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authorTimothée Floure2016-04-05 01:04:06 +0200
committerTimothée Floure2016-04-05 01:04:06 +0200
commit4d75a239dbffb6bd73d261c2cd5804d6e77834b4 (patch)
tree3cc2b5695dc5815c00fdf66074700e5351590162
parent7309447c8ddc269eaa014dcb9c2f62716053b632 (diff)
downloadxblast-4d75a239dbffb6bd73d261c2cd5804d6e77834b4.tar.gz
Implement nextPlayer() for GameState
-rw-r--r--src/ch/epfl/xblast/server/GameState.java81
1 files changed, 71 insertions, 10 deletions
diff --git a/src/ch/epfl/xblast/server/GameState.java b/src/ch/epfl/xblast/server/GameState.java
index f4d021c..035493d 100644
--- a/src/ch/epfl/xblast/server/GameState.java
+++ b/src/ch/epfl/xblast/server/GameState.java
@@ -8,6 +8,7 @@ import java.util.function.Function;
8import java.util.stream.Collectors; 8import java.util.stream.Collectors;
9import java.util.stream.Stream; 9import java.util.stream.Stream;
10 10
11
11/** 12/**
12 * GameState representing the current game state. 13 * GameState representing the current game state.
13 * 14 *
@@ -126,9 +127,9 @@ public final class GameState {
126 for (Sq<Block> blockSq : blocks0) { 127 for (Sq<Block> blockSq : blocks0) {
127 int cellId = blocks0.get(i).hashCode(); 128 int cellId = blocks0.get(i).hashCode();
128 Block block = blockSq.head(); 129 Block block = blockSq.head();
129 if (( consumedBonuses).contains(cellId) && block.isBonus()) { 130 if (consumedBonuses.contains(cellId) && block.isBonus()) {
130 blocks1.add(Sq.constant(Block.FREE)); 131 blocks1.add(Sq.constant(Block.FREE));
131 } else if ((blastedCells1).contains(cellId) && (block == Block.DESTRUCTIBLE_WALL || block.isBonus())) { 132 } else if (blastedCells1.contains(cellId) && (block == Block.DESTRUCTIBLE_WALL || block.isBonus())) {
132 if (block == Block.DESTRUCTIBLE_WALL) { 133 if (block == Block.DESTRUCTIBLE_WALL) {
133 Block bonus = randomBonus(); 134 Block bonus = randomBonus();
134 blocks1.add(Sq.repeat(Ticks.WALL_CRUMBLING_TICKS, Block.CRUMBLING_WALL).concat(Sq.constant(bonus))); 135 blocks1.add(Sq.repeat(Ticks.WALL_CRUMBLING_TICKS, Block.CRUMBLING_WALL).concat(Sq.constant(bonus)));
@@ -162,8 +163,68 @@ public final class GameState {
162 Board board1, 163 Board board1,
163 Set<Cell> blastedCells1, 164 Set<Cell> blastedCells1,
164 Map<PlayerID, Optional<Direction>> speedChangeEvents) { 165 Map<PlayerID, Optional<Direction>> speedChangeEvents) {
165 //ToDo 166 List<Player> players1 = new ArrayList<>();
166 return players0; 167
168 for (Player player0 : players0) {
169 Optional<Direction> event = speedChangeEvents.get(player0.id());
170 Sq<Player.DirectedPosition> directedPositions1;
171
172 // Get the requested direction
173 Direction requestedDirection = null;
174 if (event != null) {
175 requestedDirection = event.orElse(null);
176 }
177
178 // Generate the new Sequence of Directed Positions (kinda ugly right now)
179 if (requestedDirection == null || !player0.lifeState().canMove()) {
180 // The player does not move
181 directedPositions1 = Player.DirectedPosition.stopped(player0.directedPositions().head());
182 } else if (player0.direction() == requestedDirection.opposite() || player0.direction() == requestedDirection) {
183 // The player keep its actual position or go to the opposite direction
184 Player.DirectedPosition requestedDirectedPosition = new Player.DirectedPosition(player0.position(), requestedDirection);
185 directedPositions1 = Sq.constant(requestedDirectedPosition);
186 } else {
187 // The player go to a perpendicular position.
