Merge branch 'gamelib' of ssh://gitlab.informatik.uni-ulm.de/sopra/ws20-marvelous-mashup/teams/team25 into gamelib
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commit
2aefddf979
@ -1,7 +1,6 @@
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package uulm.teamname.marvelous.gamelibrary.entities;
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package uulm.teamname.marvelous.gamelibrary.entities;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.Map;
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/** Specifies the type of an {@link InfinityStone}. */
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/** Specifies the type of an {@link InfinityStone}. */
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public enum StoneType {
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public enum StoneType {
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@ -2,6 +2,7 @@ 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.events.Event;
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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.requests.Request;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import java.util.Observer;
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import java.util.Observer;
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@ -66,6 +67,22 @@ public class GameInstance {
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return manager.processRequests(requests, false);
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return manager.processRequests(requests, false);
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}
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}
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/**
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* Produces a {@link EventType#GamestateEvent} for the current {@link GameState}.
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* @return The resulting event
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*/
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public Event getGameStateEvent() {
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return GameLogic.buildGameStateEvent(_state);
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}
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/**
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* Restores the current {@link GameState} based on the given one.
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* @param state The state to restore from
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*/
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public void setGameState(GameState state) {
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_state.restore(state);
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}
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/**
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/**
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* Applies an array of {@link Event}s to the game state.
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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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* @param events The events to apply.
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@ -174,18 +174,27 @@ class GameLogic {
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}
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}
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}
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}
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case Req -> {
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case Req -> {
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result.add(new EventBuilder(EventType.GamestateEvent)
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result.add(buildGameStateEvent(state));
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}
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}
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return result;
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}
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/**
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* Builds a {@link EventType#GamestateEvent} for the given {@link GameState}.
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* @param state The game state to use
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* @return The resulting event
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*/
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public static Event buildGameStateEvent(GameState state) {
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return new EventBuilder(EventType.GamestateEvent)
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.withEntities(state.entities.export())
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.withEntities(state.entities.export())
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.withTurnOrder((EntityID[])state.turnOrder.toArray())
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.withTurnOrder((EntityID[])state.turnOrder.toArray())
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.withMapSize(state.mapSize)
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.withMapSize(state.mapSize)
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.withActiveCharacter(state.activeCharacter)
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.withActiveCharacter(state.activeCharacter)
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.withStoneCooldowns(state.stoneCooldown.export())
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.withStoneCooldowns(state.stoneCooldown.export())
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.withWinCondition(state.won)
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.withWinCondition(state.won)
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.buildGameStateEvent());
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.buildGameStateEvent();
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}
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}
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return result;
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}
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}
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/**
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/**
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@ -74,4 +74,33 @@ class GameState {
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return clone;
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return clone;
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}
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}
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/**
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* Restores the state rom the given {@link GameState}. This is slow.
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* @param state The state to restore from
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*/
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public void restore(GameState state) {
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mapSize.set(state.mapSize);
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entities.cloneFrom(state.entities);
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roundNumber = state.roundNumber;
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turnOrder = new ArrayList<>();
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for(EntityID id: state.turnOrder) {
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turnOrder.add(id.clone());
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}
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turnNumber = state.turnNumber;
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activeCharacter = state.activeCharacter != null ? state.activeCharacter.clone() : null;
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won = state.won;
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stoneCooldown.cloneFrom(state.stoneCooldown);
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for(Tuple<ParticipantType, WinCondition> condition: state.winConditions.keySet()) {
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winConditions.put(condition, state.winConditions.get(condition));
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}
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}
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}
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}
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