Merge branch 'gamelib' of https://gitlab.informatik.uni-ulm.de/sopra/ws20-marvelous-mashup/teams/team25 into gamelib
This commit is contained in:
commit
0ba55f4922
@ -16,6 +16,17 @@ public class IntVector2 implements Serializable {
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public final static IntVector2 Y = new IntVector2(0, 1);
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public final static IntVector2 Y = new IntVector2(0, 1);
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public final static IntVector2 Zero = new IntVector2(0, 0);
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public final static IntVector2 Zero = new IntVector2(0, 0);
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public final static IntVector2[] CardinalDirections = {
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new IntVector2(1, 0),
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new IntVector2(0, 1),
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new IntVector2(1, 1),
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new IntVector2(-1, 0),
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new IntVector2(0, -1),
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new IntVector2(-1, -1),
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new IntVector2(1, -1),
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new IntVector2(-1, 1),
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};
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private final static float nearZero = 0.000000001f;
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private final static float nearZero = 0.000000001f;
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public IntVector2(int x, int y) {
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public IntVector2(int x, int y) {
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@ -11,5 +11,7 @@ public enum EntityType {
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/** Represents a Rock entity */
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/** Represents a Rock entity */
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Rocks,
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Rocks,
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/** Represents an InfinityStone entity */
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/** Represents an InfinityStone entity */
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InfinityStones
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InfinityStones,
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/** Represents nothing */
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None
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}
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}
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@ -40,6 +40,11 @@ public class Inventory implements Iterable<StoneType> {
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return size - content.size();
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return size - content.size();
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}
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}
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/** Returns the number stones the inventory has. */
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public int getSize() {
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return content.size();
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}
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/**
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/**
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* Checks if the inventory contains the given stone.
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* Checks if the inventory contains the given stone.
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* @param stone The {@link StoneType} to check for
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* @param stone The {@link StoneType} to check for
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@ -5,7 +5,6 @@ import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import java.util.ArrayList;
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import java.util.Observer;
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import java.util.Observer;
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/** Represents a game instance. */
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/** Represents a game instance. */
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@ -101,6 +100,7 @@ public class GameInstance {
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* @param events The events to emit
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* @param events The events to emit
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*/
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*/
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private void emit(Event... events) {
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private void emit(Event... events) {
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manager.applyEvents(events);
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emitter.update(events);
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emitter.update(events);
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}
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}
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}
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}
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@ -1,7 +1,6 @@
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.Tuple;
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import uulm.teamname.marvelous.gamelibrary.entities.*;
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import uulm.teamname.marvelous.gamelibrary.entities.*;
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import uulm.teamname.marvelous.gamelibrary.entities.Character;
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import uulm.teamname.marvelous.gamelibrary.entities.Character;
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import uulm.teamname.marvelous.gamelibrary.events.*;
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import uulm.teamname.marvelous.gamelibrary.events.*;
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@ -12,10 +11,12 @@ import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
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import java.awt.*;
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import java.awt.*;
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import java.awt.geom.Line2D;
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import java.awt.geom.Line2D;
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import java.util.ArrayList;
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import java.util.*;
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/** Contains game logic handling. */
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/** Contains game logic handling. */
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class GameLogic {
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class GameLogic {
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private static final Random rand = new Random();
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/**
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/**
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* Produces resulting {@link Event}s from a given {@link Request}.
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* Produces resulting {@link Event}s from a given {@link Request}.
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* @param state The game state to execute on
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* @param state The game state to execute on
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@ -173,6 +174,9 @@ class GameLogic {
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}
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}
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}
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}
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}
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}
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case EndRoundRequest -> {
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result.addAll(handleTurnEnd(state)); //why is it called end round request when it ends a turn...
