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package inf112.fiasko.roborally.objects;
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import inf112.fiasko.roborally.element_properties.Action;
import inf112.fiasko.roborally.element_properties.Direction;
import inf112.fiasko.roborally.element_properties.Position;
import inf112.fiasko.roborally.element_properties.RobotID;
import inf112.fiasko.roborally.element_properties.TileType;
import inf112.fiasko.roborally.utility.BoardLoaderUtil;
import inf112.fiasko.roborally.utility.DeckLoaderUtil;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.concurrent.TimeUnit;
/**
* This class represent a game which is drawable using libgdx
*/
public class RoboRallyGame implements IDrawableGame {
private Board gameBoard;
private List<BoardElementContainer<Tile>> cogwheels;
private List<BoardElementContainer<Tile>> conveyorBelts;
private List<BoardElementContainer<Tile>> fastConveyorBelts;
private List<BoardElementContainer<Tile>> repairTiles;
private final List<Player> playerList;
private final boolean host;
private Deck<ProgrammingCard> mainDeck;
/**
* Instantiates a new robo rally game
* @param debug Whether to start the game in debugging mode
*/
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public RoboRallyGame(List<Player> playerList, String boardName, boolean host, boolean debug) {
this.host = host;
this.playerList = playerList;
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if (debug) {
initializeDebugMode();
} else {
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initializeGame(boardName);
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}
}
/**
* Instantiates a new robo rally game
*/
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public RoboRallyGame(List<Player> playerList, String boardName,boolean host) {
this.host = host;
this.playerList = playerList;
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initializeGame(boardName);
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}
@Override
public int getWidth() {
return gameBoard.getBoardWidth();
}
@Override
public int getHeight() {
return gameBoard.getBoardHeight();
}
@Override
public List<Tile> getTilesToDraw() {
return gameBoard.getTiles();
}
@Override
public List<Wall> getWallsToDraw() {
return gameBoard.getWalls();
}
@Override
public List<Particle> getParticlesToDraw() {
return gameBoard.getParticles();
}
@Override
public List<Robot> getRobotsToDraw() {
return gameBoard.getAliveRobots();
}
/**
* Makes the game thread wait a given time amount before continuing.
* @throws InterruptedException If interrupted while trying to sleep.
*/
private void sleep() throws InterruptedException {
long cycleDelay = 600;
TimeUnit.MILLISECONDS.sleep(cycleDelay);
}
/**
* Initializes the game with a debugging board
*/
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private void initializeDebugMode() {
List<Robot> robots = new ArrayList<>();
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robots.add(new Robot(RobotID.ROBOT_1, new Position(0, 18)));
robots.add(new Robot(RobotID.ROBOT_2, new Position(1, 18)));
robots.add(new Robot(RobotID.ROBOT_3, new Position(2, 18)));
robots.add(new Robot(RobotID.ROBOT_4, new Position(3, 18)));
robots.add(new Robot(RobotID.ROBOT_5, new Position(4, 18)));
robots.add(new Robot(RobotID.ROBOT_6, new Position(5, 18)));
robots.add(new Robot(RobotID.ROBOT_7, new Position(6, 18)));
