983 lines
36 KiB
Java
983 lines
36 KiB
Java
package it.polimi.ingsw.gc14.Model;
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import it.polimi.ingsw.gc14.Model.Cards.Building.EffectType;
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import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCard;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Character;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.CharacterType;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Characters.Builder;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Characters.Inventor;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.EventCard;
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import it.polimi.ingsw.gc14.Model.Cards.TribeCards.EventType;
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import it.polimi.ingsw.gc14.Model.GamePackage.Board;
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import it.polimi.ingsw.gc14.Model.GamePackage.CurrentState;
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import it.polimi.ingsw.gc14.Model.Orders.Order2;
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import it.polimi.ingsw.gc14.Model.Orders.Order3;
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import it.polimi.ingsw.gc14.Model.Orders.Order4;
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import it.polimi.ingsw.gc14.Model.Orders.Order5;
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import it.polimi.ingsw.gc14.Model.GamePackage.GameStages;
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import java.io.Serializable;
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import java.util.*;
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import java.util.stream.Collectors;
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import java.util.stream.Stream;
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/**
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* Represents the main game model.
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* A Game object stores the players, the current state of the match,
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* the slot assignments, the board, and the logic required to manage the game flow.
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*/
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public class Game implements Serializable {
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/**
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* Returns the list of players participating in the game.
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*
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* @return a copy of the list of players currently participating in the game.
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*/
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public List<Player> getPlayers() {
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return playersList;
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}
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//TODO
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public List<Totems>getAvailableTotems() {
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List<Totems> totems=new ArrayList<>(List.of(Totems.values()));
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playersList.forEach(player -> {if(player.totem!=null)totems.remove(player.totem);});
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return totems;
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}
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//TODO
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private Queue<Player> totemChoiceQueue = new LinkedList<>();
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//TODO
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public boolean TotemChoice(Player player,Totems totem) {
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if(!currentState.getGameStage().equals(GameStages.TOTEM_CHOICE))
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return false;
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if(!getCurrentState().getCurrentPlayer().equals(player))
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return false;
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if(!getAvailableTotems().contains(totem))
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{
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return false;
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}
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player.totem=totem;
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Player nextPlayer= totemChoiceQueue.poll();
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if(nextPlayer==null)
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{
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currentState.GameStageUpdate(GameStages.SLOT_CHOICE);
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currentState.PlayerUpdate(orderLogicCard.pull(),null);
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}
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else
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{
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while(disconnetedPlayers.containsKey(nextPlayer)&& disconnetedPlayers.get(nextPlayer))
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{
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nextPlayer.totem=getAvailableTotems().get(new Random().nextInt(getAvailableTotems().size()-1));
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nextPlayer=totemChoiceQueue.poll();
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if(nextPlayer==null)
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{
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currentState.GameStageUpdate(GameStages.SLOT_CHOICE);
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currentState.PlayerUpdate(orderLogicCard.pull(),null);
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return true;
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}
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}
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currentState.PlayerUpdate(nextPlayer,null);
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}
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return true;
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}
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//TODO
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public Map<Player,Boolean> disconnetedPlayers = new HashMap<>();
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//TODO
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public boolean DisconnectedPlayer(Player player)
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{
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if(disconnetedPlayers.containsKey(player) && disconnetedPlayers.get(player))
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{
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return false;
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}
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disconnetedPlayers.put(player,true);
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if(currentState.getCurrentPlayer().equals(player))
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if(!currentState.getGameStage().equals(GameStages.TOTEM_CHOICE))
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nextPlayerSetup();
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else
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{
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if(totemChoiceQueue.isEmpty())
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{
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player.totem=getAvailableTotems().get(new Random().nextInt(getAvailableTotems().size()-1));
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}
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else {
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totemChoiceQueue.add(player);
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}
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currentState.PlayerUpdate(totemChoiceQueue.poll(),null);
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}
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return true;
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}
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//TODO
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public boolean ReconnectPlayer(Player player)
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{
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if(!disconnetedPlayers.containsKey(player))
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{
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return false;
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}
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disconnetedPlayers.put(player,false);
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if(currentState.getGameStage().equals(GameStages.SLOT_CHOICE) )
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{
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disconnetedPlayers.remove(player);
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if(!orderLogicCard.players.contains(player))
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{
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orderLogicCard.pushNoEffect(player);
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}
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}
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return true;
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}
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//Totem
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//TODO
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public void ClearDisconnected()
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{
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disconnetedPlayers.clear();
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}
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/**
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* Returns the current number of players participating in the game.
