feat: add proper game initialization
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@ -1,6 +1,5 @@
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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.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.json.config.CharacterConfig;
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@ -8,6 +7,7 @@ import uulm.teamname.marvelous.gamelibrary.json.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.json.config.ScenarioConfig;
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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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/** Represents a game instance. */
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@ -60,9 +60,12 @@ public class GameInstance {
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}
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/**
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* Initializes and starts the game.
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* Initializes and starts the game. Selected characters are given as a list of indices from the {@link CharacterConfig#characters} array.
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* @param selectedCharacters1 The characters selected by player 1
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* @param selectedCharacters2 The characters selected by player 2
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*/
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public void startGame() {
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public void startGame(ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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emit(manager.initGame(selectedCharacters1, selectedCharacters2));
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emit(manager.startGame());
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}
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@ -5,6 +5,7 @@ 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.events.*;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.json.config.FieldType;
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import uulm.teamname.marvelous.gamelibrary.requests.CharacterRequest;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
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@ -382,7 +383,6 @@ class GameLogic {
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* Verifies that a {@link Character} is alive.
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*/
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private static void requireAlive(Character entity) throws InvalidRequestException {
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//TODO: only characters are allowed here
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if(entity.hp.getValue() <= 0 || !entity.isActive()) {
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throw new InvalidRequestException();
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}
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@ -484,6 +484,26 @@ class GameLogic {
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}
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}
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/**
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* Finds free field options.
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* @param state The game state to work on
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* @return A list of free field options
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*/
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private static ArrayList<IntVector2> getFreeFields(GameState state) {
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ArrayList<IntVector2> options = new ArrayList<>();
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for(int x = 0; x < state.mapSize.getX(); x++) {
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for(int y = 0; y < state.mapSize.getY(); y++) {
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IntVector2 pos = new IntVector2(x, y);
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if(state.entities.findByPosition(pos).size() == 0) {
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options.add(pos);
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}
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}
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}
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return options;
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}
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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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@ -540,6 +560,62 @@ class GameLogic {
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}
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}
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/**
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* Starts the game and initializes all entities.
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* @param state The game state to work on
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* @param selectedCharacters1 The characters selected by player 1
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* @param selectedCharacters2 The characters selected by player 2
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* @return The list of resulting {@link Event}s
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*/
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public static ArrayList<Event> startGame(GameState state, ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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ArrayList<Event> result = new ArrayList<>();
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int rockIndex = 0;
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for(int x = 0; x < state.mapSize.getX(); x++) {
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for(int y = 0; y < state.mapSize.getY(); y++) {
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if(state.scenarioConfig.scenario[y][x] == FieldType.ROCK) {
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result.add(new EventBuilder(EventType.SpawnEntityEvent)
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.withEntity(new Rock(new EntityID(EntityType.Rocks, rockIndex++), new IntVector2(x, y), 100))
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.buildEntityEvent());
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}
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}
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}
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ArrayList<IntVector2> free = getFreeFields(state);
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int p1 = selectedCharacters1.size();
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int all = selectedCharacters1.size() + selectedCharacters2.size();
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ArrayList<Integer> characters = new ArrayList<>(selectedCharacters1);
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characters.addAll(selectedCharacters2);
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for(int i = 0; i < all; i++) {
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int choice = rand.nextInt(free.size());
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IntVector2 position = free.get(choice);
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free.remove(choice);
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int selected = characters.get(i);
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EntityID id = new EntityID(i < p1 ? EntityType.P1 : EntityType.P2, selected);
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result.add(new EventBuilder(EventType.SpawnEntityEvent)
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.withEntity(new Character(
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id, position,
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state.characterConfig.characters[selected].name,
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state.characterConfig.characters[selected].HP,
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state.characterConfig.characters[selected].MP,
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state.characterConfig.characters[selected].AP,
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state.characterConfig.characters[selected].attackRange,
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state.characterConfig.characters[selected].rangedDamage,
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state.characterConfig.characters[selected].meleeDamage
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))
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.buildEntityEvent());
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state.turnOrder.add(id);
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}
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return result;
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}
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/**
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* Starts end of round handling if necessary.
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* @param state The game state to work on
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@ -53,19 +53,29 @@ class GameStateManager {
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return (Event[])GameLogic.checkTurnEnd(state).toArray();
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}
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/**
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* Initializes the game.
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* @param selectedCharacters1 The characters selected by player 1
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* @param selectedCharacters2 The characters selected by player 2
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* @return The resulting {@link Event}s
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*/
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public Event[] initGame(ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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return GameLogic.startGame(state, selectedCharacters1, selectedCharacters2).toArray(new Event[0]);
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}
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/**
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* Starts the game.
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* @return The resulting {@link Event}s
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*/
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public Event[] startGame() {
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return (Event[])GameLogic.handleTurnEnd(state).toArray();
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return GameLogic.handleRoundStart(state).toArray(new Event[0]);
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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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* @param events The events to apply
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*/
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public void applyEvents(Event[] events) {
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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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