2018-03-13 10:50:50 +01:00

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package inf101.v18.rogue101.game;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Random;
import java.util.function.Supplier;
import inf101.v18.gfx.Screen;
import inf101.v18.gfx.gfxmode.ITurtle;
import inf101.v18.gfx.gfxmode.TurtlePainter;
import inf101.v18.gfx.textmode.Printer;
import inf101.v18.grid.GridDirection;
import inf101.v18.grid.IGrid;
import inf101.v18.grid.ILocation;
import inf101.v18.rogue101.Main;
import inf101.v18.rogue101.enemies.Girl;
import inf101.v18.rogue101.examples.Carrot;
import inf101.v18.rogue101.items.Manga;
import inf101.v18.rogue101.examples.Rabbit;
import inf101.v18.rogue101.items.Sword;
import inf101.v18.rogue101.map.GameMap;
import inf101.v18.rogue101.map.IGameMap;
import inf101.v18.rogue101.map.IMapView;
import inf101.v18.rogue101.map.MapReader;
import inf101.v18.rogue101.objects.*;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.input.KeyCode;
import javafx.scene.paint.Color;
public class Game implements IGame {
/**
* All the IActors that have things left to do this turn
*/
private List<IActor> actors = Collections.synchronizedList(new ArrayList<>());
/**
* For fancy solution to factory problem
*/
private Map<String, Supplier<IItem>> itemFactories = new HashMap<>();
/**
* Useful random generator
*/
private Random random = new Random();
/**
* Saves the last three messages
*/
private List<String> lastMessages = new ArrayList<>();
/**
* The game map. {@link IGameMap} gives us a few more details than
* {@link IMapView} (write access to item lists); the game needs this but
* individual items don't.
*/
private IGameMap map;
private IActor currentActor;
private ILocation currentLocation;
private int movePoints = 0;
private final ITurtle painter;
private final Printer printer;
private int numPlayers = 0;
private Main main;
public Game(Main main, Screen screen, ITurtle painter, Printer printer) {
this.painter = painter;
this.printer = printer;
addFactory();
this.main = main;
// NOTE: in a more realistic situation, we will have multiple levels (one map
// per level), and (at least for a Roguelike game) the levels should be
// generated
//
// inputGrid will be filled with single-character strings indicating what (if
// anything)
// should be placed at that map square
IGrid<String> inputGrid = MapReader.readFile("maps/testmap.txt");
if (inputGrid == null) {
System.err.println("Map not found falling back to builtin map");
inputGrid = MapReader.readString(Main.BUILTIN_MAP);
}
this.map = new GameMap(inputGrid.getArea());
for (ILocation loc : inputGrid.locations()) {
IItem item = createItem(inputGrid.get(loc));
if (item != null) {
map.add(loc, item);
}
}
}
public Game(String mapString) {
printer = new Printer(1280, 720);
painter = new TurtlePainter(1280, 720);
addFactory();
IGrid<String> inputGrid = MapReader.readString(mapString);
this.map = new GameMap(inputGrid.getArea());
for (ILocation loc : inputGrid.locations()) {
IItem item = createItem(inputGrid.get(loc));
if (item != null) {
map.add(loc, item);
}
}
}
@Override
public void addItem(IItem item) {
map.add(currentLocation, item);
}
@Override
public void addItem(String sym) {
IItem item = createItem(sym);
if (item != null)
map.add(currentLocation, item);
}
@Override
public ILocation attack(GridDirection dir, IItem target) {
ILocation loc = currentLocation.go(dir);
if (!map.has(loc, target)) {
throw new IllegalMoveException("Target isn't there!");
}
//TODO: Add attack and defence power when appropriate items are equipped.
int damage = currentActor.getAttack() + random.nextInt(20) + 1;
int defence = target.getDefence() + 10;
if (damage >= defence) {
int actualDamage = target.handleDamage(this, target, damage);
formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
} else {
displayMessage("The attack missed.");
}
map.clean(loc);
if (target.isDestroyed()) {
return move(dir);
} else {
movePoints--;
return currentLocation;
}
}
/**
* Begin a new game turn, or continue to the previous turn
*
* @return True if the game should wait for more user input
*/
public boolean doTurn() {
do {
if (actors.isEmpty()) {
// System.err.println("new turn!");
// no one in the queue, we're starting a new turn!
