feat: implement GameState.snapshot and make entities cloneable
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@ -58,4 +58,16 @@ public class Character extends Entity {
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public boolean isAlive() {
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return hp.getValue() > 0;
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}
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@Override
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public Character clone() {
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Character clone = new Character(id, position, name, hp.max, mp.max, ap.max, attackRange, rangedDamage, meleeDamage);
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for(StoneType stone: inventory) {
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clone.inventory.addStone(stone);
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}
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clone.hp.setValue(hp.getValue());
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clone.mp.setValue(mp.getValue());
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clone.ap.setValue(ap.getValue());
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return clone;
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}
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}
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@ -5,10 +5,10 @@ import uulm.teamname.marvelous.gamelibrary.IntVector2;
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/** Represents an abstract entity. */
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public abstract class Entity {
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/** Whether or not the entity is currently active in the game */
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private boolean active = true;
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protected boolean active = true;
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/** The position of the entity */
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private IntVector2 position;
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protected IntVector2 position;
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/** The {@link EntityID} of the entity */
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public final EntityID id;
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@ -23,6 +23,12 @@ public abstract class Entity {
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this.id = id;
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}
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/**
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* Clones the {@link Entity}.
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* @return A new entity cloned from this one
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*/
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public abstract Entity clone();
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public boolean isActive() {
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return active;
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}
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@ -27,6 +27,14 @@ public class EntityID {
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return type == other;
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}
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/**
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* Clones this entity id.
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* @return The cloned {@link EntityID}
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*/
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public EntityID clone() {
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return new EntityID(this.id, this.type);
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}
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/**
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* Serializes the id for debugging.
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* @return A debug string containing all the necessary information about the id
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@ -17,4 +17,9 @@ public class InfinityStone extends Entity {
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super(id, position);
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this.type = type;
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}
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@Override
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public InfinityStone clone() {
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return new InfinityStone(id, position, type);
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}
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}
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@ -29,4 +29,13 @@ public class NPC extends Entity {
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super(id, position);
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this.inventory = new Inventory();
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}
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@Override
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public NPC clone() {
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NPC clone = new NPC(id, position);
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for(StoneType stone: inventory) {
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clone.inventory.addStone(stone);
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}
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return clone;
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}
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}
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@ -29,4 +29,11 @@ public class Rock extends Entity {
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public void decreaseHp(int damage) {
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this.hp -= damage;
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}
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@Override
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public Rock clone() {
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Rock clone = new Rock(id, position, maxHP);
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clone.hp = hp;
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return clone;
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}
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}
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@ -9,6 +9,7 @@ import uulm.teamname.marvelous.gamelibrary.Tuple;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Iterator;
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/** Represents the state of a game instance. */
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class GameState {
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@ -22,13 +23,13 @@ class GameState {
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public int roundNumber = 0;
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/** The turn order of every character */
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public ArrayList<EntityID> turnOrder;
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public ArrayList<EntityID> turnOrder = new ArrayList<>();
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/** The total amount of turns that occurred */
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public int turnNumber = 0;
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/** The {@link EntityID} of the active character */
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public EntityID activeCharacter;
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public EntityID activeCharacter = null;
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/** Whether or not the game was won */
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public boolean won = false;
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@ -48,11 +49,37 @@ class GameState {
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}
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/**
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* Clones the state into a new {@link GameState} object.
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* Clones the state into a new {@link GameState} object. This is slow.
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* @return The cloned game state
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*/
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public GameState snapshot() {
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//TODO: implement GameState.snapshot
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return this;
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GameState clone = new GameState(this.mapSize);
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for(Iterator<Entity> it = this.entities.getEntities(); it.hasNext(); ) {
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clone.entities.addEntity(it.next().clone());
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}
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clone.roundNumber = roundNumber;
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clone.turnOrder = new ArrayList<>();
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for(EntityID id: turnOrder) {
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clone.turnOrder.add(id.clone());
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}
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clone.turnNumber = turnNumber;
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clone.activeCharacter = activeCharacter != null ? activeCharacter.clone() : null;
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clone.won = won;
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for(StoneType type: stoneCooldown.keySet()) {
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clone.stoneCooldown.put(type, stoneCooldown.get(type));
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}
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for(Tuple<ParticipantType, WinCondition> condition: winConditions.keySet()) {
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clone.winConditions.put(condition, winConditions.get(condition));
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}
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return clone;
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}
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}
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