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}
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case Req -> {
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case Req -> {
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result.add(buildGameStateEvent(state));
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result.add(buildGameStateEvent(state));
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}
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}
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@ -283,6 +287,10 @@ class GameLogic {
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requireAP(origin, 1);
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requireAP(origin, 1);
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requireInfinityStone(origin, data.stoneType);
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requireInfinityStone(origin, data.stoneType);
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if(state.stoneCooldown.onCooldown(data.stoneType)) {
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throw new InvalidRequestException();
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}
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switch(((CharacterRequest) request).stoneType) {
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switch(((CharacterRequest) request).stoneType) {
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case SpaceStone -> {
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case SpaceStone -> {
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verifyCoordinates(state, data.targetField);
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verifyCoordinates(state, data.targetField);
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@ -338,7 +346,7 @@ class GameLogic {
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return true;
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return true;
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}
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}
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case Req -> {
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case EndRoundRequest, Req -> {
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return true;
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return true;
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}
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}
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}
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}
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@ -418,20 +426,60 @@ class GameLogic {
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* Verifies that there is a line of sight between two positions.
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* Verifies that there is a line of sight between two positions.
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*/
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*/
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private static void requireLineOfSight(GameState state, IntVector2 start, IntVector2 end) throws InvalidRequestException {
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private static void requireLineOfSight(GameState state, IntVector2 start, IntVector2 end) throws InvalidRequestException {
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if(!checkLineOfSight(state, start, end)) {
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throw new InvalidRequestException();
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}
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}
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/**
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* Checks if a line of sight exists between the two positions
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* @param state The game state to work on
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* @param start The first position
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* @param end The second position
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* @return Whether or not the light of sight exists
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*/
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private static boolean checkLineOfSight(GameState state, IntVector2 start, IntVector2 end) {
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//naive code for the win!!! \o/
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//naive code for the win!!! \o/
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//at least its early exit and probably only O(ln(n*m))
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//at least its early exit and probably only O(ln(n*m))
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//TODO: implement proper line rasterization algorithm in GameLogic.requireLineOfSight
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//TODO: implement proper line rasterization algorithm in GameLogic.checkLineOfSight
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Line2D line = new Line2D.Float(start.getX(), start.getY(), end.getX(), end.getY());
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Line2D line = new Line2D.Float(start.getX(), start.getY(), end.getX(), end.getY());
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for(int i = start.getX(); i <= end.getX(); i++) {
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for(int i = start.getX(); i <= end.getX(); i++) {
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for(int j = start.getY(); j <= end.getY(); j++) {
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for(int j = start.getY(); j <= end.getY(); j++) {
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var cell = new Rectangle.Float(i - 0.5f, j - 0.5f, 1, 1);
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var cell = new Rectangle.Float(i - 0.5f, j - 0.5f, 1, 1);
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if(line.intersects(cell)) {
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if(line.intersects(cell)) {
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if(state.entities.blocksVision(new IntVector2(i, j))) {
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if(state.entities.blocksVision(new IntVector2(i, j))) {
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throw new InvalidRequestException();
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return false;
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}
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}
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}
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}
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}
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}
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}
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}
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return true;
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}
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/**
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* Finds free neighbour options from a starting field.
