feat: implement GameState.snapshot and make entities cloneable

This commit is contained in:
2021-04-30 21:48:28 +02:00
parent 7f225b850c
commit eccac70656
8 changed files with 82 additions and 8 deletions

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@ -9,6 +9,7 @@ import uulm.teamname.marvelous.gamelibrary.Tuple;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
/** Represents the state of a game instance. */
class GameState {
@ -22,13 +23,13 @@ class GameState {
public int roundNumber = 0;
/** The turn order of every character */
public ArrayList<EntityID> turnOrder;
public ArrayList<EntityID> turnOrder = new ArrayList<>();
/** The total amount of turns that occurred */
public int turnNumber = 0;
/** The {@link EntityID} of the active character */
public EntityID activeCharacter;
public EntityID activeCharacter = null;
/** Whether or not the game was won */
public boolean won = false;
@ -48,11 +49,37 @@ class GameState {
}
/**
* Clones the state into a new {@link GameState} object.
* Clones the state into a new {@link GameState} object. This is slow.
* @return The cloned game state
*/
public GameState snapshot() {
//TODO: implement GameState.snapshot
return this;
GameState clone = new GameState(this.mapSize);
for(Iterator<Entity> it = this.entities.getEntities(); it.hasNext(); ) {
clone.entities.addEntity(it.next().clone());
}
clone.roundNumber = roundNumber;
clone.turnOrder = new ArrayList<>();
for(EntityID id: turnOrder) {
clone.turnOrder.add(id.clone());
}
clone.turnNumber = turnNumber;
clone.activeCharacter = activeCharacter != null ? activeCharacter.clone() : null;
clone.won = won;
for(StoneType type: stoneCooldown.keySet()) {
clone.stoneCooldown.put(type, stoneCooldown.get(type));
}
for(Tuple<ParticipantType, WinCondition> condition: winConditions.keySet()) {
clone.winConditions.put(condition, winConditions.get(condition));
}
return clone;
}
}