lands) {
if (land.getResource() != null) {
addResourcesToPlayer(allPlayers.get(activePlayer), land.getResource(), 1);
}
}
}
return true;
}
/**
* Places a road in the founder's phase (phase II) of the game.
* The placement does not cost any resource cards.
*
* @param roadStart position of the start of the road
* @param roadEnd position of the end of the road
* @return true, if the placement was successful
*/
public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
if (!validPositionForRoad(roadStart, roadEnd)) {
return false;
}
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(), roadStart, roadEnd));
return true;
}
/**
* This method takes care of actions depending on the dice throw result.
*
* A key action is the payout of the resource cards to the players
* according to the payout rules of the game. This includes the
* "negative payout" in case a 7 is thrown and a player has more than
* {@link Config#MAX_CARDS_IN_HAND_NO_DROP} resource cards.
*
* If a player does not get resource cards, the list for this players'
* {@link Config.Faction} is an empty list (not null)!.
*
*
* The payout rules of the game take into account factors such as, the number
* of resource cards currently available in the bank, settlement types
* (settlement or city), and the number of players that should get resource
* cards of a certain type (relevant if there are not enough left in the bank).
*
*
* @param diceThrow the resource cards that have been distributed to the players
* @return the resource cards added to the stock of the different players
*/
public Map> throwDice(int diceThrow) {
if (diceThrow == 7) {
for (Player player : allPlayers) {
handleDiceThrow7(player);
}
} else {
Map> returnMap = new HashMap<>();
List diceValueFields = board.getFieldsForDiceValue(diceThrow);
for (Player player : allPlayers) {
returnMap.put(player.getFaction(), new ArrayList<>());
for (Point field : diceValueFields) {
List resources = board.getResourcesForFaction(field, player.getFaction());
for (Config.Resource resource : resources) {
returnMap.get(player.getFaction()).add(resource);
addResourcesToPlayer(player, resource, 1);
}
}
}
return returnMap;
}
return null;
}
//TODO JavaDoc
public void handleDiceThrow7(Player player) {
ArrayList resourceArrayList = new ArrayList<>();
HashMap resources = player.getResources();
for (Config.Resource resource : resources.keySet()) {
for (int i = 0; i < resources.get(resource); i++) {
resourceArrayList.add(resource);
}
}
if (resourceArrayList.size() > Config.MAX_CARDS_IN_HAND_NO_DROP) {
int resourcesToRemove = resourceArrayList.size() - (resourceArrayList.size() / 2);
Random random = new Random();
for (int i = 0; i < resourcesToRemove; i++) {
subtractResourceFromPlayer(player, resourceArrayList.remove(random.nextInt(resourceArrayList.size())), 1);
}
}
}
/**
* Builds a settlement at the specified position on the board.
*
* The settlement can be built if:
*
* - the player possesses the required resource cards
* - a settlement to place on the board
* - the specified position meets the build rules for settlements
*
*
* @param position the position of the settlement
* @return true, if the placement was successful
*/
public boolean buildSettlement(Point position) {
//1. Check if position is corner && is empty && neighbour Corners are empty
if (!validPositionForSettlement(position)) {
return false;
}
//2. Check if neighbourEdge are Roads belong to active Player
if (!checkAdjacentEdgesList(position)) {
return false;
}
//3. Can Player build Settlement
if (!allPlayers.get(activePlayer).build(Config.Structure.SETTLEMENT)) {
return false;
}
List costs = Config.Structure.SETTLEMENT.getCosts();
for (Config.Resource resource : costs) {
subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
}
//4. Insert Settlement to map
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction(), position));
return true;
}
/**
* Builds a city at the specified position on the board.
*
* The city can be built if:
*
* - the player possesses the required resource cards
* - a city to place on the board
* - the specified position meets the build rules for cities
*
*
* @param position the position of the city
* @return true, if the placement was successful
*/
public boolean buildCity(Point position) {
//1. Check if Corner.
if (!board.hasCorner(position)) {
return false;
}
//2. Check if Settlement has already been built
Settlement atCurrentPosition = board.getCorner(position);
if (atCurrentPosition == null || atCurrentPosition instanceof City || atCurrentPosition.getFaction() != allPlayers.get(activePlayer).getFaction()) {
return false;
}
//3. Can player build a City.
if (!allPlayers.get(activePlayer).build(Config.Structure.CITY)) {
return false;
}
List costs = Config.Structure.CITY.getCosts();
for (Config.Resource resource : costs) {
subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
}
//4.Insert City into the map.
board.setCorner(position, new City(allPlayers.get(activePlayer).getFaction(), position));
return true;
}
/**
* Builds a road at the specified position on the board.
