Coverage Summary for Class: Board (it.polimi.ingsw.gc14.Model.GamePackage)
| Class |
Class, %
|
Method, %
|
Branch, %
|
Line, %
|
| Board |
100%
(1/1)
|
100%
(16/16)
|
96.7%
(29/30)
|
100%
(82/82)
|
package it.polimi.ingsw.gc14.Model.GamePackage;
import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
import it.polimi.ingsw.gc14.Model.Cards.TribeCard;
import it.polimi.ingsw.gc14.Model.Cards.TribeCards.EventCard;
import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Events.ShamanicRitual;
import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Events.Sustenance;
import it.polimi.ingsw.gc14.Model.DecksCreator;
import it.polimi.ingsw.gc14.Model.Slot;
import java.io.Serializable;
import java.util.*;
import java.util.stream.Collectors;
/**
* Board manages all the elements during the game such as decks, upper and lower rows, totems, tiles...
*/
public class Board implements Serializable {
/**
* slotList contains the ordered list of slots (tiles). The slots changes based on the number of players.
* Each slot (tile) has special action as drawing from the upper/lower row or taking food.
*/
private final List<Slot> slotList;
/** tribeDeck is the deck from where you draw tribe cards as characters and events. */
private final Queue<TribeCard> tribeDeck;
/**
* The upper row of tribe cards. It contains a total of
* {@code nTotem + 4} tribe cards, which may include both character and event cards.
*/
private final List<TribeCard> upperListTribe;
/**
* The lower row of the tribe card. During the first round, there will be (num. of players + 1) character cards.
* During the following rounds, lower row will be emptied and populated with upper row's cards.
* When an Event card gets in the lower row, the event effect will be activated at the end of the round.
*/
private final List<TribeCard> lowerListTribe;
/** Contains all the building cards of the upper list. When a new era starts, all its building cards are placed here. */
private final List<BuildingCard> upperListBuilding;
/** Contains all the building cards of the lower list. When a new era starts, the old era's buildings are moved from the upper to the lower list. */
private final List<BuildingCard> lowerListBuilding;
/**
* Returns the upper row of tribe cards.
*
* @return the live upper tribe card list.
*/
public List<TribeCard> getUpperListTribe() { return upperListTribe; }
/**
* Returns the lower row of tribe cards.
*
* @return the live lower tribe card list.
*/
public List<TribeCard> getLowerListTribe() { return lowerListTribe; }
/**
* Returns the upper row of building cards.
*
* @return the live upper building card list.
*/
public List<BuildingCard> getUpperListBuilding() { return upperListBuilding; }
/**
* Returns the lower row of building cards.
*
* @return the live lower building card list.
*/
public List<BuildingCard> getLowerListBuilding() { return lowerListBuilding; }
/** All building card lists grouped by era; index 0 = era 1, index 1 = era 2, etc. */
private final ArrayList<List<BuildingCard>> buildingCardsAllEras;
/** Number of players */
private final int nTotem;
/** Current era of the game */
private int era;
/**
* Creates and returns a new list containing the slots (tiles) of the game.
*
* @return a copy of the slot list.
*/
public List<Slot> getSlotList(){
return slotList.stream().map(x->new Slot(x.getSlotId())).collect(Collectors.toList());
}
/**
* @return the size of the TribeDeck
*/
public int getTribeDeckSize() {
return this.tribeDeck.size();
}
/**
* @return the game era
*/
public int getEra() {return this.era;}
/**
* Creates and initializes a new board:
* - Generate the slotList using a method of DecksCreator.
* - Generate the tribeDeck.
* - Populate the lower list (if there is an event card, it's added to the upper list).
* - Populate the upper list.
* - Generate the buildingDeck using a method of DecksCreator.
*
* @param nTotem the number of players.
*/
public Board(int nTotem) {
this.nTotem = nTotem;
this.slotList = DecksCreator.loadSlotDeck().stream().filter(x->x.getNMinPlayer()<=nTotem).sorted(Comparator.comparingInt(Slot::getSlotId)).toList();
upperListTribe=new ArrayList<>();
lowerListTribe=new ArrayList<>();
lowerListBuilding=new ArrayList<>();
tribeDeck=generateTribeDeck(nTotem);
era=1;
for(int i=0;i<nTotem+1;i++)
{
TribeCard tempCard = tribeDeck.remove();
if(tempCard.isEventCard())
{
upperListTribe.add(tempCard);
i--;
}
else
{
lowerListTribe.add(tempCard);
}
}
for(int i=upperListTribe.size();i<nTotem+4;i++)
{
TribeCard tempCard = tribeDeck.remove();
upperListTribe.add(tempCard);
}
ArrayList<BuildingCard> buildingDeck = new ArrayList<>(DecksCreator.loadBuildingDeckByEra(1));
Collections.shuffle(buildingDeck);
buildingCardsAllEras= new ArrayList<>();
buildingCardsAllEras.add(new ArrayList<>());
buildingCardsAllEras.add(new ArrayList<>());
buildingCardsAllEras.add(new ArrayList<>());
if(nTotem==2)
{
buildingCardsAllEras.set(0, new ArrayList<>(buildingDeck.subList(0, 1)));
upperListBuilding = new ArrayList<>(buildingDeck.subList(0,1));
}
else
{
buildingCardsAllEras.set(0, new ArrayList<>(buildingDeck.subList(0, 2)));
upperListBuilding = new ArrayList<>(buildingDeck.subList(0,2));
}
buildingDeck=new ArrayList<>(DecksCreator.loadBuildingDeckByEra(2));
Collections.shuffle(buildingDeck);
if(nTotem<=3)
{
buildingCardsAllEras.set(1, new ArrayList<BuildingCard>(buildingDeck.subList(0, 2)));
}
else
{
buildingCardsAllEras.set(1, new ArrayList<BuildingCard>(buildingDeck.subList(0, 3)));
}
buildingDeck=new ArrayList<>(DecksCreator.loadBuildingDeckByEra(3));
Collections.shuffle(buildingDeck);
if(nTotem==2)
{
buildingCardsAllEras.set(2, new ArrayList<BuildingCard>(buildingDeck.subList(0, 3)));
}else if(nTotem==5)
{
buildingCardsAllEras.set(2, new ArrayList<BuildingCard>(buildingDeck.subList(0, 5)));
}
else {
buildingCardsAllEras.set(2, new ArrayList<BuildingCard>(buildingDeck.subList(0, 4)));
}
}
/**
* Creates the tribeDeck. Loads the cards from each era, shuffle them, and then combine them in the final deck.
