1027 lines
39 KiB
Java
1027 lines
39 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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* The final ranking of players at the end of the game.
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*/
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private ArrayList<Player> playerStanding;
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/**
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* Returns the final ranking of players.
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*
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* @return the list of players ordered according to their final standing.
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*/
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public ArrayList<Player> getPlayerStanding() {
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return playerStanding;
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}
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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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/**
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* Returns the list of totems that have not yet been assigned to any player.
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*
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* @return the list of currently available totems.
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*/
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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.getTotem()!=null)totems.remove(player.getTotem());});
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return totems;
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}
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/**
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* Queue containing the players who still have to choose their totem.
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*/
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private final Queue<Player> totemChoiceQueue = new LinkedList<>();
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/**
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* Assigns the selected totem to the specified player during the totem choice phase.
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*
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* <p>The choice is accepted only if the game is currently in the
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* {@link GameStages#TOTEM_CHOICE} stage, the player is the current one,
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* and the selected totem is still available.
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*
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* <p>After a valid choice, the method advances to the next player in the queue.
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* If all players have completed the selection, the game moves to the slot choice phase.
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* Disconnected players are automatically assigned a random available totem.
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*
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* @param player the player making the totem choice.
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* @param totem the selected totem.
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* @return {@code true} if the choice is applied successfully, {@code false} otherwise.
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*/
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public synchronized boolean totemChoice(Player player,Totems totem) {
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if(currentState.getGameStage() != 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.setTotem(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(disconnectedPlayers.containsKey(nextPlayer)&& disconnectedPlayers.get(nextPlayer))
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{
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nextPlayer.setTotem(getAvailableTotems().get(new Random().nextInt(0,getAvailableTotems().size())));
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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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nextPlayerSetup();
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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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/**
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* Map tracking the players who are currently disconnected.
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* Key: player; value: {@code true} if currently disconnected, {@code false} if reconnected.
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*/
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private final Map<Player,Boolean> disconnectedPlayers = new HashMap<>();
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/**
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* Returns an unmodifiable view of the disconnected-players map.
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*
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* @return map from player to disconnection status.
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*/
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public Map<Player,Boolean> getDisconnectedPlayers() {
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return Collections.unmodifiableMap(disconnectedPlayers);
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}
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/**
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* Marks the specified player as disconnected and updates the game flow accordingly.
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*
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* <p>If the player disconnects during the waiting phase, they are removed from
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* the player list and from the totem choice queue. If the disconnected player is
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* the current one, the game advances to the next suitable player or, during the
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* totem choice phase, handles the remaining selection flow automatically.
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*
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* @param player the player who disconnected.
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* @return {@code true} if the disconnection is handled successfully,
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* {@code false} if the player was already marked as disconnected.
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*/
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public synchronized boolean disconnectedPlayer(Player player)
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{
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if(disconnectedPlayers.containsKey(player) && disconnectedPlayers.get(player))
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{
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return false;
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}
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disconnectedPlayers.put(player,true);
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if (currentState.getGameStage() == GameStages.WAITING) {
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playersList.remove(player);
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totemChoiceQueue.remove(player);
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return true;
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}
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if(currentState.getCurrentPlayer().equals(player)) {
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if (currentState.getGameStage() != GameStages.TOTEM_CHOICE) {
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nextPlayerSetup();
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}
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else {
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totemChoiceQueue.removeIf(x->x.getUserName().equals(player.getUserName()));
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player.setTotem(getAvailableTotems().get(new Random().nextInt(getAvailableTotems().size())));
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if (totemChoiceQueue.isEmpty()) {
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player.setTotem(getAvailableTotems().get(new Random().nextInt(getAvailableTotems().size())));
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currentState.gameStageUpdate(GameStages.SLOT_CHOICE);
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nextPlayerSetup();
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return true;
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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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return true;
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}
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/**
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* Marks the specified player as reconnected.
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*
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* <p>If the player reconnects during the slot choice phase, they are removed
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* from the disconnected players map and reinserted into the order logic card
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* when necessary.
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*
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* @param player the player who reconnected.
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* @return {@code true} if the reconnection is handled successfully,
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* {@code false} if the player was not previously marked as disconnected.
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*/
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public synchronized boolean reconnectPlayer(Player player)
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{
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if(!disconnectedPlayers.containsKey(player))
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{
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return false;
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}
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disconnectedPlayers.put(player,false);
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if(currentState.getGameStage() == GameStages.SLOT_CHOICE)
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{
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disconnectedPlayers.remove(player);
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if(!orderLogicCard.containsInQueue(player))
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{
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orderLogicCard.pushNoEffect(player);
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}
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}
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else if(currentState.getGameStage() == GameStages.RES_ACTIONS) {
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if(slotMap.containsValue(player))
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{
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disconnectedPlayers.remove(player);
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}
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}
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else if(currentState.getGameStage() == GameStages.TOTEM_CHOICE)
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{
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totemChoiceQueue.removeIf(x->x.getUserName().equals(player.getUserName()));
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totemChoiceQueue.add(player);
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}
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return true;
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}
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/**
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* Clears the collection of disconnected players.
