wip: backbone for the game logic package
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src/uulm/teamname/marvelous/gamelibrary/Tuple.java
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15
src/uulm/teamname/marvelous/gamelibrary/Tuple.java
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package uulm.teamname.marvelous.gamelibrary;
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/** Represents a pair of two objects.
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*/
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public class Tuple<X, Y> {
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public final X item1;
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public final Y item2;
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/** Constructs a new {@link Tuple} based on the given objects.
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*/
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public Tuple(X item1, Y item2) {
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this.item1 = item1;
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this.item2 = item2;
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}
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}
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package uulm.teamname.marvelous.gamelibrary.events;
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import uulm.teamname.marvelous.gamelibrary.json.MessageStructure;
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/** Represents an abstract event sent inside a {@link MessageStructure} between client and server.
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*/
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public abstract class Event {
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//TODO: implement Event
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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/** Contains checksum calculations.
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*/
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class ChecksumCalculator {
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/** Compares a checksum to the checksum of a {@link GameState}.
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* @param state The state to check.
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* @param input the checksum to compare to.
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* @return Whether or not the checksum matches the state's checksum.
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*/
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public static boolean checkChecksum(GameState state, long input) {
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return calculateChecksum(state) == input;
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}
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/** Calculates the corresponding checksum to a {@link GameState}.
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* @param state The state to check.
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* @return The checksum.
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*/
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public static long calculateChecksum(GameState state) {
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//TODO: implement ChecksumCalculator.calculateChecksum
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return 0;
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}
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import java.util.Observable;
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/** Represents an event emitter for game events fired by a game instance.
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*/
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class EventEmitter extends Observable {
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}
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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.events.Event;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import java.util.Observer;
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/** Represents a game instance.
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*/
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public class GameInstance {
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/** The private {@link GameState} of the instance.
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*/
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private final GameState _state;
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/** The public view for the underlying {@link GameState} of the instance.
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*/
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public final GameStateView state;
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/** The {@link GameStateManager} managing the {@link GameState} of the instance.
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*/
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private final GameStateManager manager;
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/** The {@link EventEmitter} for {@link Event}s resulting from {@link Request}s.
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*/
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private final EventEmitter emitter = new EventEmitter();
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/** Constructs a new {@link GameInstance}.
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*/
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public GameInstance(IntVector2 mapSize) {
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_state = new GameState(mapSize);
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this.state = new GameStateView(_state);
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manager = new GameStateManager(_state);
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}
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/** Checks a checksum with the current one.
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* @param input The checksum to compare to.
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* @return Whether or not the checksum matches.
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*/
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public boolean checkChecksum(long input) {
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return ChecksumCalculator.checkChecksum(_state, input);
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}
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/** Calculates the current checksum of the game state.
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* @return The calculated checksum.
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*/
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public long calculateChecksum() {
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return ChecksumCalculator.calculateChecksum(_state);
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}
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/** Checks an array of {@link Request}s for validity and automatically applies them if valid.
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* @param requests The requests to check.
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* @return Whether or not the given set of requests was valid.
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*/
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public boolean checkRequestsAndApply(Request... requests) {
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if(manager.processRequests(requests, true)) {
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emit(manager.apply());
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return true;
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}
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return false;
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}
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/** Checks an array of {@link Request}s for validity without applying it.
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* @param requests The requests to check.
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* @return Whether or not the given set of requests is valid.
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*/
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public boolean checkRequestsSilent(Request... requests) {
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return manager.processRequests(requests, false);
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}
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/** Applies an array of {@link Event}s to the game state.
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* @param events The events to apply.
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*/
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public void applyEvents(Event... events) {
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manager.applyEvents(events);
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}
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/** Adds an {@link Observer} for events.
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* @param observer The observer to add.
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*/
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public void addObserver(Observer observer) {
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emitter.addObserver(observer);
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}
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/** Emits an array of {@link Event}s.
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* @param events The events to emit.
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*/
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private void emit(Event... events) {
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emitter.notifyObservers(events);
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}
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.Tuple;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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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.HashMap;
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/** Contains game logic handling.
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*/
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class GameLogic {
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/** Produces resulting {@link Event}s from a given {@link Request} independently of any {@link GameState}.
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* @return The list of resulting events.
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*/
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public static ArrayList<Event> executeRequest(Request request) {
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ArrayList<Event> result = new ArrayList<Event>();
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//TODO: implement GameLogic.executeRequest
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/* Example Code:
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switch (event.type) {
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case EventType.MeleeAttack:
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result.add(Event.Construct(EventType.APReduced, event.sourceEntity, event.ap));
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result.add(Event.Construct(EventType.DamageTaken, event.targetEntity, event.value));
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break;
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}
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*/
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return result;
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}
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/** Checks a {@link Request} for validity for a {@link GameState}.
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* @param state The game state to check on.
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* @param request The request to validate.
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* @return Whether or not the request is valid
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*/
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public static boolean checkRequest(GameState state, Request request) {
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//TODO: implement GameLogic.checkRequest
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return false;
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}
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/** Applies an {@link Event} to a {@link GameState}.
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* @param state The game state to apply to.
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* @param event The event to apply.
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*/
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public static void applyEvent(GameState state, Event event) {
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//TODO: implement GameLogic.applyEvent
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}
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/** Checks a {@link GameState} for the current overtime win condition.
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* @param state The game state to check.
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* @return The {@link ParticipantType} that is currently winning the game according to overtime ruling.