// first collect all the actors:
beginTurn();
}
if (random.nextInt(100) < 20) {
ILocation loc = map.getLocation(random.nextInt(map.getWidth()), random.nextInt(map.getHeight()));
if (!map.hasActors(loc) && !map.hasItems(loc) && !map.hasWall(loc)) {
map.add(loc, new Carrot());
}
}
// process actors one by one; for the IPlayer, we return and wait for keypresses
// Possible for INonPlayer, we could also return early (returning
// *false*), and then insert a little timer delay between each non-player move
// (the timer
// is already set up in Main)
while (!actors.isEmpty()) {
// get the next player or non-player in the queue
currentActor = actors.remove(0);
if (currentActor.isDestroyed()) // skip if it's dead
continue;
currentLocation = map.getLocation(currentActor);
if (currentLocation == null) {
displayDebug("doTurn(): Whoops! Actor has disappeared from the map: " + currentActor);
}
movePoints = 1; // everyone gets to do one thing
if (currentActor instanceof INonPlayer) {
// computer-controlled players do their stuff right away
((INonPlayer) currentActor).doTurn(this);
// remove any dead items from current location
map.clean(currentLocation);
return false;
} else if (currentActor instanceof IPlayer) {
if (currentActor.isDestroyed()) {
// a dead human player gets removed from the game
// TODO: you might want to be more clever here
displayMessage("YOU DIE!!!");
map.remove(currentLocation, currentActor);
currentActor = null;
currentLocation = null;
} else {
// For the human player, we need to wait for input, so we just return.
// Further keypresses will cause keyPressed() to be called, and once the human
// makes a move, it'll lose its movement point and doTurn() will be called again
//
// NOTE: currentActor and currentLocation are set to the IPlayer (above),
// so the game remembers who the player is whenever new keypresses occur. This
// is also how e.g., getLocalItems() work the game always keeps track of
// whose turn it is.
return true;
}
} else {
displayDebug("doTurn(): Hmm, this is a very strange actor: " + currentActor);
}
}
} while (numPlayers > 0); // we can safely repeat if we have players, since we'll return (and break out of
// the loop) once we hit the player
return true;
}
/**
* Go through the map and collect all the actors.
*/
private void beginTurn() {
numPlayers = 0;
// this extra fancy iteration over each map location runs *in parallel* on
// multicore systems!
// that makes some things more tricky, hence the "synchronized" block and
// "Collections.synchronizedList()" in the initialization of "actors".
// NOTE: If you want to modify this yourself, it might be a good idea to replace
// "parallelStream()" by "stream()", because weird things can happen when many
// things happen
// at the same time! (or do INF214 or DAT103 to learn about locks and threading)
map.getArea().parallelStream().forEach((loc) -> { // will do this for each location in map
List<IItem> list = map.getAllModifiable(loc); // all items at loc
Iterator<IItem> li = list.iterator(); // manual iterator lets us remove() items
while (li.hasNext()) { // this is what "for(IItem item : list)" looks like on the inside
IItem item = li.next();
if (item.getCurrentHealth() < 0) {
// normally, we expect these things to be removed when they are destroyed, so
// this shouldn't happen
synchronized (this) {
formatDebug("beginTurn(): found and removed leftover destroyed item %s '%s' at %s%n",
item.getName(), item.getSymbol(), loc);
}
li.remove();
map.remove(loc, item); // need to do this too, to update item map
} else if (item instanceof IPlayer) {
actors.add(0, (IActor) item); // we let the human player go first
synchronized (this) {
numPlayers++;
}
} else if (item instanceof IActor) {
actors.add((IActor) item); // add other actors to the end of the list
} else if (item instanceof Carrot) {
((Carrot) item).doTurn();
}
}
});
}
@Override
public boolean canGo(GridDirection dir) {
return map.canGo(currentLocation, dir);
}
private void addFactory() {
itemFactories.put("#", Wall::new);
itemFactories.put("@", Player::new);
itemFactories.put("C", Carrot::new);
itemFactories.put("R", Rabbit::new);
itemFactories.put("M", Manga::new);
itemFactories.put("G", Girl::new);
itemFactories.put(".", Dust::new);
itemFactories.put("S", Sword::new);
}
@Override
public IItem createItem(String sym) {
