merge development into test #26

Merged
j23f0712 merged 95 commits from development into dev/test 2024-12-01 21:02:48 +01:00
2 changed files with 161 additions and 75 deletions
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@@ -0,0 +1,133 @@
package pp.mdga.game;
import java.util.random.RandomGenerator;
import java.util.random.RandomGeneratorFactory;
/**
* This class represents a simple die with the possibilities to shuffle and return the roll result.
* An important fact, the sum of ZERO_EYE, NORMAL_EYE and DOUBLE_EYE have to be 1.0;
*/
public class Die {
/**
* The maximum number of eyes on the die.
*/
public static final int MAXIMUM_EYES = 6;
/**
* The probability of rolling a zero eye.
*/
public static final double ZERO_EYE = 0.2;
/**
* The probability of rolling a normal eye.
*/
public static final double NORMAL_EYE = 0.2;
/**
* The probability of rolling a double eye.
*/
public static final double DOUBLE_EYE = 0.6;
/**
* The modifier applied to the die roll.
*/
private int dieModifier = 1;
/**
* The random number generator used for die rolls.
*/
private final RandomGenerator random;
/**
* The result of the last die roll.
*/
private int lastNumberOfDice;
/**
* This constructor is used to create a new Die object with a random seed.
*/
public Die() {
this.random = RandomGeneratorFactory.of("Random").create();
}
/**
* This constructor is used to create a new Die object with a given seed.
*
* @param seed the seed for the random number generator
*/
public Die(long seed) {
this.random = RandomGeneratorFactory.of("Random").create(seed);
}
/**
* This method will be used to return a random number generated by the random attribute of Die class.
*
* @return lastNumberOfDice as an Integer.
*/
public int shuffle() {
this.lastNumberOfDice = this.random.nextInt(MAXIMUM_EYES) + 1;
return this.lastNumberOfDice;
}
/**
* This method will be used to return the given roll parameter.
* It will be used for test cases.
*
* @param roll as the roll result which will be returned as an Integer.
* @return lastNumberOfDice as an Integer.
*/
public int shuffle(int roll) {
this.lastNumberOfDice = roll;
return this.lastNumberOfDice;
}
/**
* This method will be used to modify the value of dieModifier attribute of Die class.
*/
public void modify() {
float randomFloat = this.random.nextFloat();
if (randomFloat < ZERO_EYE) {
this.dieModifier = 0;
} else if (ZERO_EYE <= randomFloat && randomFloat < ZERO_EYE + NORMAL_EYE) {
this.dieModifier = 1;
} else if (ZERO_EYE + NORMAL_EYE <= randomFloat && randomFloat < ZERO_EYE + NORMAL_EYE + DOUBLE_EYE) {
this.dieModifier = 2;
}
}
/**
* This method will be used to reset all values of the Die class to its origins.
*/
public void reset() {
this.dieModifier = 1;
}
/**
* This method will be used to return dieModifier attribute of Die class.
*
* @return dieModifier as an Integer.
*/
public int getDieModifier() {
return this.dieModifier;
}
/**
* This method will be used return lastNumberOfDice attribute of Die class.
*
* @return lastNumberOfDice as an Integer.
*/
public int getLastNumberOfDice() {
return this.lastNumberOfDice;
}
/**
* This method will be used to set dieModifier attribute of Die class to the given dieModifier parameter.
*
* @param dieModifier as the new value of dieModifier as an Integer.
*/
public void setDieModifier(int dieModifier) {
this.dieModifier = dieModifier;
}
}

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@@ -9,25 +9,43 @@
*/ */
public class Game { public class Game {
/** /**
* Constants. * The number of turbo cards available in the game.
*/ */
public static final int AMOUNT_OF_TURBO_CARDS = 16; public static final int AMOUNT_OF_TURBO_CARDS = 16;
public static final int AMOUNT_OF_SHIELD_AND_SWAP_CARDS = 12;
/** /**
* Attributes. * The number of shield and swap cards available in the game.
