breaking: remove observable pattern, make methods return events directly
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4802b0113d
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842db2439a
@ -64,4 +64,13 @@ public class NPC extends Entity {
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}
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return clone;
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}
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@Override
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public String toString() {
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return "NPC{" +
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"mp=" + mp +
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", inventory=" + inventory +
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", position=" + position +
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'}';
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}
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}
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@ -167,6 +167,6 @@ public class EntityManager {
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* @return An array containing every {@link Entity}
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*/
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Entity[] export() {
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return (Entity[])entities.toArray();
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return entities.toArray(new Entity[0]);
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}
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}
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@ -8,7 +8,6 @@ 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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public class GameInstance {
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@ -21,9 +20,6 @@ public class GameInstance {
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/** The {@link GameStateManager} managing the {@link GameState} of the instance */
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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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private final EventEmitter emitter = new EventEmitter();
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/** Constructs a new {@link GameInstance}. */
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public GameInstance(PartyConfig partyConfig, CharacterConfig characterConfig, ScenarioConfig scenarioConfig) {
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_state = new GameState(partyConfig, characterConfig, scenarioConfig);
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@ -34,20 +30,16 @@ public class GameInstance {
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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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* @return The list of resulting {@link Event}s or `null` if the check failed
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*/
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public boolean checkRequestsAndApply(Request... requests) {
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public ArrayList<Event> checkRequestsAndApply(Request... requests) {
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if(manager.processRequests(requests, true)) {
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emit(manager.apply());
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Event[] result = manager.checkPostPhase();
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if(result.length > 0) {
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emit(result);
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ArrayList<Event> result = manager.apply();
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result.addAll(manager.checkPostPhase());
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return result;
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}
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return true;
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}
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return false;
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return null;
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}
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/**
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@ -55,7 +47,7 @@ public class GameInstance {
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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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public boolean checkRequests(Request... requests) {
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return manager.processRequests(requests, false);
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}
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@ -63,10 +55,14 @@ public class GameInstance {
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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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* @return The list of resulting {@link Event}s
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*/
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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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public ArrayList<Event> startGame(ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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ArrayList<Event> result = manager.initGame(selectedCharacters1, selectedCharacters2);
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manager.applyEvents(result);
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result.addAll(manager.startGame());
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return result;
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}
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/**
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@ -89,24 +85,7 @@ public class GameInstance {
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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(ArrayList<Event> events) {
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manager.applyEvents(events);
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}
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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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/**
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* Instructs the emitter to emit 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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manager.applyEvents(events);
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emitter.update(events);
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}
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}
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@ -188,7 +188,7 @@ class GameLogic {
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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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.withTurnOrder((EntityID[])state.turnOrder.toArray())
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.withTurnOrder(state.turnOrder.toArray(new EntityID[0]))
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.withMapSize(state.mapSize)
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.withActiveCharacter(state.activeCharacter)
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.withStoneCooldowns(state.stoneCooldown.export())
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@ -562,9 +562,7 @@ class GameLogic {
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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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state.entities.addEntity(new Rock(new EntityID(EntityType.Rocks, rockIndex++), new IntVector2(x, y), 100));
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}else {
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free.add(new IntVector2(x, y));
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}
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@ -585,8 +583,7 @@ class GameLogic {
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int selected = characters.get(i);
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EntityID id = new EntityID(i < p1 ? EntityType.P1 : EntityType.P2, i % p1);
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result.add(new EventBuilder(EventType.SpawnEntityEvent)
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.withEntity(new Character(
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state.entities.addEntity(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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@ -595,12 +592,13 @@ class GameLogic {
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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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));
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state.turnOrder.add(id);
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}
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result.add(buildGameStateEvent(state));
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return result;
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}
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@ -849,7 +847,28 @@ class GameLogic {
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public static ArrayList<Event> handleThanos(GameState state, NPC thanos) {
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ArrayList<Event> result = new ArrayList<>();
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if(thanos.inventory.getFreeSlots() > 0) {
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IntVector2 picked = null;
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float lowestDistance = Integer.MAX_VALUE;
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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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for(Entity e: state.entities.findByPosition(pos)) {
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if(e instanceof InfinityStone || (e instanceof Character && ((Character)e).inventory.getSize() > 0)) {
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float distance = thanos.getPosition().distanceChebyshev(pos);
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if(distance < lowestDistance) {
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picked = pos;
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lowestDistance = distance;
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break;
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}
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}
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}
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}
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}
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//
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}
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return result;
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}
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@ -49,8 +49,8 @@ class GameStateManager {
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* Handles events that happen after a turn phase.