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* @param state The game state to work on
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* @param start The starting position
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* @return A list of free neighbour field options
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*/
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private static ArrayList<IntVector2> getFreeNeighbour(GameState state, IntVector2 start) {
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ArrayList<IntVector2> options = new ArrayList<>();
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if(start.getX() < 0 || start.getX() >= state.mapSize.getX() || start.getY() < 0 || start.getY() >= state.mapSize.getY()) {
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return options;
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}
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for(IntVector2 dir: IntVector2.CardinalDirections) {
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if(state.entities.findByPosition(start.add(dir)).size() == 0) {
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options.add(start.add(dir));
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}
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}
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if(options.size() == 0) {
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return getFreeNeighbour(state, start.add(IntVector2.CardinalDirections[rand.nextInt(IntVector2.CardinalDirections.length)]));
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}else {
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return options;
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}
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}
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}
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/**
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/**
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@ -445,7 +493,14 @@ class GameLogic {
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state.entities.removeEntity(((EntityEvent)event).targetEntity);
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state.entities.removeEntity(((EntityEvent)event).targetEntity);
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}
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}
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case TakenDamageEvent -> {
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case TakenDamageEvent -> {
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.decreaseValue(((CharacterEvent)event).amount);
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Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
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target.hp.decreaseValue(((CharacterEvent)event).amount);
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EntityType opposing = target.id.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
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state.winConditions.increaseValue(opposing, WinCondition.TotalDamage, ((CharacterEvent)event).amount);
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if(target.hp.getValue() == 0) {
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state.winConditions.increaseValue(opposing, WinCondition.TotalKnockouts, 1);
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}
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}
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}
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case ConsumedAPEvent -> {
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case ConsumedAPEvent -> {
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).ap.decreaseValue(((CharacterEvent)event).amount);
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).ap.decreaseValue(((CharacterEvent)event).amount);
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@ -460,11 +515,25 @@ class GameLogic {
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.increaseValue(((CharacterEvent)event).amount);
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.increaseValue(((CharacterEvent)event).amount);
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}
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}
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case MoveEvent -> {
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case MoveEvent -> {
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(state.entities.findEntity(((CharacterEvent)event).originEntity)).setPosition(((CharacterEvent)event).targetField);
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Character target = (Character)state.entities.findEntity(((CharacterEvent)event).originEntity);
