wip: backbone for the game logic package

This commit is contained in:
punchready 2021-04-29 19:15:29 +02:00
parent 90aad32b92
commit 0f7109d41a
13 changed files with 430 additions and 0 deletions

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package uulm.teamname.marvelous.gamelibrary;
/** Represents a pair of two objects.
*/
public class Tuple<X, Y> {
public final X item1;
public final Y item2;
/** Constructs a new {@link Tuple} based on the given objects.
*/
public Tuple(X item1, Y item2) {
this.item1 = item1;
this.item2 = item2;
}
}

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package uulm.teamname.marvelous.gamelibrary.events;
import uulm.teamname.marvelous.gamelibrary.json.MessageStructure;
/** Represents an abstract event sent inside a {@link MessageStructure} between client and server.
*/
public abstract class Event {
//TODO: implement Event
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
/** Contains checksum calculations.
*/
class ChecksumCalculator {
/** Compares a checksum to the checksum of a {@link GameState}.
* @param state The state to check.
* @param input the checksum to compare to.
* @return Whether or not the checksum matches the state's checksum.
*/
public static boolean checkChecksum(GameState state, long input) {
return calculateChecksum(state) == input;
}
/** Calculates the corresponding checksum to a {@link GameState}.
* @param state The state to check.
* @return The checksum.
*/
public static long calculateChecksum(GameState state) {
//TODO: implement ChecksumCalculator.calculateChecksum
return 0;
}
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import java.util.Observable;
/** Represents an event emitter for game events fired by a game instance.
*/
class EventEmitter extends Observable {
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import uulm.teamname.marvelous.gamelibrary.events.Event;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import java.util.Observer;
/** Represents a game instance.
*/
public class GameInstance {
/** The private {@link GameState} of the instance.
*/
private final GameState _state;
/** The public view for the underlying {@link GameState} of the instance.
*/
public final GameStateView state;
/** The {@link GameStateManager} managing the {@link GameState} of the instance.
*/
private final GameStateManager manager;
/** The {@link EventEmitter} for {@link Event}s resulting from {@link Request}s.
*/
private final EventEmitter emitter = new EventEmitter();
/** Constructs a new {@link GameInstance}.
*/
public GameInstance(IntVector2 mapSize) {
_state = new GameState(mapSize);
this.state = new GameStateView(_state);
manager = new GameStateManager(_state);
}
/** Checks a checksum with the current one.
* @param input The checksum to compare to.
* @return Whether or not the checksum matches.
*/
public boolean checkChecksum(long input) {
return ChecksumCalculator.checkChecksum(_state, input);
}
/** Calculates the current checksum of the game state.
* @return The calculated checksum.
*/
public long calculateChecksum() {
return ChecksumCalculator.calculateChecksum(_state);
}
/** Checks an array of {@link Request}s for validity and automatically applies them if valid.
* @param requests The requests to check.
* @return Whether or not the given set of requests was valid.
*/
public boolean checkRequestsAndApply(Request... requests) {
if(manager.processRequests(requests, true)) {
emit(manager.apply());
return true;
}
return false;
}
/** Checks an array of {@link Request}s for validity without applying it.
* @param requests The requests to check.
* @return Whether or not the given set of requests is valid.
*/
public boolean checkRequestsSilent(Request... requests) {
return manager.processRequests(requests, false);
}
/** Applies an array of {@link Event}s to the game state.
* @param events The events to apply.
*/
public void applyEvents(Event... events) {
manager.applyEvents(events);
}
/** Adds an {@link Observer} for events.
* @param observer The observer to add.
*/
public void addObserver(Observer observer) {
emitter.addObserver(observer);
}
/** Emits an array of {@link Event}s.
* @param events The events to emit.
*/
private void emit(Event... events) {
emitter.notifyObservers(events);
}
}

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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;
}
}

