Gamelib/src/main/java/uulm/teamname/marvelous/gamelibrary/gamelogic/GameLogic.java

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import uulm.teamname.marvelous.gamelibrary.entities.Character;
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import uulm.teamname.marvelous.gamelibrary.entities.*;
import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.*;
import uulm.teamname.marvelous.gamelibrary.config.FieldType;
import uulm.teamname.marvelous.gamelibrary.requests.CharacterRequest;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
import java.awt.*;
import java.awt.geom.Line2D;
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import java.awt.geom.Point2D;
import java.lang.reflect.Array;
import java.util.*;
import java.util.List;
/** Contains game logic handling. */
public class GameLogic {
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private static final Random rand = new Random();
/**
* Checks a {@link Request} for validity for a {@link GameState}.
* @param state The game state to check on
* @param request The request to validate
* @return Whether or not the request is valid
*/
protected static boolean checkRequest(GameState state, Request request) {
try {
switch(request.type) {
case MeleeAttackRequest, RangedAttackRequest -> {
CharacterRequest data = (CharacterRequest)request;
Character origin = getCharacter(state, data.originField, data.originEntity);
Character target = getCharacter(state, data.targetField, data.targetEntity);
requireTurn(state, origin);
requireOppositeTeam(origin, target);
requireAlive(origin);
requireAlive(target);
requireAP(origin, 1);
if(request.type == RequestType.MeleeAttackRequest) {
if(origin.meleeDamage != data.value) {
throw new InvalidRequestException();
}
if(data.originField.distanceChebyshev(data.targetField) != 1) {
throw new InvalidRequestException();
}
}else if(request.type == RequestType.RangedAttackRequest) {
if(origin.rangedDamage != data.value) {
throw new InvalidRequestException();
}
if(data.originField.distanceChebyshev(data.targetField) > origin.attackRange) {
throw new InvalidRequestException();
}
if(data.originField.distanceChebyshev(data.targetField) <= 1) {
throw new InvalidRequestException();
}
requireLineOfSight(state, data.originField, data.targetField);
}
return true;
}
case MoveRequest -> {
CharacterRequest data = (CharacterRequest)request;
Character origin = getCharacter(state, data.originField, data.originEntity);
requireTurn(state, origin);
requireAlive(origin);
requireMP(origin, 1);
verifyCoordinates(state, data.targetField);
if(data.originField.distanceChebyshev(data.targetField) != 1) {
throw new InvalidRequestException();
}
if(state.entities.blocksMovement(data.targetField)) {
throw new InvalidRequestException();
}
return true;
}
case ExchangeInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
Character origin = getCharacter(state, data.originField, data.originEntity);
Character target = getCharacter(state, data.targetField, data.targetEntity);
requireTurn(state, origin);
requireAlive(origin);
requireAlive(target);
requireAP(origin, 1);
requireInfinityStone(origin, data.stoneType);
if(data.originField.distanceChebyshev(data.targetField) != 1) {
throw new InvalidRequestException();
}
return true;
}
case UseInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
Character origin = getCharacter(state, data.originField, data.originEntity);
requireTurn(state, origin);
requireAlive(origin);
requireAP(origin, 1);
requireInfinityStone(origin, data.stoneType);
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if(state.stoneCooldown.onCooldown(data.stoneType)) {
throw new InvalidRequestException();
}
switch(((CharacterRequest) request).stoneType) {
case SpaceStone -> {
verifyCoordinates(state, data.targetField);
if(state.entities.blocksMovement(data.targetField)) {
throw new InvalidRequestException();
}
}
case MindStone -> {
if(data.originField == data.targetField) {
throw new InvalidRequestException();
}
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if(data.value != state.partyConfig.mindStoneDMG) {
throw new InvalidRequestException();
}
}
case RealityStone -> {
if(data.originEntity == data.targetEntity) { // => place stone
if(state.entities.findByPosition(data.targetField).size() != 0) {
throw new InvalidRequestException();
}
}else { // => destroy stone
boolean hasRock = false;
for(Entity entity: state.entities.findByPosition(data.targetField)) {
if(entity.id.isSameType(EntityType.Rocks)) {
hasRock = true;
break;
}
}
if(!hasRock) {
throw new InvalidRequestException();
}
}
}
case PowerStone -> {
Character target = getCharacter(state, data.targetField, data.targetEntity);
requireAlive(target);
requireOppositeTeam(origin, target);
if(origin.rangedDamage * 2 != data.value) {
throw new InvalidRequestException();
}
}
case TimeStone -> {
// "👍 i approve" - the server
}
case SoulStone -> {
Character target = getCharacter(state, data.targetField, data.targetEntity);
if(data.originEntity == data.targetEntity) {
throw new InvalidRequestException();
}
if(target.isAlive()) {
throw new InvalidRequestException();
}
}
}
return true;
}
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case EndRoundRequest, Req -> {
return true;
}
}
}catch(Exception ignored) {
return false;
}
return false;
}
/**
* Retrieves a {@link Character} for a {@link Request}.