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for(Entity entity: state.entities.findByPosition(((CharacterEvent)event).targetField)) {
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if(entity instanceof InfinityStone) {
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target.inventory.addStone(((InfinityStone)entity).type);
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state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
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}
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}
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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, 10); //TODO: use stone cooldown from config
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}
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}
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case ExchangeInfinityStoneEvent -> {
|
case ExchangeInfinityStoneEvent -> {
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((Character)state.entities.findEntity(((CharacterEvent)event).originEntity)).inventory.removeStone(((CharacterEvent)event).stoneType);
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((Character)state.entities.findEntity(((CharacterEvent)event).originEntity)).inventory.removeStone(((CharacterEvent)event).stoneType);
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((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).inventory.addStone(((CharacterEvent)event).stoneType);
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Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
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|
target.inventory.addStone(((CharacterEvent)event).stoneType);
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|
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|
state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
|
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}
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}
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}
|
}
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}
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}
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@ -493,13 +562,9 @@ class GameLogic {
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public static ArrayList<Event> handleTurnEnd(GameState state) {
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public static ArrayList<Event> handleTurnEnd(GameState state) {
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ArrayList<Event> result = new ArrayList<>();
|
ArrayList<Event> result = new ArrayList<>();
|
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|
|
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ArrayList<EntityID> order = state.turnOrder;
|
|
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ArrayList<EntityID> alive = new ArrayList<>();
|
ArrayList<EntityID> alive = new ArrayList<>();
|
||||||
|
|
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state.turnNumber++;
|
for (EntityID id: state.turnOrder) {
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boolean newRound = false;
|
|
||||||
|
|
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for (EntityID id: order) {
|
|
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Character character = ((Character)state.entities.findEntity(id));
|
Character character = ((Character)state.entities.findEntity(id));
|
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|
|
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if(character.hp.getValue() > 0){
|
if(character.hp.getValue() > 0){
|
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@ -507,93 +572,219 @@ class GameLogic {
|
|||||||
}
|
}
|
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|
|
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if(character.inventory.getFreeSlots() == 0) { // no slots => has all infinity stones
|
if(character.inventory.getFreeSlots() == 0) { // no slots => has all infinity stones
|
||||||
state.won = true;
|
result.addAll(handlePlayerWin(state, character.id.type));
|
||||||
result.add(new EventBuilder(EventType.WinEvent)
|
|
||||||
.withPlayerWon(character.id.id)
|
|
||||||
.buildGameEvent());
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(alive.isEmpty()) {
|
if(alive.isEmpty()) {
|
||||||
|
EntityType winner = state.winConditions.getWinner();
|
||||||
//thanos win handling
|
if(winner == EntityType.None) {
|
||||||
|
winner = rand.nextBoolean() ? EntityType.P1 : EntityType.P2;
|
||||||
}else {
|
|
||||||
|
|
||||||
int activeIndex = state.activeCharacter != null ? alive.indexOf(state.activeCharacter) : -1;
|
|
||||||
if(activeIndex == -1 || activeIndex == alive.size() - 1) {
|
|
||||||
state.activeCharacter = alive.get(0);
|
|
||||||
//reached end of turn order, new round
