package ch.zhaw.catan; import ch.zhaw.catan.Config.Faction; import ch.zhaw.catan.Config.Resource; import org.beryx.textio.TextIO; import org.beryx.textio.TextIoFactory; import org.beryx.textio.TextTerminal; import java.awt.Point; import java.util.Collections; 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 Player[] allPlayers; private int winPoints; /** * 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 * three or players is not between two and four */ public SiedlerGame(int winPoints, int numberOfPlayers) { board = new SiedlerBoard(); board.createFixGamefield(); allPlayers = new Player[numberOfPlayers]; this.winPoints = winPoints; } /** * Switches to the next player in the defined sequence of players. */ public void switchToNextPlayer() { // TODO: Implement } /** * Switches to the previous player in the defined sequence of players. */ public void switchToPreviousPlayer() { // TODO: Implement } /** * Returns the {@link 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() { // TODO: Implement Faction[] factions = new Faction[allPlayers.length]; return Collections.emptyList(); } /** * Returns the game board. * * @return the game board */ public SiedlerBoard getBoard() { // TODO: Implement return board; } /** * Returns the {@link Faction} of the current player. * * @return the faction of the current player */ public Faction getCurrentPlayerFaction() { // TODO: Implement return null; } /** * 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(Resource resource) { // TODO: Implement return 0; } /** * 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) { // TODO: Implement return false; } /** * 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) { // TODO: Implement return false; } /** * 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 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) { // TODO: Implement return null; } /** * Builds a settlement at the specified position on the board. * *

The settlement can be built if: *

* * @param position the position of the settlement * @return true, if the placement was successful */ public boolean buildSettlement(Point position) { // TODO: Implement return false; } /** * Builds a city at the specified position on the board. * *

The city can be built if: *

* * @param position the position of the city * @return true, if the placement was successful */ public boolean buildCity(Point position) { // TODO: OPTIONAL task - Implement return false; } /** * Builds a road at the specified position on the board. * *

The road can be built if: *

* * @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 Edge if(!board.hasEdge(roadStart,roadEnd)){ // TODO: Error message } //2. Check if Edge is empty if(board.getEdge(roadStart,roadEnd) != null) { // TODO: Error message } //3. Can Player build road // TODO return false; } /** * 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(Resource offer, Resource want) { // TODO: Implement 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 Faction getWinner() { // TODO: Implement return null; } /** * 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) { //TODO: Implement (or longest road functionality) return false; } }