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

337 lines
14 KiB
Java

package ch.zhaw.pm2.racetrack;
import ch.zhaw.pm2.racetrack.given.GameSpecification;
import ch.zhaw.pm2.racetrack.strategy.DoNotMoveStrategy;
import ch.zhaw.pm2.racetrack.strategy.MoveListStrategy;
import ch.zhaw.pm2.racetrack.strategy.PathFollowerMoveStrategy;
import ch.zhaw.pm2.racetrack.strategy.UserMoveStrategy;
import java.io.File;
import java.io.FileNotFoundException;
import java.util.ArrayList;
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;
private Track track;
int currentCarIndex;
UserInterface userInterface;
public Game(UserInterface userInterface) {
this.userInterface = userInterface;
}
public boolean initPhase() throws InvalidTrackFormatException, FileNotFoundException {
File folder = new File("tracks");
File[] listOfFiles = folder.listFiles();
if(listOfFiles.length > 0) {
List<String> tracks = new ArrayList<>();
for(File file : listOfFiles){
tracks.add(file.getName());
}
File selectedTrack = listOfFiles[userInterface.selectOption("Select Track file", tracks)];
try {
track = new Track(selectedTrack);
} catch (FileNotFoundException | PositionVectorNotValid e) {
e.printStackTrace();
}
List<String> moveStrategies = new ArrayList<>();
moveStrategies.add("Do not move Strategy");
moveStrategies.add("User Move Strategy");
moveStrategies.add("Move List Strategy");
moveStrategies.add("Path Follow Move Strategy");
for(int i = 0; i < track.getCarCount() ; i++ ) {
int moveStrategie = userInterface.selectOption(
"Select Strategy for Car " + i + " (" + track.getCarId(i) + ")", moveStrategies);
switch (moveStrategie + 1) { //TODO: set Movestrategy with method in Track
case 1:
track.getCar(i).setMoveStrategy(new DoNotMoveStrategy()); //TODO: add Arguments
break;
case 2:
track.getCar(i).setMoveStrategy(new UserMoveStrategy(userInterface, i, track.getCarId(i))); //TODO: add Arguments
break;
case 3:
track.getCar(i).setMoveStrategy(new MoveListStrategy()); //TODO: add Arguments
break;
case 4:
track.getCar(i).setMoveStrategy(new PathFollowerMoveStrategy()); //TODO: add Arguments
break;
}
}
return true;
}
else{
userInterface.printInformation("No Trackfile found!");
return false;
}
}
/**
* 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() {
return currentCarIndex;
}
/**
* 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) {
return track.getCarId(carIndex);
}
/**
* 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) {
return track.getCarPos(carIndex);
}
/**
* 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) {
return track.getCarVelocity(carIndex);
}
/**
* 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() {
List<Car> cars = track.getCars();
for (Car car: cars) {
if(car.getWinPoints() == 1){
return car.getID();
}
}
return NO_WINNER;
}
/**
* 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) throws PositionVectorNotValid {
// TODO: implementation
track.getCar(currentCarIndex).accelerate(acceleration);
PositionVector crashPosition = null;
List<PositionVector> positionList = calculatePath(track.getCarPos(currentCarIndex),track.getCar(currentCarIndex).nextPosition());
//TODO: check if Method calculatePath contains endposition
for(PositionVector location : positionList) { //todo: check if order must be reversed
if(willCarCrash(currentCarIndex, location)) {
crashPosition = location;
}
}
if(crashPosition != null) {
track.carDoesCrash(currentCarIndex, crashPosition);
}
else {
track.moveCar(currentCarIndex);
calculateWinner(track.getCarPos(currentCarIndex), track.getCar(currentCarIndex).nextPosition(), currentCarIndex);
}
}
public int gamePhase() throws PositionVectorNotValid {
do{
userInterface.printTrack(track);
Direction direction = track.getCar(currentCarIndex).getMoveStrategy().nextMove();
doCarTurn(direction);
int winner = getWinner();
if(winner != NO_WINNER) {
return winner;
}
} while (!allCarsCrashed());
return NO_WINNER;
}
/**
* Switches to the next car who is still in the game. Skips crashed cars.