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* @return the current number of players.
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*/
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public int getCurrentPlayerNumber() {
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return playersList.size();
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}
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/**
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* The list of players participating in the game.
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*/
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private ArrayList<Player> playersList;
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/**
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* The current state of the game.
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*/
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private CurrentState currentState;
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/**
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* The mapping between slots and the players assigned to them.
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*/
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private HashMap<Slot,Player> slotMap;
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/**
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* Returns the map of slots assigned to players.
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*
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* @return the map that associates each slot with the corresponding player.
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*/
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public HashMap<Slot,Player> getSlotMap() {return slotMap;}
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/**
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* The configured number of players for this game.
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*/
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private int nPlayers;
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/**
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* The queue of players involved in optional card resolution.
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*/
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private Queue<Player> OptionalCardQueue;
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/**
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* The order logic card associated with this game.
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*/
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public OrderLogicCard orderLogicCard;
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/**
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* The board associated with this game.
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*/
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private Board board;
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//TODO
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public Board getBoard() {return board;}
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/**
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* Returns clones of the upper tribe cards currently available on the board.
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*
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* @return a list containing clones of the upper tribe cards currently available on the board.
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*/
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public List<TribeCard>getUpperListTribeCards() {
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List<TribeCard> cards = new ArrayList<>();
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board.upperListTribe.forEach(x->cards.add(x.clone()));
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return cards;
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}
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/**
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* Returns clones of the lower tribe cards currently available on the board.
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*
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* @return a list containing clones of the lower tribe cards currently available on the board.
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*/
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public List<TribeCard>getLowerListTribeCards() {
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List<TribeCard> cards = new ArrayList<>();
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board.lowerListTribe.forEach(x->cards.add(x.clone()));
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return cards;
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}
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/**
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* Returns clones of the upper building cards currently available on the board.
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*
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* @return a list containing clones of the upper building cards currently available on the board.
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*/
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public List<BuildingCard>getUpperListBuilding() {
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List<BuildingCard> cards = new ArrayList<>();
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board.upperListBuilding.forEach(x->cards.add(x.clone()));
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return cards;
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}
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/**
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* Returns clones of the lower building cards currently available on the board.
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*
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* @return a list containing clones of the lower building cards currently available on the board.
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*/
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public List<BuildingCard>getLowerListBuilding() {
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List<BuildingCard> cards = new ArrayList<>();
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board.lowerListBuilding.forEach(x->cards.add(x.clone()));
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return cards;
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}
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/**
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* Returns the current state of the game.
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*
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* @return the current state of the game.
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*/
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public CurrentState getCurrentState() {
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return currentState;
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};
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/**
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* Returns the player with the specified username, if present.
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*
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* @param Username the username of the player to search for.
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* @return the player with the specified username, or {@code null} if no such player exists.
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* @throws IndexOutOfBoundsException if an index access error occurs.
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*/
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public Player getPlayerByUsername(String Username) throws IndexOutOfBoundsException {
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return playersList.stream().filter(x->x.getUserName().equals(Username)).findFirst().orElse(null);
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}
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/**
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* Returns the configured number of players for this game.
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*
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* @return the configured number of players for this game.
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*/
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public int getNPlayers() {
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return nPlayers;
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}
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/**
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* Creates a game with the specified number of players.
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*
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* @param nPlayers the configured number of players for the game.
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* @throws IllegalArgumentException if {@code nPlayers < 0} or {@code nPlayers > 5}.
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*/
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public Game(int nPlayers) throws IllegalArgumentException{
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if(nPlayers !=0 && (nPlayers < 2 || nPlayers > 5)) {
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throw new IllegalArgumentException();
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}
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this.nPlayers = nPlayers;
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board=new Board(nPlayers);
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slotMap = new LinkedHashMap<>();
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for(Slot s :board.getSlotList())
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{
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slotMap.put(s,null);
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}
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currentState= new CurrentState();
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playersList = new ArrayList<>();
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OptionalCardQueue = new LinkedList<>();
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}
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/**
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* Creates a game with 0 configured players.
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*/
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public Game()
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{
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this(0);
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}
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/**
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* Attempts to add the specified player to the game.
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* The operation succeeds only if the configured number of players is not 0,
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* the current game stage is {@code WAITING}, and the player is not already present.
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* If the number of players reaches the configured maximum, the game is initialized.
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*
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* @param player the player to add to the game.
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* @return {@code true} if the player is successfully added, {@code false} otherwise.
