gruppe06-hufflepuff-projekt.../src/ch/zhaw/catan/SiedlerBoard.java

296 lines
12 KiB
Java

package ch.zhaw.catan;
import ch.zhaw.hexboard.HexBoard;
import ch.zhaw.hexboard.Label;
import java.awt.Point;
import java.util.List;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Map;
import java.util.Iterator;
import java.util.Collections;
//TODO Enhance JavaDoc
/**
* Subclass of HexBoard
* Saves the fields which are set and handles Methods with specific Dice Numbers.
*/
public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String> {
/**
* HashMap to save all Fields which are set yet.
* Key: Point with coordinates of the field
* //TODO Enhance JavaDoc
* Value: Field Object
*/
private final HashMap<Point, Field> fields = new HashMap<>();
Config.Faction longestRoadFaction = null;
int longestRoadLenth = 0;
/**
* Method to create the predefined game field from Config.
*/
public void createFixGameField() {
Map<Point, Config.Land> resourcePlacement = Config.getStandardLandPlacement();
Map<Point, Integer> dicePlacement = Config.getStandardDiceNumberPlacement();
for (Map.Entry<Point, Config.Land> resourceField : resourcePlacement.entrySet()) {
addField(resourceField.getKey(), resourceField.getValue());
if (dicePlacement.get(resourceField.getKey()) != null) {
String numberAsString = dicePlacement.get(resourceField.getKey()).toString();
char[] numbersInChar = numberAsString.toCharArray();
if (numberAsString.length() < 2) {
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label('0', numbersInChar[0])));
} else {
fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label(numbersInChar[0], numbersInChar[1])));
}
}
}
}
/**
* Method to get the DiceNumber of a specific field.
*
* @param field Point with coordinates of the specific field
* @return the DiceNumber of the field.
*/
private int getDiceNumber(Point field) {
Label label = fields.get(field).getLabel();
return Integer.parseInt(label.toString());
}
/**
* Method to create a SiedlerBoardTextView Object set the LowerFieldLabels with theirs dice number.
* It is used to print the actual board in TextIO.
*
* @return String of actual board.
*/
public String getTextView() {
SiedlerBoardTextView view = new SiedlerBoardTextView(this);
for (Map.Entry<Point, Field> field : fields.entrySet()) {
view.setLowerFieldLabel(field.getKey(), field.getValue().getLabel());
}
return view.toString();
}
/**
* Returns the fields associated with the specified dice value.
*
* @param dice the dice value
* @return the fields associated with the dice value
*/
public List<Point> getFieldsForDiceValue(int dice) {
ArrayList<Point> fields = new ArrayList<>();
for (Point field : this.fields.keySet()) {
if (getDiceNumber(field) == dice) {
fields.add(field);
}
}
return fields;
}
/**
* Method to get the Resources which are paid to a specific faction for a specific field.
*
* @param point The Point with the Coordinates of the field, which should pay resources.
* @param faction The faction, which should get paid.
* @return a ArrayList with all resources, which will be paid to the specified faction.
*/
public ArrayList<Config.Resource> getResourcesForFaction(Point point, Config.Faction faction) {
List<Settlement> possibleSettlementField = super.getCornersOfField(point);
ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>();
for (Settlement settlement : possibleSettlementField) {
if (settlement.getFaction() == faction) {
resourcesToPlayer.add(fields.get(point).getResource());
if (settlement instanceof City) {
resourcesToPlayer.add(fields.get(point).getResource());
}
}
}
return resourcesToPlayer;
}
/**
* Returns the {@link Config.Land}s adjacent to the specified corner.
*
* @param corner the corner
* @return the list with the adjacent {@link Config.Land}s
*/
public List<Config.Land> getLandsForCorner(Point corner) {
Point above = new Point(corner.x, corner.y + 2);
Point below = new Point(corner.x, corner.y - 2);
Config.Land[] lands = new Config.Land[3];
if (hasField(above)) {
lands[0] = getField(above);
lands[1] = getField(new Point(corner.x + 1, corner.y - 1));
lands[2] = getField(new Point(corner.x - 1, corner.y - 1));
} else if (hasField(below)) {
lands[0] = getField(below);
lands[1] = getField(new Point(corner.x + 1, corner.y + 1));
lands[2] = getField(new Point(corner.x - 1, corner.y + 1));
} else {
return Collections.emptyList();
}
return List.of(lands);
}
//TODO Java Doc more details
/**
* This method checks for the player with the longest road according to the siedler game rules.
* @param factionList a List with all factions which can place structures on the board
* @return the faction who owns the longest road with minimum length of 5, null there is no road longer then 4
*/
public Config.Faction getLongestRoadFaction(List<Config.Faction> factionList) {
List<Settlement> corners = getCorners();
HashMap<Config.Faction, Integer> players = new HashMap<>();
for (Config.Faction faction : factionList) {
int count = 0;
players.put(faction, count);
for (Settlement settlement : corners) {
if (settlement.getFaction() == faction) {
HashSet<Road> 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);
}
}
}
}
if (longestRoadFaction == null) {
Config.Faction currentFaction = null;
int currentRoad = 4;
for (Config.Faction factionA : players.keySet()) {
if (players.get(factionA) > currentRoad) {
currentFaction = factionA;
currentRoad = players.get(factionA);
}
}
if (currentFaction != null) {
longestRoadFaction = currentFaction;
longestRoadLenth = currentRoad;
}
} else {
for (Config.Faction faction : players.keySet()) {
if (players.get(faction) >= 5 && players.get(faction) > longestRoadLenth) {
longestRoadFaction = faction;
longestRoadLenth = players.get(faction);
}
}
}
return longestRoadFaction;
}
//todo javadoc
public int getLongestRoadLenth() {
return longestRoadLenth;
}
/**
* 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 player's 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 being added to roads.
* @return HashSet with all roads from a specific player which are string together.
*/
private HashSet<Road> countRoad(Config.Faction faction, Point position, HashSet<Road> roads, boolean add) {
List<Road> roadsList = getAdjacentEdges(position);
if (getCorner(position) != null && getCorner(position).getFaction() != faction) {
return roads;
}
for (Road roadsRoad : roads) {
Iterator<Road> it3 = roadsList.iterator();
while (it3.hasNext()) {
Road roadsListRoad = 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<Road> listOne = (HashSet<Road>) roads.clone();
HashSet<Road> listTwo = (HashSet<Road>) 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) {
listTwo.addAll(listOne);
roads = listTwo;
} else {
HashSet<Road> tallest;
if (listOne.size() >= listTwo.size()) {
tallest = listOne;
} else {
tallest = listTwo;
}
roads.addAll(tallest);
}
} else if (roadsList.size() == 3) {
HashSet<Road> listOne = (HashSet<Road>) roads.clone();
HashSet<Road> listTwo = (HashSet<Road>) roads.clone();
HashSet<Road> listThree = (HashSet<Road>) 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<Road> tallest;
HashSet<Road> secondTallest;
if (listOne.size() >= listTwo.size()) {
tallest = listOne;
secondTallest = listTwo;
} else {
tallest = listTwo;
secondTallest = listOne;
}
if (listThree.size() >= secondTallest.size()) {
secondTallest = listThree;
}
tallest.addAll(secondTallest);
roads = tallest;
}
return roads;
}
/**
* This method is being 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 opposite 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;
}
}