team02-AngryNerds-projekt1-.../src/main/java/ch/zhaw/pm2/racetrack/Game.java

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2022-03-04 09:04:12 +01:00
package ch.zhaw.pm2.racetrack;
import ch.zhaw.pm2.racetrack.given.GameSpecification;
import java.util.List;
import static ch.zhaw.pm2.racetrack.PositionVector.Direction;
/**
* Game controller class, performing all actions to modify the game state.
* It contains the logic to move the cars, detect if they are crashed
* and if we have a winner.
*/
public class Game implements GameSpecification {
public static final int NO_WINNER = -1;
/**
* Return the index of the current active car.
* Car indexes are zero-based, so the first car is 0, and the last car is getCarCount() - 1.
* @return The zero-based number of the current car
*/
@Override
public int getCurrentCarIndex() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Get the id of the specified car.
* @param carIndex The zero-based carIndex number
* @return A char containing the id of the car
*/
@Override
public char getCarId(int carIndex) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Get the position of the specified car.
* @param carIndex The zero-based carIndex number
* @return A PositionVector containing the car's current position
*/
@Override
public PositionVector getCarPosition(int carIndex) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Get the velocity of the specified car.
* @param carIndex The zero-based carIndex number
* @return A PositionVector containing the car's current velocity
*/
@Override
public PositionVector getCarVelocity(int carIndex) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Return the winner of the game. If the game is still in progress, returns NO_WINNER.
* @return The winning car's index (zero-based, see getCurrentCar()), or NO_WINNER if the game is still in progress
*/
@Override
public int getWinner() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Execute the next turn for the current active car.
* <p>This method changes the current car's velocity and checks on the path to the next position,
* if it crashes (car state to crashed) or passes the finish line in the right direction (set winner state).</p>
* <p>The steps are as follows</p>
* <ol>
* <li>Accelerate the current car</li>
* <li>Calculate the path from current (start) to next (end) position
* (see {@link Game#calculatePath(PositionVector, PositionVector)})</li>
* <li>Verify for each step what space type it hits:
* <ul>
* <li>TRACK: check for collision with other car (crashed &amp; don't continue), otherwise do nothing</li>
* <li>WALL: car did collide with the wall - crashed &amp; don't continue</li>
* <li>FINISH_*: car hits the finish line - wins only if it crosses the line in the correct direction</li>
* </ul>
* </li>
* <li>If the car crashed or wins, set its position to the crash/win coordinates</li>
* <li>If the car crashed, also detect if there is only one car remaining, remaining car is the winner</li>
* <li>Otherwise move the car to the end position</li>
* </ol>
* <p>The calling method must check the winner state and decide how to go on. If the winner is different
* than {@link Game#NO_WINNER}, or the current car is already marked as crashed the method returns immediately.</p>
*
* @param acceleration A Direction containing the current cars acceleration vector (-1,0,1) in x and y direction
* for this turn
*/
@Override
public void doCarTurn(Direction acceleration) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Switches to the next car who is still in the game. Skips crashed cars.
*/
@Override
public void switchToNextActiveCar() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Returns all of the grid positions in the path between two positions, for use in determining line of sight.
* Determine the 'pixels/positions' on a raster/grid using Bresenham's line algorithm.
* (https://de.wikipedia.org/wiki/Bresenham-Algorithmus)
* Basic steps are
* - Detect which axis of the distance vector is longer (faster movement)
* - for each pixel on the 'faster' axis calculate the position on the 'slower' axis.
* Direction of the movement has to correctly considered
* @param startPosition Starting position as a PositionVector
* @param endPosition Ending position as a PositionVector
* @return Intervening grid positions as a List of PositionVector's, including the starting and ending positions.
*/
@Override
public List<PositionVector> calculatePath(PositionVector startPosition, PositionVector endPosition) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Does indicate if a car would have a crash with a WALL space or another car at the given position.
* @param carIndex The zero-based carIndex number
* @param position A PositionVector of the possible crash position
* @return A boolean indicator if the car would crash with a WALL or another car.
*/
@Override
public boolean willCarCrash(int carIndex, PositionVector position) {
// TODO: implementation
throw new UnsupportedOperationException();
}
}