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Player.java
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//Bradley Dufour
//2016-05-15
//Represents the Players in the game
//Also controls turns
import java.util.*;
import java.awt.*;
public class Player
{
private static Territory terr1, terr2; // The attacking and defending territories
private static int unitsToAdd = 0;
private static int currPhase = 0;
private static ArrayList<Continent> continents = getContinents();
private static int currPlayer = 0;
private static ArrayList<Player> players = new ArrayList<Player>();
private static int[] cardBonuses = {4,6,8,10,12,15};
private static int horsePos = 0;
private static boolean captured = false;
private LinkedList<Territory> territories;
private Deck hand;
private Color color;
private boolean alive;
private static boolean handVisible = false;
public Player(Color color)
{
alive = true;
this.color = color;
hand = new Deck();
territories = new LinkedList<Territory>();
addPlayer();
}
//-------------------------------------------
//Makes an ArrayList of Continents by reading from Continents.txt
//@return ArrayList of Continents
//PRECONDITION: Continents.txt exists
//-------------------------------------------
private static ArrayList<Continent> getContinents()
{
ArrayList<Continent> continents = new ArrayList<Continent>();
try
{
Scanner scan = new Scanner(new java.io.File("Continents.txt"));
for(int i = 0; i < 6; i++)
{
String name = scan.nextLine();
int bonus = Integer.parseInt(scan.nextLine());
Continent newContinent = new Continent(name, bonus);
String territory = scan.nextLine();
do
{
Territory newTerr = new Territory(territory);
newContinent.addTerritory(newTerr);
territory = scan.nextLine();
}
while(!territory.equals(""));
}
}
catch(Exception e)
{
System.err.println("Failed to read from Continents.txt");
}
return continents;
}
//-------------------------------------------
//Checks if Player is alive, corrects 'alive' and returns the answer
//@return true if Player still has territories, false otherwise
//-------------------------------------------
private boolean isPlayerDead()
{
if(territories.isEmpty())
alive = false;
return alive;
}
//-------------------------------------------
//Calculates the number of units the Player should receive
//@return Number of units the Player should receive
//-------------------------------------------
public int getUnits(boolean usedCards)
{
int units = 0;
if(territories.size() < 9)
units += 3;
else
units += territories.size()/3;
for(Continent continent:continents)
{
if(continent.playerHasAll(this))
units += continent.getBonus();
}
if(usedCards)
{
if(horsePos <= 6)
units += cardBonuses[horsePos];
else
units += (15 + (horsePos - 6)*5);
horsePos++;
}
return(units);
}
//-------------------------------------------
//Adds a player to the list of players in the game
//-------------------------------------------
public void addPlayer()
{
players.add(this);
}
//-------------------------------------------
//Returns the number of Players in players (in the game)
//@return Size of players
//-------------------------------------------
public static int numPlayers()
{
return players.size();
}
//-------------------------------------------
//Gets the Player in the game who is at index in players
//@param index Index to retrieve Player from in players
//-------------------------------------------
public static Player getPlayer(int index)
{
return players.get(index);
}
//-------------------------------------------
//getColor Accesses color of Player object
//@return color[Color]
//-------------------------------------------
public Color getColor()
{
return color;
}
//-------------------------------------------
//getHand Accesses Deck of Player object
//@return hand[Deck]
//-------------------------------------------
public Deck getHand()
{
return hand;
}
//-------------------------------------------
//getTerritories Accesses list of territories of Player object
//@return territories[LinkedList]
//-------------------------------------------
public LinkedList<Territory> getTerritories()
{
return territories;
}
//-------------------------------------------
//viewHand Draws the cards in the Player object's hands to the play screen
//POSTCONDITION: The entire hand will be made invisible if it was visible and visible if it was invisible
//-------------------------------------------
public void viewHand()
{
handVisible = !handVisible;
hand.setVisible(handVisible);
}
//-------------------------------------------
//Returns the current phase of the Player's turn
//@return The current phase of the turn
//-------------------------------------------
public static int getCurrPhase()
{
return currPhase;
}
//-------------------------------------------
// Sets the turn to the next phase
// POSTCONDITION: The phase will be a valid phase in a valid player's turn
//-------------------------------------------
public static void incrementCurrPhase()
{
currPhase++;
if(currPhase > 3)
{
currPlayer = (currPlayer+1)%players.size();
currPhase = 0;
Button.changeLabel("invisible");
}
if(currPhase == 3)
Button.changeLabel("End");
captured = false;
if(terr1!=null)
terr1.setSelected(false);
if(terr2!=null)
terr2.setSelected(false);
terr1 = null;
terr2 = null;
if(currPhase == 1)
{
int cardsClicked = 0;
ArrayList<Card> submitted = new ArrayList<Card>();
for(Card card:players.get(currPlayer).getHand().getList())
{
if(card.isClicked())
{
cardsClicked++;
submitted.add(card);
}
}
boolean validCards = false;
if(cardsClicked == 3)
{
for(Card card:submitted)
{
if(card.getType() == 3)
validCards = true;
}
if(submitted.get(0).getType() == submitted.get(1).getType() && submitted.get(0).getType() == submitted.get(2).getType() || (submitted.get(0).getType() != submitted.get(1).getType() && submitted.get(0).getType() != submitted.get(2).getType() && submitted.get(1).getType() != submitted.get(2).getType()))
{
validCards = true;
}
}
if(validCards)
{
for(int i = players.get(currPlayer).getHand().getList().size() - 1; i >= 0; i--)
{
for(Card used:submitted)
{
if(used == players.get(currPlayer).getHand().get(i))
players.get(currPlayer).getHand().drawCard(i);
}
}
}
//TODO: Allow cards to be selected before turn begins [New Phase maybe?]