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*/
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public boolean addPlayer(Player player) {
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if(this.nPlayers==0)
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{
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return false;
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}
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if(currentState.getGameStage()!= GameStages.WAITING)
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return false;
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if(getPlayerByUsername(player.getUserName())!=null)
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return false;
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playersList.add(player);
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totemChoiceQueue.add(player);
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if(playersList.size()>=nPlayers)
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{
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init();
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}
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return true;
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}
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/**
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* Initializes the game after all required players have been added.
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* The method creates the appropriate order logic card according to the number of players,
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* selects the first current player, and updates the game stage to {@code SLOT_CHOICE}.
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*/
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public void init() {
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switch (nPlayers) {
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case 2:
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orderLogicCard=new Order2(playersList);
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break;
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case 3:
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orderLogicCard=new Order3(playersList);
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break;
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case 4:
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orderLogicCard=new Order4(playersList);
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break;
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case 5:
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orderLogicCard=new Order5(playersList);
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break;
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}
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for(Player player : playersList)
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{
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switch(orderLogicCard.getPosition(player.getUserName()))
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{
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case 0: player.addFood(2); break;
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case 1,2: player.addFood(3); break;
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case 3,4: player.addFood(4); break;
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}
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}
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currentState.PlayerUpdate(totemChoiceQueue.poll(),null);
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currentState.GameStageUpdate(GameStages.TOTEM_CHOICE);
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}
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//region Controller Methods
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/**
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* Attempts to assign the slot at the specified index to the specified player.
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* The operation succeeds only if the index is valid, the current game stage is {@code SLOT_CHOICE},
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* the specified player is the current player, and the selected slot is not already assigned.
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* If the slot is successfully assigned, the next player setup is triggered.
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*
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* @param player the player performing the slot choice.
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* @param slotIndex the index of the selected slot.
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* @return {@code true} if the slot choice succeeds, {@code false} otherwise.
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*/
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public boolean SlotChoiceByIndex(Player player, int slotIndex) {
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if(slotIndex<0 || slotIndex>=slotMap.size())
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return false;
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if(currentState.getGameStage()!= GameStages.SLOT_CHOICE)
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{
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return false;
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}
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if(!player.equals(currentState.getCurrentPlayer()))
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{
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return false;
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}
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Map.Entry<Slot, Player> slotPlayerEntry = new ArrayList<>(slotMap.entrySet()).get(slotIndex);
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if(slotPlayerEntry.getValue()!=null)
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{
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return false;
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}
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if(slotPlayerEntry.getKey().getSlotId()=='A')
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{
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player.addFood(3);
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}
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slotMap.put(slotPlayerEntry.getKey(),player);
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nextPlayerSetup();
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return true;
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}
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//region Drawing Methods
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/**
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* Attempts to draw the upper tribe card at the specified index for the specified player.
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* The operation succeeds only if the index is valid, the game stage is {@code RESOLVING_ACTIONS},
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* the specified player is the current player, at least one upper card draw is still available,
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* and the selected tribe card is not an event card.
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* If successful, the card is inserted into the player's collection, removed from the board,
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* and the number of remaining upper draws is decremented.
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* If both upper and lower draws become zero, the next player setup is triggered.
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*
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* @param player the player performing the draw.
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* @param cardIndex the index of the upper tribe card to draw.
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* @return {@code true} if the draw succeeds, {@code false} otherwise.
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*/
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public boolean DrawUpperTribeCardByIndex(Player player,int cardIndex) {
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if( cardIndex<0 || cardIndex >=board.upperListTribe.size())
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return false;
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if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
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{
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return false;
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}
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if(!player.equals(currentState.getCurrentPlayer()))
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{
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return false;
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}
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if(currentState.getNUpper() <1)
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return false;
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TribeCard tribeCard = board.upperListTribe.get(cardIndex);
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if(tribeCard.IsEventCard())
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return false;
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Character tempCard = (Character) tribeCard;
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tempCard.insert(player);
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board.removeUpperTribeCard(tempCard);
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currentState.UpperDrawn();
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if((currentState.getNLower() ==0 ||( getLowerListTribeCards().size()==0 && getLowerListBuilding().size()==0)) && ((currentState.getNUpper() ==0)||( getUpperListTribeCards().size()==0 && getUpperListBuilding().size()==0)))
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nextPlayerSetup();
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return true;
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}
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/**
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* Skips the turn for the specified player when no drawable cards are available.
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* The operation succeeds only if the current game stage is {@code RESOLVING_ACTIONS},
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* the specified player is the current player,
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* and the player can't draw tribe card (i.e. all remaining lower tribe cards are event cards).
