122 lines
3.9 KiB
Java
122 lines
3.9 KiB
Java
package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.entities.Entity;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
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import uulm.teamname.marvelous.gamelibrary.config.CharacterConfig;
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import uulm.teamname.marvelous.gamelibrary.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.config.ScenarioConfig;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.HashSet;
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/** Represents the state of a game instance. */
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class GameState {
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/** The size of the map */
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public final IntVector2 mapSize;
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public final PartyConfig partyConfig;
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public final CharacterConfig characterConfig;
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public final ScenarioConfig scenarioConfig;
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/** The list of {@link Entity}s inside the game */
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public final EntityManager entities = new EntityManager();
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/** The set of stones that are yet to be placed on the map */
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public HashSet<StoneType> unvomitedStones = new HashSet<>(Arrays.asList(StoneType.values()));
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/** The total amount of full turn cycles that occurred */
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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 = 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 = null;
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/** Whether or not the game was won */
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public boolean won = false;
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/** The global cooldown of every infinity stone */
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public final StoneCooldownManager stoneCooldown;
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/** The data for every win condition for each player */
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public final WinConditionManager winConditions = new WinConditionManager();
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/**
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* Constructs a new {@link GameState} with the given config.
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*/
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public GameState(PartyConfig partyConfig, CharacterConfig characterConfig, ScenarioConfig scenarioConfig) {
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this.mapSize = new IntVector2(scenarioConfig.scenario[0].length, scenarioConfig.scenario.length);
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this.partyConfig = partyConfig;
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this.characterConfig = characterConfig;
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this.scenarioConfig = scenarioConfig;
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stoneCooldown = new StoneCooldownManager(partyConfig);
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}
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/**
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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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GameState clone = new GameState(partyConfig, characterConfig, scenarioConfig);
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clone.entities.cloneFrom(entities);
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clone.unvomitedStones = new HashSet<>(unvomitedStones);
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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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clone.stoneCooldown.cloneFrom(stoneCooldown);
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clone.winConditions.cloneFrom(winConditions);
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return clone;
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}
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/**
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* Restores the state rom the given {@link GameState}. This is slow.
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* @param state The state to restore from
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*/
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public void restore(GameState state) {
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mapSize.set(state.mapSize);
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entities.cloneFrom(state.entities);
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unvomitedStones = new HashSet<>(state.unvomitedStones);
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roundNumber = state.roundNumber;
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turnOrder = new ArrayList<>();
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for(EntityID id: state.turnOrder) {
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turnOrder.add(id.clone());
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}
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turnNumber = state.turnNumber;
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activeCharacter = state.activeCharacter != null ? state.activeCharacter.clone() : null;
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won = state.won;
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stoneCooldown.cloneFrom(state.stoneCooldown);
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winConditions.cloneFrom(state.winConditions);
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}
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}
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