364 lines
12 KiB
Java
364 lines
12 KiB
Java
package ch.zhaw.catan;
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import ch.zhaw.catan.Config.Faction;
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import ch.zhaw.catan.Config.Resource;
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import java.awt.*;
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import java.util.ArrayList;
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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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/**
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* This class performs all actions related to modifying the game state.
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* <p>
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* TODO: (your documentation)
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*
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* @author TODO
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*/
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public class SiedlerGame {
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static final int FOUR_TO_ONE_TRADE_OFFER = 4;
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static final int FOUR_TO_ONE_TRADE_WANT = 1;
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private SiedlerBoard board;
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private ArrayList<Player> allPlayers;
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private int winPointsForWin;
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private Bank bank;
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private int activePlayer;
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/**
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* Constructs a SiedlerGame game state object.
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*
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* @param winPoints the number of points required to win the game
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* @param numberOfPlayers the number of players
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* @throws IllegalArgumentException if winPoints is lower than
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* three or players is not between two and four
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*/
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public SiedlerGame(int winPoints, int numberOfPlayers) {
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if(winPoints < 3 || numberOfPlayers < 2 || numberOfPlayers > 4) {
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throw new IllegalArgumentException();
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}
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bank = new Bank();
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board = new SiedlerBoard();
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board.createFixGamefield();
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allPlayers = new ArrayList<>();
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createPlayer(numberOfPlayers);
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activePlayer = 0;
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this.winPointsForWin = winPoints;
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}
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private void createPlayer(int numberOfPlayers) {
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for (int i = 0; i < numberOfPlayers; i++) {
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allPlayers.add(new Player(Config.Faction.values()[i]));
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}
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}
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/**
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* Switches to the next player in the defined sequence of players.
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*/
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public void switchToNextPlayer() {
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if (activePlayer < allPlayers.size() -1){
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activePlayer++;
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}
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else if (activePlayer == allPlayers.size() -1){
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activePlayer = 0;
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}
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}
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/**
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* Switches to the previous player in the defined sequence of players.
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*/
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public void switchToPreviousPlayer() {
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if (activePlayer > 0){
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activePlayer--;
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}
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else if (activePlayer == 0){
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activePlayer = allPlayers.size()-1;
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}
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}
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/**
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* Returns the {@link Faction}s of the active players.
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*
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* <p>The order of the player's factions in the list must
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* correspond to the oder in which they play.
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* Hence, the player that sets the first settlement must be
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* at position 0 in the list etc.
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*
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* <strong>Important note:</strong> The list must contain the
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* factions of active players only.</p>
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*
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* @return the list with player's factions
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*/
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public List<Faction> getPlayerFactions() {
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List<Faction> factions = new ArrayList<>();
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for (Player player: allPlayers ) {
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factions.add(player.getFaction());
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}
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return factions;
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}
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/**
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* Returns the game board.
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*
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* @return the game board
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*/
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public SiedlerBoard getBoard() {
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return board;
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}
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/**
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* Returns the {@link Faction} of the current player.
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*
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* @return the faction of the current player
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*/
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public Faction getCurrentPlayerFaction() {
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return allPlayers.get(activePlayer).getFaction();
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}
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/**
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* Returns how many resource cards of the specified type
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* the current player owns.
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*
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* @param resource the resource type
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* @return the number of resource cards of this type
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*/
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public int getCurrentPlayerResourceStock(Resource resource) {
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return allPlayers.get(activePlayer).getSpecificResource(resource);
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}
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/**
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* Places a settlement in the founder's phase (phase II) of the game.
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*
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* <p>The placement does not cost any resource cards. If payout is
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* set to true, for each adjacent resource-producing field, a resource card of the
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* type of the resource produced by the field is taken from the bank (if available) and added to
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* the players' stock of resource cards.</p>
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*
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* @param position the position of the settlement
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* @param payout if true, the player gets one resource card per adjacent resource-producing field
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* @return true, if the placement was successful
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*/
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public boolean placeInitialSettlement(Point position, boolean payout) {
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// TODO: Implement
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return true;
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}
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/**
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* Places a road in the founder's phase (phase II) of the game.
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* The placement does not cost any resource cards.
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*
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* @param roadStart position of the start of the road
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* @param roadEnd position of the end of the road
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* @return true, if the placement was successful
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*/
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public boolean placeInitialRoad(Point roadStart, Point roadEnd) {
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// TODO: Implement
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return true;
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}
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/**
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* This method takes care of actions depending on the dice throw result.
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* <p>
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* A key action is the payout of the resource cards to the players
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* according to the payout rules of the game. This includes the
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* "negative payout" in case a 7 is thrown and a player has more than
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* {@link Config#MAX_CARDS_IN_HAND_NO_DROP} resource cards.
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* <p>
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* If a player does not get resource cards, the list for this players'
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* {@link Faction} is <b>an empty list (not null)</b>!.
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*
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* <p>
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* The payout rules of the game take into account factors such as, the number
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* of resource cards currently available in the bank, settlement types
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* (settlement or city), and the number of players that should get resource
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* cards of a certain type (relevant if there are not enough left in the bank).