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* @param player the player skipping the turn .
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* @return {@code true} if the skip succeeds, {@code false} otherwise.
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*/
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public boolean SkipNoDrawable(Player player) {
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if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
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{
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return false;
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}
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if(!player.equals(currentState.getCurrentPlayer()))
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{
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return false;
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}
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if(hasDrawableDown() && currentState.getNLower()>0 )
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return false;
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if(hasDrawableUp() && currentState.getNUpper()>0)
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return false;
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while(currentState.getNLower()>0)
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currentState.LowerDrawn();
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while(currentState.getNUpper()>0)
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currentState.UpperDrawn();
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nextPlayerSetup();
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return true;
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}
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/**
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* Attempts to draw the lower tribe card at the specified index for the specified player.
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* The operation succeeds only if the index is valid, the game stage is {@code RESOLVING_ACTIONS},
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* the specified player is the current player, at least one lower card draw is still available,
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* and the selected tribe card is not an event card.
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* If successful, the card is inserted into the player's collection, removed from the board,
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* and the number of remaining lower draws is decremented.
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* If both lower and upper draws become zero, the next player setup is triggered.
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*
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* @param player the player performing the draw.
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* @param cardIndex the index of the lower tribe card to draw.
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* @return {@code true} if the draw succeeds, {@code false} otherwise.
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*/
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public boolean DrawLowerTribeCardByIndex(Player player, int cardIndex) {
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if( cardIndex<0 || cardIndex >=board.lowerListTribe.size())
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return false;
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if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
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{
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return false;
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}
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if(!player.equals(currentState.getCurrentPlayer()))
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{
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return false;
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}
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if(currentState.getNLower() <1)
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return false;
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TribeCard tribeCard = board.lowerListTribe.get(cardIndex);
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if(tribeCard.IsEventCard())
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return false;
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Character tempCard = (Character) tribeCard;
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tempCard.insert(player);
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board.removeLowerTribeCard(tempCard);
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currentState.LowerDrawn();
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if((currentState.getNLower() ==0 ||( getLowerListTribeCards().size()==0 && getLowerListBuilding().size()==0)) && ((currentState.getNUpper() ==0)||( getUpperListTribeCards().size()==0 && getUpperListBuilding().size()==0)))
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nextPlayerSetup();
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return true;
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}
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/**
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* Attempts to draw the upper building card at the specified index for the specified player.
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* The operation succeeds only if the index is valid, the game stage is {@code RESOLVING_ACTIONS},
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* the specified player is the current player, at least one upper card draw is still available,
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* and the selected building card can be bought by the player.
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* If successful, the building card is removed from the board and the number of remaining upper draws is decremented.
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* If both upper and lower draws become zero, the next player setup is triggered.
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*
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* @param player the player performing the draw.
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* @param cardIndex the index of the upper building card to draw.
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* @return {@code true} if the draw succeeds, {@code false} otherwise.
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*/
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public boolean DrawUpperBuildingCardByIndex(Player player,int cardIndex) {
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if( cardIndex<0 || cardIndex >=board.upperListBuilding.size())
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return false;
|
|
if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
|
|
{
|
|
return false;
|
|
}
|
|
if(!player.equals(currentState.getCurrentPlayer()))
|
|
{
|
|
return false;
|
|
}
|
|
BuildingCard buildingCard = board.upperListBuilding.get(cardIndex);
|
|
if(currentState.getNUpper() <1)
|
|
return false;
|
|
if(buildingCard.buy(player))
|
|
{
|
|
currentState.UpperDrawn();
|
|
board.removeUpperBuildingCard(buildingCard);
|
|
}
|
|
else
|
|
return false;
|
|
if((currentState.getNLower() ==0 ||( getLowerListTribeCards().size()==0 && getLowerListBuilding().size()==0)) && ((currentState.getNUpper() ==0)||( getUpperListTribeCards().size()==0 && getUpperListBuilding().size()==0)))
|
|
nextPlayerSetup();
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Attempts to draw the lower building card at the specified index for the specified player.
|
|
* The operation succeeds only if the index is valid, the game stage is {@code RESOLVING_ACTIONS},
|
|
* the specified player is the current player, at least one lower card draw is still available,
|
|
* and the selected building card can be bought by the player.
|
|
* If successful, the building card is removed from the board and the number of remaining lower draws is decremented.
|
|
* If both lower and upper draws become zero, the next player setup is triggered.
