281 lines
12 KiB
Java
281 lines
12 KiB
Java
package ch.zhaw.catan;
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import ch.zhaw.hexboard.HexBoard;
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import ch.zhaw.hexboard.Label;
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import java.awt.Point;
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import java.util.List;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.Map;
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import java.util.Iterator;
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import java.util.Collections;
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//TODO Enhance JavaDoc
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/**
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* Subclass of HexBoard
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* Saves the fields which are set and handles Methods with specific Dice Numbers.
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*/
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public class SiedlerBoard extends HexBoard<Config.Land, Settlement, Road, String> {
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/**
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* HashMap to save all Fields which are set yet.
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* Key: Point with coordinates of the field
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* //TODO Enhance JavaDoc
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* Value: Field Object
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*/
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private final HashMap<Point, Field> fields = new HashMap<>();
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private Config.Faction longestRoadFaction = null;
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private int longestRoadLenth = 0;
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/**
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* Method to create the predefined game field from Config.
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*/
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public void createFixGameField() {
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Map<Point, Config.Land> resourcePlacement = Config.getStandardLandPlacement();
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Map<Point, Integer> dicePlacement = Config.getStandardDiceNumberPlacement();
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for (Map.Entry<Point, Config.Land> resourceField : resourcePlacement.entrySet()) {
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addField(resourceField.getKey(), resourceField.getValue());
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if (dicePlacement.get(resourceField.getKey()) != null) {
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String numberAsString = dicePlacement.get(resourceField.getKey()).toString();
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char[] numbersInChar = numberAsString.toCharArray();
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if (numberAsString.length() < 2) {
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fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label('0', numbersInChar[0])));
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} else {
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fields.put(resourceField.getKey(), new Field(resourceField.getValue(), new Label(numbersInChar[0], numbersInChar[1])));
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}
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}
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}
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}
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/**
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* Method to get the DiceNumber of a specific field.
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*
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* @param field Point with coordinates of the specific field
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* @return the DiceNumber of the field.
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*/
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private int getDiceNumber(Point field) {
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Label label = fields.get(field).getLabel();
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return Integer.parseInt(label.toString());
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}
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/**
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* Method to create a SiedlerBoardTextView Object set the LowerFieldLabels with theirs dice number.
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* It is used to print the actual board in TextIO.
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*
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* @return String of actual board.
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*/
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public String getTextView() {
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SiedlerBoardTextView view = new SiedlerBoardTextView(this);
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for (Map.Entry<Point, Field> field : fields.entrySet()) {
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view.setLowerFieldLabel(field.getKey(), field.getValue().getLabel());
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}
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return view.toString();
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}
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/**
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* Returns the fields associated with the specified dice value.
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*
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* @param dice the dice value
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* @return the fields associated with the dice value
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*/
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public List<Point> getFieldsForDiceValue(int dice) {
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ArrayList<Point> fields = new ArrayList<>();
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for (Point field : this.fields.keySet()) {
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if (getDiceNumber(field) == dice) {
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fields.add(field);
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}
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}
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return fields;
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}
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/**
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* Method to get the Resources which are paid to a specific faction for a specific field.
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*
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* @param point The Point with the Coordinates of the field, which should pay resources.
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* @param faction The faction, which should get paid.
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* @return a ArrayList with all resources, which will be paid to the specified faction.
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*/
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public ArrayList<Config.Resource> getResourcesForFaction(Point point, Config.Faction faction) {
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List<Settlement> possibleSettlementField = super.getCornersOfField(point);
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ArrayList<Config.Resource> resourcesToPlayer = new ArrayList<>();
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for (Settlement settlement : possibleSettlementField) {
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if (settlement.getFaction() == faction) {
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resourcesToPlayer.add(fields.get(point).getResource());
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if (settlement instanceof City) {
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resourcesToPlayer.add(fields.get(point).getResource());
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}
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}
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}
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return resourcesToPlayer;
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}
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/**
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* Returns the {@link Config.Land}s adjacent to the specified corner.
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*
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* @param corner the corner
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* @return the list with the adjacent {@link Config.Land}s
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*/
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public List<Config.Land> getLandsForCorner(Point corner) {
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Point above = new Point(corner.x, corner.y + 2);
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Point below = new Point(corner.x, corner.y - 2);
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Config.Land[] lands = new Config.Land[3];
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if (hasField(above)) {
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lands[0] = getField(above);
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lands[1] = getField(new Point(corner.x + 1, corner.y - 1));
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lands[2] = getField(new Point(corner.x - 1, corner.y - 1));
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} else if (hasField(below)) {
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lands[0] = getField(below);
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lands[1] = getField(new Point(corner.x + 1, corner.y + 1));
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lands[2] = getField(new Point(corner.x - 1, corner.y + 1));
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} else {
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return Collections.emptyList();
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}
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return List.of(lands);
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}
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//TODO Java Doc more details
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/**
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* This method checks for the player with the longest road according to the siedler game rules.