* @param state The game state to use
* @param position The requested position
* @param entityID The requested {@link EntityID}
* @return The found character
* @throws InvalidRequestException if the character is invalid or not found
*/
private static Character getCharacter(GameState state, IntVector2 position, EntityID entityID) throws InvalidRequestException {
Entity entity = state.entities.findEntity(entityID);
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if(entity == null || entity.getPosition() != position || !(entity instanceof Character) || entity.id.type == EntityType.NPC) {
throw new InvalidRequestException();
}
try {
return (Character)entity;
}catch(Exception ignored) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} has a turn.
*/
private static void requireTurn(GameState state, Character entity) throws InvalidRequestException {
if(entity.id != state.activeCharacter) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} is of the opposite team of another Character.
*/
private static void requireOppositeTeam(Character a, Character b) throws InvalidRequestException {
if(a.id.type == b.id.type) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} is of the same team of another Character, but not the same.
*/
private static void requireSameTeam(Character a, Character b) throws InvalidRequestException {
if(a.id.type != b.id.type || a.id.id == b.id.id) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} is alive.
*/
private static void requireAlive(Character entity) throws InvalidRequestException {
if(!entity.isAlive()) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} has enough {@link StatType#AP}.
*/
private static void requireAP(Character entity, int ap) throws InvalidRequestException {
if(entity.ap.getValue() < ap) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} has enough {@link StatType#MP}.
*/
private static void requireMP(Character entity, int mp) throws InvalidRequestException {
if(entity.mp.getValue() < mp) {
throw new InvalidRequestException();
}
}
/**
* Verifies that a {@link Character} has the required {@link StoneType}.
*/
private static void requireInfinityStone(Character entity, StoneType stone) throws InvalidRequestException {
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if(stone == null || !entity.inventory.hasStone(stone)) {
throw new InvalidRequestException();
}
}
/**
* Verifies that coordinates are within the playing area.
*/
private static void verifyCoordinates(GameState state, IntVector2 position) throws InvalidRequestException {
if(position.getX() < 0 || position.getX() >= state.mapSize.getX() || position.getY() < 0 || position.getY() >= state.mapSize.getY()) {
throw new InvalidRequestException();
}
}
/**
* Verifies that there is a line of sight between two positions.
*/
private static void requireLineOfSight(GameState state, IntVector2 start, IntVector2 end) throws InvalidRequestException {
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if(!checkLineOfSight(state, start, end)) {
throw new InvalidRequestException();
}
}
/**
* Produces resulting {@link Event}s from a given {@link Request}.
* @param state The game state to execute on
* @param request The request to execute
* @return The list of resulting events
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*/
protected static ArrayList<Event> executeRequest(GameState state, Request request) {
ArrayList<Event> result = new ArrayList<>();
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switch(request.type) {
case MeleeAttackRequest, RangedAttackRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new EventBuilder(request.type == RequestType.MeleeAttackRequest ? EventType.MeleeAttackEvent : EventType.RangedAttackEvent)
.withOriginEntity(data.originEntity)
.withTargetEntity(data.targetEntity)
.withOriginField(data.originField)
.withTargetField(data.targetField)
.withAmount(data.value)
.buildCharacterEvent());
result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.originField)
.withAmount(1)
.buildEntityEvent());
result.add(new EventBuilder(EventType.TakenDamageEvent)
.withTargetEntity(data.targetEntity)
.withTargetField(data.targetField)
.withAmount(data.value)
.buildEntityEvent());
Character target = (Character)state.entities.findEntity(data.targetEntity);
if(target.hp.getValue() <= data.value) {
List<StoneType> stones = Arrays.asList(target.inventory.getStonesAsArray());
target.inventory.clear();
Collections.shuffle(stones); // required by documents
for(StoneType stone: stones) {
ArrayList<IntVector2> options = getFreeNeighbour(state, target.getPosition());
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new InfinityStone(
new EntityID(EntityType.InfinityStones, stone.getID()),