|
|
*
|
|
* @param player the player performing the draw.
|
|
* @param cardIndex the index of the lower building card to draw.
|
|
* @return {@code true} if the draw succeeds, {@code false} otherwise.
|
|
*/
|
|
public boolean DrawLowerBuildingCardByIndex(Player player,int cardIndex) {
|
|
if( cardIndex<0 || cardIndex >=board.lowerListBuilding.size())
|
|
return false;
|
|
if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!player.equals(currentState.getCurrentPlayer()))
|
|
{
|
|
return false;
|
|
}
|
|
BuildingCard buildingCard = board.lowerListBuilding.get(cardIndex);
|
|
if(currentState.getNLower() <1)
|
|
return false;
|
|
if(buildingCard.buy(player))
|
|
{
|
|
currentState.LowerDrawn();
|
|
board.removeLowerBuildingCard(buildingCard);
|
|
}
|
|
else
|
|
return false;
|
|
if((currentState.getNLower() ==0 ||( getLowerListTribeCards().size()==0 && getLowerListBuilding().size()==0)) && ((currentState.getNUpper() ==0)||( getUpperListTribeCards().size()==0 && getUpperListBuilding().size()==0)))
|
|
nextPlayerSetup();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
//endregion
|
|
|
|
//region Optional Card Methods
|
|
|
|
|
|
/**
|
|
* Attempts to pick the upper optional tribe card at the specified index for the specified player.
|
|
* The operation succeeds only if the current game stage is {@code OPTIONAL_CARD_EFFECT},
|
|
* the specified player is the current player, the index is valid,
|
|
* and the selected tribe card is not an event card.
|
|
* If successful, the card is inserted into the player's collection,
|
|
* removed from the board, the player is removed from the optional card queue,
|
|
* and the next player setup is triggered.
|
|
*
|
|
* @param player the player performing the optional tribe card pick.
|
|
* @param cardIndex the index of the upper optional tribe card to pick.
|
|
* @return {@code true} if the operation succeeds, {@code false} otherwise.
|
|
*/
|
|
public boolean PickOptionalTribeCardByIndex(Player player,int cardIndex) {
|
|
if(currentState.getGameStage() != GameStages.OPT_CARD_E){
|
|
return false;
|
|
}
|
|
if(!player.equals(currentState.getCurrentPlayer())){
|
|
return false;
|
|
}
|
|
|
|
if( cardIndex<0 || cardIndex >=board.upperListTribe.size())
|
|
return false;
|
|
TribeCard tribeCard = board.upperListTribe.get(cardIndex);
|
|
|
|
if(tribeCard.IsEventCard())
|
|
return false;
|
|
|
|
Character tempCard = (Character) tribeCard;
|
|
tempCard.insert(player);
|
|
board.removeUpperTribeCard(tempCard);
|
|
OptionalCardQueue.removeIf(x->x.equals(player));
|
|
nextPlayerSetup();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Attempts to pick the upper optional building card at the specified index for the specified player.
|
|
* The operation succeeds only if the current game stage is {@code OPTIONAL_CARD_EFFECT},
|
|
* the specified player is the current player, the index is valid,
|
|
* and the selected building card can be bought by the player.
|
|
* If successful, the card is removed from the board, the next player setup is triggered,
|
|
* and the player is removed from the optional card queue.
|
|
*
|
|
* @param player the player performing the optional building card pick.
|
|
* @param cardIndex the index of the upper optional building card to pick.
|
|
* @return {@code true} if the operation succeeds, {@code false} otherwise.
|
|
*/
|
|
public boolean PickOptionalBuildingCard(Player player, int cardIndex) {
|
|
if(currentState.getGameStage() != GameStages.OPT_CARD_E){
|
|
return false;
|
|
}
|
|
if(!player.equals(currentState.getCurrentPlayer())){
|
|
return false;
|
|
}
|
|
if( cardIndex<0 || cardIndex >=board.upperListBuilding.size())
|
|
return false;
|
|
BuildingCard buildingCard = board.upperListBuilding.get(cardIndex);
|
|
if(buildingCard.buy(player)) {
|
|
board.removeUpperBuildingCard(buildingCard);
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
OptionalCardQueue.removeIf(x->x.equals(player));
|
|
nextPlayerSetup();
|
|
return true;
|
|
}
|
|
|
|
|
|
/**
|
|
* Skips the optional card choice for the specified player.
|
|
* The operation succeeds only if the current game stage is {@code OPTIONAL_CARD_EFFECT}
|
|
* and the specified player is the current player.