robots.add(new Robot(RobotID.ROBOT_8, new Position(7, 18)));
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try {
gameBoard = BoardLoaderUtil.loadBoard("boards/all_tiles_test_board.txt", robots);
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Initializes the game with a playable board
*/
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private void initializeGame(String boardName) {
try {
List<Robot> robots = new ArrayList<>();
//TODO: Find correct robot spawn positions
int posX = 1;
for (Player player : playerList) {
Position spawn = new Position(posX,1);
robots.add(new Robot(player.getRobotID(), spawn));
posX++;
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}
gameBoard = BoardLoaderUtil.loadBoard("boards/" + boardName, robots);
generateTileLists();
if (host) {
mainDeck = DeckLoaderUtil.loadProgrammingCardsDeck();
}
new Thread(() -> {
try {
runTurn();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}).start();
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Generates lists containing board element containers with all tiles of certain types
*/
private void generateTileLists() {
cogwheels = gameBoard.getPositionsOfTileOnBoard(TileType.COGWHEEL_RIGHT,
TileType.COGWHEEL_LEFT);
fastConveyorBelts = gameBoard.getPositionsOfTileOnBoard(TileType.CONVEYOR_BELT_FAST,
TileType.CONVEYOR_BELT_FAST_RIGHT, TileType.CONVEYOR_BELT_FAST_LEFT,
TileType.CONVEYOR_BELT_FAST_SIDE_ENTRANCE_RIGHT,
TileType.CONVEYOR_BELT_FAST_SIDE_ENTRANCE_LEFT,
TileType.CONVEYOR_BELT_FAST_SIDE_ENTRANCES);
conveyorBelts = new ArrayList<>();
conveyorBelts.addAll(fastConveyorBelts);
conveyorBelts.addAll(gameBoard.getPositionsOfTileOnBoard(TileType.CONVEYOR_BELT_SLOW,
TileType.CONVEYOR_BELT_SLOW_RIGHT, TileType.CONVEYOR_BELT_SLOW_LEFT,
TileType.CONVEYOR_BELT_SLOW_SIDE_ENTRANCE_RIGHT,
TileType.CONVEYOR_BELT_SLOW_SIDE_ENTRANCE_LEFT,
TileType.CONVEYOR_BELT_SLOW_SIDE_ENTRANCES));
repairTiles = gameBoard.getPositionsOfTileOnBoard(TileType.FLAG_1, TileType.FLAG_2, TileType.FLAG_3,
TileType.FLAG_4, TileType.WRENCH, TileType.WRENCH_AND_HAMMER);
}
/**
* Runs all the steps of one turn in the game
* @throws InterruptedException If interrupted while trying to sleep
*/
private void runTurn() throws InterruptedException {
// The method should follow this sequence:
/*
Tilegne programeringskort
Programmer roboten
i power down
Kjør 5 faser
Flagg + reprasjonstiles reparerer
Fjerner ulåste programmeringskort
Spør om de i power down skal fortsette i power down
Respawn roboter
*/
// Sets the power down status to true on robots that have players who planned one this turn.
// Resets players power down for next turn to false.
updateRobotPowerDown();
// Set damage of robots in power down to 0
gameBoard.executePowerdown();
if (host) {
distributeProgrammingCardsToPlayers();
}
// TODO: Make program for this player, if not in power down
// TODO: Ask player for new power down
// Run the phases of the game
runPhase(1);
runPhase(2);
runPhase(3);
runPhase(4);
runPhase(5);
// Repair robots on repair tiles
repairAllRobotsOnRepairTiles();
if (host) {
updateLockedProgrammingCardsForAllPlayers();
removeNonLockedProgrammingCardsFromPlayers();
}
// TODO: If this player is in power down, ask if it shall continue
// Respawn dead robots, as long as they have more lives left
respawnRobots();
resetHasTouchedFlagThisTurnForAllRobots();
}
/**
* Resets the boolean for if the robot has touched a flag this turn, to set up the next turn.
