This commit is contained in:
C H 2021-05-28 13:18:43 +02:00
commit d2cb873c89
8 changed files with 379 additions and 96 deletions

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@ -16,6 +16,17 @@ public class IntVector2 implements Serializable {
public final static IntVector2 Y = new IntVector2(0, 1);
public final static IntVector2 Zero = new IntVector2(0, 0);
public final static IntVector2[] CardinalDirections = {
new IntVector2(1, 0),
new IntVector2(0, 1),
new IntVector2(1, 1),
new IntVector2(-1, 0),
new IntVector2(0, -1),
new IntVector2(-1, -1),
new IntVector2(1, -1),
new IntVector2(-1, 1),
};
private final static float nearZero = 0.000000001f;
public IntVector2(int x, int y) {

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@ -11,5 +11,7 @@ public enum EntityType {
/** Represents a Rock entity */
Rocks,
/** Represents an InfinityStone entity */
InfinityStones
InfinityStones,
/** Represents nothing */
None
}

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@ -40,6 +40,11 @@ public class Inventory implements Iterable<StoneType> {
return size - content.size();
}
/** Returns the number stones the inventory has. */
public int getSize() {
return content.size();
}
/**
* Checks if the inventory contains the given stone.
* @param stone The {@link StoneType} to check for

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@ -5,7 +5,6 @@ import uulm.teamname.marvelous.gamelibrary.events.Event;
import uulm.teamname.marvelous.gamelibrary.events.EventType;
import uulm.teamname.marvelous.gamelibrary.requests.Request;
import java.util.ArrayList;
import java.util.Observer;
/** Represents a game instance. */
@ -101,6 +100,7 @@ public class GameInstance {
* @param events The events to emit
*/
private void emit(Event... events) {
manager.applyEvents(events);
emitter.update(events);
}
}

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@ -1,7 +1,6 @@
package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import uulm.teamname.marvelous.gamelibrary.entities.*;
import uulm.teamname.marvelous.gamelibrary.entities.Character;
import uulm.teamname.marvelous.gamelibrary.events.*;
@ -12,10 +11,12 @@ import uulm.teamname.marvelous.gamelibrary.requests.RequestType;
import java.awt.*;
import java.awt.geom.Line2D;
import java.util.ArrayList;
import java.util.*;
/** Contains game logic handling. */
class GameLogic {
private static final Random rand = new Random();
/**
* Produces resulting {@link Event}s from a given {@link Request}.
* @param state The game state to execute on
@ -173,6 +174,9 @@ class GameLogic {
}
}
}
case EndRoundRequest -> {
result.addAll(handleTurnEnd(state)); //why is it called end round request when it ends a turn...
}
case Req -> {
result.add(buildGameStateEvent(state));
}
@ -283,6 +287,10 @@ class GameLogic {
requireAP(origin, 1);
requireInfinityStone(origin, data.stoneType);
if(state.stoneCooldown.onCooldown(data.stoneType)) {
throw new InvalidRequestException();
}
switch(((CharacterRequest) request).stoneType) {
case SpaceStone -> {
verifyCoordinates(state, data.targetField);
@ -338,7 +346,7 @@ class GameLogic {
return true;
}
case Req -> {
case EndRoundRequest, Req -> {
return true;
}
}
@ -418,20 +426,60 @@ class GameLogic {
* Verifies that there is a line of sight between two positions.
*/
private static void requireLineOfSight(GameState state, IntVector2 start, IntVector2 end) throws InvalidRequestException {
if(!checkLineOfSight(state, start, end)) {
throw new InvalidRequestException();
}
}
/**
* Checks if a line of sight exists between the two positions
* @param state The game state to work on
* @param start The first position
* @param end The second position
* @return Whether or not the light of sight exists
*/
private static boolean checkLineOfSight(GameState state, IntVector2 start, IntVector2 end) {
//naive code for the win!!! \o/
//at least its early exit and probably only O(ln(n*m))
//TODO: implement proper line rasterization algorithm in GameLogic.requireLineOfSight
//TODO: implement proper line rasterization algorithm in GameLogic.checkLineOfSight
Line2D line = new Line2D.Float(start.getX(), start.getY(), end.getX(), end.getY());
for(int i = start.getX(); i <= end.getX(); i++) {
for(int j = start.getY(); j <= end.getY(); j++) {
var cell = new Rectangle.Float(i - 0.5f, j - 0.5f, 1, 1);
if(line.intersects(cell)) {
if(state.entities.blocksVision(new IntVector2(i, j))) {
throw new InvalidRequestException();
return false;
}
}
}
}
return true;
}
/**
* Finds free neighbour options from a starting field.