|
|
* If successful, the player is removed from the optional card queue
|
|
* and the next player setup is triggered.
|
|
*
|
|
* @param player the player skipping the optional card choice.
|
|
* @return {@code true} if the operation succeeds, {@code false} otherwise.
|
|
*/
|
|
public boolean NoOptionalCard(Player player) {
|
|
if(currentState.getGameStage() != GameStages.OPT_CARD_E){
|
|
return false;
|
|
}
|
|
if(!player.equals(currentState.getCurrentPlayer())){
|
|
return false;
|
|
}
|
|
OptionalCardQueue.removeIf(x->x.equals(player));
|
|
nextPlayerSetup();
|
|
return true;
|
|
}
|
|
//endregion
|
|
|
|
//endregion
|
|
|
|
/**
|
|
* Prepares the next player and updates the game state according to the current game stage.
|
|
* If the current stage is {@code SLOT_CHOICE}, the next player is taken from the order logic card.
|
|
* If no player is available, the game stage is updated to {@code RESOLVING_ACTIONS}
|
|
* and the first assigned slot is selected.
|
|
* If the current stage is {@code RESOLVING_ACTIONS}, the current player is pushed back
|
|
* into the order logic card, the current slot is freed, and the next assigned slot is selected.
|
|
* If no assigned slots remain, the game stage is updated to {@code OPTIONAL_CARD_EFFECT},
|
|
* the optional card queue is built from players owning building cards with effect id equal to 12,
|
|
* and the first player in that queue is selected.
|
|
* If no player is available for optional card resolution, the game stage is updated to
|
|
* {@code RESOLVING_EVENT}; then, if the round number is less than 10, the next round is prepared,
|
|
* otherwise event resolution is performed, the game stage is updated to {@code ENDING},
|
|
* and the game is ended.
|
|
* If the current stage is {@code OPTIONAL_CARD_EFFECT}, the next player is taken from the optional card queue.
|
|
* If no player is available, the game stage is updated to {@code RESOLVING_EVENT}.
|
|
*/
|
|
private void nextPlayerSetup() {
|
|
|
|
if (GameStages.SLOT_CHOICE == currentState.getGameStage()) {
|
|
Player tempPlayer = orderLogicCard.pull();
|
|
if(disconnetedPlayers.containsKey(tempPlayer) && disconnetedPlayers.get(tempPlayer)) {
|
|
nextPlayerSetup();
|
|
return;
|
|
}
|
|
if (tempPlayer != null) {
|
|
currentState.PlayerUpdate(tempPlayer, null);
|
|
return;
|
|
}
|
|
|
|
// All players have chosen a slot → switch to RES_ACTIONS
|
|
currentState.GameStageUpdate(GameStages.RES_ACTIONS);
|
|
|
|
boolean anyAssigned = false;
|
|
for (Slot s : slotMap.keySet()) {
|
|
if (slotMap.get(s) != null) {
|
|
currentState.PlayerUpdate(slotMap.get(s), s);
|
|
|
|
boolean hasDrawableLower = currentState.getNLower() > 0
|
|
&& (hasDrawableDown() || !getLowerListBuilding().isEmpty());
|
|
boolean hasDrawableUpper = currentState.getNUpper() > 0
|
|
&& (hasDrawableUp() || !getUpperListBuilding().isEmpty());
|
|
|
|
if (!hasDrawableLower && !hasDrawableUpper) {
|
|
// This player has nothing drawable, skip them immediately
|
|
orderLogicCard.push(currentState.getCurrentPlayer());
|
|
slotMap.put(currentState.getSlot(), null);
|
|
} else {
|
|
anyAssigned = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If every player was skipped, jump straight to optional phase
|
|
if (!anyAssigned) {
|
|
transitionToOptionalOrNextRound();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (GameStages.RES_ACTIONS == currentState.getGameStage()) {
|
|
orderLogicCard.push(currentState.getCurrentPlayer());
|
|
slotMap.put(currentState.getSlot(), null);
|
|
|
|
for (Slot s : slotMap.keySet()) {
|
|
if (slotMap.get(s) != null) {
|
|
currentState.PlayerUpdate(slotMap.get(s), s);
|
|