*/
private void resetHasTouchedFlagThisTurnForAllRobots() {
for (Robot robot : gameBoard.getAliveRobots()) {
robot.setHasTouchedFlagThisTurn(false);
}
}
/**
* Locks the players programming cards in relation to the robots damage
*/
private void updateLockedProgrammingCardsForAllPlayers() {
for (Player player : playerList) {
List<ProgrammingCard> playerProgram = player.getProgram();
ProgrammingCardDeck playerDeck = player.getPlayerDeck();
ProgrammingCardDeck lockedPlayerDeck = player.getLockedPlayerDeck();
int robotDamage = gameBoard.getRobotDamage(player.getRobotID());
//The player has no locked cards. All previously locked cards should go into the free deck
if (robotDamage <= 4) {
lockedPlayerDeck.emptyInto(player.getPlayerDeck());
continue;
}
//Goes through locked cards and moves them to the locked player deck
for (int i = 1; i <= (robotDamage - 4); i++) {
ProgrammingCard card = playerProgram.get(playerProgram.size() - i);
moveProgrammingCardToLockedDeck(card, playerDeck, lockedPlayerDeck);
}
}
}
/**
* Moves a card from the player's deck to the player's locked deck if found
* @param card The card to move to the locked deck
* @param playerDeck The deck containing the player's cards
* @param lockedPlayerDeck The deck containing the player's locked cards
*/
private void moveProgrammingCardToLockedDeck(ProgrammingCard card, ProgrammingCardDeck playerDeck,
ProgrammingCardDeck lockedPlayerDeck) {
for (int i = 0; i < playerDeck.size(); i++) {
if (card.equals(playerDeck.peekTop())) {
//Found the card. Add to the locked deck
lockedPlayerDeck.draw(playerDeck);
break;
} else {
//Move the card to the bottom of the deck
playerDeck.draw(playerDeck);
}
}
}
/**
* Moves non-locked player programming cards from their hand back to the main deck
*/
private void removeNonLockedProgrammingCardsFromPlayers() {
for (Player player : playerList) {
player.getPlayerDeck().emptyInto(mainDeck);
}
}
/**
* Deals correct amount of cards to active players, based on their robots damage
*/
private void distributeProgrammingCardsToPlayers() {
mainDeck.shuffle();
for (Player player : playerList) {
RobotID robot = player.getRobotID();
ProgrammingCardDeck playerDeck = player.getPlayerDeck();
int robotDamage = gameBoard.getRobotDamage(robot);
//Powered down or heavily damaged robots don't get any cards
if (gameBoard.getPowerDown(robot) || robotDamage >= 9) {
continue;
}
if (!playerDeck.isEmpty()) {
throw new IllegalStateException("Player deck must be empty when dealing new cards!");
}
//Gives the player the correct amount of cards
playerDeck.draw(mainDeck,9 - robotDamage);
}
}
/**
* Runs one phase as defined in the Robo Rally rulebook
* @param phaseNumber The number of the phase to run
* @throws InterruptedException If interrupted wile trying to sleep
*/
private void runPhase(int phaseNumber) throws InterruptedException {
runProgrammingCards(phaseNumber);
moveAllConveyorBelts();
rotateCogwheels();
fireAllLasers();
checkAllFlags();
}
/**
* Makes the given robot move according to to the action input.
* @param robotID The ID of the robot to move.
* @param action The specific movement the robot is to take.
* @throws InterruptedException If interrupted wile trying to sleep.
*/
private void makeMove(RobotID robotID, Action action) throws InterruptedException {
if (!gameBoard.isRobotAlive(robotID)) {
return;
}
sleep();
switch (action) {
case MOVE_1:
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gameBoard.moveRobotForward(robotID);
break;
case MOVE_2:
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gameBoard.moveRobotForward(robotID);
moveForward(robotID);
break;
case MOVE_3:
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gameBoard.moveRobotForward(robotID);
moveForward(robotID);
moveForward(robotID);
break;
case ROTATE_RIGHT:
gameBoard.rotateRobotRight(robotID);
break;
case ROTATE_LEFT:
gameBoard.rotateRobotLeft(robotID);
break;
case U_TURN:
gameBoard.rotateRobotLeft(robotID);
gameBoard.rotateRobotLeft(robotID);
break;
case BACK_UP:
gameBoard.reverseRobot(robotID);
break;
default:
throw new IllegalArgumentException("Not a recognized action.");
}
}
/**
* Helper method for makeMove. Takes care of movement forward of given robot.
* @param robotID ID of the given robot.