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* </p>
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*
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* @param dicethrow the resource cards that have been distributed to the players
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* @return the resource cards added to the stock of the different players
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*/
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public Map<Faction, List<Resource>> throwDice(int dicethrow) {
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// TODO: Implement
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return null;
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}
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/**
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* Builds a settlement at the specified position on the board.
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*
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* <p>The settlement can be built if:
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* <ul>
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* <li> the player possesses the required resource cards</li>
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* <li> a settlement to place on the board</li>
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* <li> the specified position meets the build rules for settlements</li>
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* </ul>
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*
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* @param position the position of the settlement
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* @return true, if the placement was successful
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*/
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public boolean buildSettlement(Point position) {
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//TODO Errors should be caught after this method is executed and returns false
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//1. Check if Corner
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if (!board.hasCorner(position)) {
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return false;
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}
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//2. Check if Corner is empty
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if (board.getCorner(position) != null) {
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return false;
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}
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//3. Can Player build Settlement
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if (!allPlayers.get(activePlayer).buildSettlement()) {
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return false;
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}
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//4. Insert Road to map
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board.setCorner(position, new Settlement(allPlayers.get(activePlayer).getFaction()));
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//5. Give Resoure to bank
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bank.storeResourceToBank(Config.Structure.SETTLEMENT.getCosts());
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return true;
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}
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/**
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* Builds a city at the specified position on the board.
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*
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* <p>The city can be built if:
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* <ul>
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* <li> the player possesses the required resource cards</li>
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* <li> a city to place on the board</li>
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* <li> the specified position meets the build rules for cities</li>
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* </ul>
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*
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* @param position the position of the city
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* @return true, if the placement was successful
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*/
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public boolean buildCity(Point position) {
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// TODO: OPTIONAL task - Implement
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return false;
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}
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/**
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* Builds a road at the specified position on the board.
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*
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* <p>The road can be built if:
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* <ul>
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* <li> the player possesses the required resource cards</li>
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* <li> a road to place on the board</li>
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* <li> the specified position meets the build rules for roads</li>
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* </ul>
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*
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* @param roadStart the position of the start of the road
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* @param roadEnd the position of the end of the road
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* @return true, if the placement was successful
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*/
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public boolean buildRoad(Point roadStart, Point roadEnd) {
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//1. Check if Edge
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if (!board.hasEdge(roadStart, roadEnd)) {
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// TODO: Error message
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return false;
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}
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//2. Check if Edge is empty
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if (board.getEdge(roadStart, roadEnd) != null) {
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// TODO: Error message
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return false;
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}
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//3. Can Player build road
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if (!allPlayers.get(activePlayer).buildRoad()) {
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// TODO: Error message
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return false;
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}
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//4. Insert Road to map
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board.setEdge(roadStart, roadEnd, new Road(allPlayers.get(activePlayer).getFaction()));
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//5. Give Resource to bank
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bank.storeResourceToBank(Config.Structure.ROAD.getCosts());
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return true;
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}
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private boolean validPositionForRoad(Point position){
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//todo implement
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return true;
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}
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private boolean validPositionForSettlement(Point position){
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//todo implement
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return true;
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}
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/**
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* Trades in {@link #FOUR_TO_ONE_TRADE_OFFER} resource cards of the
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* offered type for {@link #FOUR_TO_ONE_TRADE_WANT} resource cards of the wanted type.
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* <p>
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* The trade only works when bank and player possess the resource cards
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* for the trade before the trade is executed.
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*
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* @param offer offered type
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* @param want wanted type
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* @return true, if the trade was successful
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*/
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public boolean tradeWithBankFourToOne(Resource offer, Resource want) {
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return bank.tradeWithBank(want, offer, FOUR_TO_ONE_TRADE_WANT, FOUR_TO_ONE_TRADE_OFFER);
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}
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/**
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* Returns the winner of the game, if any.
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*
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* @return the winner of the game or null, if there is no winner (yet)
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*/
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public Faction getWinner() {
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HashMap<Faction, Integer> winPoints = getWinPoints();
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for(Faction faction : winPoints.keySet()){
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if(winPoints.get(faction) >= winPointsForWin){
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return faction;
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}
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}
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return null;
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}
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private HashMap<Faction, Integer> getWinPoints(){
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HashMap<Faction, Integer> winPoints = new HashMap<>();
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List<Structure> structures = board.getCorners();
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for(Structure structure : structures) {
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int newWinPoints = 0;
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if(structure instanceof City){
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newWinPoints = 2;
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} else if(structure instanceof Settlement) {
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newWinPoints = 1;
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}
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Faction faction = structure.getFaction();
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if(winPoints.containsKey(faction)) {
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winPoints.put(faction, winPoints.get(faction) + newWinPoints);
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}
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else {
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winPoints.put(faction, newWinPoints);
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}
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}
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//todo add points for longest road
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return winPoints;
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}
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/**
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* Places the thief on the specified field and steals a random resource card (if
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* the player has such cards) from a random player with a settlement at that
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* field (if there is a settlement) and adds it to the resource cards of the
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* current player.
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*
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* @param field the field on which to place the thief
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* @return false, if the specified field is not a field or the thief cannot be
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* placed there (e.g., on water)
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*/
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public boolean placeThiefAndStealCard(Point field) {
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//TODO: Implement (or longest road functionality)
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return false;
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}
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}
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