*/
@Override
public void switchToNextActiveCar() {
do {
if (currentCarIndex++ > track.getCarCount()) {
currentCarIndex = 0;
}
} while (track.getCar(currentCarIndex).isCrashed());
// TODO: evtl andere Kapselung
}
/**
* 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) {
ArrayList<PositionVector> pathList = new ArrayList<>();
// Use Bresenham's algorithm to determine positions.
int x = startPosition.getX();
int y = startPosition.getY();
// Relative Distance (x & y axis) between end- and starting position
int diffX = endPosition.getX() - startPosition.getX();
int diffY = endPosition.getY() - startPosition.getY();
// Absolute distance (x & y axis) between end- and starting position
int distX = Math.abs(diffX);
int distY = Math.abs(diffY);
// Direction of vector on x & y axis (-1: to left/down, 0: none, +1 : to right/up)
int dirX = Integer.signum(diffX);
int dirY = Integer.signum(diffY);
// Determine which axis is the fast direction and set parallel/diagonal step values
int parallelStepX, parallelStepY;
int diagonalStepX, diagonalStepY;
int distanceSlowAxis, distanceFastAxis;
if (distX > distY) {
// x axis is the 'fast' direction
parallelStepX = dirX; parallelStepY = 0; // parallel step only moves in x direction
diagonalStepX = dirX; diagonalStepY = dirY; // diagonal step moves in both directions
distanceSlowAxis = distY;
distanceFastAxis = distX;
} else {
// y axis is the 'fast' direction
parallelStepX = 0; parallelStepY = dirY; // parallel step only moves in y direction
diagonalStepX = dirX; diagonalStepY = dirY; // diagonal step moves in both directions
distanceSlowAxis = distX;
distanceFastAxis = distY;
}
int error = distanceFastAxis/2;
for(int step = 0; step < distanceFastAxis; step ++) {
error -= distanceSlowAxis;
if (error < 0) {
error += distanceFastAxis; // correct error value to be positive again
// step into slow direction; diagonal step
x += diagonalStepX;
y += diagonalStepY;
} else {
// step into fast direction; parallel step
x += parallelStepX;
y += parallelStepY;
}
pathList.add(new PositionVector(x,y));
}
return pathList;
}
private void calculateWinner(PositionVector start, PositionVector finish, int carIndex ) {
List<PositionVector> path = calculatePath(start, finish);
for (PositionVector point : path){
switch (track.getSpaceType(point)) {
case FINISH_UP:
if(start.getY() < finish.getY()) {
track.getCar(carIndex).increaseWinPoints();
}
else if(start.getY() < finish.getY()) {
track.getCar(carIndex).deductWinPoints();
}
break;
case FINISH_DOWN:
if(start.getY() > finish.getY()){
track.getCar(carIndex).increaseWinPoints();
}
else if (start.getY() < finish.getY()){
track.getCar(carIndex).deductWinPoints();
}
break;
case FINISH_RIGHT:
if(start.getX() < finish.getX()){
track.getCar(carIndex).increaseWinPoints();
}
else if (start.getX() < finish.getX()){
track.getCar(carIndex).deductWinPoints();
}
break;
case FINISH_LEFT:
if(start.getX() > finish.getX()){
track.getCar(carIndex).increaseWinPoints();
}
else if (start.getX() < finish.getX()){
track.getCar(carIndex).increaseWinPoints();
}
break;
}
}
}
/**
* 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) throws PositionVectorNotValid {
return track.willCrashAtPosition(carIndex, position);
}
public boolean allCarsCrashed() {
for(int carIndex = 0; carIndex < track.getCarCount(); carIndex ++) {
if(! track.getCar(carIndex).isCrashed()) {
return false;
}
}
return true;
}
}