* @param state The game state to work on
* @param start The starting position
* @return A list of free neighbour field options
*/
private static ArrayList<IntVector2> getFreeNeighbour(GameState state, IntVector2 start) {
ArrayList<IntVector2> options = new ArrayList<>();
if(start.getX() < 0 || start.getX() >= state.mapSize.getX() || start.getY() < 0 || start.getY() >= state.mapSize.getY()) {
return options;
}
for(IntVector2 dir: IntVector2.CardinalDirections) {
if(state.entities.findByPosition(start.add(dir)).size() == 0) {
options.add(start.add(dir));
}
}
if(options.size() == 0) {
return getFreeNeighbour(state, start.add(IntVector2.CardinalDirections[rand.nextInt(IntVector2.CardinalDirections.length)]));
}else {
return options;
}
}
/**
@ -445,7 +493,14 @@ class GameLogic {
state.entities.removeEntity(((EntityEvent)event).targetEntity);
}
case TakenDamageEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.decreaseValue(((CharacterEvent)event).amount);
Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
target.hp.decreaseValue(((CharacterEvent)event).amount);
EntityType opposing = target.id.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
state.winConditions.increaseValue(opposing, WinCondition.TotalDamage, ((CharacterEvent)event).amount);
if(target.hp.getValue() == 0) {
state.winConditions.increaseValue(opposing, WinCondition.TotalKnockouts, 1);
}
}
case ConsumedAPEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).ap.decreaseValue(((CharacterEvent)event).amount);
@ -460,11 +515,25 @@ class GameLogic {
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).hp.increaseValue(((CharacterEvent)event).amount);
}
case MoveEvent -> {
(state.entities.findEntity(((CharacterEvent)event).originEntity)).setPosition(((CharacterEvent)event).targetField);
Character target = (Character)state.entities.findEntity(((CharacterEvent)event).originEntity);
for(Entity entity: state.entities.findByPosition(((CharacterEvent)event).targetField)) {
if(entity instanceof InfinityStone) {
target.inventory.addStone(((InfinityStone)entity).type);
state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
}
}
target.setPosition(((CharacterEvent)event).targetField);
}
case UseInfinityStoneEvent -> {
state.stoneCooldown.setCooldown(((CharacterEvent)event).stoneType, 10); //TODO: use stone cooldown from config
}
case ExchangeInfinityStoneEvent -> {
((Character)state.entities.findEntity(((CharacterEvent)event).originEntity)).inventory.removeStone(((CharacterEvent)event).stoneType);
((Character)state.entities.findEntity(((CharacterEvent)event).targetEntity)).inventory.addStone(((CharacterEvent)event).stoneType);
Character target = (Character)state.entities.findEntity(((CharacterEvent)event).targetEntity);
target.inventory.addStone(((CharacterEvent)event).stoneType);
state.winConditions.updateValue(target.id.type, WinCondition.MaxStones, target.inventory.getSize());
}
}
}
@ -493,13 +562,9 @@ class GameLogic {
public static ArrayList<Event> handleTurnEnd(GameState state) {
ArrayList<Event> result = new ArrayList<>();
ArrayList<EntityID> order = state.turnOrder;
ArrayList<EntityID> alive = new ArrayList<>();
state.turnNumber++;
boolean newRound = false;
for (EntityID id: order) {
for (EntityID id: state.turnOrder) {
Character character = ((Character)state.entities.findEntity(id));
if(character.hp.getValue() > 0){
@ -507,93 +572,219 @@ class GameLogic {
}
if(character.inventory.getFreeSlots() == 0) { // no slots => has all infinity stones
state.won = true;
result.add(new EventBuilder(EventType.WinEvent)
.withPlayerWon(character.id.id)
.buildGameEvent());
result.addAll(handlePlayerWin(state, character.id.type));
return result;
}
}
if(alive.isEmpty()) {
//thanos win handling
}else {
int activeIndex = state.activeCharacter != null ? alive.indexOf(state.activeCharacter) : -1;
if(activeIndex == -1 || activeIndex == alive.size() - 1) {
state.activeCharacter = alive.get(0);
//reached end of turn order, new round
state.roundNumber++;
newRound = true;
}else {
state.activeCharacter = alive.get(activeIndex + 1);
EntityType winner = state.winConditions.getWinner();