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*/
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public synchronized void clearDisconnected()
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{
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disconnectedPlayers.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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private OrderLogicCard orderLogicCard;
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/**
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* Returns the order logic card associated with this game.
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*
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* @return the order logic card.
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*/
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public OrderLogicCard getOrderLogicCard() { return 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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/**
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* Returns the game board.
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*
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* @return the board associated with the game.
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*/
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public Board getBoard() {return board;}
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/**
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* Returns a copy of the upper tribe cards currently available on the board.
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*
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* @return a new list containing the upper tribe cards currently on the board.
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*/
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public ArrayList<TribeCard> getUpperListTribeCards() {
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return new ArrayList<>(board.getUpperListTribe());
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}
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/**
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* Returns a copy of the lower tribe cards currently available on the board.
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*
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* @return a new list containing the lower tribe cards currently on the board.
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*/
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public ArrayList<TribeCard> getLowerListTribeCards() {
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return new ArrayList<>(board.getLowerListTribe());
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}
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/**
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* Returns a copy of the upper building cards currently available on the board.
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*
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* @return a new list containing the upper building cards currently on the board.
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*/
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public ArrayList<BuildingCard> getUpperListBuilding() {
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return new ArrayList<>(board.getUpperListBuilding());
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}
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/**
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* Returns a copy of the lower building cards currently available on the board.
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*
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* @return a new list containing the lower building cards currently on the board.
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*/
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public ArrayList<BuildingCard> getLowerListBuilding() {
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return new ArrayList<>(board.getLowerListBuilding());
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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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default:
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throw new IllegalStateException("nPlayers must be 2–5, got: " + nPlayers);
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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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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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/**
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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.getUpperListTribe().size())
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return false;
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if(currentState.getGameStage()!= GameStages.RES_ACTIONS && currentState.getGameStage()!=GameStages.OPT_CARD_E)
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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 && currentState.getGameStage()==GameStages.RES_ACTIONS)
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return false;
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TribeCard tribeCard = board.getUpperListTribe().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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if(currentState.getGameStage()==GameStages.RES_ACTIONS)
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{
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currentState.upperDrawn();
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if((currentState.getNLower() ==0 ||( !hasDrawableDown() && getLowerListBuilding().isEmpty())) && ((currentState.getNUpper() ==0)||(!hasDrawableUp() && getUpperListBuilding().isEmpty())))
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nextPlayerSetup();
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||
}
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||
else
|
||
{
|
||
nextPlayerSetup();
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* Skips the turn for the specified player when no drawable cards are available.
|
||
* The operation succeeds only if the current game stage is {@code RESOLVING_ACTIONS},
|
||
* the specified player is the current player,
|
||
* and the player can't draw tribe card (i.e. all remaining lower tribe cards are event cards).
|
||
* @param player the player skipping the turn .
|
||
* @return {@code true} if the skip succeeds, {@code false} otherwise.
|
||
*/
|
||
public boolean skipTurn(Player player) {
|
||
if(currentState.getGameStage() != GameStages.RES_ACTIONS && currentState.getGameStage() != GameStages.OPT_CARD_E)
|
||
{
|
||
return false;
|
||
}
|
||
if(!player.equals(currentState.getCurrentPlayer()))
|
||
{
|
||
return false;
|
||
}
|
||
if(currentState.getGameStage()==GameStages.RES_ACTIONS)
|
||
{
|
||
if(hasDrawableDown() && currentState.getNLower()>0 )
|
||
return false;
|
||
if(hasDrawableUp() && currentState.getNUpper()>0)
|
||
return false;
|
||
while(currentState.getNLower()>0)
|
||
currentState.lowerDrawn();
|
||
while(currentState.getNUpper()>0)
|
||
currentState.upperDrawn();
|
||
nextPlayerSetup();
|
||
}
|
||
else {
|
||
nextPlayerSetup();
|
||
}
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* Attempts to draw the lower tribe 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 tribe card is not an event card.
|
||
* If successful, the card is inserted into the player's collection, 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 tribe card to draw.
|
||
* @return {@code true} if the draw succeeds, {@code false} otherwise.
