COSC-3P91-Assignments/Assignment 2/src/ca/cosc3p91/a2/game/GameEngine.java

331 lines
13 KiB
Java

package ca.cosc3p91.a2.game;
import ca.cosc3p91.a2.gameobjects.*;
import ca.cosc3p91.a2.player.*;
import ca.cosc3p91.a2.util.Print;
import ca.cosc3p91.a2.util.Time;
import ca.cosc3p91.a2.util.Util;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.util.Random;
import java.util.Scanner;
public class GameEngine<T> implements Runnable {
public static final double GOLD_FACTOR = 5;
public static final double IRON_FACTOR = 1;
public static final double WOOD_FACTOR = 0.1;
private Player player;
boolean running = true;
private float pillageFactor = 0.5f;
private int currentTime;
private final Random random = new Random(System.nanoTime());
public Map map;
public GameEngine() {
player = new Player();
map = generateInitialMap();
}
private void printState(Map map, String displayName) {
Print resourcesPrinter = new Print(displayName, 2);
resourcesPrinter.addColumn(new Print.Column("Resource Type"));
resourcesPrinter.addColumn(new Print.Column("Max"));
resourcesPrinter.addColumn(new Print.Column("Amount"));
resourcesPrinter.addRow(new Print.Row(
"Wood",
Integer.toString(map.getTownHall().getWoodCapacity()),
Integer.toString(map.getTownHall().getCurrentWood())));
resourcesPrinter.addRow(new Print.Row(
"Iron",
Integer.toString(map.getTownHall().getIronCapacity()),
Integer.toString(map.getTownHall().getCurrentIron())));
resourcesPrinter.addRow(new Print.Row(
"Gold",
Integer.toString(map.getTownHall().getGoldCapacity()),
Integer.toString(map.getTownHall().getCurrentGold())));
Print.print(resourcesPrinter.createTable(true, false, true));
Print buildingPrinter = new Print("Village Buildings", 2, resourcesPrinter.getWidth());
buildingPrinter.addColumn(new Print.Column("Name"));
buildingPrinter.addColumn(new Print.Column("Level"));
buildingPrinter.addColumn(new Print.Column("Health"));
for (Building b : map.contains)
buildingPrinter.addRow(new Print.Row(b.getClass().getSimpleName(),
Integer.toString(b.getLevel() + 1),
Integer.toString(b.getHealth())));
Print.print(buildingPrinter.createTable(true, false, true));
Print inhabs = new Print("Village Inhabitants", 2, buildingPrinter.getWidth());
inhabs.addColumn(new Print.Column("Name"));
inhabs.addColumn(new Print.Column("Level"));
for (Inhabitant i : map.inhabitants)
inhabs.addRow(new Print.Row(i.getClass().getSimpleName(), Integer.toString(i.getLevel() + 1)));
Print.print(inhabs.createTable(true, true, true));
}
private void printMenuOptions() {
System.out.println("~ Player Options:\n" +
"1. Build {command: '1 <building name>'}\n" +
"2. Train inhabitants {command: '2 <unit name>'}\n"+
"3. Upgrade Building\n"+
"4. Explore\n"+
"5. Print Village Stats\n"+
"6. Quit\n" +
"7. Attack last explored\n");
}
public void attackVillage(Map map) {
int defenseiveCounter = 1;
int inhabCounter = 0;
for (Building b : map.contains)
if (b instanceof DefenseBuilding)
defenseiveCounter++;
for (Inhabitant i : map.inhabitants)
if (b 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));
}
private Map generateInitialMap(){
return new Map(new CasaDeNarino(1, VillageHallStages.villageStages[0]), 30);
}
public Map generateMap() {
Map initialMap = generateInitialMap();
CasaDeNarino hall = initialMap.getTownHall();
// generate a similar town hall
int levelChange = random.nextInt(2) - 1;
int nextLevel = this.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(this.map.getTownHall().getCurrentWood() + random.nextInt(500) - 150);
hall.addIron(this.map.getTownHall().getCurrentIron() + random.nextInt(500) - 150);
hall.addGold(this.map.getTownHall().getCurrentGold() + random.nextInt(500) - 150);
int buildingCount = this.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 : this.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;
}
@Override
public void run() {
BufferedReader rd = new BufferedReader(new InputStreamReader(System.in));
Scanner sc = new Scanner(rd);
printState(this.map,"Current Village State");
printMenuOptions();
System.out.println();
Map exploringMap = null;
boolean deleteMyHeart = true;
while (running) {
for (Building b : this.map.contains){
if ((b instanceof ResourceBuilding)) {
((ResourceBuilding) b).update(this.map.getTownHall());
}
}
try {
if (rd.ready()) {
String in = sc.nextLine();
String[] args = in.split(" ");
System.out.println("Your Input: ");
System.out.println("\t->" + in);
// 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 {
Building type = determineBuildingType(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 {
Inhabitant type = determineInhabitantType(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':
break;
case '4':
deleteMyHeart = false;
exploringMap = generateMap();
printState(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':
printState(this.map,"Home Village");
break;
case '6':
System.exit(0);
break;
default:
break;
}
printMenuOptions();
}
} catch (Exception e) {
throw new RuntimeException(e);
}
if (deleteMyHeart)
exploringMap = null;
}
}
private static char determineChar(String str){
char c = ' ';
if (str.trim().length() == 1)
c = str.charAt(0);
return c;
}
private static Building determineBuildingType(String argument){
argument = argument.toLowerCase();
char c = determineChar(argument);
if (argument.contains("gold") || argument.contains("good") || c == 'g') {
return new SaulGoodMine(ResourceStages.goldStages[0]);
} else if (argument.contains("iron") || c == 'i') {
return new IronMine(ResourceStages.ironStages[0]);
} else if (argument.contains("wood") || argument.contains("lumber") || c == 'w' || c == 'l') {
return new LumberMine(ResourceStages.woodStages[0]);
} else if (argument.contains("archer") || c == 'a') {
return new ArcherTower();
} else if (argument.contains("can") || c == 'c') {
return new Cannon();
}
return null;
}
private static Inhabitant determineInhabitantType(String argument) {
argument = argument.toLowerCase();
char c = determineChar(argument);
if (argument.contains("soldier") || c == 's') {
return new Soldier();
} else if (argument.contains("knight") || c == 'k') {
return new Knight();
} else if (argument.contains("work") || c == 'w') {
return new Worker();
} else if (argument.contains("collect") || c == 'c') {
return new Collector();
} else if (argument.contains("cat")) {
return new Catapult();
} else if (argument.contains("arch") || c == 'a') {
return new Archer();
}
return null;
}
}