Fiasko/docs/team/planlegging/Sprint_2/robo_rally_classes.txt
2020-03-07 18:56:41 +01:00

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Game
- List<Player> or Map<PlayerId, Player>
- Board
- Deck<ICard>
Deck
- List<ICardWithoutSuit>
- void shuffle() //Randomizes order of cards in deck
- void draw(Deck other) //Draws one card from deck other. Returns false if the other deck is empty
- void draw(Deck other, int n) //Draws n cards from deck other
- void emptyInto(Deck other) //Moves all cards in deck to deck other
- boolean isEmpty() //Checks whether there are any cards in the deck
- int size() //Gets number of cards in deck
- List<ICard> getCards() //Gets copy of cards in deck in correct order
ICardWithoutSuit
- S getValue() //Returns the value of the card
- T getSymbol() //Returns the symbol/color of the card
ICard extends ICardWithoutSuit
- R getSuit() //Returns the suit of the card
IGrid
- K getElement(int x, int y)
- setElement(int x, int y, K element)
- int getHeight()
- int getWidth()
Board
- Grid x2
- List<Robot> deadRobots;
- List<Robot> aliveRobots;
- removeDeadRobotFromBoard(Robot robot);
Position //Immutable
int xCoordinate;
int yCoordinate;
int getXCoordinate()
int getYCoordinate()
Direction {
NORTH (1),
NORTH_EAST (2),
EAST (3),
SOUTH_EAST (4),
SOUTH (5),
SOUTH_WEST (6),
WEST (7),
NORTH_WEST (8);
}
TileType {
TILE (1),
HOLE (2),
COGWHEEL_RIGHT (3),
COGWHEEL_LEFT (4),
TRANSPORT_BAND_SLOW (5),
TRANSPORT_BAND_SLOW_RIGHT (6),
TRANSPORT_BAND_SLOW_LEFT (7),
TRANSPORT_BAND_SLOW_SIDE_ENTRANCES (8),
TRANSPORT_BAND_SLOW_SIDE_ENTRANCE_LEFT (9),
TRANSPORT_BAND_SLOW_SIDE_ENTRANCE_RIGHT (10),
TRANSPORT_BAND_FAST (11),
TRANSPORT_BAND_FAST_RIGHT (12),
TRANSPORT_BAND_FAST_LEFT (13),
TRANSPORT_BAND_FAST_SIDE_ENTRANCES (14),
TRANSPORT_BAND_FAST_SIDE_ENTRANCE_LEFT (15),
TRANSPORT_BAND_FAST_SIDE_ENTRANCE_RIGHT (16),
FLAG_1 (17),
FLAG_2 (18),
FLAG_3 (19),
FLAG_4 (20),
WRENCH (21),
WRENCH_AND_HAMMER (22),
DEATH_TILE (23)
}
WallType {
WALL_NORMAL (1),
WALL_CORNER (2),
WALL_LASER_SINGLE (3),
WALL_LASER_DOUBLE (4);
}
Tile
TileType type
Direction direction
FunctionalTile extends Tile
doPhaseAction() //Information required has not been decided
doRoundAction() //Information required has not been decided
doStepOnAction() //Information required has not been decided. Not needed for all functional tiles
Wall
WallType type
Direction direction
Robot
- int playerId
- int currentDamage
- boolean inPowerDown
- int lastFlagVisited
- Position backup
- int getDamage()
- setDamage(int damage)
- Position getPosition()
- setPosition(Position position)
- setPowerDown(boolean value)
- boolean isInPowerDown()
BoardLoader
- Board loadBoard(String boardFile)
Player
- Deck<ICard>
- int playerId //Both ID and name?
- string playerName
- List<ICard> program
- Robot robot //Might not be needed
- boolean willTakePowerdownNextTurn
- boolean isAlive()
- boolean getName()
- Robot getRobot() //Might not be needed
- setPowerDownNextTurn(boolean willTakePowerdown)
IO
- Game
- List<IDrawableElement> getElementsToRender()
- ? HandleInput(?) ???