* In the end, two special events (Sustenance and ShamanicRitual) are added.
*
* @param nPlayers the number of players.
* @return a queue containing the cards in this order:
* - Era 1.
* - Era 2.
* - Era 3.
* - Special events.
*/
private Queue<TribeCard> generateTribeDeck(int nPlayers) {
ArrayList<TribeCard> era1= DecksCreator.loadTribeDeckByEra(1).stream().filter(x->x.getNMin()<=nPlayers).collect(Collectors.toCollection(ArrayList::new));
ArrayList<TribeCard> era2= DecksCreator.loadTribeDeckByEra(2).stream().filter(x->x.getNMin()<=nPlayers).collect(Collectors.toCollection(ArrayList::new));
ArrayList<TribeCard> era3= DecksCreator.loadTribeDeckByEra(3).stream().filter(x->x.getNMin()<=nPlayers).collect(Collectors.toCollection(ArrayList::new));
Collections.shuffle(era1);
Collections.shuffle(era2);
Collections.shuffle(era3);
Queue<TribeCard> tribeDeck_temp=new LinkedList<>();
tribeDeck_temp.addAll(era1);
tribeDeck_temp.addAll(era2);
tribeDeck_temp.addAll(era3);
tribeDeck_temp.add(new Sustenance("095",3,3));
tribeDeck_temp.add(new ShamanicRitual("096",3,15,7));
return tribeDeck_temp;
}
/** @return the queue of events cards from the lower list that need to be activated */
public Queue<EventCard> getPendingEvents(){
return lowerListTribe.stream().filter(TribeCard::isEventCard).map(x->(EventCard)x).collect(Collectors.toCollection(LinkedList::new));
}
/**
* Take the selected card from the upper tribe list of the board.
*
* @param tribeCard is the card to remove.
* @return true if the card is successfully removed.
*/
public boolean removeUpperTribeCard(TribeCard tribeCard) {
return upperListTribe.remove(tribeCard);
}
/**
* Take the selected card from the lower tribe list of the board.
*
* @param tribeCard is the card to remove.
* @return true if succeed in removing the card.
*/
public boolean removeLowerTribeCard(TribeCard tribeCard) {
return lowerListTribe.remove(tribeCard);
}
/**
* Take the selected card from the upper building list of the board.
*
* @param buildingCard is the card to remove.
* @return true if succeed in removing the card.
*/
public boolean removeUpperBuildingCard(BuildingCard buildingCard) {
return upperListBuilding.remove(buildingCard);
}
/**
* Take the selected card from the lower building list of the board.
*
* @param buildingCard is the card to remove.
* @return true if succeed in removing the card.
*/
public boolean removeLowerBuildingCard(BuildingCard buildingCard) {
return lowerListBuilding.remove(buildingCard);
}
/**
* Goes to the next round.
* - Clear the lower tribe row.
* - Moves the upper tribe row to the lower one.
* - Populate the upper tribe row.
*
* @return the current era after moving to the next round.
*/
public int nextRound() {
lowerListTribe.clear();
lowerListTribe.addAll(upperListTribe);
upperListTribe.clear();
for(int i=0;i<nTotem+4;i++)
{
if (tribeDeck.isEmpty()) break;
TribeCard tempCard = tribeDeck.remove();
if(tempCard.getEra()!=era)
{
nextEra();
}
upperListTribe.add(tempCard);
}
return era;
}
/**
* Changes the era of the game:
* - Increase the era attribute.
* - Clear the lower building list and replace it with the upper building list.
* - Repopulate the upper building list.
*/
private void nextEra() {
era=era+1;
lowerListBuilding.clear();
lowerListBuilding.addAll(upperListBuilding);
upperListBuilding.clear();
if(era==2)
{
upperListBuilding.addAll(buildingCardsAllEras.get(1));
}
else
{
upperListBuilding.addAll(buildingCardsAllEras.get(2));
}
}
}