* @throws InterruptedException If interrupted wile sleeping.
*/
private void moveForward(RobotID robotID) throws InterruptedException {
if (!gameBoard.isRobotAlive(robotID)) {
return;
}
sleep();
gameBoard.moveRobotForward(robotID);
}
/**
* Rotates all robots that are standing on cogWheel tiles on the board.
* @throws InterruptedException If interrupted while sleeping.
*/
private void rotateCogwheels() throws InterruptedException {
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for (BoardElementContainer<Tile> cogwheel : cogwheels) {
if (!gameBoard.hasRobotOnPosition(cogwheel.getPosition())) {
continue;
}
sleep();
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if (cogwheel.getElement().getTileType() == TileType.COGWHEEL_RIGHT) {
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gameBoard.rotateRobotRight(gameBoard.getRobotOnPosition(cogwheel.getPosition()));
} else {
gameBoard.rotateRobotLeft(gameBoard.getRobotOnPosition(cogwheel.getPosition()));
}
}
}
/**
* Moves robots standing on conveyor belts in the direction of the conveyor belt
*
* In addition, the function rotates appropriately when arriving at any non-straight conveyor belt
*
* @throws InterruptedException If disturbed during sleep
*/
private void moveAllConveyorBelts() throws InterruptedException {
sleep();
moveConveyorBelts(fastConveyorBelts);
sleep();
moveConveyorBelts(conveyorBelts);
}
/**
* Moves a list of conveyor belts
* @param conveyorBelts A list of board element containers containing conveyor belts
*/
private void moveConveyorBelts(List<BoardElementContainer<Tile>> conveyorBelts) {
Map<RobotID, Position> newPositions = new HashMap<>();
Map<RobotID, Boolean> moveNormally = new HashMap<>();
for (Robot robot : gameBoard.getAliveRobots()) {
newPositions.put(robot.getRobotId(), robot.getPosition());
}
//Updates hash maps containing robot move information
for (BoardElementContainer<Tile> conveyorBelt : conveyorBelts) {
Position conveyorBeltPosition = conveyorBelt.getPosition();
Direction conveyorBeltDirection = conveyorBelt.getElement().getDirection();
if (gameBoard.conveyorBeltCanMove(conveyorBelt, 0) &&
gameBoard.hasRobotOnPosition(conveyorBeltPosition)) {
updateConveyorBeltMaps(conveyorBeltPosition, conveyorBeltDirection, newPositions, moveNormally);
}
}
//Updates position for all robots affected by conveyor belts
for (RobotID robotID : RobotID.values()) {
if (newPositions.get(robotID) == null || moveNormally.get(robotID) == null) {
continue;
}
if (moveNormally.get(robotID)) {
gameBoard.moveRobot(robotID, gameBoard.getTileOnPosition(newPositions.get(robotID)).getDirection());
} else {
gameBoard.teleportRobot(robotID, newPositions.get(robotID));
}
}
}
/**
* Updates maps containing information about what a robot on a conveyor belt should do
* @param conveyorBeltPosition The position of the conveyor belt the robot stands on
* @param conveyorBeltDirection The direction of the conveyor belt the robot stands on
* @param newPositions The map containing new positions for robots
* @param moveNormally The map containing whether a robot should move normally following normal rules
*/
private void updateConveyorBeltMaps(Position conveyorBeltPosition, Direction conveyorBeltDirection,
Map<RobotID, Position> newPositions, Map<RobotID, Boolean> moveNormally) {
RobotID robotAtConveyorBelt = gameBoard.getRobotOnPosition(conveyorBeltPosition);
Position newPosition = gameBoard.getNewPosition(conveyorBeltPosition, conveyorBeltDirection);
if (gameBoard.isConveyorBelt(gameBoard.getTileOnPosition(newPosition))) {
newPositions.put(robotAtConveyorBelt, newPosition);
moveNormally.put(robotAtConveyorBelt, false);
Direction newDirection = gameBoard.getTileOnPosition(newPosition).getDirection();
if (Direction.getRightRotatedDirection(newDirection) == conveyorBeltDirection) {
gameBoard.rotateRobotLeft(robotAtConveyorBelt);
} else if (Direction.getLeftRotatedDirection(newDirection) == conveyorBeltDirection) {
gameBoard.rotateRobotRight(robotAtConveyorBelt);
}
} else {
newPositions.put(robotAtConveyorBelt, conveyorBeltPosition);
moveNormally.put(robotAtConveyorBelt, true);
}
}
/**
* Checks all flags for robots. Tries to update the flag of the robot.
