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

289 lines
12 KiB
Java
Raw Normal View History

package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import uulm.teamname.marvelous.gamelibrary.entities.Entity;
import uulm.teamname.marvelous.gamelibrary.entities.Character;
import uulm.teamname.marvelous.gamelibrary.events.*;
import uulm.teamname.marvelous.gamelibrary.requests.CharacterRequest;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
import java.util.ArrayList;
/** Contains game logic handling. */
class GameLogic {
/**
* 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
*/
public static ArrayList<Event> executeRequest(GameState state, Request request) {
ArrayList<Event> result = new ArrayList<>();
//TODO: refactor for EventBuilder in GameLogic.executeRequest
switch(request.type) {
case MeleeAttackRequest, RangedAttackRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new CharacterEvent()
.setOriginEntity(data.originEntity)
.setTargetEntity(data.targetEntity)
.setOriginField(data.originField)
.setTargetField(data.targetField)
.setAmount(data.value)
.type(request.type == RequestType.MeleeAttackRequest ? EventType.MeleeAttackEvent : EventType.RangedAttackEvent));
result.add(new EntityEvent()
.setTargetEntity(data.originEntity)
.setTargetField(data.originField)
.setAmount(1)
.type(EventType.ConsumedAPEvent));
result.add(new EntityEvent()
.setTargetEntity(data.targetEntity)
.setTargetField(data.targetField)
.setAmount(data.value)
.type(EventType.TakenDamageEvent));
}
case MoveRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new CharacterEvent()
.setOriginEntity(data.originEntity)
.setOriginField(data.originField)
.setTargetField(data.targetField)
.type(EventType.MoveEvent));
result.add(new EntityEvent()
.setTargetEntity(data.originEntity)
.setTargetField(data.targetField) //when this event gets handled, the character already moved to the target field
.setAmount(1)
.type(EventType.ConsumedMPEvent));
for(Entity entity: state.entities.findByPosition(data.targetField)) {
if(entity instanceof Character) {
result.add(new CharacterEvent()
.setOriginEntity(entity.id)
.setOriginField(data.targetField)
.setTargetField(data.originField)
.type(EventType.MoveEvent));
break; //we should only have one character per field anyways
}
}
}
case ExchangeInfinityStoneRequest, UseInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
result.add(new CharacterEvent()
.setOriginEntity(data.originEntity)
.setTargetEntity(data.targetEntity)
.setOriginField(data.originField)
.setTargetField(data.targetField)
.setStone(data.stoneType)
.type(request.type == RequestType.ExchangeInfinityStoneRequest ? EventType.ExchangeInfinityStoneEvent : EventType.UseInfinityStoneEvent));
result.add(new EntityEvent()
.setTargetEntity(data.originEntity)
.setTargetField(data.originField)
.setAmount(1)
.type(EventType.ConsumedAPEvent));
//TODO: add infinity stone use effect in GameLogic.executeRequest
}
case DisconnectRequest -> {
result.add(new GameEvent()
.type(EventType.DisconnectEvent));
}
}
return result;
}
/**
* 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
*/
public static boolean checkRequest(GameState state, Request request) {
//TODO: refactor this using errors
try {
switch(request.type) {
case MeleeAttackRequest, RangedAttackRequest -> {
CharacterRequest data = (CharacterRequest)request;
Entity originEntity = state.entities.findEntity(data.originEntity);
if(originEntity == null || originEntity.getPosition() != data.originField || !(originEntity instanceof Character)) {
return false;
}
Character origin = (Character)originEntity;
Entity targetEntity = state.entities.findEntity(data.targetEntity);
if(targetEntity == null || targetEntity.getPosition() != data.targetField || !(targetEntity instanceof Character)) {
return false;
}
Character target = (Character)targetEntity;
if(origin.hp.getValue() <= 0 || !origin.isActive()) {
return false;
}
if(origin.ap.getValue() < 1) {
return false;
}
if(request.type == RequestType.MeleeAttackRequest && origin.meleeDamage != data.value) {
return false;
}else if(request.type == RequestType.RangedAttackRequest && origin.rangedDamage != data.value) {