|
||
*/
|
||
public boolean drawLowerTribeCardByIndex(Player player, int cardIndex) {
|
||
if( cardIndex<0 || cardIndex >=board.getLowerListTribe().size())
|
||
return false;
|
||
if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
|
||
{
|
||
return false;
|
||
}
|
||
if(!player.equals(currentState.getCurrentPlayer()))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
|
||
if(currentState.getNLower() <1)
|
||
return false;
|
||
TribeCard tribeCard = board.getLowerListTribe().get(cardIndex);
|
||
if(tribeCard.isEventCard())
|
||
return false;
|
||
|
||
Character tempCard = (Character) tribeCard;
|
||
tempCard.insert(player);
|
||
board.removeLowerTribeCard(tempCard);
|
||
currentState.lowerDrawn();
|
||
if((currentState.getNLower() ==0 ||( !hasDrawableDown() && getLowerListBuilding().isEmpty())) && ((currentState.getNUpper() ==0)||(!hasDrawableUp() && getUpperListBuilding().isEmpty())))
|
||
nextPlayerSetup();
|
||
return true;
|
||
|
||
}
|
||
|
||
/**
|
||
* Attempts to draw the upper 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 upper 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 upper draws is decremented.
|
||
* If both upper and lower draws become zero, the next player setup is triggered.
|
||
*
|
||
* @param player the player performing the draw.
|
||
* @param cardIndex the index of the upper building card to draw.
|
||
* @return {@code true} if the draw succeeds, {@code false} otherwise.
|
||
*/
|
||
public boolean drawUpperBuildingCardByIndex(Player player,int cardIndex) {
|
||
if( cardIndex<0 || cardIndex >=board.getUpperListBuilding().size())
|
||
return false;
|
||
if(currentState.getGameStage()!= GameStages.RES_ACTIONS && currentState.getGameStage()!=GameStages.OPT_CARD_E)
|
||
{
|
||
return false;
|
||
}
|
||
if(!player.equals(currentState.getCurrentPlayer()))
|
||
{
|
||
return false;
|
||
}
|
||
BuildingCard buildingCard = board.getUpperListBuilding().get(cardIndex);
|
||
if(currentState.getNUpper() <1 && currentState.getGameStage()==GameStages.RES_ACTIONS)
|
||
return false;
|
||
if(!buildingCard.buy(player))
|
||
{
|
||
return false;
|
||
}
|
||
board.removeUpperBuildingCard(buildingCard);
|
||
if(currentState.getGameStage() == GameStages.RES_ACTIONS)
|
||
{
|
||
currentState.upperDrawn();
|
||
if((currentState.getNLower() ==0 ||( !hasDrawableDown() && getLowerListBuilding().isEmpty())) && ((currentState.getNUpper() ==0)||(!hasDrawableUp() && getUpperListBuilding().isEmpty())))
|
||
nextPlayerSetup();
|
||
}
|
||
else
|
||
{
|
||
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.getLowerListBuilding().size())
|
||
return false;
|
||
if(currentState.getGameStage()!= GameStages.RES_ACTIONS)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if(!player.equals(currentState.getCurrentPlayer()))
|
||
{
|
||
return false;
|
||
}
|
||
BuildingCard buildingCard = board.getLowerListBuilding().get(cardIndex);
|
||
if(currentState.getNLower() <1)
|
||
return false;
|
||
if(buildingCard.buy(player))
|
||
{
|
||
currentState.lowerDrawn();
|
||
board.removeLowerBuildingCard(buildingCard);
|
||
}
|
||
else
|
||
return false;
|
||
if((currentState.getNLower() ==0 ||( !hasDrawableDown() && getLowerListBuilding().isEmpty())) && ((currentState.getNUpper() ==0)||(!hasDrawableUp() && getUpperListBuilding().isEmpty())))
|
||
nextPlayerSetup();
|
||
|
||
return true;
|
||
|
||
}
|
||
|
||
|
||
//region Optional Card Methods
|
||
|
||
/**
|
||
* 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 synchronized void nextPlayerSetup() {
|
||
|
||
if (GameStages.SLOT_CHOICE == currentState.getGameStage()) {
|
||
Player tempPlayer;
|
||
while (true) {
|
||
tempPlayer = orderLogicCard.pull();
|
||
if (tempPlayer == null) break;
|
||
if (!disconnectedPlayers.containsKey(tempPlayer) || !disconnectedPlayers.get(tempPlayer)) break;
|
||
}
|
||
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 (Map.Entry<Slot,Player> entry : slotMap.entrySet()) {
|
||
if (entry.getValue() != null) {
|
||
if(entry.getKey().getSlotId()=='A')
|
||
{
|
||
entry.getValue().addFood(3);
|
||
orderLogicCard.push(entry.getValue());
|
||
entry.setValue(null);
|
||
continue;
|
||
}
|
||
currentState.playerUpdate(entry.getValue(), entry.getKey());
|
||
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 (Map.Entry<Slot,Player> entry : slotMap.entrySet()) {
|
||
if (entry.getValue() != null) {
|
||
if(disconnectedPlayers.containsKey(entry.getValue())&& disconnectedPlayers.get(entry.getValue()))
|
||
{
|
||
orderLogicCard.push(entry.getValue());
|
||
entry.setValue(null);
|
||
continue;
|
||
}
|
||
currentState.playerUpdate(entry.getValue(), entry.getKey());
|
||
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(entry.getValue());
|
||
entry.setValue(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(disconnectedPlayers.containsKey(currentState.getCurrentPlayer())&& disconnectedPlayers.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();
|
||
}
|
||
}
|
||
}
|
||
/**
|
||
* Transitions the game to the optional card phase or directly to the next round.
