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; } }