return false;
}
if(target.hp.getValue() <= 0 || !target.isActive()) {
return false;
}
if(request.type == RequestType.RangedAttackRequest && origin.getPosition().distance(target.getPosition()) > origin.attackRange) {
return false;
}
//TODO: check line of sight in GameLogic.checkRequest
return true;
}
case MoveRequest -> {
CharacterRequest data = (CharacterRequest)request;
Entity originEntity = state.entities.findEntity(data.originEntity);
if(originEntity == null || originEntity.getPosition() != data.originField || !(originEntity instanceof Character)) {
return false;
}
Character origin = (Character)originEntity;
if(data.targetField.getX() < 0 || data.targetField.getX() >= state.mapSize.getX() || data.targetField.getY() < 0 || data.targetField.getY() >= state.mapSize.getY()) {
return false;
}
for(Entity entity: state.entities.findByPosition(data.targetField)) {
if(entity.blocksMovement()) {
return false;
}
}
if(origin.hp.getValue() <= 0 || !origin.isActive()) {
return false;
}
if(origin.mp.getValue() < 1) {
return false;
}
return true;
}
case ExchangeInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
Entity originEntity = state.entities.findEntity(data.originEntity);
if(originEntity == null || originEntity.getPosition() != data.originField || !(originEntity instanceof Character)) {
return false;
}
Character origin = (Character)originEntity;
Entity targetEntity = state.entities.findEntity(data.targetEntity);
if(targetEntity == null || targetEntity.getPosition() != data.targetField || !(targetEntity instanceof Character)) {
return false;
}
Character target = (Character)targetEntity;
if(origin.hp.getValue() <= 0 || !origin.isActive()) {
return false;
}
if(origin.ap.getValue() < 1) {
return false;
}
if(target.hp.getValue() <= 0 || !target.isActive()) {
return false;
}
if(!origin.inventory.hasStone(data.stoneType)) {
return false;
}
return true;
}
case UseInfinityStoneRequest -> {
CharacterRequest data = (CharacterRequest)request;
Entity originEntity = state.entities.findEntity(data.originEntity);
if(originEntity == null || originEntity.getPosition() != data.originField || !(originEntity instanceof Character)) {
return false;
}
Character origin = (Character)originEntity;
Entity targetEntity = state.entities.findEntity(data.targetEntity);
if(targetEntity == null || targetEntity.getPosition() != data.targetField || !(targetEntity instanceof Character)) {
return false;
}
Character target = (Character)targetEntity;
if(origin.hp.getValue() <= 0 || !origin.isActive()) {
return false;
}
if(origin.ap.getValue() < 1) {
return false;
}
if(!target.isActive()) {
return false;
}
if(!origin.inventory.hasStone(data.stoneType)) {
return false;
}
return true;
}
case DisconnectRequest -> {
//TODO: add check for DisconnectRequest in GameLogic.checkRequest
return true;
}
}
}catch(Exception e) {
return false;
}
return false;
}
/**
* Applies an {@link Event} to a {@link GameState}.
* @param state The game state to apply to
* @param event The event to apply
*/
public static void applyEvent(GameState state, Event event) {
//TODO: implement GameLogic.applyEvent
}
/**
* Checks a {@link GameState} for the current overtime win condition.
* @param state The game state to check
* @return The {@link ParticipantType} that is currently winning the game according to overtime ruling
*/
public static ParticipantType checkWinConditions(GameState state) {
//TODO: GameLogic.checkWinConditions is kind of ugly
Tuple<ParticipantType, WinCondition> player1;
Tuple<ParticipantType, WinCondition> player2;
int value1;
int value2;
for(WinCondition condition: WinCondition.values()) {
player1 = new Tuple<ParticipantType, WinCondition>(ParticipantType.Player1, condition);
player2 = new Tuple<ParticipantType, WinCondition>(ParticipantType.Player2, condition);
value1 = 0;
value2 = 0;
if(state.winConditions.containsKey(player1)) {
value1 = state.winConditions.get(player1);
}
if(state.winConditions.containsKey(player2)) {
value2 = state.winConditions.get(player2);
}
if(value1 > value2) {
return ParticipantType.Player1;
}
if(value2 > value1) {
return ParticipantType.Player2;
}
}
return ParticipantType.None;
}
}