Gamelib/src/main/java/uulm/teamname/marvelous/gamelibrary/gamelogic/GameInstance.java

131 lines
4.4 KiB
Java

package uulm.teamname.marvelous.gamelibrary.gamelogic;
import uulm.teamname.marvelous.gamelibrary.ArrayTools;
import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
import uulm.teamname.marvelous.gamelibrary.config.PartyConfig;
import uulm.teamname.marvelous.gamelibrary.config.ScenarioConfig;
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.List;
import java.util.Optional;
/** 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;
/** Constructs a new {@link GameInstance}. */
public GameInstance(PartyConfig partyConfig, CharacterConfig characterConfig, ScenarioConfig scenarioConfig) {
_state = new GameState(partyConfig, characterConfig, scenarioConfig);
state = new GameStateView(_state);
manager = new GameStateManager(_state);
}
/**
* See {@link GameInstance#checkRequestsAndApply(ArrayList)}.
*/
public Optional<List<Event>> checkRequestsAndApply(Request... requests) {
return checkRequestsAndApply(ArrayTools.toArrayList(requests));
}
/**
* Checks an array of {@link Request Requests} for validity and automatically applies them if valid.
* @param requests The requests to check
* @return The list of resulting {@link Event Events} or {@link Optional#empty()} if the check failed
*/
public Optional<List<Event>> checkRequestsAndApply(ArrayList<Request> requests) {
if(manager.processRequests(requests, true)) {
ArrayList<Event> result = manager.apply();
result.addAll(manager.checkPostPhase());
return Optional.of(result);
}
return Optional.empty();
}
/**
* See {@link GameInstance#checkRequests(ArrayList)}.
*/
public boolean checkRequests(Request... requests) {
return checkRequests(ArrayTools.toArrayList(requests));
}
/**
* Checks an array of {@link Request Requests} for validity without applying it.
* @param requests The requests to check
* @return Whether or not the given set of requests is valid
*/
public boolean checkRequests(ArrayList<Request> requests) {
return manager.processRequests(requests, false);
}
/**
* See {@link GameInstance#applyEvents(List)}.
*/
public void applyEvents(Event... events) {
manager.applyEvents(events);
}
/**
* Applies an array of {@link Event Events} to the game state.
* @param events The events to apply.
*/
public void applyEvents(List<Event> events) {
manager.applyEvents(events);
}
/**
* Initializes and starts the game. Selected characters are given as a list of indices from the {@link CharacterConfig#characters} array.
* @param selectedCharacters1 The characters selected by player 1
* @param selectedCharacters2 The characters selected by player 2
* @return The list of resulting {@link Event Events}
*/
public List<Event> startGame(List<Integer> selectedCharacters1, List<Integer> selectedCharacters2) {
return manager.startGame(selectedCharacters1, selectedCharacters2);
}
/**
* Forcefully ends the current turn.
* @return The list of resulting {@link Event Events}
*/
public ArrayList<Event> endTurn() {
return manager.endTurn();
}
/**
* Produces a {@link EventType#GamestateEvent} for the current {@link GameState}.
* @return The resulting event
*/
public Event getGameStateEvent() {
return manager.getGameStateEvent();
}
/**
* Restores the current {@link GameState} based on the given {@link EventType#GamestateEvent}.
* @param gameStateEvent The event to restore from
*/
public void applyGameStateEvent(Event gameStateEvent) {
manager.applyEvent(gameStateEvent);
}
public GameState getGameStateUnsafe() {
return _state;
}
@Override
public String toString() {
return _state.toString();
}
}