if(winner == EntityType.None) {
winner = rand.nextBoolean() ? EntityType.P1 : EntityType.P2;
}
Character activeCharacter = (Character)state.entities.findEntity(state.activeCharacter);
result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
.withAmount(activeCharacter.ap.getValue() - activeCharacter.ap.max)
.buildGameEvent());
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
.withAmount(activeCharacter.mp.getValue() - activeCharacter.mp.max)
.buildGameEvent());
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(alive.size())
.withNextCharacter(state.activeCharacter)
.buildGameEvent());
result.addAll(handlePlayerWin(state, winner));
return result;
}
if(newRound) {
//special round handling
//shuffle turn order
/*
result.add(new EventBuilder(EventType.RoundSetupEvent)
.buildGameEvent());
*/
int index = alive.indexOf(state.activeCharacter);
if(index == alive.size() - 1) {
result.addAll(handleRoundStart(state));
}else {
state.activeCharacter = alive.get(index + 1);
}
result.addAll(handleTurnStart(state));
return result;
}
/**
* 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
* Handles everything that happens at the beginning of new rounds.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
public static ParticipantType checkWinConditions(GameState state) {
//TODO: GameLogic.checkWinConditions is kind of ugly
public static ArrayList<Event> handleRoundStart(GameState state) {
ArrayList<Event> result = new ArrayList<>();
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;
state.roundNumber++;
if(state.winConditions.containsKey(player1)) {
value1 = state.winConditions.get(player1);
}
if(state.winConditions.containsKey(player2)) {
value2 = state.winConditions.get(player2);
}
if(state.roundNumber >= 1 && state.roundNumber <= 6) {
result.addAll(handleGoose(state));
}
if(value1 > value2) {
return ParticipantType.Player1;
}
if(value2 > value1) {
return ParticipantType.Player2;
HashSet<EntityID> revived = new HashSet<>();
if(state.roundNumber == 7) {
result.addAll(handleStan(state, revived));
}
//TODO: add handling for thanos
Collections.shuffle(state.turnOrder);
for (EntityID id: state.turnOrder) {
if(revived.contains(id) || ((Character)state.entities.findEntity(id)).hp.getValue() > 0){
state.activeCharacter = id;
break;
}
}
return ParticipantType.None;
state.stoneCooldown.update();
result.add(new EventBuilder(EventType.RoundSetupEvent)
.withRoundCount(state.roundNumber)
.withCharacterOrder(state.turnOrder.toArray(new EntityID[0]))
.buildGameEvent());
return result;
}
/**
* Handles the actions of Goose at rounds 1-6.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
public static ArrayList<Event> handleGoose(GameState state) {
ArrayList<Event> result = new ArrayList<>();
StoneType[] available = state.unvomitedStones.toArray(new StoneType[0]);
StoneType stone = available[rand.nextInt(available.length)];
state.unvomitedStones.remove(stone);
ArrayList<IntVector2> free = new ArrayList<>();
for(int x = 0; x < state.mapSize.getX(); x++) {
for(int y = 0; y < state.mapSize.getY(); y++) {
IntVector2 pos = new IntVector2(x, y);
if(state.entities.findByPosition(pos).size() == 0) {
free.add(pos);
}
}
}
IntVector2 position = free.get(rand.nextInt(free.size()));
EntityID goose = new EntityID(EntityType.NPC, 0);
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new NPC(goose, position))
.buildEntityEvent());
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new InfinityStone(new EntityID(EntityType.InfinityStones, stone.getID()), position, stone))
.buildEntityEvent());
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(goose)
.withTargetField(position)
.buildEntityEvent());
return result;
}
/**
* Handles the actions of Stan at round 7.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
public static ArrayList<Event> handleStan(GameState state, HashSet<EntityID> revived) {
ArrayList<Event> result = new ArrayList<>();
ArrayList<Character> characters = new ArrayList<>();
ArrayList<IntVector2> targetOptions = new ArrayList<>();
int lowest = -1;
for(EntityID id: state.turnOrder) {
Character character = (Character)state.entities.findEntity(id);