|
|
||||||
state.roundNumber++;
|
|
||||||
newRound = true;
|
|
||||||
}else {
|
|
||||||
state.activeCharacter = alive.get(activeIndex + 1);
|
|
||||||
}
|
}
|
||||||
Character activeCharacter = (Character)state.entities.findEntity(state.activeCharacter);
|
result.addAll(handlePlayerWin(state, winner));
|
||||||
|
return result;
|
||||||
result.add(new EventBuilder(EventType.ConsumedAPEvent)
|
|
||||||
.withTargetEntity(state.activeCharacter)
|
|
||||||
.withTargetField(activeCharacter.getPosition())
|
|
||||||
.withAmount(activeCharacter.ap.getValue() - activeCharacter.ap.max)
|
|
||||||
.buildGameEvent());
|
|
||||||
result.add(new EventBuilder(EventType.ConsumedMPEvent)
|
|
||||||
.withTargetEntity(state.activeCharacter)
|
|
||||||
.withTargetField(activeCharacter.getPosition())
|
|
||||||
.withAmount(activeCharacter.mp.getValue() - activeCharacter.mp.max)
|
|
||||||
.buildGameEvent());
|
|
||||||
result.add(new EventBuilder(EventType.TurnEvent)
|
|
||||||
.withTurnCount(alive.size())
|
|
||||||
.withNextCharacter(state.activeCharacter)
|
|
||||||
.buildGameEvent());
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(newRound) {
|
int index = alive.indexOf(state.activeCharacter);
|
||||||
//special round handling
|
if(index == alive.size() - 1) {
|
||||||
//shuffle turn order
|
result.addAll(handleRoundStart(state));
|
||||||
/*
|
}else {
|
||||||
result.add(new EventBuilder(EventType.RoundSetupEvent)
|
state.activeCharacter = alive.get(index + 1);
|
||||||
.buildGameEvent());
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
result.addAll(handleTurnStart(state));
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Checks a {@link GameState} for the current overtime win condition.
|
* Handles everything that happens at the beginning of new rounds.
|
||||||
* @param state The game state to check
|
* @param state The game state to work on
|
||||||
* @return The {@link ParticipantType} that is currently winning the game according to overtime ruling
|
* @return The list of resulting {@link Event}s
|
||||||
*/
|
*/
|
||||||
public static ParticipantType checkWinConditions(GameState state) {
|
public static ArrayList<Event> handleRoundStart(GameState state) {
|
||||||
//TODO: GameLogic.checkWinConditions is kind of ugly
|
ArrayList<Event> result = new ArrayList<>();
|
||||||
|
|
||||||
Tuple<ParticipantType, WinCondition> player1;
|
state.roundNumber++;
|
||||||
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)) {
|
if(state.roundNumber >= 1 && state.roundNumber <= 6) {
|
||||||
value1 = state.winConditions.get(player1);
|
result.addAll(handleGoose(state));
|
||||||
}
|
}
|
||||||
if(state.winConditions.containsKey(player2)) {
|
|
||||||
value2 = state.winConditions.get(player2);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(value1 > value2) {
|
HashSet<EntityID> revived = new HashSet<>();
|
||||||
return ParticipantType.Player1;
|
if(state.roundNumber == 7) {
|
||||||
}
|
result.addAll(handleStan(state, revived));
|
||||||
if(value2 > value1) {
|
}
|
||||||
return ParticipantType.Player2;
|
|
||||||
|
//TODO: add handling for thanos
|
||||||
|
|
||||||
|
Collections.shuffle(state.turnOrder);
|
||||||
|
|
||||||
|
for (EntityID id: state.turnOrder) {
|
||||||
|
if(revived.contains(id) || ((Character)state.entities.findEntity(id)).hp.getValue() > 0){
|
||||||
|
state.activeCharacter = id;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return ParticipantType.None;
|
state.stoneCooldown.update();
|
||||||
|
|
||||||
|
result.add(new EventBuilder(EventType.RoundSetupEvent)
|
||||||
|
.withRoundCount(state.roundNumber)
|
||||||
|
.withCharacterOrder(state.turnOrder.toArray(new EntityID[0]))
|
||||||
|
.buildGameEvent());
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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
|
||||||
|
*/
|
||||||
|
public static ArrayList<Event> handleGoose(GameState state) {
|
||||||
|
ArrayList<Event> result = new ArrayList<>();
|
||||||
|
|
||||||
|
StoneType[] available = state.unvomitedStones.toArray(new StoneType[0]);
|
||||||
|
StoneType stone = available[rand.nextInt(available.length)];
|
||||||
|
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()));
|
||||||
|
|
||||||
|
EntityID goose = new EntityID(EntityType.NPC, 0);
|
||||||
|
result.add(new EventBuilder(EventType.SpawnEntityEvent)
|
||||||
|
.withEntity(new NPC(goose, position))
|
||||||
|
.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
|
||||||
|
*/
|
||||||
|
public static ArrayList<Event> handleStan(GameState state, HashSet<EntityID> revived) {
|
||||||
|
ArrayList<Event> result = new ArrayList<>();
|
||||||
|
|
||||||
|
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()));
|
||||||
|
|
||||||
|
EntityID stan = new EntityID(EntityType.NPC, 1);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