options.get(rand.nextInt(options.size())),
stone
))
.buildEntityEvent());
}
}
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}
case MoveRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new EventBuilder(EventType.MoveEvent)
.withOriginEntity(data.originEntity)
.withOriginField(data.originField)
.withTargetField(data.targetField)
.buildCharacterEvent());
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.targetField) //when this event gets handled, the character already moved to the target field
.withAmount(1)
.buildEntityEvent());
for(Entity entity: state.entities.findByPosition(data.targetField)) {
if(entity instanceof Character) {
result.add(new EventBuilder(EventType.MoveEvent)
.withOriginEntity(entity.id)
.withOriginField(data.targetField)
.withTargetField(data.originField)
.buildCharacterEvent());
break; //we should only have one entity per field anyways
}else if(entity instanceof InfinityStone) {
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetField(data.targetField)
.withTargetEntity(entity.id)
.buildEntityEvent());
break; //we should only have one entity per field anyways
}
}
}
case ExchangeInfinityStoneRequest, UseInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new EventBuilder(request.type == RequestType.ExchangeInfinityStoneRequest ? EventType.ExchangeInfinityStoneEvent : EventType.UseInfinityStoneEvent)
.withOriginEntity(data.originEntity)
.withOriginField(data.originField)
.withTargetEntity(data.targetEntity)
.withTargetField(data.targetField)
.withStoneType(data.stoneType)
.buildCharacterEvent());
result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.originField)
.withAmount(1)
.buildEntityEvent());
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if(request.type == RequestType.UseInfinityStoneRequest) {
switch(((CharacterRequest) request).stoneType) {
case SpaceStone -> {
result.add(new EventBuilder(EventType.MoveEvent)
.withOriginEntity(data.originEntity)
.withOriginField(data.originField)
.withTargetField(data.targetField)
.buildCharacterEvent());
}
case MindStone -> {
EntityType target = data.originEntity.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
for(IntVector2 pos: rasterize(data.originField, data.targetField, false, true)) {
for(Entity entity: state.entities.findByPosition(pos)) {
if(entity.id.isSameType(target)) {
result.add(new EventBuilder(EventType.TakenDamageEvent)
.withTargetEntity(entity.id)
.withTargetField(pos)
.withAmount(data.value)
.buildEntityEvent());
}
}
}
}
case RealityStone -> {
if(data.originEntity == data.targetEntity) { // => place stone
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withTargetField(data.targetField)
.withEntity(new Rock(new EntityID(EntityType.Rocks, state.entities.findFreeRockSlot()), data.targetField, 100))
.buildEntityEvent());
}else { // => destroy stone
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetField(data.targetField)
.withTargetEntity(data.targetEntity)
.buildEntityEvent());
}
}
case PowerStone -> {
Character origin = (Character)state.entities.findEntity(data.originEntity);
int dmg = (int)Math.round(origin.hp.getMax() * 0.1);
if(origin.hp.getValue() != 1 && dmg > 0) {
result.add(new EventBuilder(EventType.TakenDamageEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.originField)
.withAmount(dmg)
.buildEntityEvent());
}
result.add(new EventBuilder(EventType.TakenDamageEvent)
.withTargetEntity(data.targetEntity)
.withTargetField(data.targetField)
.withAmount(data.value)
.buildEntityEvent());
}
case TimeStone -> {
Character origin = (Character)state.entities.findEntity(data.originEntity);
int ap = origin.ap.getValue() - origin.ap.getMax();
if(ap < 0) {
result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.originField)
.withAmount(ap)
.buildEntityEvent());
}
int mp = origin.mp.getValue() - origin.mp.getMax();
if(mp < 0) {
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(data.originEntity)
.withTargetField(data.originField)
.withAmount(mp)
.buildEntityEvent());
}
}
case SoulStone -> {
Character target = (Character)state.entities.findEntity(data.targetEntity);
result.add(new EventBuilder(EventType.HealedEvent)
.withTargetEntity(data.targetEntity)
.withTargetField(data.targetField)
.withAmount(target.hp.getMax())
.buildEntityEvent());
}
}
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}
}
case EndRoundRequest -> {
result.addAll(handleTurnEnd(state)); //why is it called end round request when it ends a turn...
}
case Req -> {
result.add(buildGameStateEvent(state));
}
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}
return result;
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}
/**
* Applies an {@link Event} to a {@link GameState}.