switch (sym) {
case " ":
return null;
default:
// alternative/advanced method
Supplier<IItem> factory = itemFactories.get(sym);
if (factory != null) {
return factory.get();
} else {
System.err.println("createItem: Don't know how to create a '" + sym + "'");
return null;
}
}
}
@Override
public void displayDebug(String s) {
printer.clearLine(Main.LINE_DEBUG);
printer.printAt(1, Main.LINE_DEBUG, s, Color.DARKRED);
System.err.println(s);
}
@Override
public void displayMessage(String s) {
if (lastMessages.size() >= 3) {
lastMessages.remove(2);
}
lastMessages.add(0, s);
printer.clearLine(Main.LINE_MSG1);
printer.clearLine(Main.LINE_MSG2);
printer.clearLine(Main.LINE_MSG3);
if (lastMessages.size() > 0) {
printer.printAt(1, Main.LINE_MSG1, lastMessages.get(0));
}
if (lastMessages.size() > 1) {
printer.printAt(1, Main.LINE_MSG2, lastMessages.get(1));
}
if (lastMessages.size() > 2) {
printer.printAt(1, Main.LINE_MSG3, lastMessages.get(2));
}
System.out.println("Message: «" + s + "»");
}
@Override
public void displayStatus(String s) {
printer.clearLine(Main.LINE_STATUS);
printer.printAt(1, Main.LINE_STATUS, s);
System.out.println("Status: «" + s + "»");
}
public void draw() {
map.draw(painter, printer);
}
@Override
public boolean drop(IItem item) {
if (item != null) {
map.add(currentLocation, item);
return true;
} else
return false;
}
@Override
public void formatDebug(String s, Object... args) {
displayDebug(String.format(s, args));
}
@Override
public void formatMessage(String s, Object... args) {
displayMessage(String.format(s, args));
}
@Override
public void formatStatus(String s, Object... args) {
displayStatus(String.format(s, args));
}
@Override
public int getHeight() {
return map.getHeight();
}
@Override
public List<IItem> getLocalItems() {
return map.getItems(currentLocation);
}
@Override
public ILocation getLocation() {
return currentLocation;
}
@Override
public ILocation getLocation(GridDirection dir) {
if (currentLocation.canGo(dir))
return currentLocation.go(dir);
else
return null;
}
/**
* Return the game map. {@link IGameMap} gives us a few more details than
* {@link IMapView} (write access to item lists); the game needs this but
* individual items don't.
*/
@Override
public IMapView getMap() {
return map;
}
@Override
public List<GridDirection> getPossibleMoves() {
List<GridDirection> moves = new ArrayList<>();
for (GridDirection dir : GridDirection.FOUR_DIRECTIONS) {
if (canGo(dir)) {
moves.add(dir);
}
}
return moves;
}
@Override
public List<ILocation> getVisible() {
List<ILocation> neighbours = map.getNeighbourhood(currentLocation, currentActor.getVision());
List<ILocation> valid = new ArrayList<>();
for (ILocation neighbour : neighbours) {
boolean blocked = false;
for (ILocation tile : currentLocation.gridLineTo(neighbour)) {
if (map.hasWall(tile)) {
blocked = true;
break;
}
}
if (!blocked) {
valid.add(neighbour);
}
}
return valid;
}
@Override
public int getWidth() {
return map.getWidth();
}
public void keyPressed(KeyCode code) {
// only an IPlayer/human can handle keypresses, and only if it's the human's
// turn
if (currentActor instanceof IPlayer) {
/*((IPlayer) currentActor).keyPressed(this, code); // do your thing
if (movePoints <= 0)
doTurn(); // proceed with turn if we're out of moves*/
if (((IPlayer) currentActor).keyPressed(this, code)) {
main.doTurn();
}
}
}
@Override
public ILocation move(GridDirection dir) {
if (movePoints < 1)
throw new IllegalMoveException("You're out of moves!");
ILocation newLoc = map.go(currentLocation, dir);
map.remove(currentLocation, currentActor);
map.add(newLoc, currentActor);
currentLocation = newLoc;
movePoints--;
return currentLocation;
}
@Override
public IItem pickUp(IItem item) {
if (item != null && map.has(currentLocation, item)) {
if (item instanceof IActor) {
if (item.getCurrentHealth() / item.getMaxHealth() < 3) {
map.remove(currentLocation, item);
return item;
} else {
return null;
}
} else if (currentActor.getAttack() > item.getDefence()) {
map.remove(currentLocation, item);
return item;
} else {
return null;
}
} else {
return null;
}
}
@Override
public ILocation rangedAttack(GridDirection dir, IItem target) {
ILocation loc = currentLocation;
int damage = (currentActor.getAttack() + random.nextInt(20) + 1)
/ loc.gridDistanceTo(map.getLocation(target)); //Close attacks will take more damage.