if(character.hp.getValue() != character.hp.max) {
|
||||||
|
result.add(new EventBuilder(EventType.HealedEvent)
|
||||||
|
.withTargetEntity(character.id)
|
||||||
|
.withTargetField(character.getPosition())
|
||||||
|
.withAmount(character.hp.max - character.hp.getValue())
|
||||||
|
.buildEntityEvent());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
|
||||||
|
.withTargetEntity(stan)
|
||||||
|
.withTargetField(spawnPosition)
|
||||||
|
.buildEntityEvent());
|
||||||
|
|
||||||
|
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
|
||||||
|
*/
|
||||||
|
public static ArrayList<Event> handleTurnStart(GameState state) {
|
||||||
|
ArrayList<Event> result = new ArrayList<>();
|
||||||
|
|
||||||
|
state.turnNumber++;
|
||||||
|
|
||||||
|
Character activeCharacter = (Character)state.entities.findEntity(state.activeCharacter);
|
||||||
|
|
||||||
|
if(activeCharacter.ap.getValue() != activeCharacter.ap.max) {
|
||||||
|
result.add(new EventBuilder(EventType.ConsumedAPEvent)
|
||||||
|
.withTargetEntity(state.activeCharacter)
|
||||||
|
.withTargetField(activeCharacter.getPosition())
|
||||||
|
.withAmount(activeCharacter.ap.getValue() - activeCharacter.ap.max)
|
||||||
|
.buildGameEvent());
|
||||||
|
}
|
||||||
|
if(activeCharacter.mp.getValue() != activeCharacter.mp.max) {
|
||||||
|
result.add(new EventBuilder(EventType.ConsumedMPEvent)
|
||||||
|
.withTargetEntity(state.activeCharacter)
|
||||||
|
.withTargetField(activeCharacter.getPosition())
|
||||||
|
.withAmount(activeCharacter.mp.getValue() - activeCharacter.mp.max)
|
||||||
|
.buildGameEvent());
|
||||||
|
}
|
||||||
|
result.add(new EventBuilder(EventType.TurnEvent)
|
||||||
|
.withTurnCount(state.turnOrder.size())
|
||||||
|
.withNextCharacter(state.activeCharacter)
|
||||||
|
.buildGameEvent());
|
||||||
|
|
||||||
|
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
|
||||||
|
*/
|
||||||
|
public 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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,10 +2,10 @@ package uulm.teamname.marvelous.gamelibrary.gamelogic;
|
|||||||
|
|
||||||
import uulm.teamname.marvelous.gamelibrary.IntVector2;
|
import uulm.teamname.marvelous.gamelibrary.IntVector2;
|
||||||
import uulm.teamname.marvelous.gamelibrary.entities.*;
|
import uulm.teamname.marvelous.gamelibrary.entities.*;
|
||||||
import uulm.teamname.marvelous.gamelibrary.Tuple;
|
|
||||||
|
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.HashMap;
|
import java.util.Arrays;
|
||||||
|
import java.util.HashSet;
|
||||||
|
|
||||||
/** Represents the state of a game instance. */
|
/** Represents the state of a game instance. */
|
||||||
class GameState {
|
class GameState {
|
||||||
@ -15,6 +15,9 @@ class GameState {
|
|||||||
/** The list of {@link Entity}s inside the game */
|
/** The list of {@link Entity}s inside the game */
|
||||||
public final EntityManager entities = new EntityManager();
|
public final EntityManager entities = new EntityManager();
|
||||||
|
|
||||||
|
/** The set of stones that are yet to be placed on the map */
|
||||||
|
public HashSet<StoneType> unvomitedStones = new HashSet<>(Arrays.asList(StoneType.values()));
|
||||||
|
|
||||||
/** The total amount of full turn cycles that occurred */
|
/** The total amount of full turn cycles that occurred */
|
||||||
public int roundNumber = 0;
|
public int roundNumber = 0;
|
||||||
|
|
||||||
@ -33,8 +36,8 @@ class GameState {
|
|||||||
/** The global cooldown of every infinity stone */
|
/** The global cooldown of every infinity stone */
|
||||||
public final StoneCooldownManager stoneCooldown = new StoneCooldownManager();
|
public final StoneCooldownManager stoneCooldown = new StoneCooldownManager();
|
||||||
|
|
||||||
/** The store of the {@link WinCondition} data for every win condition for each player */
|
/** The data for every win condition for each player */
|
||||||
public final HashMap<Tuple<ParticipantType, WinCondition>, Integer> winConditions = new HashMap<>();
|
public final WinConditionManager winConditions = new WinConditionManager();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Constructs a new {@link GameState}.
|
* Constructs a new {@link GameState}.
|
||||||
@ -68,9 +71,7 @@ class GameState {
|
|||||||
|
|
||||||
clone.stoneCooldown.cloneFrom(stoneCooldown);
|
clone.stoneCooldown.cloneFrom(stoneCooldown);
|
||||||
|
|
||||||
for(Tuple<ParticipantType, WinCondition> condition: winConditions.keySet()) {
|
clone.winConditions.cloneFrom(winConditions);
|
||||||
clone.winConditions.put(condition, winConditions.get(condition));
|
|
||||||
}
|
|
||||||
|
|
||||||
return clone;
|
return clone;
|
||||||
}
|
}
|
||||||
@ -99,8 +100,6 @@ class GameState {
|
|||||||
|
|
||||||
stoneCooldown.cloneFrom(state.stoneCooldown);
|
stoneCooldown.cloneFrom(state.stoneCooldown);