characters.add(character);
if(lowest == -1 || character.hp.getValue() < lowest) {
lowest = character.hp.getValue();
targetOptions.clear();
}
if(lowest == character.hp.getValue()) {
targetOptions.add(character.getPosition());
}
}
IntVector2 targetPosition = targetOptions.get(rand.nextInt(targetOptions.size()));
ArrayList<IntVector2> spawnOptions = getFreeNeighbour(state, targetPosition);
if(spawnOptions.size() == 0) {
return result;
}
IntVector2 spawnPosition = spawnOptions.get(rand.nextInt(spawnOptions.size()));
EntityID stan = new EntityID(EntityType.NPC, 1);
result.add(new EventBuilder(EventType.SpawnEntityEvent)
.withEntity(new NPC(stan, spawnPosition))
.buildEntityEvent());
for(Character character: characters) {
if(checkLineOfSight(state, spawnPosition, character.getPosition())) {
if(character.hp.getValue() == 0) {
revived.add(character.id);
}
if(character.hp.getValue() != character.hp.max) {
result.add(new EventBuilder(EventType.HealedEvent)
.withTargetEntity(character.id)
.withTargetField(character.getPosition())
.withAmount(character.hp.max - character.hp.getValue())
.buildEntityEvent());
}
}
}
result.add(new EventBuilder(EventType.DestroyedEntityEvent)
.withTargetEntity(stan)
.withTargetField(spawnPosition)
.buildEntityEvent());
return result;
}
/**
* Handles everything that happens at the beginning of a turn.
* @param state The game state to work on
* @return The list of resulting {@link Event}s
*/
public static ArrayList<Event> handleTurnStart(GameState state) {
ArrayList<Event> result = new ArrayList<>();
state.turnNumber++;
Character activeCharacter = (Character)state.entities.findEntity(state.activeCharacter);
if(activeCharacter.ap.getValue() != activeCharacter.ap.max) {
result.add(new EventBuilder(EventType.ConsumedAPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
.withAmount(activeCharacter.ap.getValue() - activeCharacter.ap.max)
.buildGameEvent());
}
if(activeCharacter.mp.getValue() != activeCharacter.mp.max) {
result.add(new EventBuilder(EventType.ConsumedMPEvent)
.withTargetEntity(state.activeCharacter)
.withTargetField(activeCharacter.getPosition())
.withAmount(activeCharacter.mp.getValue() - activeCharacter.mp.max)
.buildGameEvent());
}
result.add(new EventBuilder(EventType.TurnEvent)
.withTurnCount(state.turnOrder.size())
.withNextCharacter(state.activeCharacter)
.buildGameEvent());
return result;
}
/**
* Handles the victory of a player through one character.
* @param state The game state to work on
* @param winner The winning character
* @return The list of resulting {@link Event}s
*/
public static ArrayList<Event> handlePlayerWin(GameState state, EntityType winner) {
ArrayList<Event> result = new ArrayList<>();
state.won = true;
result.add(new EventBuilder(EventType.WinEvent)
.withPlayerWon(winner == EntityType.P1 ? 1 : 2)
.buildGameEvent());
return result;
}
}

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@ -2,10 +2,10 @@ package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.IntVector2;
import uulm.teamname.marvelous.gamelibrary.entities.*;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Arrays;
import java.util.HashSet;
/** Represents the state of a game instance. */
class GameState {
@ -15,6 +15,9 @@ class GameState {
/** The list of {@link Entity}s inside the game */
public final EntityManager entities = new EntityManager();
/** The set of stones that are yet to be placed on the map */
public HashSet<StoneType> unvomitedStones = new HashSet<>(Arrays.asList(StoneType.values()));
/** The total amount of full turn cycles that occurred */
public int roundNumber = 0;
@ -33,8 +36,8 @@ class GameState {
/** The global cooldown of every infinity stone */
public final StoneCooldownManager stoneCooldown = new StoneCooldownManager();
/** The store of the {@link WinCondition} data for every win condition for each player */
public final HashMap<Tuple<ParticipantType, WinCondition>, Integer> winConditions = new HashMap<>();
/** The data for every win condition for each player */
public final WinConditionManager winConditions = new WinConditionManager();
/**
* Constructs a new {@link GameState}.
