COSC-3P91-Assignments/Assignment 4/src/ca/cosc3p91/a4/game/GameEngine.java

283 lines
12 KiB
Java

package ca.cosc3p91.a4.game;
import ca.cosc3p91.a4.gameobjects.*;
import ca.cosc3p91.a4.gameobjects.factory.BuildingFactory;
import ca.cosc3p91.a4.gameobjects.factory.InhabitantFactory;
import ca.cosc3p91.a4.player.*;
import ca.cosc3p91.a4.userinterface.GameDisplay;
import ca.cosc3p91.a4.util.ChallengeAdapter;
import java.beans.XMLEncoder;
import java.io.BufferedOutputStream;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.Random;
public class GameEngine {
public static final double GOLD_FACTOR = 5;
public static final double IRON_FACTOR = 1;
public static final double WOOD_FACTOR = 0.1;
private float pillageFactor = 0.5f;
private int currentTime;
private final Random random = new Random(System.nanoTime());
public GameDisplay view;
public GameEngine() {
}
public void attackVillage(Map attacking, Map defending) {
// int defenseiveCounter = 1;
// int inhabCounter = 0;
// for (Building b : map.contains)
// if (b instanceof DefenseBuilding)
// defenseiveCounter++;
// for (Inhabitant i : map.inhabitants)
// if (i instanceof Infantry)
// inhabCounter++;
// pillageFactor = (float) inhabCounter / (float) defenseiveCounter;
// if (pillageFactor < 0)
// pillageFactor = 0;
// if (pillageFactor > 1)
// pillageFactor = 1;
// this.map.getTownHall().addWood((int) (map.getTownHall().getCurrentWood() * pillageFactor));
// this.map.getTownHall().addIron((int) (map.getTownHall().getCurrentIron() * pillageFactor));
// this.map.getTownHall().addGold((int) (map.getTownHall().getCurrentGold() * pillageFactor));
ChallengeAdapter adapter = new ChallengeAdapter(attacking);
adapter.attack(defending);
}
public Map generateInitialMap(){
return new Map(new CasaDeNarino(1, VillageHallStages.villageStages[0]), 30);
}
public Map generateMap(Map map) {
Map initialMap = generateInitialMap();
CasaDeNarino hall = initialMap.getTownHall();
// generate a similar town hall
int levelChange = random.nextInt(2) - 1;
int nextLevel = map.getTownHall().getLevel() + levelChange;
// only need to change if the new village level is higher than initial
if (nextLevel > 0)
hall.upgrade(VillageHallStages.villageStages[nextLevel]);
hall.addWood(map.getTownHall().getCurrentWood() + random.nextInt(500) - 150);
hall.addIron(map.getTownHall().getCurrentIron() + random.nextInt(500) - 150);
hall.addGold(map.getTownHall().getCurrentGold() + random.nextInt(500) - 150);
int buildingCount = map.contains.size();
int saulGoodMines = 0;
int ironMines = 0;
int woodMines = 0;
int archerTowers = 0;
int cannons = 0;
// count buildings in our map
for (Building b : map.contains){
if (b instanceof SaulGoodMine)
saulGoodMines++;
else if (b instanceof IronMine)
ironMines++;
else if (b instanceof LumberMine)
woodMines++;
else if (b instanceof ArcherTower)
archerTowers++;
else if (b instanceof Cannon)
cannons++;
}
// variate
saulGoodMines += random.nextInt();;
ironMines += random.nextInt();
woodMines += random.nextInt();
archerTowers += random.nextInt();
cannons += random.nextInt();
// generate a map with a similar number of buildings
for (int i = 0; i < Math.max(buildingCount + random.nextInt(5) - 2, 1); i++) {
int selection = random.nextInt(5);
// select a random building. Doing it this way because if we build based on buildings we have
// then the maps will be VERY boring as they would be all the same
switch (selection) {
case 0:
initialMap.contains.add(new LumberMine(ResourceStages.woodStages[random.nextInt(ResourceStages.woodStages.length)]));
break;
case 1:
if (ironMines > 0)
initialMap.contains.add(new IronMine(ResourceStages.ironStages[random.nextInt(ResourceStages.ironStages.length)]));
break;
case 2:
if (saulGoodMines > 0)
initialMap.contains.add(new SaulGoodMine(ResourceStages.goldStages[random.nextInt(ResourceStages.goldStages.length)]));
break;
case 3:
initialMap.contains.add(new ArcherTower());
break;
case 4:
initialMap.contains.add(new Cannon());
break;
default:
break;
}
}
return initialMap;
}
public int getScore(Map map) {
CasaDeNarino hall = map.getTownHall();
