fix: Refactored to Gradle-based project, and added dependencies

This commit is contained in:
Yannik Bretschneider
2021-04-29 20:57:08 +02:00
parent 0f7109d41a
commit 67b9d25eb8
30 changed files with 30 additions and 120 deletions

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package uulm.teamname.marvelous.gamelibrary;
import java.io.Serializable;
import java.util.Objects;
/** Represents a 2d vector of integers.
*/
public class IntVector2 implements Serializable {
private int x;
private int y;
public final static IntVector2 X = new IntVector2(1, 0);
public final static IntVector2 Y = new IntVector2(0, 1);
public final static IntVector2 Zero = new IntVector2(0, 0);
private final static float nearZero = 0.000000001f;
public IntVector2(int x, int y) {
set(x, y);
}
public IntVector2(IntVector2 v) {
set(v);
}
public IntVector2 copy() {
return new IntVector2(this);
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public static float length(int x, int y) {
return (float)Math.sqrt(x * x + y * y);
}
public float length() {
return IntVector2.length(this.x, this.y);
}
public static float length2(int x, int y) {
return x * x + y * y;
}
public float length2 () {
return IntVector2.length2(this.x, this.y);
}
public IntVector2 set(int x, int y) {
this.x = x;
this.y = y;
return this;
}
public IntVector2 set(IntVector2 v) {
return set(v.x, v.y);
}
public IntVector2 sub(int x, int y) {
this.x -= x;
this.y -= y;
return this;
}
public IntVector2 sub(IntVector2 v) {
return sub(v.x, v.y);
}
public IntVector2 add(int x, int y) {
this.x += x;
this.y += y;
return this;
}
public IntVector2 add(IntVector2 v) {
return add(v.x, v.y);
}
public static float dot(float x1, float y1, float x2, float y2) {
return x1 * x2 + y1 * y2;
}
public float dot(float ox, float oy) {
return IntVector2.dot(this.x, this.y, ox, oy);
}
public float dot(IntVector2 v) {
return dot(v.x, v.y);
}
public IntVector2 scale(float x, float y) {
this.x *= x;
this.y *= y;
return this;
}
public IntVector2 scale(float scalar) {
return scale(scalar, scalar);
}
public IntVector2 scale(IntVector2 v) {
return scale(v.x, v.y);
}
public static float distance(int x1, int y1, int x2, int y2) {
final float x_d = x2 - x1;
final float y_d = y2 - y1;
return (float)Math.sqrt(x_d * x_d + y_d * y_d);
}
public float distance(int x, int y) {
return IntVector2.distance(this.x, this.y, x, y);
}
public float distance(IntVector2 v) {
return distance(v.x, v.y);
}
public static float distance2(int x1, int y1, int x2, int y2) {
final float x_d = x2 - x1;
final float y_d = y2 - y1;
return x_d * x_d + y_d * y_d;
}
public float distance2(int x, int y) {
return IntVector2.distance2(this.x, this.y, x, y);
}
public float distance2(IntVector2 v) {
return distance2(v.x, v.y);
}
public IntVector2 setLength(float len) {
return setLength2(len * len);
}
public IntVector2 setLength2(float len2) {
float oldLen2 = length2();
return (oldLen2 == 0 || oldLen2 == len2) ? this : scale((float)Math.sqrt(len2 / oldLen2));
}
public String toString() {
return "(" + x + "," + y + ")";
}
public IntVector2 fromString(String v) throws NumberFormatException {
int s = v.indexOf(',', 1);
if (s != -1 && v.charAt(0) == '(' && v.charAt(v.length() - 1) == ')') {
try {
int x = Integer.parseInt(v.substring(1, s));
int y = Integer.parseInt(v.substring(s + 1, v.length() - 1));
return this.set(x, y);
}catch (NumberFormatException ex) {
//ok
}
}
throw new NumberFormatException("Malformed IntVector2: " + v);
}
public float cross(float x, float y) {
return this.x * y - this.y * x;
}
public float cross(IntVector2 v) {
return cross(v.x, v.y);
}
public boolean isUnit(final float margin) {
return Math.abs(length2() - 1f) < margin;
}
public boolean isUnit() {
return isUnit(nearZero);
}
public boolean isZero() {
return x == 0 && y == 0;
}
public boolean isZero(final float margin) {
return length2() < margin;
}
public boolean isOnLine(IntVector2 other, float epsilon) {
return Math.abs(x * other.y - y * other.x) <= epsilon;
}
public boolean isOnLine(IntVector2 other) {
return isOnLine(other, nearZero);
}
public boolean isCollinear(IntVector2 other, float epsilon) {
return isOnLine(other, epsilon) && dot(other) > 0f;
}
public boolean isCollinear(IntVector2 other) {
return isOnLine(other) && dot(other) > 0f;
}
public boolean isCollinearOpposite(IntVector2 other, float epsilon) {
return isOnLine(other, epsilon) && dot(other) < 0f;
}
public boolean isCollinearOpposite(IntVector2 other) {
return isOnLine(other) && dot(other) < 0f;
}
public boolean isPerpendicular(IntVector2 vector) {
return isPerpendicular(vector,nearZero);
}
public boolean isPerpendicular(IntVector2 vector, float epsilon) {
return Math.abs(dot(vector)) <= epsilon;
}
public boolean hasSameDirection(IntVector2 vector) {
return dot(vector) > 0;
}
public boolean hasOppositeDirection(IntVector2 vector) {
return dot(vector) < 0;
}
public IntVector2 setZero() {
this.x = 0;
this.y = 0;
return this;
}
@Override
public boolean equals(Object o) {
if(this == o) return true;
if(o == null || getClass() != o.getClass()) return false;
IntVector2 that = (IntVector2) o;
return x == that.x && y == that.y;
}
@Override
public int hashCode() {
return Objects.hash(x, y);
}
}

