152 lines
4.6 KiB
Java
152 lines
4.6 KiB
Java
package uulm.teamname.marvelous.gamelibrary.gamelogic;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import java.util.ArrayList;
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import java.util.List;
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/** Represents manager for a game state. */
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class GameStateManager {
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/** The managed {@link GameState} */
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private final GameState state;
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/** The queue of {@link Event Events} to be applied during {@link Request} processing */
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private final ArrayList<Event> queue = new ArrayList<>();
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/**
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* Constructs a new {@link GameStateManager}.
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* @param state A reference to the state to be managed
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*/
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public GameStateManager(GameState state) {
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this.state = state;
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}
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/**
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* Checks a list of {@link Request Requests} for validity and optionally produces resulting {@link Event Events}.
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* @param requests The requests to check
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* @param apply True if resulting events should be stored for later application
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* @return Whether the requests are valid
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*/
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public boolean processRequests(ArrayList<Request> requests, boolean apply) {
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GameState snapshot = state.snapshot();
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for(Request request: requests) {
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if (GameLogic.checkRequest(snapshot, request)) {
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ArrayList<Event> result = GameLogic.executeRequest(snapshot, request);
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for(Event event: result) {
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GameLogic.applyEvent(snapshot, event);
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}
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if(apply) {
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queue.addAll(result);
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}
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}else {
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queue.clear();
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return false;
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}
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}
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return true;
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}
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/**
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* Applies an array of {@link Event Events} to the game state.
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* @param events The events to apply
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*/
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public void applyEvents(Event[] events) {
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for(Event event: events) {
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GameLogic.applyEvent(state, event);
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}
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}
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/**
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* Applies an array of {@link Event Events} to the game state.
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* @param events The events to apply
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*/
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public void applyEvents(List<Event> events) {
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for(Event event: events) {
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GameLogic.applyEvent(state, event);
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}
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}
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/**
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* Applies an {@link Event} to the game state.
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* @param event The event to apply
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*/
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public void applyEvent(Event event) {
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GameLogic.applyEvent(state, event);
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}
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/**
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* Applies the result of the last processRequests call.
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* @return A list of applied events
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*/
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public ArrayList<Event> apply() {
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for(Event event: queue) {
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GameLogic.applyEvent(state, event);
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}
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// i feel so smart for remembering this trick
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try {
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return new ArrayList<>(queue);
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}finally {
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queue.clear();
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}
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}
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/**
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* Handles events that happen after a turn phase.
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* @return The optionally resulting {@link Event Events}
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*/
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public ArrayList<Event> checkPostPhase() {
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GameState snapshot = state.snapshot();
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ArrayList<Event> result = GameLogic.checkTurnEnd(snapshot);
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applyEvents(result);
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return result;
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}
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/**
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* Initializes and starts the game.
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* @param selectedCharacters1 The characters selected by player 1
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* @param selectedCharacters2 The characters selected by player 2
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* @return The resulting {@link Event Events}
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*/
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public List<Event> startGame(List<Integer> selectedCharacters1, List<Integer> selectedCharacters2) {
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GameState snapshot = state.snapshot();
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GameLogic.startGame(snapshot, selectedCharacters1, selectedCharacters2);
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applyEvent(GameLogic.buildGameStateEvent(snapshot));
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snapshot = state.snapshot();
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ArrayList<Event> result2 = GameLogic.startRound(snapshot);
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applyEvents(result2);
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ArrayList<Event> result = new ArrayList<>();
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result.add(GameLogic.buildGameStateEvent(snapshot));
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result.addAll(result2);
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return result;
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}
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/**
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* Forcefully ends the current turn.
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* @return The resulting {@link Event Events}
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*/
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public ArrayList<Event> endTurn() {
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GameState snapshot = state.snapshot();
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ArrayList<Event> result = GameLogic.endTurn(snapshot);
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applyEvents(result);
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return result;
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}
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/**
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* Produces a {@link EventType#GamestateEvent} for the current {@link GameState}.
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* @return The resulting event
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*/
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public Event getGameStateEvent() {
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return GameLogic.buildGameStateEvent(state);
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}
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}
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