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* @return The optionally resulting {@link Event}s
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*/
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public Event[] checkPostPhase() {
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return (Event[])GameLogic.checkTurnEnd(state).toArray();
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public ArrayList<Event> checkPostPhase() {
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return GameLogic.checkTurnEnd(state);
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}
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/**
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@ -59,23 +59,23 @@ class GameStateManager {
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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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public ArrayList<Event> initGame(ArrayList<Integer> selectedCharacters1, ArrayList<Integer> selectedCharacters2) {
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return GameLogic.startGame(state, selectedCharacters1, selectedCharacters2);
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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 GameLogic.handleRoundStart(state).toArray(new Event[0]);
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public ArrayList<Event> startGame() {
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return GameLogic.handleRoundStart(state);
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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(ArrayList<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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@ -85,13 +85,12 @@ class GameStateManager {
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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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public ArrayList<Event> apply() {
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ArrayList<Event> toReturn = new ArrayList<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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toReturn.add(current);
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}
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return toReturn;
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}
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@ -7,6 +7,8 @@ import uulm.teamname.marvelous.gamelibrary.IntVector2;
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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.Event;
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import uulm.teamname.marvelous.gamelibrary.events.EventBuilder;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.json.config.*;
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import uulm.teamname.marvelous.gamelibrary.requests.*;
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@ -16,6 +18,7 @@ import java.util.List;
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import java.util.concurrent.ThreadLocalRandom;
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import static org.junit.jupiter.api.Assertions.*;
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import static org.mockito.Mockito.*;
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class GameLogicTest {
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private static final Iterator<Integer> randomIntegers = ThreadLocalRandom.current().ints().iterator();
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@ -24,6 +27,9 @@ class GameLogicTest {
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private static CharacterConfig characterConfig;
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private static ScenarioConfig scenarioConfig;
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private static ArrayList<Integer> player1Selection = new ArrayList<>();
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private static ArrayList<Integer> player2Selection = new ArrayList<>();
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@BeforeAll
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static void setUp() {
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partyConfig = new PartyConfig();
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@ -55,6 +61,14 @@ class GameLogicTest {
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}
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}
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}
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for(int i = 0; i < 6; i++) {
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player1Selection.add(i);
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}
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for(int i = 6; i < 12; i++) {
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player2Selection.add(i);
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}
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}
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private static String generateName(int length) {
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@ -87,16 +101,7 @@ class GameLogicTest {
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void testGeneration() {
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GameInstance game = new GameInstance(partyConfig, characterConfig, scenarioConfig);
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ArrayList<Integer> selected1 = new ArrayList<>();
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for(int i = 0; i < 6; i++) {
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selected1.add(i);
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}
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ArrayList<Integer> selected2 = new ArrayList<>();
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for(int i = 6; i < 12; i++) {
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selected2.add(i);
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}
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game.startGame(selected1, selected2);
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game.startGame(player1Selection, player2Selection);
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int n = 0;
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@ -114,7 +119,7 @@ class GameLogicTest {
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n = 0;
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for(Integer i: selected1) {
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for(Integer i: player1Selection) {
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Entity found = game.state.getEntities().findEntity(new EntityID(EntityType.P1, n));
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assertNotEquals(null, found, "Character Entity "+n+" for Player 1 should exist");
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Character c = (Character)found;
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@ -129,7 +134,7 @@ class GameLogicTest {
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n = 0;
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for(Integer i: selected2) {
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for(Integer i: player2Selection) {
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Entity found = game.state.getEntities().findEntity(new EntityID(EntityType.P2, n));
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assertNotEquals(null, found, "Character Entity "+n+" for Player 2 should exist");
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Character c = (Character)found;
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@ -165,26 +170,15 @@ class GameLogicTest {
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void testGame() {
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GameInstance game = new GameInstance(partyConfig, characterConfig, scenarioConfig);
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game.addObserver(new EventObserver() {
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@Override
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protected void handle(Event[] events) {
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ArrayList<Event> result = game.startGame(player1Selection, player2Selection);
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}
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});
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assertTrue(result.size() > 0, "Start game should return at least one event");
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ArrayList<Integer> selected1 = new ArrayList<>();
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for(int i = 0; i < 6; i++) {
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selected1.add(i);
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}
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ArrayList<Integer> selected2 = new ArrayList<>();
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for(int i = 6; i < 12; i++) {
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selected2.add(i);
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}
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Event actual = result.get(0);
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game.startGame(selected1, selected2);
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assertEquals(EventType.GamestateEvent, actual.type, "First event should be a GameStateEvent");
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}
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// @Provide("gamestate")
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// Arbitrary<GameState> gamestate() {
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// var states = Arbitraries.integers()
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