* @param state The game state to apply to
* @param event The event to apply
*/
protected static void applyEvent(GameState state, Event event) {
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switch(event.type) {
case DestroyedEntityEvent -> {
state.entities.removeEntity(((EntityEvent)event).targetEntity);
}
case TakenDamageEvent -> {
Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
target.hp.decreaseValue(((CharacterEvent)event).amount);
EntityType opposing = target.id.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
state.winConditions.increaseValue(opposing, WinCondition.TotalDamage, ((CharacterEvent)event).amount);
if(target.hp.getValue() == 0) {
state.winConditions.increaseValue(opposing, WinCondition.TotalKnockouts, 1);
}
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}
case ConsumedAPEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).ap.decreaseValue(((CharacterEvent)event).amount);
}
case ConsumedMPEvent -> {
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((NPC)state.entities.findEntity(((CharacterEvent)event).targetEntity)).mp.decreaseValue(((CharacterEvent)event).amount);
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}
case SpawnEntityEvent -> {
state.entities.addEntity(((EntityEvent)event).entity);
}
case HealedEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.increaseValue(((CharacterEvent)event).amount);
}
case MoveEvent -> {
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NPC target = (NPC)state.entities.findEntity(((CharacterEvent)event).originEntity);
for(Entity entity: state.entities.findByPosition(((CharacterEvent)event).targetField)) {
if(entity instanceof InfinityStone) {
target.inventory.addStone(((InfinityStone)entity).type);
state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
}
}
target.setPosition(((CharacterEvent)event).targetField);
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}
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case UseInfinityStoneEvent -> {
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state.stoneCooldown.setCooldown(((CharacterEvent)event).stoneType);
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}
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case ExchangeInfinityStoneEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).originEntity)).inventory.removeStone(((CharacterEvent)event).stoneType);
Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
target.inventory.addStone(((CharacterEvent)event).stoneType);
state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
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}
case GamestateEvent -> {
GamestateEvent data = (GamestateEvent)event;
state.entities.clear();
state.entities.addEntities(data.entities);
state.mapSize.set(data.mapSize);
state.turnOrder = new ArrayList<>(Arrays.asList(data.turnOrder));
state.activeCharacter = data.activeCharacter;
state.stoneCooldown.import_(data.stoneCooldowns);
state.won = data.winCondition;
}
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}
}
/**
* Builds a {@link EventType#GamestateEvent} for the given {@link GameState}.
* @param state The game state to use
* @return The resulting event
*/
public static Event buildGameStateEvent(GameState state) {
return new EventBuilder(EventType.GamestateEvent)
.withEntities(state.entities.export())
.withTurnOrder(state.turnOrder.toArray(new EntityID[0]))
.withMapSize(state.mapSize)
.withActiveCharacter(state.activeCharacter)
.withStoneCooldowns(state.stoneCooldown.export())
.withWinCondition(state.won)
.buildGameStateEvent();
}
/**
* Checks if a line of sight exists between the two positions
* @param state The game state to work on
* @param start The first position
* @param end The second position
* @return Whether or not the light of sight exists
*/
public static boolean checkLineOfSight(GameState state, IntVector2 start, IntVector2 end) {
for(IntVector2 pos: rasterize(start, end, false, false)) {
if(state.entities.blocksVision(pos)) {
return false;
}
}
return true;
}
/**
* Finds free neighbour options from a starting field.
* @param state The game state to work on
* @param start The starting position
* @return A list of free neighbour field options
*/
public static ArrayList<IntVector2> getFreeNeighbour(GameState state, IntVector2 start) {
ArrayList<IntVector2> options = new ArrayList<>();
if(start.getX() < 0 || start.getX() >= state.mapSize.getX() || start.getY() < 0 || start.getY() >= state.mapSize.getY()) {
return options;
}
for(IntVector2 dir: IntVector2.CardinalDirections) {
if(state.entities.findByPosition(start.add(dir)).size() == 0) {
options.add(start.add(dir));
}
}
if(options.size() == 0) {
return getFreeNeighbour(state, start.add(IntVector2.CardinalDirections[rand.nextInt(IntVector2.CardinalDirections.length)]));
}else {
return options;
}
}
/**
* Finds free field options.
* @param state The game state to work on
* @return A list of free field options
*/
public static ArrayList<IntVector2> getFreeFields(GameState state) {
ArrayList<IntVector2> options = new ArrayList<>();
for(int x = 0; x < state.mapSize.getX(); x++) {
for(int y = 0; y < state.mapSize.getY(); y++) {
IntVector2 pos = new IntVector2(x, y);
if(state.entities.findByPosition(pos).size() == 0) {
options.add(pos);
}
}
}
return options;
}
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/**
* Starts the game and initializes all entities.