@ -68,9 +71,7 @@ class GameState {
clone.stoneCooldown.cloneFrom(stoneCooldown);
for(Tuple<ParticipantType, WinCondition> condition: winConditions.keySet()) {
clone.winConditions.put(condition, winConditions.get(condition));
}
clone.winConditions.cloneFrom(winConditions);
return clone;
}
@ -99,8 +100,6 @@ class GameState {
stoneCooldown.cloneFrom(state.stoneCooldown);
for(Tuple<ParticipantType, WinCondition> condition: state.winConditions.keySet()) {
winConditions.put(condition, state.winConditions.get(condition));
}
winConditions.cloneFrom(state.winConditions);
}
}

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@ -1,12 +1,11 @@
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.EntityType;
import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
import java.util.ArrayList;
import java.util.Iterator;
/** Represents a game state view containing getters for all the properties of a {@link GameState}. */
public class GameStateView {
@ -53,7 +52,7 @@ public class GameStateView {
return state.stoneCooldown.getCooldown(stone);
}
public ParticipantType getWinnerAccordingToWinConditions() {
return GameLogic.checkWinConditions(state);
public EntityType getCurrentOvertimeWinner() {
return state.winConditions.getWinner();
}
}

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@ -0,0 +1,76 @@
package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.Tuple;
import uulm.teamname.marvelous.gamelibrary.entities.EntityType;
import java.util.HashMap;
/** Represents a manager for win conditions. */
public class WinConditionManager {
/** The store of the {@link WinCondition} data for every win condition for each player */
private final HashMap<Tuple<EntityType, WinCondition>, Integer> winConditions = new HashMap<>();
/**
* Returns the current winner
* @return The {@link EntityType} that is currently winning the game according to overtime ruling
*/
public EntityType getWinner() {
int value1;
int value2;
for(WinCondition condition: WinCondition.values()) {
value1 = getValue(EntityType.P1, condition);
value2 = getValue(EntityType.P2, condition);
if(value1 > value2) {
return EntityType.P1;
}
if(value2 > value1) {
return EntityType.P2;
}
}
return EntityType.None;
}
/**
* Updates the value for a win condition for a specific player if the new value is greater than the old one.
* @param player The player to use
* @param condition The {@link WinCondition} to use
* @param value The new value
*/
public void updateValue(EntityType player, WinCondition condition, Integer value) {
Integer old = getValue(player, condition);
if(old < value) {
winConditions.put(new Tuple<>(player, condition), value);
}
}
/**
* Increases the value for a win condition for a specific player.
* @param player The player to use
* @param condition The {@link WinCondition} to use
* @param value The new value
*/
public void increaseValue(EntityType player, WinCondition condition, Integer value) {
winConditions.put(new Tuple<>(player, condition), getValue(player, condition) + value);
}
/**
* Gets the value for a specific player and win condition.
* @param player The player to use
* @param condition The {@link WinCondition} to use
* @return The value of the condition or 0 if it doesn't exist
*/
private Integer getValue(EntityType player, WinCondition condition) {
return winConditions.getOrDefault(new Tuple<>(player, condition), 0);
}
/**
* Takes over all the win conditions from a different {@link WinConditionManager}.
* @param other The win condition manager to take the data from
*/
public void cloneFrom(WinConditionManager other) {
winConditions.clear();
winConditions.putAll(other.winConditions);
}
}