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*/
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public static ParticipantType checkWinConditions(GameState state) {
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//TODO: GameLogic.checkWinConditions is kind of ugly
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Tuple<ParticipantType, WinCondition> player1;
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Tuple<ParticipantType, WinCondition> player2;
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int value1;
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int value2;
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for(WinCondition condition: WinCondition.values()) {
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player1 = new Tuple<ParticipantType, WinCondition>(ParticipantType.Player1, condition);
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player2 = new Tuple<ParticipantType, WinCondition>(ParticipantType.Player2, condition);
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value1 = 0;
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value2 = 0;
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if(state.winConditions.containsKey(player1)) {
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value1 = state.winConditions.get(player1);
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}
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if(state.winConditions.containsKey(player2)) {
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value2 = state.winConditions.get(player2);
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}
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if(value1 > value2) {
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return ParticipantType.Player1;
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}
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if(value2 > value1) {
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return ParticipantType.Player2;
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}
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}
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return ParticipantType.None;
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}
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}
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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.entities.Entity;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
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import uulm.teamname.marvelous.gamelibrary.Tuple;
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import java.util.ArrayList;
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import java.util.HashMap;
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/** Represents the state of a game instance.
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*/
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class GameState {
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/** The size of the map.
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*/
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public final IntVector2 mapSize;
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/** The list of {@link Entity}'s inside the game.
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*/
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public ArrayList<Entity> entities;
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/** The total amount of full turn cycles that occurred.
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*/
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public int roundNumber = 0;
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/** The turn order of every character.
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*/
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public ArrayList<EntityID> turnOrder;
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/** The total amount of turns that occurred.
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*/
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public int turnNumber = 0;
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/** The {@link EntityID} of the active character.
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*/
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public EntityID activeCharacter;
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/** Whether or not the game was won.
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*/
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public boolean won = false;
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/** The global cooldown of every infinity stone.
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*/
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public HashMap<StoneType, Float> stoneCooldown;
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/** The store of the {@link WinCondition} data for every win condition for each player.
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*/
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public HashMap<Tuple<ParticipantType, WinCondition>, Integer> winConditions;
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/** Constructs a new {@link GameState}.
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* @param mapSize The size of the map.
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*/
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public GameState(IntVector2 mapSize) {
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this.mapSize = mapSize;
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}
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/** Clones the state into a new {@link GameState} object.
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* @return The cloned game state.
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*/
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public GameState snapshot() {
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//TODO: implement GameState.snapshot
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return this;
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}
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import java.util.ArrayDeque;
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import java.util.ArrayList;
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/** Represents manager for a game state.
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*/
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class GameStateManager {
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/** The managed {@link GameState}.
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*/
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private final GameState state;
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/** The queue of {@link Event}s to be applied during {@link Request} processing.
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*/
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private final ArrayDeque<Event> queue = new ArrayDeque<Event>();
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/** Constructs a new {@link GameStateManager}.
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* @param state A reference to the state to be managed.
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*/
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public GameStateManager(GameState state) {
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this.state = state;
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}
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/** Checks a list of {@link Request}s for validity and optionally produces resulting {@link Event}s.
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* @param requests The requests to check.
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* @param apply True if resulting events should be stored for later application.
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*/
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public boolean processRequests(Request[] requests, boolean apply) {
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GameState snapshot = state.snapshot();
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for(Request request: requests) {
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if (GameLogic.checkRequest(snapshot, request)) {
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ArrayList<Event> result = GameLogic.executeRequest(request);
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if(apply) {
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queue.addAll(result);
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}
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}else {
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queue.clear();
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return false;
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}
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}
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return true;
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}
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/** Applies an array of {@link Event}s to the game state.
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* @param events The events to apply.
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*/
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public void applyEvents(Event[] events) {
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for(Event event: events) {
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GameLogic.applyEvent(state, event);
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}
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}
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/** Applies the result of the last processRequests call.
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* @return A list of applied events.
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*/
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public Event[] apply() {
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Event[] toReturn = new Event[queue.size()];
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Event current;
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int i = 0;
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while ((current = queue.poll()) != null) {
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GameLogic.applyEvent(state, current);
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toReturn[i++] = current;
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}
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return toReturn;
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}
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.entities.Entity;
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import java.util.ArrayList;
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/** Represents a game state view containing getters for all the properties of a {@link GameState}.
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*/
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public class GameStateView {
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/** The managed {@link GameState}.
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*/
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private final GameState state;
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/** Constructs a new {@link GameStateView}.
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* @param state A reference to the state to be viewable.
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*/
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public GameStateView(GameState state) {
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this.state = state;
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}
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//TODO: add immutable getters for all state properties
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public ArrayList<Entity> getEntities() {
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return new ArrayList<>(state.entities);
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}
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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/** Specifies a participant type.
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*/
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public enum ParticipantType {
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None,
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Player1,
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Player2,
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Spectator
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}
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package uulm.teamname.marvelous.gamelibrary.gamelogic;
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/** Specifies a win condition. The order is important here.
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*/
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enum WinCondition {
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/** The maximum amount of total infinity stones the player had at a time.
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*/
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MaxStones,
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/** The total amount of enemy characters the player knocked out.
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*/
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TotalKnockouts,
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/** The total amount of damage the player did to enemy characters.
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*/
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TotalDamage
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}
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/** Represents a message sent between client and server and contains all possible data.
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*/
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public class MessageStructure {
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//TODO: revise MessageStructure according to actual standard document
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/** The list of {@link Event}s sent inside the message.
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*/
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public Event[] events;
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package uulm.teamname.marvelous.gamelibrary.requests;
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import uulm.teamname.marvelous.gamelibrary.json.MessageStructure;
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/** Represents an abstract request sent inside a {@link MessageStructure} between client and server.
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*/
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public abstract class Request {
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//TODO: implement Request
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}
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Block a user