437 lines
15 KiB
Java
437 lines
15 KiB
Java
package ch.zhaw.catan;
|
|
|
|
import ch.zhaw.catan.Config.Faction;
|
|
import ch.zhaw.catan.Config.Resource;
|
|
|
|
import java.awt.*;
|
|
import java.util.ArrayList;
|
|
import java.util.HashMap;
|
|
import java.util.List;
|
|
import java.util.Map;
|
|
|
|
|
|
/**
|
|
* This class performs all actions related to modifying the game state.
|
|
* <p>
|
|
* 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<Player> 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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns the {@link Faction}s of the active players.
|
|
*
|
|
* <p>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.
|
|
*
|
|
* <strong>Important note:</strong> The list must contain the
|
|
* factions of active players only.</p>
|
|
*
|
|
* @return the list with player's factions
|
|
*/
|
|
public List<Faction> getPlayerFactions() {
|
|
List<Faction> 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<Resource, Integer> getCurruntPlayerResource() {
|
|
return allPlayers.get(activePlayer).getResources();
|
|
}
|
|
|
|
/**
|
|
* Places a settlement in the founder's phase (phase II) of the game.
|
|
*
|
|
* <p>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.</p>
|
|
*
|
|
* @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 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) {
|
|
// TODO: Implement
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* This method takes care of actions depending on the dice throw result.
|
|
* <p>
|
|
* 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.
|
|
* <p>
|
|
* If a player does not get resource cards, the list for this players'
|
|
* {@link Faction} is <b>an empty list (not null)</b>!.
|
|
*
|
|
* <p>
|
|
* 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).
|
|
* </p>
|
|
*
|
|
* @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<Faction, List<Resource>> throwDice(int dicethrow) {
|
|
// TODO: Implement
|
|
return null;
|
|
}
|
|
|
|
/**
|
|
* Builds a settlement at the specified position on the board.
|
|
*
|
|
* <p>The settlement can be built if:
|
|
* <ul>
|
|
* <li> the player possesses the required resource cards</li>
|
|
* <li> a settlement to place on the board</li>
|
|
* <li> the specified position meets the build rules for settlements</li>
|
|
* </ul>
|
|
*
|
|
* @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).buildSettlement()) {
|
|
return false;
|
|
}
|
|
//4. Insert Settlement to map
|
|
board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
|
|
//5. Give Resources to bank
|
|
bank.storeResourceToBank(Config.Structure.SETTLEMENT.getCosts());
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Builds a city at the specified position on the board.
|
|
*
|
|
* <p>The city can be built if:
|
|
* <ul>
|
|
* <li> the player possesses the required resource cards</li>
|
|
* <li> a city to place on the board</li>
|
|
* <li> the specified position meets the build rules for cities</li>
|
|
* </ul>
|
|
*
|
|
* @param position the position of the city
|
|
* @return true, if the placement was successful
|
|
*/
|
|
public boolean buildCity(Point position) {
|
|
// TODO: OPTIONAL task - Implement
|
|
//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){
|
|
return false;
|
|
}
|
|
//3. Can player build a City.
|
|
if(!allPlayers.get(activePlayer).buildCity()){
|
|
return false;
|
|
}
|
|
//4.Insert City into the map.
|
|
board.setCorner(position,new City(allPlayers.get(activePlayer).getFaction()));
|
|
//5. Give resources to the bank.
|
|
bank.storeResourceToBank(Config.Structure.CITY.getCosts());
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Builds a road at the specified position on the board.
|
|
*
|
|
* <p>The road can be built if:
|
|
* <ul>
|
|
* <li> the player possesses the required resource cards</li>
|
|
* <li> a road to place on the board</li>
|
|
* <li> the specified position meets the build rules for roads</li>
|
|
* </ul>
|
|
*
|
|
* @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).buildRoad()) {
|
|
// TODO: Error message
|
|
return false;
|
|
}
|
|
//3. Insert Road to map
|
|
board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
|
|
//4. Give Resource to bank
|
|
bank.storeResourceToBank(Config.Structure.ROAD.getCosts());
|
|
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));
|
|
//4.Check if roadStart or roadEnd is Settlement of current player or if 3. is valid
|
|
if(board.getCorner(roadStart).getFaction() == allPlayers.get(activePlayer).getFaction()
|
|
|| board.getCorner(roadEnd).getFaction() == allPlayers.get(activePlayer).getFaction()
|
|
|| hasNeighbourRoad){
|
|
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 Corner is empty
|
|
if(board.getCorner(position) != null) {
|
|
return false;
|
|
}
|
|
//3. Check if neighbourCorners are empty
|
|
if(!checkAdjacentCornerList(position)) {
|
|
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<Road> 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<Settlement> 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.
|
|
* <p>
|
|
* 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) {
|
|
return bank.tradeWithBank(want, offer, FOUR_TO_ONE_TRADE_WANT, FOUR_TO_ONE_TRADE_OFFER);
|
|
}
|
|
|
|
/**
|
|
* 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<Settlement> 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 = winPoints + 2;
|
|
}
|
|
return winPoints;
|
|
}
|
|
|
|
private Faction getLongestRoadFaction() {
|
|
return null; //todo implement
|
|
}
|
|
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
}
|