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

423 lines
14 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 Resoure 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
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;
}
/**
* Do not use for initial Settlement
* @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() {
HashMap<Faction, Integer> winPoints = getWinPoints();
for(Faction faction : winPoints.keySet()){
if(winPoints.get(faction) >= winPointsForWin){
return faction;
}
}
return null;
}
private HashMap<Faction, Integer> getWinPoints(){
HashMap<Faction, Integer> winPoints = new HashMap<>();
List<Settlement> structures = board.getCorners();
for(Structure structure : structures) {
int newWinPoints = 0;
if(structure instanceof City){
newWinPoints = 2;
} else if(structure instanceof Settlement) {
newWinPoints = 1;
}
Faction faction = structure.getFaction();
if(winPoints.containsKey(faction)) {
winPoints.put(faction, winPoints.get(faction) + newWinPoints);
}
else {
winPoints.put(faction, newWinPoints);
}
}
//todo add points for longest road
return winPoints;
}
/**
* 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;
}
}