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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.entities;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
/** Represents a playable character inside a match.
*/
public class Character extends Entity {
/** The name of the character.
*/
public final String name;
/** The hp stat of the character.
*/
public final Stat hp;
/** The mp stat of the character.
*/
public final Stat mp;
/** The ap stat of the character.
*/
public final Stat ap;
/** The ranged attack range of the character.
*/
public final int attackRange;
/** The ranged attack damage of the character.
*/
public final int rangedDamage;
/** The melee attack damage of the character.
*/
public final int meleeDamage;
/** The {@link Inventory} of the character.
*/
public final Inventory inventory = new Inventory();
/** Constructs a new {@link Character} with an empty inventory.
* @param id The {@link EntityID} of the character.
* @param position The position of the character.
* @param name The name of the character.
* @param hp The maximum hp of the character.
* @param mp The maximum mp of the character.
* @param ap The maximum ap of the character.
* @param attackRange The ranged attack range of the character.
* @param rangedDamage The ranged damage of the character.
* @param meleeDamage The melee damage of the character.
*/
public Character(EntityID id, IntVector2 position, String name, int hp, int mp, int ap, int attackRange, int rangedDamage, int meleeDamage) {
super(id, position);
this.name = name;
this.hp = new Stat(StatType.HP, hp);
this.mp = new Stat(StatType.MP, mp);
this.ap = new Stat(StatType.AP, ap);
this.attackRange = attackRange;
this.rangedDamage = rangedDamage;
this.meleeDamage = meleeDamage;
}
/** Checks if the character is still alive.
* @return Whether or not the characters hp is greater than 0.
*/
public boolean isAlive() {
return hp.getValue() > 0;
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
/** Represents an abstract entity.
*/
public abstract class Entity {
/** Whether or not the entity is currently active in the game.
*/
private boolean active = true;
/** The position of the entity.
*/
private IntVector2 position;
/** The {@link EntityID} of the entity.
*/
public final EntityID id;
/** Constructs a new {@link Entity}.
* @param id The {@link EntityID} of the entity.
* @param position The position of the entity.
*/
protected Entity(EntityID id, IntVector2 position) {
this.position = position;
this.id = id;
}
public boolean isActive() {
return active;
}
public void setActive(boolean active) {
this.active = active;
}
public IntVector2 getPosition() {
return position;
}
public void setPosition(IntVector2 position) {
this.position = position;
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Represents a distinct identification for every {@link Entity} in a game.
*/
public class EntityID {
/** The index of the entity.
*/
public final int id;
/** The type of the entity.
*/
public final EntityType type;
/** Constructs a new {@link Entity}-{@link EntityID} based on the given index and {@link EntityType}.
* @param id The index of the entity.
* @param type The type of the entity.
*/
public EntityID(int id, EntityType type) {
this.id = id;
this.type = type;
}
/** Checks if the id has the same {@link EntityType} as the given one.
* @param other The type to compare to.
* @return Whether or not the id has the same type.
*/
public boolean isSameType(EntityType other) {
return type == other;
}
/** Serializes the id for debugging.
* @return A debug string containing all the necessary information about the id.
*/
public String toString() {
return "["+type.toString()+":"+id+"]";
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Specifies the type of an {@link Entity}.
*/
public enum EntityType {
/** Represents an NPC entity.
*/
NPC,
/** Represents the first Player.
*/
P1,
/** Represents the second Player.
*/
P2,
/** Represents a Rock entity.
*/
Rocks,
/** Represents an InfinityStone entity.
*/
InfinityStones
}

