255 lines
8.1 KiB
Java
255 lines
8.1 KiB
Java
package ch.zhaw.catan;
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import java.awt.Point;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.function.Function;
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import java.util.stream.Collectors;
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/**
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* This class specifies the most important and basic parameters of the game
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* Catan.
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* <p>
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* The class provides definitions such as for the type and number of resource
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* cards or the number of available road elements per player. Furthermore, it
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* provides a dice number to field and a field to land type mapping for the
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* standard setup detailed <a href=
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* "https://www.catan.de/files/downloads/4002051693602_catan_-_das_spiel_0.pdf">here</a>
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* </p>
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* @author tebe
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*
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*/
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public class Config {
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// Minimum number of players
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// Note: The max. number is equal to the number of factions (see Faction enum)
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public static final int MIN_NUMBER_OF_PLAYERS = 2;
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// Initial thief position (on the desert field)
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public static final Point INITIAL_THIEF_POSITION = new Point(7, 11);
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// Available factions
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public enum Faction {
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RED("rr"), BLUE("bb"), GREEN("gg"), YELLOW("yy");
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private String name;
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private Faction(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return name;
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}
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}
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// RESOURCE CARD DECK
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public static final Map<Resource, Integer> INITIAL_RESOURCE_CARDS_BANK = Map.of(Resource.LUMBER, 19,
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Resource.BRICK, 19, Resource.WOOL, 19, Resource.GRAIN, 19, Resource.ORE, 19);
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// SPECIFICATION OF AVAILABLE RESOURCE TYPES
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/**
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* This {@link Enum} specifies the available resource types in the game.
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*
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* @author tebe
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*/
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public enum Resource {
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GRAIN("GR"), WOOL("WL"), LUMBER("LU"), ORE("OR"), BRICK("BR");
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private String name;
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private Resource(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return name;
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}
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}
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// SPECIFICATION OF AVAILABLE LAND TYPES
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/**
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* This {@link Enum} specifies the available lands in the game. Some land types
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* produce resources (e.g., {@link Land#FOREST}, others do not (e.g.,
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* {@link Land#WATER}.
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*
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* @author tebe
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*/
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public enum Land {
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FOREST(Resource.LUMBER), PASTURE(Resource.WOOL), FIELDS(Resource.GRAIN),
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MOUNTAIN(Resource.ORE), HILLS(Resource.BRICK), WATER("~~"), DESERT("--");
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private Resource resource = null;
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private String name;
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private Land(Resource resource) {
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this(resource.toString());
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this.resource = resource;
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}
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private Land(String name) {
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this.name = name;
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}
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@Override
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public String toString() {
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return this.name;
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}
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/**
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* Returns the {@link Resource} that this land provides or null,
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* if it does not provide any.
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*
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* @return the {@link Resource} or null
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*/
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public Resource getResource() {
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return resource;
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}
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}
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// STRUCTURES (with costs)
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private static final int NUMBER_OF_ROADS_PER_PLAYER = 15;
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private static final int NUMBER_OF_SETTLEMENTS_PER_PLAYER = 5;
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private static final int NUMBER_OF_CITIES_PER_PLAYER = 4;
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public static final int MAX_CARDS_IN_HAND_NO_DROP = 7;
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/**
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* This enum models the different structures that can be built.
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* <p>
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* The enum provides information about the cost of a structure and how many of
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* these structures are available per player.
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* </p>
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*/
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public enum Structure {
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SETTLEMENT(List.of(Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN),
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NUMBER_OF_SETTLEMENTS_PER_PLAYER),
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CITY(List.of(Resource.ORE, Resource.ORE, Resource.ORE, Resource.GRAIN, Resource.GRAIN),
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NUMBER_OF_CITIES_PER_PLAYER),
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ROAD(List.of(Resource.LUMBER, Resource.BRICK), NUMBER_OF_ROADS_PER_PLAYER);
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private List<Resource> costs;
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private int stockPerPlayer;
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private Structure(List<Resource> costs, int stockPerPlayer) {
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this.costs = costs;
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this.stockPerPlayer = stockPerPlayer;
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}
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/**
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* Returns the build costs of this structure.
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* <p>
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* Each list entry represents a resource card. The value of an entry (e.g., {@link Resource#LUMBER})
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* identifies the resource type of the card.
