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

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import uulm.teamname.marvelous.gamelibrary.entities.Entity;
import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
import uulm.teamname.marvelous.gamelibrary.entities.EntityList;
import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
/** Represents the state of a game instance. */
class GameState {
/** The size of the map */
public final IntVector2 mapSize;
/** The list of {@link Entity}s inside the game */
public final EntityList entities = new EntityList();
/** The total amount of full turn cycles that occurred */
public int roundNumber = 0;
/** The turn order of every character */
public ArrayList<EntityID> turnOrder = new ArrayList<>();
/** The total amount of turns that occurred */
public int turnNumber = 0;
/** The {@link EntityID} of the active character */
public EntityID activeCharacter = null;
/** Whether or not the game was won */
public boolean won = false;
/** The global cooldown of every infinity stone */
public final HashMap<StoneType, Float> stoneCooldown = new HashMap<>();
/** The store of the {@link WinCondition} data for every win condition for each player */
public final HashMap<Tuple<ParticipantType, WinCondition>, Integer> winConditions = new HashMap<>();
/**
* Constructs a new {@link GameState}.
* @param mapSize The size of the map
*/
public GameState(IntVector2 mapSize) {
this.mapSize = mapSize;
}
/**
* Clones the state into a new {@link GameState} object. This is slow.
* @return The cloned game state
*/
public GameState snapshot() {
GameState clone = new GameState(this.mapSize);
for(Iterator<Entity> it = this.entities.getEntities(); it.hasNext(); ) {
clone.entities.addEntity(it.next().clone());
}
clone.roundNumber = roundNumber;
clone.turnOrder = new ArrayList<>();
for(EntityID id: turnOrder) {
clone.turnOrder.add(id.clone());
}
clone.turnNumber = turnNumber;
clone.activeCharacter = activeCharacter != null ? activeCharacter.clone() : null;
clone.won = won;
for(StoneType type: stoneCooldown.keySet()) {
clone.stoneCooldown.put(type, stoneCooldown.get(type));
}
for(Tuple<ParticipantType, WinCondition> condition: winConditions.keySet()) {
clone.winConditions.put(condition, winConditions.get(condition));
}
return clone;
}
}