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package uulm.teamname.marvelous.gamelibrary.entities;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
/** Represents an infinity stone {@link Entity}. Can only exist on the map.
*/
public class InfinityStone extends Entity {
/** The {@link StoneType} of the infinity stone.
*/
public final StoneType type;
/** Constructs a new {@link InfinityStone}.
* @param id The {@link EntityID} of the stone.
* @param position The position of the stone.
* @param type The {@link StoneType} of the stone.
*/
public InfinityStone(EntityID id, IntVector2 position, StoneType type) {
super(id, position);
this.type = type;
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.Iterator;
/** Represents an inventory of 6 slots of {@link StoneType}s that can be manipulated.
*/
public class Inventory implements Iterable<StoneType> {
/** The size of the inventory.
*/
private final int size = 6;
/** The content of the inventory.
*/
private final HashSet<StoneType> content = new HashSet<>(size);
/** Constructs a new {@link Inventory}.
* @param content The starting content of the inventory.
*/
public Inventory(ArrayList<StoneType> content) {
if(content.size() > size) {
throw new IllegalArgumentException("Attempted to construct an inventory with more than "+size+" initial stones.");
}
for(StoneType stone : content) {
if(content.contains(stone)) {
throw new IllegalArgumentException("Attempted to construct an inventory with duplicate entries.");
}
content.add(stone);
}
}
/** Constructs a new empty {@link Inventory}.
*/
public Inventory() {
}
/** Returns the number of free slots the inventory has.
*/
public int getFreeSlots() {
return size - content.size();
}
/** Checks if the inventory contains the given stone.
* @param stone The {@link StoneType} to check for.
*/
public boolean hasStone(StoneType stone) {
return content.contains(stone);
}
/** Adds a stone to the inventory.
* @param stone The {@link StoneType} to add.
*/
public void addStone(StoneType stone) {
if(content.contains(stone)) {
throw new IllegalArgumentException("Attempted to add a duplicate stone to an inventory.");
}
if(content.size() == size) {
throw new IllegalArgumentException("Attempted to add a stone to a full inventory.");
}
content.add(stone);
}
/** Removes a stone from the inventory.
* @param stone The {@link StoneType} to remove.
*/
public void removeStone(StoneType stone) {
if(!content.contains(stone)) {
throw new IllegalArgumentException("Attempted to remove a nonexistent stone from an inventory.");
}
content.remove(stone);
}
/** Iterates over the inventory.
*/
@Override
public Iterator<StoneType> iterator() {
return content.iterator();
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import java.util.ArrayList;
/** Represents an NPC inside the game.
*/
public class NPC extends Entity {
/** The {@link Inventory} of the NPC.
*/
public final Inventory inventory;
/** Constructs a new {@link NPC}.
* @param id The {@link EntityID} of the NPC.
* @param position The position of the NPC.
* @param inventory The starting inventory the NPC should have.
*/
public NPC(EntityID id, IntVector2 position, ArrayList<StoneType> inventory) {
super(id, position);
this.inventory = new Inventory(inventory);
}
/** Constructs a new {@link NPC} with an empty inventory.
* @param id The {@link EntityID} of the NPC.
* @param position The position of the NPC.
*/
public NPC(EntityID id, IntVector2 position) {
super(id, position);
this.inventory = new Inventory();
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Specifies the type of an {@link NPC}.
*/
public enum NPCType {
/** Represents the Goose.
*/
Goose,
/** Represents Stan Lee.
*/
Stan,
/** Represents Thanos.
*/
Thanos
}