*/ */
public static final int AMOUNT_OF_SHIELD_AND_SWAP_CARDS = 12;
// The modifier applied to the dice roll.
private int diceModifier = 1; private int diceModifier = 1;
// The number of eyes shown on the dice.
private int diceEyes; private int diceEyes;
// A map of player IDs to Player objects.
private Map<Integer, Player> players = new HashMap<>(); private Map<Integer, Player> players = new HashMap<>();
// The statistics of the game.
private Statistic gameStatistics; private Statistic gameStatistics;
// The pile of bonus cards available for drawing.
private List<BonusCard> drawPile; private List<BonusCard> drawPile;
// The pile of bonus cards that have been discarded.
private List<BonusCard> discardPile = new ArrayList<>(); private List<BonusCard> discardPile = new ArrayList<>();
// The game board.
private Board board; private Board board;
// The die used in the game.
private Die die;
// The color of the active player.
private Color activeColor; private Color activeColor;
private final ArrayList<Observer> observers = new ArrayList<>();
private boolean allRanked = false; // A flag indicating whether all players are ready.
private boolean movablePieces = false;
private boolean allReady = false; private boolean allReady = false;
/** /**
@@ -66,27 +84,10 @@ public void removePlayer(int id) {
} }
/** /**
* This method adds an observer to the game. * This method updates the active state of a player.
* *
* @param observer the observer to be added * @param id the id of the player
*/ * @param active the new active state
public void addObserver(Observer observer) {
observers.add(observer);
}
/**
* This method removes an observer from the game.
*
* @param observer the observer to be removed
*/
public void removeObserver(Observer observer) {
observers.remove(observer);
}
/**
*
* @param id
* @param active
*/ */
public void updatePlayerActiveState(int id, boolean active) { public void updatePlayerActiveState(int id, boolean active) {
this.players.get(id).setActive(active); this.players.get(id).setActive(active);
@@ -139,7 +140,7 @@ public int getNumberOfActivePlayers() {
* *
* @return the piece specified by the UUID * @return the piece specified by the UUID
*/ */
public Piece getPieceThroughUUID(UUID pieceId){ public Piece getPieceThroughUUID(UUID pieceId) {
for (var playerData : board.getPlayerData().values()) { for (var playerData : board.getPlayerData().values()) {
for (var piece : playerData.getPieces()) { for (var piece : playerData.getPieces()) {
if (piece.getUuid().equals(pieceId)) { if (piece.getUuid().equals(pieceId)) {
@@ -150,15 +151,6 @@ public Piece getPieceThroughUUID(UUID pieceId){
return null; return null;
} }
/**
* This method notifies the observers.
*/
public void notifyObservers() {
for (Observer observer : new ArrayList<>(observers)) {
//TODO: observer.update();
}
}
/** /**
* This method returns the dice modifier. * This method returns the dice modifier.
* *
@@ -231,15 +223,6 @@ public Color getActiveColor() {
return activeColor; return activeColor;
} }
/**
* This method returns whether the game is interrupted.
*
* @return true if the game is interrupted, false otherwise
*/
public Boolean getMovablePieces() {
return movablePieces;
}
/** /**
* This method sets the dice modifier. * This method sets the dice modifier.
* *
@@ -312,35 +295,6 @@ public void setActiveColor(Color activeColor) {
this.activeColor = activeColor; this.activeColor = activeColor;
} }
/**
* This method sets the game interruption state.
*
* @param movablePieces the new game interruption state
*/
public void setMovablePieces(Boolean movablePieces) {
this.movablePieces = movablePieces;
if (Boolean.FALSE.equals(movablePieces)) notifyObservers();
}
/**
* This method returns whether all players have ranked.
*
* @return true if all players have ranked, false otherwise
*/
public Boolean allRanked() {
return allRanked;
}
/**
* This method sets whether all players have ranked.
*
* @param allRanked the new all ranked state
*/
public void setAllRanked(Boolean allRanked) {
this.allRanked = allRanked;
if (Boolean.TRUE.equals(allRanked)) notifyObservers();
}
/** /**
* This method returns the all ready state. * This method returns the all ready state.
* *
@@ -357,6 +311,5 @@ public Boolean allReady() {
*/ */
public void setAllReady(Boolean allReady) { public void setAllReady(Boolean allReady) {
this.allReady = allReady; this.allReady = allReady;
if (Boolean.TRUE.equals(allReady)) notifyObservers();
} }
} }