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* @param factionList a List with all factions which can place structures on the board
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* @return the faction who owns the longest road with minimum length of 5, null there is no road longer then 4
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*/
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public Config.Faction getLongestRoadFaction(List<Config.Faction> factionList) {
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List<Settlement> corners = getCorners();
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HashMap<Config.Faction, Integer> players = new HashMap<>();
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for (Config.Faction faction : factionList) {
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int count = 0;
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players.put(faction, count);
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for (Settlement settlement : corners) {
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if (settlement.getFaction() == faction) {
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HashSet<Road> roads = new HashSet<>();
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roads = countRoad(faction, settlement.getPosition(), roads, true);
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count = roads.size();
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int currentCount = players.get(faction);
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if (count > currentCount) {
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players.put(faction, count);
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}
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}
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}
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}
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for (Config.Faction factionA : players.keySet()) {
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if (players.get(factionA) > longestRoadLenth && players.get(factionA) > 4) {
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longestRoadFaction = factionA;
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longestRoadLenth = players.get(factionA);
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}
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}
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return longestRoadFaction;
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}
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//todo javadoc
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public int getLongestRoadLenth() {
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return longestRoadLenth;
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}
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/**
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* This method is recursive and adds all roads which belongs to a specific players and stringing together to a HashSet.
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* The length of the HashSet represents the length of the longest Road the player has.
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*
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* @param faction the faction of the player to check on
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* @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.
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* @param roads is the hashset with all roads belong to the player which are stringing together
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* @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.
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* @return HashSet with all roads from a specific player which are string together.
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*/
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private HashSet<Road> countRoad(Config.Faction faction, Point position, HashSet<Road> roads, boolean add) {
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List<Road> roadsList = getAdjacentEdges(position);
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//Checks if roads is interrupted by other players settlement
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if (getCorner(position) != null && getCorner(position).getFaction() != faction) {
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return roads;
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}
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//removes roads from roadsList which doesn't belong to the same player or which are allready added to roads.
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for (Road roadsRoad : roads) {
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Iterator<Road> it = roadsList.iterator();
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while (it.hasNext()) {
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Road roadsListRoad = it.next();
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if (roadsListRoad == roadsRoad || roadsListRoad.getFaction() != faction) {
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it.remove();
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}
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}
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}
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if (roadsList.size() == 1) {
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roads.add(roadsList.get(0));
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position = getNextPoint(roadsList.get(0), position);
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roads = countRoad(faction, position, roads, false);
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} else if (roadsList.size() == 2) {
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ArrayList<HashSet> possibleRoads = checkRoadsSwitch(faction,2,roadsList,position);
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if (add) {
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possibleRoads.get(1).addAll(possibleRoads.get(0));
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roads.addAll(possibleRoads.get(1));
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} else {
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HashSet<Road> tallest;
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if (possibleRoads.get(0).size() >= possibleRoads.get(1).size()) {
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tallest = possibleRoads.get(0);
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} else {
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tallest = possibleRoads.get(1);
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}
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roads.addAll(tallest);
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}
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} else if (roadsList.size() == 3) {
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ArrayList<HashSet> possibleRoads = checkRoadsSwitch(faction,3,roadsList,position);
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HashSet<Road> tallest;
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HashSet<Road> secondTallest;
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if (possibleRoads.get(0).size() >= possibleRoads.get(1).size()) {
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tallest = possibleRoads.get(0);
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secondTallest = possibleRoads.get(1);
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} else {
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tallest = possibleRoads.get(1);
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secondTallest = possibleRoads.get(0);
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}
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if (possibleRoads.get(2).size() >= secondTallest.size()) {
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secondTallest = possibleRoads.get(2);
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}
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tallest.addAll(secondTallest);
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roads.addAll(tallest);
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}
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return roads;
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}
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/**
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* This method is being used to evaluate the next starting position to get the adjacent Roads from it.
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*
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* @param road the next road to check on
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* @param position the current starting point
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* @return return the opposite point of the current point.
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*/
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private Point getNextPoint(Road road, Point position) {
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Point start = road.getStart();
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Point end = road.getEnd();
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if (position.equals(start)) {
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position = end;
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} else {
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position = start;
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}
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return position;
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}
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/**
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* This method checks at a roads switch, which road starting at the switch will be the longest possibility.
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* @param faction the faction of the player to check on
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* @param numberOfSwitches how many adjacent roads there are at the corner
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* @param roadsList the list of adjacent roads
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* @param position the current corner from where to count further.
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* @return ArrayList of HashSet with all possible forks.
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*/
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private ArrayList<HashSet> checkRoadsSwitch(Config.Faction faction,int numberOfSwitches,List<Road> roadsList,Point position) {
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ArrayList<HashSet> possibleRoads = new ArrayList<>();
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for (int i = 0;i<numberOfSwitches;i++) {
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HashSet<Road> list = new HashSet<>();
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list.add(roadsList.get(i));
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Point nextPosition = getNextPoint(roadsList.get(i),position);
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list = countRoad(faction, nextPosition, list, false);
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possibleRoads.add(list);
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}
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return possibleRoads;
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}
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}
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