|
||
*
|
||
* <p>Builds a queue of non-disconnected players who own Building 12 (optional card effect).
|
||
* If such players exist, the first one is set as the current player for their optional action.
|
||
* Otherwise, if the round counter is below 10, the next round begins and the game stage
|
||
* is set to {@link GameStages#SLOT_CHOICE}; if round 10 has been completed, the game ends.
|
||
*/
|
||
private synchronized void transitionToOptionalOrNextRound() {
|
||
currentState.gameStageUpdate(GameStages.OPT_CARD_E);
|
||
|
||
optionalCardQueue = new LinkedList<>();
|
||
for (Player p :playersList) {
|
||
long count = p.getBuildingCards().stream().filter(x -> x.getEffectId() == 12).count();
|
||
if (count > 0) {
|
||
if(disconnectedPlayers.containsKey(p)&& disconnectedPlayers.get(p))
|
||
{
|
||
continue;
|
||
}
|
||
optionalCardQueue.add(p);
|
||
}
|
||
}
|
||
|
||
Player optionalPlayer = optionalCardQueue.poll();
|
||
|
||
if (optionalPlayer != null) {
|
||
currentState.playerUpdate(optionalPlayer, null);
|
||
return;
|
||
}
|
||
|
||
if (currentState.getRound() < 10) {
|
||
nextRound();
|
||
for (Map.Entry<Player, Boolean> entry : new ArrayList<>(disconnectedPlayers.entrySet())) {
|
||
if (!entry.getValue()) {
|
||
orderLogicCard.pushNoEffect(entry.getKey());
|
||
disconnectedPlayers.remove(entry.getKey());
|
||
} else {
|
||
orderLogicCard.removeFromQueue(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() {
|
||
|
||
currentState.gameStageUpdate(GameStages.RES_EVENT);
|
||
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.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.getLowerListTribe().stream().filter(TribeCard::isEventCard),board.getUpperListTribe().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.getBuilders().stream().mapToInt(Builder::getPrestigeValue).sum();
|
||
p.addPrestige(temp);
|
||
});
|
||
playersList.forEach(p->{
|
||
int temp=(int) p.getInventors().stream().mapToInt(Inventor::getIcon).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.getBuildingCards().stream().mapToInt(BuildingCard::getPrestigeValue).sum();
|
||
p.addPrestige(temp);
|
||
});
|
||
playersList.forEach(
|
||
p -> p.getBuildingCards().stream().filter(x -> x.getEffectType() == EffectType.FINAL).
|
||
forEach(x -> x.applyEffect(p))
|
||
);
|
||
currentState.gameStageUpdate(GameStages.ENDED);
|
||
playerStanding=new ArrayList<>(playersList);
|
||
playerStanding.sort((y,x)->x.getPrestigeValue()==y.getPrestigeValue()?Integer.compare(x.getFoodValue(),y.getFoodValue()):Integer.compare(x.getPrestigeValue(),y.getPrestigeValue()));
|
||
|
||
}
|
||
|
||
/**
|
||
* 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;
|
||
}
|
||
|
||
/**
|
||
* Ends the game by forfeit and determines the final player standing.
|
||
*
|
||
* <p>The player who is still connected is declared the winner and placed
|
||
* in the first position of the final ranking. The remaining players are
|
||
* ordered by prestige value and, in case of a tie, by food value.
|
||
*/
|
||
public synchronized void endGameForfeit() {
|
||
Player winner = playersList.stream()
|
||
.filter(x -> !disconnectedPlayers.containsKey(x) || !disconnectedPlayers.get(x))
|
||
.findFirst().orElse(null);
|
||
if (winner == null) return;
|
||
currentState.gameStageUpdate(GameStages.ENDED);
|
||
playerStanding = new ArrayList<>(playersList);
|
||
playerStanding.remove(winner);
|
||
playerStanding.sort((y, x) -> x.getPrestigeValue() == y.getPrestigeValue()
|
||
? Integer.compare(x.getFoodValue(), y.getFoodValue())
|
||
: Integer.compare(x.getPrestigeValue(), y.getPrestigeValue()));
|
||
playerStanding.add(0, winner);
|
||
}
|
||
|
||
|
||
}
|