if (damage >= target.getDefence()) {
int actualDamage = target.handleDamage(this, target, damage);
formatMessage("%s hits %s for %d damage", currentActor.getName(), target.getName(), actualDamage);
} else {
displayMessage("The attack missed.");
}
map.clean(map.getLocation(target));
if (target.isDestroyed() && map.has(currentLocation.go(dir), target)) {
return move(dir);
} else {
return currentLocation;
}
}
@Override
public ITurtle getPainter() {
return painter;
}
@Override
public Printer getPrinter() {
return printer;
}
@Override
public int[] getFreeTextAreaBounds() {
int[] area = new int[4];
area[0] = getWidth() + 1;
area[1] = 1;
area[2] = printer.getLineWidth();
area[3] = printer.getPageHeight() - 5;
return area;
}
@Override
public void clearFreeTextArea() {
printer.clearRegion(getWidth() + 1, 1, printer.getLineWidth() - getWidth(), printer.getPageHeight() - 5);
}
@Override
public void clearFreeGraphicsArea() {
painter.as(GraphicsContext.class).clearRect(getWidth() * printer.getCharWidth(), 0,
painter.getWidth() - getWidth() * printer.getCharWidth(),
(printer.getPageHeight() - 5) * printer.getCharHeight());
}
@Override
public double[] getFreeGraphicsAreaBounds() {
double[] area = new double[4];
area[0] = getWidth() * printer.getCharWidth();
area[1] = 0;
area[2] = painter.getWidth();
area[3] = getHeight() * printer.getCharHeight();
return area;
}
@Override
public IActor getActor() {
return currentActor;
}
public ILocation setCurrent(IActor actor) {
currentLocation = map.getLocation(actor);
if (currentLocation != null) {
currentActor = actor;
movePoints = 1;
}
return currentLocation;
}
public IActor setCurrent(ILocation loc) {
List<IActor> list = map.getActors(loc);
if (!list.isEmpty()) {
currentActor = list.get(0);
currentLocation = loc;
movePoints = 1;
}
return currentActor;
}
public IActor setCurrent(int x, int y) {
return setCurrent(map.getLocation(x, y));
}
@Override
public Random getRandom() {
return random;
}
@Override
public GridDirection locationDirection(ILocation start, ILocation target) {
int targetX = target.getX(), targetY = target.getY();
int startX = start.getX(), startY = start.getY();
GridDirection dir = GridDirection.CENTER;
if (targetX > startX && targetY > startY) {
if (Math.abs(targetX - startX) < Math.abs(targetY - startY)) {
dir = GridDirection.SOUTH;
} else {
dir = GridDirection.EAST;
}
} else if (targetX > startX && targetY < startY) {
if (Math.abs(targetX - startX) < Math.abs(targetY - startY)) {
dir = GridDirection.NORTH;
} else {
dir = GridDirection.EAST;
}
} else if (targetX < startX && targetY > startY) {
if (Math.abs(targetX - startX) < Math.abs(targetY - startY)) {
dir = GridDirection.SOUTH;
} else {
dir = GridDirection.WEST;
}
} else if (targetX < startX && targetY < startY) {
if (Math.abs(targetX - startX) < Math.abs(targetY - startY)) {
dir = GridDirection.NORTH;
} else {
dir = GridDirection.WEST;
}
} else if (targetX > startX) {
dir = GridDirection.EAST;
} else if (targetX < startX) {
dir = GridDirection.WEST;
} else if (targetY > startY) {
dir = GridDirection.SOUTH;
} else if (targetY < startY) {
dir = GridDirection.NORTH;
}
return dir;
}
}