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authorTimothée Floure2016-04-08 13:15:25 +0200
committerTimothée Floure2016-04-08 13:15:25 +0200
commit936267c0e4cd775c13cb72cc3df5c0e8f6765284 (patch)
treeacdecb2d4410ad2503a6e120f4069551fe35568d /src/ch
parent22b615543b70fd011f8e5e7ed9d8ae82654e5b0c (diff)
downloadxblast-936267c0e4cd775c13cb72cc3df5c0e8f6765284.tar.gz
Fix nextBlast & crumbling walls
Diffstat (limited to 'src/ch')
-rw-r--r--src/ch/epfl/xblast/server/GameState.java46
-rw-r--r--src/ch/epfl/xblast/server/Ticks.java1
2 files changed, 28 insertions, 19 deletions
diff --git a/src/ch/epfl/xblast/server/GameState.java b/src/ch/epfl/xblast/server/GameState.java
index 3df5ebd..a313eab 100644
--- a/src/ch/epfl/xblast/server/GameState.java
+++ b/src/ch/epfl/xblast/server/GameState.java
@@ -101,15 +101,20 @@ public final class GameState {
101 * @return the position of the explosion's particles for the next state. 101 * @return the position of the explosion's particles for the next state.
102 */ 102 */
103 private static List<Sq<Cell>> nextBlasts(List<Sq<Cell>> blasts0, Board board0, List<Sq<Sq<Cell>>> explosions0) { 103 private static List<Sq<Cell>> nextBlasts(List<Sq<Cell>> blasts0, Board board0, List<Sq<Sq<Cell>>> explosions0) {
104 return Stream.concat( 104 List<Sq<Cell>> nextBlasts = new ArrayList<>();
105 blasts0.stream() 105 for(Sq<Cell> blast : blasts0){
106 .filter(blastSeq -> !blastSeq.tail().isEmpty()) 106 Sq<Cell> t = blast.tail();
107 .map(Sq::tail), 107 if(!t.isEmpty() && board0.blockAt(blast.head()).isFree())
108 explosions0.stream() 108 nextBlasts.add(t);
109 .map(Sq::head) 109 }
110 ) 110 for(Sq<Sq<Cell>> explosion : explosions0){
111 .filter(blastSeq -> board0.blockAt(blastSeq.head()).isFree()) 111 if(explosion.isEmpty())
112 .collect(Collectors.toList()); 112 continue;
113 Sq<Cell> b = explosion.head();
114 if(!b.isEmpty())
115 nextBlasts.add(b);
116 }
117 return nextBlasts;
113 } 118 }
114 119
115 /** 120 /**
@@ -185,9 +190,9 @@ public final class GameState {
185 } 190 }
186 191
187 // Generate the new Sequence of Directed Positions (kinda ugly right now) 192 // Generate the new Sequence of Directed Positions (kinda ugly right now)
188 if (!player0.lifeState().canMove() && requestedDirection != null) { // if the player can't movex 193 if (!player0.lifeState().canMove() && requestedDirection != null) { // if the player can't move
189 directedPositions1 = Player.DirectedPosition.stopped(player0.directedPositions().head()); 194 directedPositions1 = Player.DirectedPosition.stopped(player0.directedPositions().head());
190 } else if (player0.direction().isParallelTo(requestedDirection)) { // if the player want to go to a parallel directionx 195 } else if (player0.direction().isParallelTo(requestedDirection)) { // if the player want to go to a parallel direction
191 Player.DirectedPosition requestedDirectedPosition = new Player.DirectedPosition(player0.position(), requestedDirection); 196 Player.DirectedPosition requestedDirectedPosition = new Player.DirectedPosition(player0.position(), requestedDirection);
192 directedPositions1 = Player.DirectedPosition.moving(requestedDirectedPosition); 197 directedPositions1 = Player.DirectedPosition.moving(requestedDirectedPosition);
193 } else if (player0.direction().isPerpendicularTo(requestedDirection)) { // if the player want to go to a perpendicular direction 198 } else if (player0.direction().isPerpendicularTo(requestedDirection)) { // if the player want to go to a perpendicular direction
@@ -201,18 +206,23 @@ public final class GameState {
201 directedPositions1 = directedPositions1.tail(); 206 directedPositions1 = directedPositions1.tail();
202 207
203 // Check possible collisions and update the Sequence if necessary (kinda ugly right now) 208 // Check possible collisions and update the Sequence if necessary (kinda ugly right now)
204 Cell possiblyBlockingCell = directedPositions1.tail().findFirst(dp -> dp.position().isCentral()).position().containingCell(); 209 if (player0.lifeState().canMove()) {
205 if (!board1.blockAt(possiblyBlockingCell).canHostPlayer()) { // if block non-free 210 Cell possiblyBlockingCell = directedPositions1.tail().findFirst(dp -> dp.position().isCentral()).position().containingCell();
206 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1 , player0.directedPositions().head()); 211 if (!board1.blockAt(possiblyBlockingCell).canHostPlayer()) { // if block non-free
207 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick 212 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1, player0.directedPositions().head());
208 } else if (bombedCells1.contains(possiblyBlockingCell) && possiblyBlockingCell.equals(player0.position().containingCell()) && player0.position().distanceToCentral() == Board.BOMB_BLOCKING_DISTANCE) { 213 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick
209 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1 , player0.directedPositions().head()); 214 } else if (bombedCells1.contains(possiblyBlockingCell) && possiblyBlockingCell.equals(player0.position().containingCell()) && player0.position().distanceToCentral() == Board.BOMB_BLOCKING_DISTANCE) {
215 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1, player0.directedPositions().head());
216 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick
217 }
218 } else {
219 Sq<Player.DirectedPosition> actualDirectedPosition = Sq.repeat(1, player0.directedPositions().head());
210 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick 220 directedPositions1 = actualDirectedPosition.concat(directedPositions1); // won't move for a tick
211 } 221 }
212 222
213 // Apply damages and generate a new LifeState Sequence 223 // Apply damages and generate a new LifeState Sequence
214 Sq<Player.LifeState> lifeStates1; 224 Sq<Player.LifeState> lifeStates1;
215 if (player0.lifeState().state() == Player.LifeState.State.VULNERABLE && blastedCells1.contains(directedPositions1.head().position())) { 225 if (player0.lifeState().state() == Player.LifeState.State.VULNERABLE && blastedCells1.contains(directedPositions1.head().position().containingCell())) {
216 lifeStates1 = player0.statesForNextLife(); 226 lifeStates1 = player0.statesForNextLife();
217 } else { 227 } else {
218 lifeStates1 = player0.lifeStates().tail(); 228 lifeStates1 = player0.lifeStates().tail();
diff --git a/src/ch/epfl/xblast/server/Ticks.java b/src/ch/epfl/xblast/server/Ticks.java
index b880dd7..a4c3e74 100644
--- a/src/ch/epfl/xblast/server/Ticks.java
+++ b/src/ch/epfl/xblast/server/Ticks.java
@@ -34,7 +34,6 @@ public interface Ticks {
34 * Duration of crumbling of a wall (in ticks). 34 * Duration of crumbling of a wall (in ticks).
35 */ 35 */
36 int WALL_CRUMBLING_TICKS = EXPLOSION_TICKS; 36 int WALL_CRUMBLING_TICKS = EXPLOSION_TICKS;
37
38 /** 37 /**
39 * Duration of the presence of a bonus (in ticks). 38 * Duration of the presence of a bonus (in ticks).
40 */ 39 */