|
||||||
|
|
||||||
for(Tuple<ParticipantType, WinCondition> condition: state.winConditions.keySet()) {
|
winConditions.cloneFrom(state.winConditions);
|
||||||
winConditions.put(condition, state.winConditions.get(condition));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,12 +1,11 @@
|
|||||||
package uulm.teamname.marvelous.gamelibrary.gamelogic;
|
package uulm.teamname.marvelous.gamelibrary.gamelogic;
|
||||||
|
|
||||||
import uulm.teamname.marvelous.gamelibrary.IntVector2;
|
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.EntityID;
|
||||||
|
import uulm.teamname.marvelous.gamelibrary.entities.EntityType;
|
||||||
import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
|
import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
|
||||||
|
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.Iterator;
|
|
||||||
|
|
||||||
/** Represents a game state view containing getters for all the properties of a {@link GameState}. */
|
/** Represents a game state view containing getters for all the properties of a {@link GameState}. */
|
||||||
public class GameStateView {
|
public class GameStateView {
|
||||||
@ -53,7 +52,7 @@ public class GameStateView {
|
|||||||
return state.stoneCooldown.getCooldown(stone);
|
return state.stoneCooldown.getCooldown(stone);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ParticipantType getWinnerAccordingToWinConditions() {
|
public EntityType getCurrentOvertimeWinner() {
|
||||||
return GameLogic.checkWinConditions(state);
|
return state.winConditions.getWinner();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,76 @@
|
|||||||
|
package uulm.teamname.marvelous.gamelibrary.gamelogic;
|
||||||
|
|
||||||
|
import uulm.teamname.marvelous.gamelibrary.Tuple;
|
||||||
|
import uulm.teamname.marvelous.gamelibrary.entities.EntityType;
|
||||||
|
|
||||||
|
import java.util.HashMap;
|
||||||
|
|
||||||
|
/** Represents a manager for win conditions. */
|
||||||
|
public class WinConditionManager {
|
||||||
|
/** The store of the {@link WinCondition} data for every win condition for each player */
|
||||||
|
private final HashMap<Tuple<EntityType, WinCondition>, Integer> winConditions = new HashMap<>();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns the current winner
|
||||||
|
* @return The {@link EntityType} that is currently winning the game according to overtime ruling
|
||||||
|
*/
|
||||||
|
public EntityType getWinner() {
|
||||||
|
int value1;
|
||||||
|
int value2;
|
||||||
|
for(WinCondition condition: WinCondition.values()) {
|
||||||
|
value1 = getValue(EntityType.P1, condition);
|
||||||
|
value2 = getValue(EntityType.P2, condition);
|
||||||
|
|
||||||
|
if(value1 > value2) {
|
||||||
|
return EntityType.P1;
|
||||||
|
}
|
||||||
|
if(value2 > value1) {
|
||||||
|
return EntityType.P2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return EntityType.None;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates the value for a win condition for a specific player if the new value is greater than the old one.
|
||||||
|
* @param player The player to use
|
||||||
|
* @param condition The {@link WinCondition} to use
|
||||||
|
* @param value The new value
|
||||||
|
*/
|
||||||
|
public void updateValue(EntityType player, WinCondition condition, Integer value) {
|
||||||
|
Integer old = getValue(player, condition);
|
||||||
|
if(old < value) {
|
||||||
|
winConditions.put(new Tuple<>(player, condition), value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Increases the value for a win condition for a specific player.
|
||||||
|
* @param player The player to use
|
||||||
|
* @param condition The {@link WinCondition} to use
|
||||||
|
* @param value The new value
|
||||||
|
*/
|
||||||
|
public void increaseValue(EntityType player, WinCondition condition, Integer value) {
|
||||||
|
winConditions.put(new Tuple<>(player, condition), getValue(player, condition) + value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets the value for a specific player and win condition.
|
||||||
|
* @param player The player to use
|
||||||
|
* @param condition The {@link WinCondition} to use
|
||||||
|
* @return The value of the condition or 0 if it doesn't exist
|
||||||
|
*/
|
||||||
|
private Integer getValue(EntityType player, WinCondition condition) {
|
||||||
|
return winConditions.getOrDefault(new Tuple<>(player, condition), 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Takes over all the win conditions from a different {@link WinConditionManager}.
|
||||||
|
* @param other The win condition manager to take the data from
|
||||||
|
*/
|
||||||
|
public void cloneFrom(WinConditionManager other) {
|
||||||
|
winConditions.clear();
|
||||||
|
winConditions.putAll(other.winConditions);
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user