unitsToAdd = players.get(currPlayer).getUnits(validCards);
}
}
//-------------------------------------------
// Resets the selected cities.
// POSTCONDITION: All units will be properly calculated
//-------------------------------------------
public static void resetSelected(int lossesAttacker, int lossesDefender, int selected)
{
if(terr1!=null)
terr1.setSelected(false);
if(terr2!=null)
terr2.setSelected(false);
terr1.removeUnits(lossesAttacker);
terr2.removeUnits(lossesDefender);
if(terr2.getUnits()==0)
{
terr1.removeUnits(selected);
Player attacked = terr1.getOwner();
terr2.setOwner(terr1.getOwner());
if(attacked.isPlayerDead())
{
Deck.giveCards(attacked, players.get(currPlayer));
for(int i = 0; i < players.size(); i++)
{
if(players.get(i) == attacked)
{
players.remove(i);
break;
}
}
}
terr2.addUnits(selected);
Map.miniUpdate(terr2);
if(!captured)
{
//insert part to draw a card
captured = true;
}
}
terr1 = null;
terr2 = null;
}
//-------------------------------------------
//Returns the units the player has left to place
//@return Units Player still has left to add before beginning next turn phase
//-------------------------------------------
public static int getUnitsToAdd()
{
return unitsToAdd;
}
//-------------------------------------------
//Processes the turn.
//POSTCONDITION: The user input will be read and the game will have processed events
//-------------------------------------------
public static void processTurn()
{
if(currPhase == 0)
{
Button.changeLabel("Done");
}
if(currPhase == 1)
{
if(Map.getSelectedTerritory() != null && Map.getSelectedTerritory().getOwner() == players.get(currPlayer))
{
Map.getSelectedTerritory().addUnits(1);
unitsToAdd--;
}
if(unitsToAdd == 0)
{
incrementCurrPhase();
Button.changeLabel("Done");
}
}
else if(currPhase == 2)
{
if(terr1 == null && Map.getSelectedTerritory() != null && Map.getSelectedTerritory().getOwner() == players.get(currPlayer)&&Map.getSelectedTerritory().getUnits()>1)
{
terr1 = Map.getSelectedTerritory();
terr1.setSelected(true);
}
else if (terr1 != null && Map.getSelectedTerritory() != null && terr2==null && terr1.borders(Map.getSelectedTerritory())&& Map.getSelectedTerritory().getOwner() != players.get(currPlayer))
{
terr2 = Map.getSelectedTerritory();
terr2.setSelected(true);
}
else if (terr1 != null && Map.getSelectedTerritory() != null && Map.getSelectedTerritory()==terr1 && terr2 == null)
{
terr1.setSelected(false);
terr1 = null;
}
if(terr1 != null && terr2 != null)
{
Die.showDice(terr1.getUnits(),terr2.getUnits());
}
}
else if(currPhase == 3)
{
if(terr1 == null && Map.getSelectedTerritory() != null && Map.getSelectedTerritory().getOwner() == players.get(currPlayer) && Map.getSelectedTerritory().getUnits()>1)
{
terr1 = Map.getSelectedTerritory();
terr1.setSelected(true);
}
else if (terr1 != null && Map.getSelectedTerritory() != null && terr2==null && terr1.borders(Map.getSelectedTerritory())&& Map.getSelectedTerritory().getOwner() == players.get(currPlayer))
{
terr2 = Map.getSelectedTerritory();
terr2.setSelected(true);
}
else if (terr1 != null && terr1 == null && Map.getSelectedTerritory() != null && Map.getSelectedTerritory()==terr1)
{
terr1.setSelected(false);
terr1 = null;
}
if(terr1 != null && terr2 != null && terr1.getUnits()>0 && Map.getSelectedTerritory()==terr2)
{
terr1.fortify(terr2,1);
}
}
}
//-------------------------------------------
//Returns the player whose turn it is
//@return the current player
//-------------------------------------------
public static Player getCurrentPlayer()
{
return(players.get(currPlayer));
}
}