* @param state The game state to work on
* @param selectedCharacters1 The characters selected by player 1
* @param selectedCharacters2 The characters selected by player 2
* @return The list of resulting {@link Event}s
*/
protected static ArrayList<Event> startGame(GameState state, ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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ArrayList<Event> result = new ArrayList<>();
ArrayList<IntVector2> free = new ArrayList<>();
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int rockIndex = 0;
for(int x = 0; x < state.mapSize.getX(); x++) {
for(int y = 0; y < state.mapSize.getY(); y++) {
if(state.scenarioConfig.scenario[y][x] == FieldType.ROCK) {
state.entities.addEntity(new Rock(new EntityID(EntityType.Rocks, rockIndex++), new IntVector2(x, y), 100));
}else {
free.add(new IntVector2(x, y));
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}
}
}
int p1 = selectedCharacters1.size();
int all = selectedCharacters1.size() + selectedCharacters2.size();
ArrayList<Integer> characters = new ArrayList<>(selectedCharacters1);
characters.addAll(selectedCharacters2);
for(int i = 0; i < all; i++) {
int choice = rand.nextInt(free.size());
IntVector2 position = free.get(choice);
free.remove(choice);
int selected = characters.get(i);
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EntityID id = new EntityID(i < p1 ? EntityType.P1 : EntityType.P2, i % p1);
state.entities.addEntity(new Character(
id, position,
state.characterConfig.characters[selected].name,
state.characterConfig.characters[selected].HP,
state.characterConfig.characters[selected].MP,
state.characterConfig.characters[selected].AP,
state.characterConfig.characters[selected].attackRange,
state.characterConfig.characters[selected].rangedDamage,
state.characterConfig.characters[selected].meleeDamage
));
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state.turnOrder.add(id);
}
result.add(buildGameStateEvent(state));
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return result;
}
/**
* Forcefully starts the next round.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
protected static ArrayList<Event> startRound(GameState state) {
return handleRoundStart(state);
}
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/**
* Starts end of round handling if necessary.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
protected static ArrayList<Event> checkTurnEnd(GameState state) {
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if(
((Character) state.entities.findEntity(state.activeCharacter)).ap.getValue() <= 0 &&
((Character) state.entities.findEntity(state.activeCharacter)).mp.getValue() <= 0
) {
return handleTurnEnd(state);
}
return new ArrayList<>();
}
/**
* Forcefully ends the current turn.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
protected static ArrayList<Event> endTurn(GameState state) {
return handleTurnEnd(state);
}
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/**
* Handles everything that happens at the end of a turn, including new rounds.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleTurnEnd(GameState state) {
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ArrayList<Event> result = new ArrayList<>();
ArrayList<EntityID> alive = new ArrayList<>();
for (EntityID id: state.turnOrder) {
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if(id.type == EntityType.NPC) {
continue;
}
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Character character = ((Character)state.entities.findEntity(id));
if(character.isAlive()){
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alive.add(id);
}else { // send empty turn for knocked out characters
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(id)
.buildGameEvent());
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}
if(character.inventory.getFreeSlots() == 0) { // no slots => has all infinity stones
result.addAll(handlePlayerWin(state, character.id.type));
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return result;
}
}
if(alive.isEmpty()) {
EntityType winner = state.winConditions.getWinner();
if(winner == EntityType.None) {
winner = rand.nextBoolean() ? EntityType.P1 : EntityType.P2;
}
result.addAll(handlePlayerWin(state, winner));
return result;
}
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int index = alive.indexOf(state.activeCharacter);
if(index == alive.size() - 1) {
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result.addAll(handleRoundStart(state));
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}else {
state.activeCharacter = alive.get(index + 1);
}
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result.addAll(handleTurnStart(state));
return result;
}
/**
* Handles everything that happens at the beginning of new rounds.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleRoundStart(GameState state) {
ArrayList<Event> result = new ArrayList<>();
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state.roundNumber++;
state.turnNumber = 0;
result.add(new EventBuilder(EventType.RoundSetupEvent)
.withRoundCount(state.roundNumber)
.buildGameEvent());
ArrayList<EntityID> turns = new ArrayList<>();
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if(state.roundNumber >= 1 && state.roundNumber <= 6) {
turns.add(new EntityID(EntityType.NPC, NPCType.Goose.getID()));
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result.addAll(handleGoose(state));
}
HashSet<EntityID> revived = new HashSet<>();
if(state.roundNumber == 7) {
turns.add(new EntityID(EntityType.NPC, NPCType.Stan.getID()));
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result.addAll(handleStan(state, revived));
}
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if(state.roundNumber == state.partyConfig.maxRounds + 1) {
turns.add(new EntityID(EntityType.NPC, NPCType.Thanos.getID()));
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result.addAll(spawnThanos(state));
}
Collections.shuffle(state.turnOrder);
for (EntityID id: state.turnOrder) {
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if(id.type == EntityType.NPC || revived.contains(id) || ((Character)state.entities.findEntity(id)).hp.getValue() > 0){
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state.activeCharacter = id;
break;
}else { // again send empty turns for knocked out characters
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(id)
.buildGameEvent());
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}
}
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state.stoneCooldown.update();
turns.addAll(state.turnOrder);
// RoundSetupEvent has to be sent first, but the contents of it are determined later...