if(disconnetedPlayers.containsKey(currentState.getCurrentPlayer())&& disconnetedPlayers.get(currentState.getCurrentPlayer()))
|
|
{
|
|
slotMap.put(currentState.getSlot(), null);
|
|
continue;
|
|
}
|
|
boolean hasDrawableLower = currentState.getNLower() > 0
|
|
&& (hasDrawableDown() || !getLowerListBuilding().isEmpty());
|
|
boolean hasDrawableUpper = currentState.getNUpper() > 0
|
|
&& (hasDrawableUp() || !getUpperListBuilding().isEmpty());
|
|
if (!hasDrawableLower && !hasDrawableUpper) {
|
|
// This player also has nothing, skip and continue the loop
|
|
orderLogicCard.push(currentState.getCurrentPlayer());
|
|
slotMap.put(currentState.getSlot(), null);
|
|
} else {
|
|
// Found a player with something to do, stop here
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// All slots are now null → every player is done for this round
|
|
transitionToOptionalOrNextRound();
|
|
return;
|
|
}
|
|
|
|
if (GameStages.OPT_CARD_E == currentState.getGameStage()) {
|
|
Player optionalPlayer = OptionalCardQueue.poll();
|
|
|
|
if (optionalPlayer != null) {
|
|
currentState.PlayerUpdate(optionalPlayer, null);
|
|
if(disconnetedPlayers.containsKey(currentState.getCurrentPlayer())&& disconnetedPlayers.get(currentState.getCurrentPlayer())) {
|
|
nextPlayerSetup();
|
|
}
|
|
return;
|
|
}
|
|
|
|
currentState.GameStageUpdate(GameStages.RES_EVENT);
|
|
|
|
if (currentState.getRound() < 10) {
|
|
nextRound();
|
|
currentState.PlayerUpdate(orderLogicCard.pull(), null);
|
|
currentState.GameStageUpdate(GameStages.SLOT_CHOICE);
|
|
} else {
|
|
currentState.GameStageUpdate(GameStages.ENDING);
|
|
endGame();
|
|
}
|
|
}
|
|
}
|
|
//TODO
|
|
private void transitionToOptionalOrNextRound() {
|
|
currentState.GameStageUpdate(GameStages.OPT_CARD_E);
|
|
|
|
OptionalCardQueue = new LinkedList<>();
|
|
for (Player p : orderLogicCard.players) {
|
|
long count = p.buildingCards.stream().filter(x -> x.getEffectId() == 12).count();
|
|
if (count > 0) {
|
|
OptionalCardQueue.add(p);
|
|
}
|
|
}
|
|
|
|
Player optionalPlayer = OptionalCardQueue.poll();
|
|
|
|
if (optionalPlayer != null) {
|
|
currentState.PlayerUpdate(optionalPlayer, null);
|
|
return;
|
|
}
|
|
|
|
// Nobody has optional cards → go straight to event resolution
|
|
currentState.GameStageUpdate(GameStages.RES_EVENT);
|
|
|
|
if (currentState.getRound() < 10) {
|
|
nextRound();
|
|
for(Map.Entry<Player,Boolean> entry: disconnetedPlayers.entrySet())
|
|
{
|
|
if(!entry.getValue())
|
|
{
|
|
orderLogicCard.pushNoEffect(entry.getKey());
|
|
disconnetedPlayers.remove(entry.getKey());
|
|
}
|
|
}
|
|
currentState.PlayerUpdate(orderLogicCard.pull(), null);
|
|
currentState.GameStageUpdate(GameStages.SLOT_CHOICE);
|
|
} else {
|
|
currentState.GameStageUpdate(GameStages.ENDING);
|
|
endGame();
|
|
}
|
|
}
|
|
/**
|
|
* Checks whether there are any drawable upper tribe cards on the board,
|
|
* i.e. upper tribe cards that are not event cards.
|
|
*
|
|
* @return {@code true} if at least one non-event upper tribe card is available, {@code false} otherwise.
|
|
*/
|
|
private boolean hasDrawableUp()
|
|
{
|
|
return getUpperListTribeCards().stream().anyMatch(x -> !x.IsEventCard());
|
|
}
|
|
|
|
/**
|
|
* Checks whether there are any drawable lower tribe cards on the board,
|
|
* i.e. lower tribe cards that are not event cards.
|
|
*
|
|
* @return {@code true} if at least one non-event lower tribe card is available, {@code false} otherwise.
|
|
*/
|
|
private boolean hasDrawableDown()
|
|
{
|
|
return getLowerListTribeCards().stream().anyMatch(x -> !x.IsEventCard());
|
|
}
|
|
/**
|
|
* Resolves all pending event cards if the current game stage is {@code RESOLVING_EVENT}.
|
|
* All pending events are activated on the player list.