int score = (int)(hall.getCurrentGold() * GOLD_FACTOR + hall.getCurrentIron() * IRON_FACTOR + hall.getCurrentWood() * WOOD_FACTOR);
score += map.contains.size();
score += map.inhabitants.size();
return score;
}
public void updateMap(Map map) {
for (int i = 0; i < map.contains.size(); i++) {
if ((map.contains.get(i) instanceof ResourceBuilding)) {
((ResourceBuilding) map.contains.get(i)).update(map.getTownHall());
}
}
}
public boolean build (Map map, String buildingArg) {
BuildingFactory bfactory = new BuildingFactory();
Building type = bfactory.getBuilding(buildingArg);
return map.build(new Tile(), type);
}
public boolean train (Map map, String inhabitantArgs) {
InhabitantFactory ifactory = new InhabitantFactory();
Inhabitant type = ifactory.getInhabitant(inhabitantArgs);
return map.train(type);
}
public boolean upgradeBuilding (Map map, int buildingIndex) {
return map.upgradeBuilding(buildingIndex);
}
public boolean upgradeInhabitant (Map map, int inhabitantIndex) {
return map.upgradeInhabitant(inhabitantIndex);
}
/*
@Override
public void run() {
String in;
view = new GameDisplay();
view.printVillageState(this.map,"Current Village State");
view.printGameMenu();
Map exploringMap = null;
boolean deleteMyHeart = true;
while (running) {
try {
if ((in = view.nextInput()) != null) {
String[] args = in.split(" ");
view.printLastInput();
// reset the map if they aren't exploring
if (in.charAt(0) != '4')
deleteMyHeart = true;
switch (in.charAt(0)) {
case '1':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
BuildingFactory bfactory = new BuildingFactory();
Building type = bfactory.getBuilding(args[1]);
if (type == null)
System.err.println("Args are not a valid building!");
else if (this.map.build(new Tile(), type) ) {
System.out.println(type.getClass().getSimpleName()+" successfully built\n");
} else
System.out.println("Missing resources to build "+type.getClass().getSimpleName());
}
break;
case '2':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
InhabitantFactory ifactory = new InhabitantFactory();
Inhabitant type = ifactory.getInhabitant(args[1]);
if (type == null)
System.err.println("Args are not a valid inhabitant!");
else if (this.map.train(type) ) {
System.out.println("successfully trained a(n) "+type.getClass().getSimpleName());
} else System.out.println("Missing gold to train "+type.getClass().getSimpleName());
}
break;
case '3':
if (args.length < 2) {
System.err.println("Args must include type!");
} else {
int unitIndex = Integer.parseInt(args[1].substring(1));
if (unitIndex < 0) {
System.err.println("Invalid Index");
break;
}
if (args[1].contains("i") && (unitIndex < map.inhabitants.size()) ) {
if ( map.upgradeInhabitant(unitIndex) ) {
System.out.println("successfully upgraded a(n) "+map.inhabitants.get(unitIndex).getClass().getSimpleName());
} else System.out.println("Missing Resources to upgrade "+map.inhabitants.get(unitIndex).getClass().getSimpleName());
} else if (args[1].contains("b") && (unitIndex < map.contains.size()) ) {
if ( map.upgradeBuilding(unitIndex) ) {
System.out.println("successfully upgraded a(n) "+map.contains.get(unitIndex).getClass().getSimpleName());
} else System.out.println("Missing Resources to upgrade "+map.contains.get(unitIndex).getClass().getSimpleName());
} else {
System.err.println("Args are not a valid unit!");
}
}
break;
case '4':
deleteMyHeart = false;
exploringMap = generateMap();
view.printVillageState(exploringMap,"Other Village");
break;
case '7':
if (exploringMap != null)
attackVillage(exploringMap);
else
System.out.println("Error: Explored map is null. Have you explored last command?");
break;
case '5':
view.printVillageState(this.map,"Home Village");
break;
case '6':
System.exit(0);
break;
default:
break;
}
view.printGameMenu();
}
} catch (Exception e) {
throw new RuntimeException(e);
}
if (deleteMyHeart)
exploringMap = null;
}
} */
public void save(String file, Map map){
try (XMLEncoder encoder = new XMLEncoder(new BufferedOutputStream(Files.newOutputStream(Paths.get(file))))) {
map.contains.forEach(encoder::writeObject);
map.inhabitants.forEach(encoder::writeObject);
System.out.println("Wrote map");
} catch (Exception e) {
e.printStackTrace();
}
}
}