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* </p>
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* @return the build costs
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*/
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public List<Resource> getCosts() {
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return costs;
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}
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/**
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* Returns the build costs of this structure.
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*
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* @return the build costs in terms of the number of resource cards per resource type
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*/
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public Map<Resource, Long> getCostsAsMap() {
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return costs.stream()
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.collect(Collectors.groupingBy(Function.identity(), Collectors.counting()));
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}
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/**
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* Returns the number of pieces that are available of a certain structure (per
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* player). For example, there are {@link Config#NUMBER_OF_ROADS_PER_PLAYER}
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* pieces of the structure {@link Structure#ROAD} per player.
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*
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*
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* @return the stock per player
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*/
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public int getStockPerPlayer() {
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return stockPerPlayer;
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}
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}
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// STANDARD FIXED DICE NUMBER TO FIELD SETUP
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/**
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* Returns a mapping of the dice values per field.
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*
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* @return the dice values per field
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*/
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public static final Map<Point, Integer> getStandardDiceNumberPlacement() {
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Map<Point, Integer> assignment = new HashMap<>();
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assignment.put(new Point(4, 8), 2);
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assignment.put(new Point(7, 5), 3);
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assignment.put(new Point(8, 14), 3);
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assignment.put(new Point(6, 8), 4);
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assignment.put(new Point(7, 17), 4);
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assignment.put(new Point(3, 11), 5);
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assignment.put(new Point(8, 8), 5);
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assignment.put(new Point(5, 5), 6);
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assignment.put(new Point(9, 11), 6);
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assignment.put(new Point(7, 11), 7);
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assignment.put(new Point(9, 5), 8);
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assignment.put(new Point(5, 17), 8);
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assignment.put(new Point(5, 11), 9);
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assignment.put(new Point(11, 11), 9);
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assignment.put(new Point(4, 14), 10);
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assignment.put(new Point(10, 8), 10);
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assignment.put(new Point(6, 14), 11);
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assignment.put(new Point(9, 17), 11);
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assignment.put(new Point(10, 14), 12);
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return Collections.unmodifiableMap(assignment);
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}
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// STANDARD FIXED LAND SETUP
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/**
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* Returns the field (coordinate) to {@link Land} mapping for the <a href=
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* "https://www.catan.de/files/downloads/4002051693602_catan_-_das_spiel_0.pdf">standard
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* setup</a> of the game Catan..
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*
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* @return the field to {@link Land} mapping for the standard setup
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*/
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public static final Map<Point, Land> getStandardLandPlacement() {
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Map<Point, Land> assignment = new HashMap<>();
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Point[] water = { new Point(4, 2), new Point(6, 2), new Point(8, 2), new Point(10, 2),
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new Point(3, 5), new Point(11, 5), new Point(2, 8), new Point(12, 8), new Point(1, 11),
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new Point(13, 11), new Point(2, 14), new Point(12, 14), new Point(3, 17), new Point(11, 17),
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new Point(4, 20), new Point(6, 20), new Point(8, 20), new Point(10, 20) };
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for (Point p : water) {
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assignment.put(p, Land.WATER);
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}
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assignment.put(new Point(5, 5), Land.FOREST);
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assignment.put(new Point(7, 5), Land.PASTURE);
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assignment.put(new Point(9, 5), Land.PASTURE);
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assignment.put(new Point(4, 8), Land.FIELDS);
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assignment.put(new Point(6, 8), Land.MOUNTAIN);
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assignment.put(new Point(8, 8), Land.FIELDS);
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assignment.put(new Point(10, 8), Land.FOREST);
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assignment.put(new Point(3, 11), Land.FOREST);
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assignment.put(new Point(5, 11), Land.HILLS);
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assignment.put(new Point(7, 11), Land.DESERT);
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assignment.put(new Point(9, 11), Land.MOUNTAIN);
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assignment.put(new Point(11, 11), Land.FIELDS);
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assignment.put(new Point(4, 14), Land.FIELDS);
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assignment.put(new Point(6, 14), Land.MOUNTAIN);
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assignment.put(new Point(8, 14), Land.FOREST);
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assignment.put(new Point(10, 14), Land.PASTURE);
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assignment.put(new Point(5, 17), Land.PASTURE);
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assignment.put(new Point(7, 17), Land.HILLS);
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assignment.put(new Point(9, 17), Land.HILLS);
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return Collections.unmodifiableMap(assignment);
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}
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}
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