*/
private void checkAllFlags() {
List<BoardElementContainer<Tile>> listOfFlags = gameBoard.getPositionsOfTileOnBoard(TileType.FLAG_1,
TileType.FLAG_2, TileType.FLAG_3, TileType.FLAG_4);
for (BoardElementContainer<Tile> flag:listOfFlags) {
Position flagPosition = flag.getPosition();
if (gameBoard.hasRobotOnPosition(flagPosition)) {
RobotID robotID = gameBoard.getRobotOnPosition(flagPosition);
for (Robot robot : gameBoard.getAliveRobots()) {
if (robot.getRobotId() != robotID || robot.isHasTouchedFlagThisTurn()) {
continue;
}
gameBoard.updateFlagOnRobot(robotID, flag.getElement().getTileType());
robot.setHasTouchedFlagThisTurn(true);
}
}
}
}
/**
* Fires all lasers on the game board
*/
private void fireAllLasers() throws InterruptedException {
gameBoard.fireAllLasers();
sleep();
gameBoard.doLaserCleanup();
}
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/**
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* Runs all programming cards for a phase
* @param phase The number of the phase to run cards for
* @throws InterruptedException If it gets interrupted while trying to sleep
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*/
private void runProgrammingCards(int phase) throws InterruptedException {
List<RobotID> robotsToDoAction = new ArrayList<>();
List<ProgrammingCard> programToBeRun = new ArrayList<>();
List<Integer> originalPriority = new ArrayList<>();
for (Player player : playerList) {
List<ProgrammingCard> playerProgram = player.getProgram();
if (!playerProgram.isEmpty()) {
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ProgrammingCard programmingCard = playerProgram.get(phase - 1);
originalPriority.add(programmingCard.getPriority());
robotsToDoAction.add(player.getRobotID());
programToBeRun.add(programmingCard);
}
}
Collections.sort(programToBeRun);
for (ProgrammingCard card : programToBeRun) {
int i = originalPriority.indexOf(card.getPriority());
RobotID robot = robotsToDoAction.get(i);
makeMove(robot, card.getAction());
}
}
/**
* Respawn all the dead robots with more lives and places them on the game board
*/
private void respawnRobots() {
gameBoard.respawnRobots();
}
/**
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* repair all robots standing on a repair tile
*/
private void repairAllRobotsOnRepairTiles() {
for (BoardElementContainer<Tile> repairTile : repairTiles) {
Position robotOnTilePosition = repairTile.getPosition();
if (!gameBoard.hasRobotOnPosition(robotOnTilePosition)) {
continue;
}
gameBoard.repairRobotOnTile(gameBoard.getRobotOnPosition(robotOnTilePosition));
}
}
/**
* Sets the robot's power down status to the player's "power down next round" status and sets the players status to false
*/
private void updateRobotPowerDown() {
for (Player player : playerList) {
setRobotPowerDown(player, player.getPowerDownNextRound());
player.setPowerDownNextRound(false);
}
}
/**
* Sets the power down status of a robot
* @param player The player that owns the robot
* @param powerDownStatus The new power down status
*/
private void setRobotPowerDown(Player player, Boolean powerDownStatus) {
gameBoard.setPowerDown(player.getRobotID(), powerDownStatus);
}
}