((GameEvent)result.get(0)).characterOrder = turns.toArray(new EntityID[0]);
return result;
}
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/**
* Handles the actions of Goose at rounds 1-6.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleGoose(GameState state) {
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ArrayList<Event> result = new ArrayList<>();
EntityID goose = new EntityID(EntityType.NPC, NPCType.Goose.getID());
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(goose)
.buildGameEvent());
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ArrayList<StoneType> inventory = new ArrayList<>(state.unvomitedStones);
int picked = rand.nextInt(inventory.size());
StoneType stone = inventory.get(picked);
inventory.remove(picked);
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state.unvomitedStones.remove(stone);
ArrayList<IntVector2> free = new ArrayList<>();
for(int x = 0; x < state.mapSize.getX(); x++) {
for(int y = 0; y < state.mapSize.getY(); y++) {
IntVector2 pos = new IntVector2(x, y);
if(state.entities.findByPosition(pos).size() == 0) {
free.add(pos);
}
}
}
IntVector2 position = free.get(rand.nextInt(free.size()));
result.add(new EventBuilder(EventType.SpawnEntityEvent)
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.withEntity(new NPC(goose, position, inventory))
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.buildEntityEvent());
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new InfinityStone(new EntityID(EntityType.InfinityStones, stone.getID()), position, stone))
.buildEntityEvent());
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(goose)
.withTargetField(position)
.buildEntityEvent());
return result;
}
/**
* Handles the actions of Stan at round 7.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleStan(GameState state, HashSet<EntityID> revived) {
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ArrayList<Event> result = new ArrayList<>();
EntityID stan = new EntityID(EntityType.NPC, NPCType.Stan.getID());
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(stan)
.buildGameEvent());
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ArrayList<Character> characters = new ArrayList<>();
ArrayList<IntVector2> targetOptions = new ArrayList<>();
int lowest = -1;
for(EntityID id: state.turnOrder) {
Character character = (Character)state.entities.findEntity(id);
characters.add(character);
if(lowest == -1 || character.hp.getValue() < lowest) {
lowest = character.hp.getValue();
targetOptions.clear();
}
if(lowest == character.hp.getValue()) {
targetOptions.add(character.getPosition());
}
}
IntVector2 targetPosition = targetOptions.get(rand.nextInt(targetOptions.size()));
ArrayList<IntVector2> spawnOptions = getFreeNeighbour(state, targetPosition);
if(spawnOptions.size() == 0) {
return result;
}
IntVector2 spawnPosition = spawnOptions.get(rand.nextInt(spawnOptions.size()));
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new NPC(stan, spawnPosition))
.buildEntityEvent());
for(Character character: characters) {
if(checkLineOfSight(state, spawnPosition, character.getPosition())) {
if(character.hp.getValue() == 0) {
revived.add(character.id);
}
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if(character.hp.getValue() != character.hp.getMax()) {
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result.add(new EventBuilder(EventType.HealedEvent)
.withTargetEntity(character.id)
.withTargetField(character.getPosition())
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.withAmount(character.hp.getMax() - character.hp.getValue())
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.buildEntityEvent());
}
}
}
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(stan)
.withTargetField(spawnPosition)
.buildEntityEvent());
return result;
}
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/**
* Spawns Thanos at the beginning of the first overtime round.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> spawnThanos(GameState state) {
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ArrayList<Event> result = new ArrayList<>();
ArrayList<IntVector2> free = getFreeFields(state);
IntVector2 position = free.get(rand.nextInt(free.size()));
int maxMP = -1;
for(EntityID id: state.turnOrder) {
Character character = (Character)state.entities.findEntity(id);
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if(character.mp.getMax() > maxMP) {
maxMP = character.mp.getMax();
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}
}
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EntityID thanos = new EntityID(EntityType.NPC, NPCType.Thanos.getID());
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result.add(new EventBuilder(EventType.SpawnEntityEvent)
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.withEntity(new NPC(thanos, position, maxMP))
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.buildEntityEvent());
state.turnOrder.add(thanos);
return result;
}
/**
* Handles Thanos' AI.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleThanos(GameState state, NPC thanos) {
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ArrayList<Event> result = new ArrayList<>();