188 Player.DirectedPosition nextCentralSubCell = player0.directedPositions().findFirst(dp -> dp.position().isCentral());
189 Sq<Player.DirectedPosition> toNextCentralSubCell = player0.directedPositions().takeWhile(dp -> !dp.position().isCentral());
190 Sq<Player.DirectedPosition> pastNextCentralSubCell = Player.DirectedPosition.moving(new Player.DirectedPosition(nextCentralSubCell.position(), requestedDirection));
191 directedPositions1 = toNextCentralSubCell.concat(pastNextCentralSubCell);
192 }
193
194 // Advance of one SubCell on the newly computed path
195 directedPositions1 = directedPositions1.tail();
196
197 // Check possible collisions and update the Sequence if necessary (kinda ugly right now)
198 Cell possiblyWalledCell = directedPositions1.tail().findFirst(dp -> dp.position().isCentral()).position().containingCell();
199 if (!board1.blockAt(possiblyWalledCell).canHostPlayer()) { // if block non-free
200 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1 , player0.directedPositions().head());
201 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick
202 }
203 if (bombedCells1.contains(player0.position().containingCell()) && player0.position().distanceToCentral() <= 6) { // Magic number ! 10 lashes for Fnux.
204 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1 , player0.directedPositions().head());
205 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick
206 }
207
208 // Apply damages and generate a new LifeState Sequence
209 Sq<Player.LifeState> lifeStates1;
210 if (player0.lifeState().state() == Player.LifeState.State.VULNERABLE && blastedCells1.contains(directedPositions1.head().position())) {
211 lifeStates1 = player0.statesForNextLife();
212 } else {
213 lifeStates1 = player0.lifeStates().tail();
214 }
215
216 // Create the new player given the new parameters
217 Player player1 = new Player(player0.id(), lifeStates1, directedPositions1, player0.maxBombs(), player0.bombRange());
218
219 // Update the capacities of the player given the possible bonus
220 if (playerBonuses.containsKey(player0.id())) {
221 player1 = playerBonuses.get(player0.id()).applyTo(player1);
222 }
223
224 // Add the newly generated player to the returned list
225 players1.add(player1);
226 }
227 return players1;
167 } 228 }
168 229
169 /** 230 /**
@@ -174,7 +235,7 @@ public final class GameState {
174 */ 235 */
175 private static List<Sq<Sq<Cell>>> nextExplosions(List<Sq<Sq<Cell>>> explosions0) { 236 private static List<Sq<Sq<Cell>>> nextExplosions(List<Sq<Sq<Cell>>> explosions0) {
176 List<Sq<Sq<Cell>>> explosions1 = new ArrayList<>(); 237 List<Sq<Sq<Cell>>> explosions1 = new ArrayList<>();
177 for (Sq<Sq<Cell>> explosion : explosions0) { 238 for (Sq<Sq<Cell>> explosion : explosions0) {
178 if (!explosion.tail().isEmpty()) { 239 if (!explosion.tail().isEmpty()) {
179 explosions1.add(explosion.tail()); 240 explosions1.add(explosion.tail());
180 } 241 }
@@ -203,9 +264,9 @@ public final class GameState {
203 264
204 for (Player player : players0) { 265 for (Player player : players0) {
205 if (bombDropEvents.contains(player.id()) && player.isAlive() && !containingBombCells.contains(player.position().containingCell())) { 266 if (bombDropEvents.contains(player.id()) && player.isAlive() && !containingBombCells.contains(player.position().containingCell())) {
206 Bomb newBomb = new Bomb(player.id(), player.position().containingCell(), Ticks.BOMB_FUSE_TICKS, player.bombRange()); 267 Bomb newBomb = new Bomb(player.id(), player.position().containingCell(), Ticks.BOMB_FUSE_TICKS, player.bombRange());
207 containingBombCells.add(newBomb.position()); 268 containingBombCells.add(newBomb.position());
208 bombs1.add(newBomb); 269 bombs1.add(newBomb);
209 } 270 }
210 } 271 }
211 return bombs1; 272 return bombs1;
@@ -458,8 +519,8 @@ public final class GameState {
458 private Set<PlayerID> discardConflictingBombDropEvents(Set<PlayerID> bombDropEvents) { 519 private Set<PlayerID> discardConflictingBombDropEvents(Set<PlayerID> bombDropEvents) {
459 Map<Cell, PlayerID> bombDropMap = this.mapTopPriorityPlayerCells( 520 Map<Cell, PlayerID> bombDropMap = this.mapTopPriorityPlayerCells(
460 this.alivePlayers().stream() 521 this.alivePlayers().stream()
461 .filter(bombDropEvents::contains) 522 .filter(bombDropEvents::contains)
462 .collect(Collectors.toList()) 523 .collect(Collectors.toList())
463 ); 524 );
464 525
465 return bombDropMap.isEmpty() ? EnumSet.noneOf(PlayerID.class) : EnumSet.copyOf(bombDropMap.values()); 526 return bombDropMap.isEmpty() ? EnumSet.noneOf(PlayerID.class) : EnumSet.copyOf(bombDropMap.values());