package ch.zhaw.catan;
import ch.zhaw.catan.Config.Faction;
import ch.zhaw.catan.Config.Resource;
import java.awt.*;
import java.util.*;
import java.util.List;
/**
* 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 allPlayers;
private int winPointsForWin;
private 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
* three or players is not between two and four
*/
public SiedlerGame(int winPoints, int numberOfPlayers) {
if(winPoints < 3 || numberOfPlayers < 2 || 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;
}
}
private boolean addResourcesToPlayer(Player player, Resource resource, int numberToAdd){
if(bank.getResourceFromBank(resource, numberToAdd)){
player.addResource(resource, numberToAdd);
return true;
}
return false;
}
private boolean substractResourceFromPlayer(Player player, Resource resource, int numberToSubstract){
if(player.substractResource(resource, numberToSubstract)){
bank.storeResourceToBank(resource, numberToSubstract);
return true;
}
return false;
}
/**
* 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() {
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 Faction} of the current player.
*
* @return the faction of the current player
*/
public 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(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 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;
}
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() > 7){
int resourcesToRemove =resourceArrayList.size() - (resourceArrayList.size() / 2);
Random random = new Random();
for(int i = 0; i < resourcesToRemove; i++){
substractResourceFromPlayer(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) {
substractResourceFromPlayer(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) {
substractResourceFromPlayer(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) {
substractResourceFromPlayer(allPlayers.get(activePlayer), resource, 1);
}
//3. Insert Road to map
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction(),roadStart,roadEnd));
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));
if(hasNeighbourRoad) {
return true;
}
//4.Check if roadStart or roadEnd is Settlement of current player
if((board.getCorner(roadStart)!=null && board.getCorner(roadStart).getFaction() == allPlayers.get(activePlayer).getFaction())
||(board.getCorner(roadEnd)!=null && board.getCorner(roadEnd).getFaction() == allPlayers.get(activePlayer).getFaction())) {
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 water
if(checkIfWater(position)) {
return false;
}
//3. 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;
}
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
* @return
*/
private boolean checkAdjacentEdgesList(Point point) {
List results = board.getAdjacentEdges(point);
for(int i = 0; i < results.size(); i++) {
if(results.get(i).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 emtpy
*/
private boolean checkAdjacentCornerList(Point point) {
List results = board.getNeighboursOfCorner(point);
if(results.size() > 0) {
return false;
}
return true;
}
/**
* 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) {
Player player = allPlayers.get(activePlayer);
if(player.getSpecificResource(offer) >= FOUR_TO_ONE_TRADE_OFFER && addResourcesToPlayer(player, want, FOUR_TO_ONE_TRADE_WANT)){
substractResourceFromPlayer(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 Faction getWinner() {
if(getCurrentPlayerWinpoints() >= winPointsForWin){
return getCurrentPlayerFaction();
}
return null;
}
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 ++;
}
}
if(getLongestRoadFaction() == getCurrentPlayerFaction()){
winPoints += 2;
}
return winPoints;
}
/**
* This method returns the faction of the player with the longest road longer than 5.
* @return null if there is no player with a road longer than 5 otherwise it returns the faction of the specific player
*/
private Faction getLongestRoadFaction() {
List corners = board.getCorners();
List factionList = getPlayerFactions();
HashMap players = new HashMap<>();
int highest = 0;
Config.Faction longestRoad = null;
for(Config.Faction faction : factionList) {
int count = 0;
players.put(faction,count);
for(Settlement settlement : corners){
HashSet roads = new HashSet<>();
roads = countRoad(faction,settlement.getPosition(),roads,true);
count = roads.size();
int currentCount = players.get(faction);
if(count > currentCount) {
players.put(faction,count);
}
}
}
for(Config.Faction faction : players.keySet()) {
if(players.get(faction) >= 5 && players.get(faction)>highest) {
highest = players.get(faction);
longestRoad = faction;
}
}
return longestRoad;
}
/**
* 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.
* @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 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 beeing added to roads.
* @return HashSet with all roads from a specific player which are string together.
*/
private HashSet countRoad(Config.Faction faction,Point position,HashSet roads,boolean add) {
List roadslist = board.getAdjacentEdges(position);
if(board.getCorner(position) != null || board.getCorner(position).getFaction() != faction) {
return roads;
}
Iterator it2 = roads.iterator();
while(it2.hasNext()) {
Road roadsroad = (Road) it2.next();
Iterator it3 = roadslist.iterator();
while (it3.hasNext()){
Road roadslistRoad = (Road) it3.next();
if(roadslistRoad == roadsroad || roadslistRoad.getFaction() != faction) {
it3.remove();
}
}
}
if(roadslist.size() == 1) {
roads.add(roadslist.get(0));
position = getNextPoint(roadslist.get(0),position);
roads = countRoad(faction,position,roads,false);
}
else if(roadslist.size() == 2) {
HashSet listOne = (HashSet) roads.clone();
HashSet listTwo = (HashSet) roads.clone();
listOne.add(roadslist.get(0));
Point positionOne = getNextPoint(roadslist.get(0),position);
listTwo.add(roadslist.get(1));
Point positionTwo = getNextPoint(roadslist.get(1),position);
listOne = countRoad(faction,positionOne,listOne,false);
listTwo = countRoad(faction,positionTwo,listTwo,false);
if(add) {
for (Road road : listOne) {
listTwo.add(road);
}
roads = listTwo;
}else {
HashSet tallest;
if(listOne.size()>= listTwo.size()) {
tallest = listOne;
}else{
tallest = listTwo;
}
for (Road road : tallest) {
roads.add(road);
}
}
}
else if(roadslist.size() == 3) {
HashSet listOne = (HashSet) roads.clone();
HashSet listTwo = (HashSet) roads.clone();
HashSet listThree = (HashSet) roads.clone();
listOne.add(roadslist.get(0));
Point positionOne = getNextPoint(roadslist.get(0),position);
listTwo.add(roadslist.get(1));
Point positionTwo = getNextPoint(roadslist.get(1),position);
listThree.add(roadslist.get(2));
Point positionThree = getNextPoint(roadslist.get(2),position);
listOne = countRoad(faction,positionOne,listOne,false);
listTwo = countRoad(faction,positionTwo,listTwo,false);
listThree = countRoad(faction,positionThree,listThree,false);
HashSet tallest;
HashSet secondtallest;
if(listOne.size()>=listTwo.size()) {
tallest = listOne;
secondtallest = listTwo;
}else {
tallest = listTwo;
secondtallest = listOne;
}if(listThree.size() >= secondtallest.size()) {
secondtallest = listThree;
}
for(Road road : secondtallest) {
tallest.add(road);
}
roads = tallest;
}
return roads;
}
/**
* This method is beeing used to evaluate the next starting position to get the adjacent Roads from it.
* @param road the next road to check on
* @param position the current starting point
* @return return the oposite point of the current point.
*/
private Point getNextPoint(Road road,Point position) {
Point start = road.getStart();
Point end = road.getEnd();
if(position.equals(start)) {
position = end;
}else {
position = start;
}
return position;
}
/**
* 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;
}
}