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(thanos.id)
.buildGameEvent());
if(thanos.inventory.getFreeSlots() > 0) {
IntVector2 picked = null;
float lowestDistance = Integer.MAX_VALUE;
for(int x = 0; x < state.mapSize.getX(); x++) {
for(int y = 0; y < state.mapSize.getY(); y++) {
IntVector2 pos = new IntVector2(x, y);
for(Entity e: state.entities.findByPosition(pos)) {
if(e instanceof InfinityStone || (e instanceof Character && ((Character)e).inventory.getSize() > 0)) {
float distance = thanos.getPosition().distanceChebyshev(pos);
if(distance < lowestDistance) {
picked = pos;
lowestDistance = distance;
break;
}
}
}
}
}
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if(picked == null) {
return result;
}
ArrayList<IntVector2> path = GameLogic.Bresenham4Connected(thanos.getPosition(), picked);
int mp = thanos.mp.getValue();
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if(mp <= 0) {
return result;
}
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IntVector2 current = thanos.getPosition();
for(IntVector2 pos: path) {
if(pos.equals(thanos.getPosition())) {
continue;
}
if(!pos.equals(picked)) {
for(Entity entity: state.entities.findByPosition(pos)) {
if(entity instanceof Rock) {
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(entity.id)
.withTargetField(entity.getPosition())
.buildEntityEvent());
}
}
}
result.add(new EventBuilder(EventType.MoveEvent)
.withOriginEntity(thanos.id)
.withOriginField(current)
.withTargetField(pos)
.buildCharacterEvent());
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(thanos.id)
.withTargetField(pos)
.withAmount(1)
.buildCharacterEvent());
if(pos.equals(picked)) {
for(Entity entity: state.entities.findByPosition(pos)) {
if(entity instanceof Character) {
result.add(new EventBuilder(EventType.MoveEvent)
.withOriginEntity(entity.id)
.withOriginField(pos)
.withTargetField(current)
.buildCharacterEvent());
result.add(new EventBuilder(EventType.TakenDamageEvent)
.withTargetEntity(entity.id)
.withTargetField(current)
.withAmount(((Character)entity).hp.getValue())
.buildEntityEvent());
((Character)entity).inventory.transfer(thanos.inventory);
break;
}
if(entity instanceof InfinityStone) {
break;
}
}
}
current = pos;
if(--mp == 0) {
break;
}
}
}else {
for(EntityID id: state.turnOrder) {
if(id.equals(thanos.id)) {
continue;
}
if(rand.nextBoolean()) {
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(id)
.withTargetField(state.entities.findEntity(id).getPosition())
.buildEntityEvent());
}
}
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}
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return result;
}
/**
* Handles everything that happens at the beginning of a turn.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handleTurnStart(GameState state) {
ArrayList<Event> result = new ArrayList<>();
state.turnNumber++;
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if(state.activeCharacter.type == EntityType.NPC && state.activeCharacter.id == NPCType.Thanos.getID()) {
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NPC thanos = (NPC)state.entities.findEntity(state.activeCharacter);
if(state.roundNumber > state.partyConfig.maxRounds + 1) {
thanos.mp.setMax(thanos.mp.getMax() + 1);//TODO: use event for this...
}
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if(thanos.mp.getValue() != thanos.mp.getMax()) {
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(thanos.getPosition())
.withAmount(thanos.mp.getValue() - thanos.mp.getMax())
.buildGameEvent());
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thanos.mp.setValue(thanos.mp.getMax());
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}
result.addAll(handleThanos(state, thanos));
return result;
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}
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Character activeCharacter = (Character)state.entities.findEntity(state.activeCharacter);
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if(activeCharacter.ap.getValue() != activeCharacter.ap.getMax()) {
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result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
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.withAmount(activeCharacter.ap.getValue() - activeCharacter.ap.getMax())
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.buildGameEvent());
}
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if(activeCharacter.mp.getValue() != activeCharacter.mp.getMax()) {
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result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
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.withAmount(activeCharacter.mp.getValue() - activeCharacter.mp.getMax())
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.buildGameEvent());
}
result.add(new EventBuilder(EventType.TurnEvent)
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.withTurnCount(state.turnOrder.size())
.withNextCharacter(state.activeCharacter)
.buildGameEvent());
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return result;
}
/**
* Handles the victory of a player through one character.
