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

89 lines
3.0 KiB
Java
Raw Normal View History

package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import uulm.teamname.marvelous.gamelibrary.events.Event;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import java.util.ArrayList;
import java.util.HashMap;
/** Contains game logic handling. */
class GameLogic {
/**
* Produces resulting {@link Event}s from a given {@link Request} independently of any {@link GameState}.
* @return The list of resulting events
*/
public static ArrayList<Event> executeRequest(Request request) {
ArrayList<Event> result = new ArrayList<Event>();
//TODO: implement GameLogic.executeRequest
/* Example Code:
switch (event.type) {
case EventType.MeleeAttack:
result.add(Event.Construct(EventType.APReduced, event.sourceEntity, event.ap));
result.add(Event.Construct(EventType.DamageTaken, event.targetEntity, event.value));
break;
}
*/
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: implement GameLogic.checkRequest
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;
}
}