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package uulm.teamname.marvelous.gamelibrary.entities;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
/** Represents a rock entity on the map.
*/
public class Rock extends Entity {
/** The maximum hp of the rock.
*/
public final int maxHP;
/** The current hp of the rock.
*/
private int hp;
/** Constructs a new {@link Rock}.
* @param id The {@link EntityID} of the rock.
* @param position The position of the rock.
* @param hp The hp of the rock.
*/
public Rock(EntityID id, IntVector2 position, int hp) {
super(id, position);
this.maxHP = hp;
this.hp = hp;
}
public int getHp() {
return hp;
}
public void decreaseHp(int damage) {
this.hp -= damage;
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Represents a stat property of a {@link Character}.
*/
public class Stat {
/** The {@link StatType} of the stat.
*/
public final StatType type;
/** The maximum value of the stat.
*/
public final int max;
/** The current value of the stat.
*/
private int value;
/** Constructs a new {@link Stat} with the initial value set to the maximum value.
* @param type The {@link StatType} of the stat.
* @param max The maximum value of the stat.
*/
public Stat(StatType type, int max) {
this.type = type;
this.max = max;
this.value = max;
}
public int getValue() {
return value;
}
public void setValue(int value) {
this.value = value;
}
public void increaseValue(int value) {
this.value += value;
}
public void decreaseValue(int value) {
this.value -= value;
}
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Specifies the type of a {@link Stat}.
*/
public enum StatType {
/** Represents the life points of a character.
*/
HP,
/** Represents the mana points of a character.
*/
MP,
/** Represents thr action points of a character.
*/
AP
}

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package uulm.teamname.marvelous.gamelibrary.entities;
/** Specifies the type of an {@link InfinityStone}.
*/
public enum StoneType {
SpaceStone,
MindStone,
RealityStone,
PowerStone,
TimeStone,
SoulStone
}

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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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package uulm.teamname.marvelous.gamelibrary.json;
public class CharacterConfiguration {
}

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package uulm.teamname.marvelous.gamelibrary.json;
import jdk.jshell.spi.ExecutionControl;
/** Contains JSON encoding and decoding.
*/
public class JSON {
/** Deserializes an incoming network message into a {@link MessageStructure}.
* @param input The JSON to deserialize.
* @return The parsed message.
*/
public static MessageStructure[] parse(String input) throws ExecutionControl.NotImplementedException {
//TODO: implement JSON.parse
throw new ExecutionControl.NotImplementedException("JSON.parse is not implemented");
}
/** Serializes a {@link MessageStructure} into a JSON string.
* @param input The message to serialize.
* @return The message as JSON.
*/
public static String stringify(MessageStructure input) throws ExecutionControl.NotImplementedException {
//TODO: implement JSON.stringify
throw new ExecutionControl.NotImplementedException("JSON.stringify is not implemented");
}
}

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package uulm.teamname.marvelous.gamelibrary.json;
import uulm.teamname.marvelous.gamelibrary.events.Event;
import java.util.HashMap;
/** Represents a message sent between client and server and contains all possible data.
*/
public class MessageStructure {
//TODO: revise MessageStructure according to actual standard document
/** The list of {@link Event}s sent inside the message.
*/
public Event[] events;
/** The checksum of the current game state at the time the message was sent.
*/
public int checksum;
/** The type of the custom content sent with the message.
*/
public String customContentType;
/** The decoded contents of the custom content sent.
*/
public HashMap<String, Object> customContent;
}

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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
}