* @param state The game state to work on
* @param winner The winning character
* @return The list of resulting {@link Event}s
*/
private static ArrayList<Event> handlePlayerWin(GameState state, EntityType winner) {
ArrayList<Event> result = new ArrayList<>();
state.won = true;
result.add(new EventBuilder(EventType.WinEvent)
.withPlayerWon(winner == EntityType.P1 ? 1 : 2)
.buildGameEvent());
return result;
}
/**
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* Computes all fields which intersect the line between the center points of the given two fields including the two defining points.
* @return The list of intersecting positions
*/
public static ArrayList<IntVector2> rasterize(IntVector2 a, IntVector2 b) {
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return rasterize(a, b, true, true);
}
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/**
* Computes all fields which intersect the line between the center points of the given two fields.
* @param includeA Whether to include point a in the result
* @param includeB Whether to include point b in the result
* @return The list of intersecting positions
*/
public static ArrayList<IntVector2> rasterize(IntVector2 a, IntVector2 b, boolean includeA, boolean includeB) {
ArrayList<IntVector2> result = new ArrayList<>();
int x1 = Math.min(a.getX(), b.getX());
int x2 = Math.max(a.getX(), b.getX());
int y1 = Math.min(a.getY(), b.getY());
int y2 = Math.max(a.getY(), b.getY());
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Line2D line = new Line2D.Float(x1 + 0.5f, y1 + 0.5f, x2 + 0.5f, y2 + 0.5f);
for(int i = x1; i <= x2; i++) {
for(int j = y1; j <= y2; j++) {
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HashSet<Point2D.Float> intersections = new HashSet<>();
for(Line2D.Float part: getWireframe(new Rectangle.Float(i, j, 1, 1))) {
if(part.intersectsLine(line)) {
Point2D.Float intersection = calculateInterceptionPoint(line.getP1(), line.getP2(), part.getP1(), part.getP2());
intersections.add(intersection);
if(intersections.size() > 1) {
break;
}
}
}
if(intersections.size() > 1) {
result.add(new IntVector2(i, j));
}
}
}
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if(includeA) {
result.add(a);
}
if(includeB) {
result.add(b);
}
return result;
}
//https://rosettacode.org/wiki/Find_the_intersection_of_two_lines#Java
public static Point2D.Float calculateInterceptionPoint(Point2D s1, Point2D s2, Point2D d1, Point2D d2) {
double a1 = s2.getY() - s1.getY();
double b1 = s1.getX() - s2.getX();
double c1 = a1 * s1.getX() + b1 * s1.getY();
double a2 = d2.getY() - d1.getY();
double b2 = d1.getX() - d2.getX();
double c2 = a2 * d1.getX() + b2 * d1.getY();
double delta = a1 * b2 - a2 * b1;
return new Point2D.Float((float) ((b2 * c1 - b1 * c2) / delta), (float) ((a1 * c2 - a2 * c1) / delta));
}
/** Computes all wireframe lines for the given rectangle. */
public static ArrayList<Line2D.Float> getWireframe(Rectangle.Float rect) {
ArrayList<Line2D.Float> result = new ArrayList<>();
Point2D.Float lt = new Point2D.Float(rect.x, rect.y);
Point2D.Float rt = new Point2D.Float(rect.x + rect.width, rect.y);
Point2D.Float rb = new Point2D.Float(rect.x + rect.width, rect.y + rect.height);
Point2D.Float lb = new Point2D.Float(rect.x, rect.y + rect.height);
result.add(new Line2D.Float(lt, rt));
result.add(new Line2D.Float(rt, rb));
result.add(new Line2D.Float(lb, rb));
result.add(new Line2D.Float(lt, lb));
return result;
}
//https://stackoverflow.com/a/5187612
public static ArrayList<IntVector2> Bresenham4Connected(IntVector2 a, IntVector2 b) {
ArrayList<IntVector2> result = new ArrayList<>();
int x0 = a.getX();
int y0 = a.getY();
int x1 = b.getX();
int y1 = b.getY();
int dx = Math.abs(x1 - x0);
int dy = Math.abs(y1 - y0);
int ix = x0 < x1 ? 1 : -1;
int iy = y0 < y1 ? 1 : -1;
int e = 0;
for(int i = 0; i < dx + dy; i++) {
result.add(new IntVector2(x0, y0));
int e1 = e + dy;
int e2 = e - dx;
if(Math.abs(e1) < Math.abs(e2)) {
x0 += ix;
e = e1;
}else {
y0 += iy;
e = e2;
}
}
result.add(b);
return result;
}
}