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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.StoneType;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import java.util.ArrayList;
import java.util.HashMap;
/** 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 ArrayList<Entity> entities;
/** The total amount of full turn cycles that occurred.
*/
public int roundNumber = 0;
/** The turn order of every character.
*/
public ArrayList<EntityID> turnOrder;
/** The total amount of turns that occurred.
*/
public int turnNumber = 0;
/** The {@link EntityID} of the active character.
*/
public EntityID activeCharacter;
/** Whether or not the game was won.
*/
public boolean won = false;
/** The global cooldown of every infinity stone.
*/
public HashMap<StoneType, Float> stoneCooldown;
/** The store of the {@link WinCondition} data for every win condition for each player.
*/
public HashMap<Tuple<ParticipantType, WinCondition>, Integer> winConditions;
/** 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.
* @return The cloned game state.
*/
public GameState snapshot() {
//TODO: implement GameState.snapshot
return this;
}
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.events.Event;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import java.util.ArrayDeque;
import java.util.ArrayList;
/** Represents manager for a game state.
*/
class GameStateManager {
/** The managed {@link GameState}.
*/
private final GameState state;
/** The queue of {@link Event}s to be applied during {@link Request} processing.
*/
private final ArrayDeque<Event> queue = new ArrayDeque<Event>();
/** Constructs a new {@link GameStateManager}.
* @param state A reference to the state to be managed.
*/
public GameStateManager(GameState state) {
this.state = state;
}
/** Checks a list of {@link Request}s for validity and optionally produces resulting {@link Event}s.
* @param requests The requests to check.
* @param apply True if resulting events should be stored for later application.
*/
public boolean processRequests(Request[] requests, boolean apply) {
GameState snapshot = state.snapshot();
for(Request request: requests) {
if (GameLogic.checkRequest(snapshot, request)) {
ArrayList<Event> result = GameLogic.executeRequest(request);
if(apply) {
queue.addAll(result);
}
}else {
queue.clear();
return false;
}
}
return true;
}
/** Applies an array of {@link Event}s to the game state.
* @param events The events to apply.
*/
public void applyEvents(Event[] events) {
for(Event event: events) {
GameLogic.applyEvent(state, event);
}
}
/** Applies the result of the last processRequests call.
* @return A list of applied events.
*/
public Event[] apply() {
Event[] toReturn = new Event[queue.size()];
Event current;
int i = 0;
while ((current = queue.poll()) != null) {
GameLogic.applyEvent(state, current);
toReturn[i++] = current;
}
return toReturn;
}
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.entities.Entity;
import java.util.ArrayList;
/** Represents a game state view containing getters for all the properties of a {@link GameState}.
*/
public class GameStateView {
/** The managed {@link GameState}.
*/
private final GameState state;
/** Constructs a new {@link GameStateView}.
* @param state A reference to the state to be viewable.
*/
public GameStateView(GameState state) {
this.state = state;
}
//TODO: add immutable getters for all state properties
public ArrayList<Entity> getEntities() {
return new ArrayList<>(state.entities);
}
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
/** Specifies a participant type.
*/
public enum ParticipantType {
None,
Player1,
Player2,
Spectator
}

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package uulm.teamname.marvelous.gamelibrary.gamelogic;
/** Specifies a win condition. The order is important here.
*/
enum WinCondition {
/** The maximum amount of total infinity stones the player had at a time.
*/
MaxStones,
/** The total amount of enemy characters the player knocked out.
*/
TotalKnockouts,
/** The total amount of damage the player did to enemy characters.
*/
TotalDamage
}

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/** Represents a message sent between client and server and contains all possible data. /** Represents a message sent between client and server and contains all possible data.
*/ */
public class MessageStructure { public class MessageStructure {
//TODO: revise MessageStructure according to actual standard document
/** The list of {@link Event}s sent inside the message. /** The list of {@link Event}s sent inside the message.
*/ */
public Event[] events; public Event[] events;

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package uulm.teamname.marvelous.gamelibrary.requests;
import uulm.teamname.marvelous.gamelibrary.json.MessageStructure;
/** Represents an abstract request sent inside a {@link MessageStructure} between client and server.
*/
public abstract class Request {
//TODO: implement Request
}