|
|
* Event cards of type {@code SUSTENANCE} are resolved after all other pending events.
|
|
*/
|
|
private void EventResolution() {
|
|
|
|
if(currentState.getGameStage()!= GameStages.RES_EVENT)
|
|
{
|
|
return;
|
|
}
|
|
Queue<EventCard> events;
|
|
events=board.getPendingEvents();
|
|
ArrayList<EventCard>sustenance=events.stream().filter(x->x.getType().equals(EventType.SUSTENANCE)).collect(Collectors.toCollection(ArrayList::new));
|
|
events.removeAll(sustenance);
|
|
for(EventCard event:events)
|
|
{
|
|
event.activateEvent(playersList);
|
|
}
|
|
|
|
for(EventCard e : sustenance)
|
|
{
|
|
e.activateEvent(playersList);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* Advances the game to the next round.
|
|
* The method first resolves pending events.
|
|
* If the current round is 10, the game stage is updated to {@code ENDING} and the game is ended.
|
|
* Otherwise, the era is updated if the board changes era, and the round number is incremented.
|
|
*/
|
|
private void nextRound() {
|
|
|
|
EventResolution();
|
|
if(currentState.getRound()==10)
|
|
{
|
|
currentState.GameStageUpdate(GameStages.ENDING);
|
|
endGame();
|
|
return;
|
|
}
|
|
|
|
if(currentState.getEra()!= board.nextRound()) {
|
|
currentState.EraUpdate();
|
|
}
|
|
|
|
currentState.RoundUpdate();
|
|
|
|
}
|
|
|
|
/**
|
|
* Ends the game by applying all final building effects owned by each player
|
|
* and updating the game stage to {@code ENDED}.
|
|
*/
|
|
private void endGame() {
|
|
Queue<EventCard> events;
|
|
events=Stream.concat(board.lowerListTribe.stream().filter(TribeCard::IsEventCard),board.upperListTribe.stream().filter(TribeCard::IsEventCard)).map(x->((EventCard)x)).collect(Collectors.toCollection(LinkedList::new));
|
|
ArrayList<EventCard>sustenance=events.stream().filter(x->x.getType().equals(EventType.SUSTENANCE)).collect(Collectors.toCollection(ArrayList::new));
|
|
events.removeAll(sustenance);
|
|
events.forEach(event->event.activateEvent(playersList));
|
|
sustenance.forEach(event->event.activateEvent(playersList));
|
|
|
|
playersList.forEach(p->{
|
|
int temp= p.builders.stream().mapToInt(Builder::getPrestigeValue).sum();
|
|
p.addPrestige(temp);
|
|
});
|
|
playersList.forEach(p->{
|
|
int temp=(int) p.inventors.stream().mapToInt(Inventor::Icon).distinct().count();
|
|
p.addPrestige(temp*p.getNType(CharacterType.INVENTOR));
|
|
});
|
|
playersList.forEach(p->{
|
|
p.addPrestige(10 * (p.getNType(CharacterType.ARTIST)/2));
|
|
});
|
|
playersList.forEach(p->{
|
|
int temp= p.buildingCards.stream().mapToInt(BuildingCard::getPrestigeValue).sum();
|
|
p.addPrestige(temp);
|
|
});
|
|
playersList.forEach(
|
|
p -> p.buildingCards.stream().filter(x -> x.getEffectType() == EffectType.FINAL).
|
|
forEach(x -> x.applyEffect(p))
|
|
);
|
|
currentState.GameStageUpdate(GameStages.ENDED);
|
|
}
|
|
|
|
/**
|
|
* Sets the configured number of players for this game.
|
|
* The operation succeeds only if the current configured number of players is 0.
|
|
*
|
|
* @param nPlayers the new configured number of players.
|
|
* @return {@code true} if the number of players is updated, {@code false} otherwise.
|
|
*/
|
|
public boolean setNPlayer(int nPlayers) {
|
|
if (this.nPlayers != 0) {
|
|
return false;
|
|
}
|
|
|
|
if (nPlayers < 2 || nPlayers > 5) {
|
|
return false;
|
|
}
|
|
|
|
this.nPlayers = nPlayers;
|
|
|
|
board = new Board(nPlayers);
|
|
|
|
slotMap = new LinkedHashMap<>();
|
|
for (Slot s : board.getSlotList()) {
|
|
slotMap.put(s, null);
|
|
}
|
|
|
|
currentState = new CurrentState();
|
|
playersList = new ArrayList<>();
|
|
OptionalCardQueue = new LinkedList<>();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
}
|