*
* The road can be built if:
*
* - the player possesses the required resource cards
* - a road to place on the board
* - the specified position meets the build rules for roads
*
*
* @param roadStart the position of the start of the road
* @param roadEnd the position of the end of the road
* @return true, if the placement was successful
*/
public boolean buildRoad(Point roadStart, Point roadEnd) {
//1. Check if is edge && is empty && if neighbour Edge or Corners belong to Settlement of active Player
if (!validPositionForRoad(roadStart, roadEnd)) {
return false;
}
//2. Can Player build road
if (!allPlayers.get(activePlayer).build(Config.Structure.ROAD)) {
return false;
}
List costs = Config.Structure.ROAD.getCosts();
for (Config.Resource resource : costs) {
subtractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
}
//3. Insert Road to map
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(), roadStart, roadEnd));
return true;
}
/**
* 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 roadEnd the coordinates where the road ends.
* @return true if road position is valid otherwise false
*/
private boolean validPositionForRoad(Point roadStart, Point roadEnd) {
//1. Check if it is an edge
if (!board.hasEdge(roadStart, roadEnd)) {
return false;
}
//2. Check if edge is empty //TODO Check if always inverted is allowed
if (board.getEdge(roadStart, roadEnd) != null) {
return false;
}
//3. Check if neighbouring edges are roads
boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd));
if (hasNeighbourRoad) {
return true;
}
//4.Check if roadStart or roadEnd is Settlement of current player
return (board.getCorner(roadStart) != null && board.getCorner(roadStart).getFaction() == allPlayers.get(activePlayer).getFaction())
|| (board.getCorner(roadEnd) != null && board.getCorner(roadEnd).getFaction() == allPlayers.get(activePlayer).getFaction());
}
/**
* Can be used for both initial Settlement and normal Phase.
*
* @param position the position on the board to check for valid settlement position
* @return true if valid position for settlement
*/
private boolean validPositionForSettlement(Point position) {
//1. Check if corner
if (!board.hasCorner(position)) {
return false;
}
//2. Check if water
if (checkIfWater(position)) {
return false;
}
//3. Check if corner is empty
if (board.getCorner(position) != null) {
return false;
}
//3. Check if neighbouring corners are empty
return checkAdjacentCornerList(position);
}
private boolean checkIfWater(Point point) {
List fields = board.getFields(point);
for (Config.Land land : fields) {
if (!land.equals(Config.Land.WATER)) {
return false;
}
}
return true;
}
/**
* This method checks if there are Roads build by active Player on adjacent edges
*
* @param point point to check on
* @return true if there is a road build next to the point.
*/
private boolean checkAdjacentEdgesList(Point point) {
List results = board.getAdjacentEdges(point);
for (Road result : results) {
if (result.getFaction() == allPlayers.get(activePlayer).getFaction()) {
return true;
}
}
return false;
}
/**
* Checks if Adjacent Corners are empty
*
* @param point Corner to check
* @return true if all Neighbour Corners are empty
*/
private boolean checkAdjacentCornerList(Point point) {
List results = board.getNeighboursOfCorner(point);
return results.size() <= 0;
}
/**
* Trades in {@link #FOUR_TO_ONE_TRADE_OFFER} resource cards of the
* offered type for {@link #FOUR_TO_ONE_TRADE_WANT} resource cards of the wanted type.
*
* The trade only works when bank and player possess the resource cards
* for the trade before the trade is executed.
*
* @param offer offered type
* @param want wanted type
* @return true, if the trade was successful
*/
public boolean tradeWithBankFourToOne(Config.Resource offer, Config.Resource want) {
Player player = allPlayers.get(activePlayer);
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);
return true;
}
return false;
}
/**
* Returns the winner of the game, if any.
*
* @return the winner of the game or null, if there is no winner (yet)
*/
public Config.Faction getWinner() {
if (getCurrentPlayerWinPoints() >= winPointsForWin) {
return getCurrentPlayerFaction();
}
return null;
}
//Todo Java Doc
public int getCurrentPlayerWinPoints() {
int winPoints = 0;
List settlements = board.getCorners();
for (Structure structure : settlements) {
int newWinPoints = 0;
if (structure instanceof City) {
newWinPoints = 2;
} else if (structure instanceof Settlement) {
newWinPoints = 1;
}
if (structure.getFaction() == getCurrentPlayerFaction()) {
winPoints += newWinPoints;
}
}
if (getCurrentPlayerFaction() == board.getLongestRoadFaction(getPlayerFactions())) {
winPoints += 2;
}
return winPoints;
}
/**
* Places the thief on the specified field and steals a random resource card (if
* the player has such cards) from a random player with a settlement at that
* field (if there is a settlement) and adds it to the resource cards of the
* current player.
*
* @param field the field on which to place the thief
* @return false, if the specified field is not a field or the thief cannot be
* placed there (e.g., on water)
*/
public boolean placeThiefAndStealCard(Point field) {
// Implemented longest road.
return false;
}
}