package ch.zhaw.catan; import ch.zhaw.catan.Config.Faction; import ch.zhaw.catan.Config.Resource; import java.awt.*; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; /** * 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 SiedlerBoard board;
private ArrayList 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. 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.
* A key action is the payout of the resource cards to the players
* according to the payout rules of the game. This includes the
* "negative payout" in case a 7 is thrown and a player has more than
* {@link Config#MAX_CARDS_IN_HAND_NO_DROP} resource cards.
*
* If a player does not get resource cards, the list for this players'
* {@link Faction} is 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).
* The settlement can be built if:
* The city can be built if:
* The road can be built if:
*
* The trade only works when bank and player possess the resource cards
* for the trade before the trade is executed.
*
* @param offer offered type
* @param want wanted type
* @return true, if the trade was successful
*/
public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
return bank.tradeWithBank(want, offer, FOUR_TO_ONE_TRADE_WANT, FOUR_TO_ONE_TRADE_OFFER);
}
/**
* Returns the winner of the game, if any.
*
* @return the winner of the game or null, if there is no winner (yet)
*/
public Faction getWinner() {
if(getCurrentPlayerWinpoints() >= winPointsForWin){
return getCurrentPlayerFaction();
}
return null;
}
public int getCurrentPlayerWinpoints(){
int winPoints = 0;
List
*
*
* @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).buildSettlement()) {
return false;
}
//4. Insert Settlement to map
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
//5. Give Resources to bank
bank.storeResourceToBank(Config.Structure.SETTLEMENT.getCosts());
return true;
}
/**
* Builds a city at the specified position on the board.
*
*
*
*
* @param position the position of the city
* @return true, if the placement was successful
*/
public boolean buildCity(Point position) {
// TODO: OPTIONAL task - Implement
//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){
return false;
}
//3. Can player build a City.
if(!allPlayers.get(activePlayer).buildCity()){
return false;
}
//4.Insert City into the map.
board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction()));
//5. Give resources to the bank.
bank.storeResourceToBank(Config.Structure.CITY.getCosts());
return false;
}
/**
* Builds a road at the specified position on the board.
*
*
*
*
* @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).buildRoad()) {
// TODO: Error message
return false;
}
//3. Insert Road to map
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
//4. Give Resource to bank
bank.storeResourceToBank(Config.Structure.ROAD.getCosts());
return true;
}
/**
* Can be used for both initial Settlement and normal Phase.
* @param roadStart
* @param roadEnd
* @return
*/
private boolean validPositionForRoad(Point roadStart, Point roadEnd){
//1. Check if Edge
if (!board.hasEdge(roadStart, roadEnd)) {
return false;
}
//2. Check if Edge is empty
if (board.getEdge(roadStart, roadEnd) != null) {
return false;
}
//3. Check if NeighbourEdge are Roads
boolean hasNeighbourRoad = (checkAdjacentEdgesList(roadStart) || checkAdjacentEdgesList(roadEnd));
//4.Check if roadStart or roadEnd is Settlement of current player or if 3. is valid
if(board.getCorner(roadStart).getFaction() == allPlayers.get(activePlayer).getFaction()
|| board.getCorner(roadEnd).getFaction() == allPlayers.get(activePlayer).getFaction()
|| hasNeighbourRoad){
return true;
}
return false;
}
/**
* Can be used for both initial Settlement and normal Phase.
* @param position
* @return
*/
private boolean validPositionForSettlement(Point position){
//1. Check if Corner
if (!board.hasCorner(position)) {
return false;
}
//2. Check if Corner is empty
if(board.getCorner(position) != null) {
return false;
}
//3. Check if neighbourCorners are empty
if(!checkAdjacentCornerList(position)) {
return false;
}
return true;
}
/**
* This method checks if there are Roads build by active Player on adjacent edges
* @param point
* @return
*/
private boolean checkAdjacentEdgesList(Point point) {
List