[Priority 3] - Add DefaultClassPlayer and refactor Player constructor

This commit is contained in:
Katchan 2021-10-20 14:43:31 +02:00
parent 6c61be3a90
commit 498a449a91
7 changed files with 122 additions and 15 deletions

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@ -3,14 +3,14 @@ package fr.lnl.game.server;
import fr.lnl.game.server.games.Game; import fr.lnl.game.server.games.Game;
import fr.lnl.game.server.games.grid.Grid; import fr.lnl.game.server.games.grid.Grid;
import fr.lnl.game.server.games.player.ComputerPlayer; import fr.lnl.game.server.games.player.ComputerPlayer;
import fr.lnl.game.server.games.player.DefaultClassPlayer;
import fr.lnl.game.server.games.player.Player; import fr.lnl.game.server.games.player.Player;
import fr.lnl.game.server.games.weapon.Firearm;
public class ServerMain { public class ServerMain {
public static void main(String[] args) { public static void main(String[] args) {
Player playerOne = new ComputerPlayer(1,1000,new Firearm()); Player playerOne = new ComputerPlayer(1,new DefaultClassPlayer());
Player playerTwo = new ComputerPlayer(2,1000,new Firearm()); Player playerTwo = new ComputerPlayer(2,new DefaultClassPlayer());
Grid grid = new Grid(16,16,new Player[]{playerOne,playerTwo}); Grid grid = new Grid(16,16,new Player[]{playerOne,playerTwo});
grid.initGrid(); grid.initGrid();

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@ -12,12 +12,14 @@ public abstract class AbstractPlayer implements Player {
private Weapon weapon; private Weapon weapon;
private boolean shieldDeploy; private boolean shieldDeploy;
private Action[] actions; private Action[] actions;
private ClassPlayer classPlayer;
public AbstractPlayer(int id, Point position, int energy, Weapon weapon, boolean shieldDeploy) { public AbstractPlayer(int id, Point position, boolean shieldDeploy, ClassPlayer classPlayer) {
this.id = id; this.id = id;
this.position = position; this.position = position;
this.energy = energy; this.classPlayer = classPlayer;
this.weapon = weapon; this.energy = classPlayer.getEnergy();
this.weapon = classPlayer.getWeapon();
this.shieldDeploy = shieldDeploy; this.shieldDeploy = shieldDeploy;
} }
@ -60,4 +62,12 @@ public abstract class AbstractPlayer implements Player {
public void setWeapon(Weapon weapon) { public void setWeapon(Weapon weapon) {
this.weapon = weapon; this.weapon = weapon;
} }
public Action[] getActions() {
return actions;
}
public ClassPlayer getClassPlayer() {
return classPlayer;
}
} }

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@ -0,0 +1,19 @@
package fr.lnl.game.server.games.player;
import fr.lnl.game.server.games.weapon.Weapon;
import fr.lnl.game.server.utils.Point;
public interface ClassPlayer {
int getEnergy();
int getShieldCost();
int getShootdCost();
int getMineCost();
int getBombCost();
int getDeplaceCost();
int getGainEnergyBall();
int getPenaltyShoot();
int getPenaltyMine();
int getPenaltyBomb();
Weapon getWeapon();
}

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@ -1,15 +1,14 @@
package fr.lnl.game.server.games.player; package fr.lnl.game.server.games.player;
import fr.lnl.game.server.games.weapon.Weapon;
import fr.lnl.game.server.utils.Point; import fr.lnl.game.server.utils.Point;
public class ComputerPlayer extends AbstractPlayer{ public class ComputerPlayer extends AbstractPlayer{
public ComputerPlayer(int id, Point position, int energy, Weapon weapon, boolean shieldDeploy) { public ComputerPlayer(int id, Point position, boolean shieldDeploy, ClassPlayer classPlayer) {
super(id, position, energy, weapon, shieldDeploy); super(id, position, shieldDeploy, classPlayer);
} }
public ComputerPlayer(int id, int energy, Weapon weapon) { public ComputerPlayer(int id, ClassPlayer classPlayer) {
super(id, null, energy, weapon, false); super(id, null,false, classPlayer);
} }
} }

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@ -0,0 +1,78 @@
package fr.lnl.game.server.games.player;
import fr.lnl.game.server.games.weapon.Firearm;
import fr.lnl.game.server.games.weapon.Weapon;
public class DefaultClassPlayer implements ClassPlayer{
private final int ENERGY = 800;
private final int SHIELDCOST = 25;
private final int SHOOTDCOST = 40;
private final int MINECOST = 30;
private final int BOMBCOST = 40;
private final int DEPLACECOST = 10;
private final int GAINENERGYBALL = 800;
private final int PENALTYSHOOT = 20;
private final int PENALTYBOMB = 20;
private final int PENALTYMINE = 15;
private final Weapon WEAPON = new Firearm();
public DefaultClassPlayer(){
}
@Override
public int getEnergy() {
return this.ENERGY;
}
@Override
public int getShieldCost() {
return this.SHIELDCOST;
}
@Override
public int getShootdCost() {
return this.SHOOTDCOST;
}
@Override
public int getMineCost() {
return this.MINECOST;
}
@Override
public int getBombCost() {
return this.BOMBCOST;
}
@Override
public int getDeplaceCost() {
return this.DEPLACECOST;
}
@Override
public int getGainEnergyBall() {
return this.GAINENERGYBALL;
}
@Override
public int getPenaltyShoot() {
return this.PENALTYSHOOT;
}
@Override
public int getPenaltyMine() {
return this.PENALTYMINE;
}
@Override
public int getPenaltyBomb() {
return this.PENALTYBOMB;
}
@Override
public Weapon getWeapon() {
return this.WEAPON;
}
}

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@ -4,7 +4,8 @@ import fr.lnl.game.server.games.weapon.Weapon;
import fr.lnl.game.server.utils.Point; import fr.lnl.game.server.utils.Point;
public class HumanPlayer extends AbstractPlayer { public class HumanPlayer extends AbstractPlayer {
public HumanPlayer(int id, Point position, int energy, Weapon weapon, boolean shieldDeploy) {
super(id, position, energy, weapon, shieldDeploy); public HumanPlayer(int id, Point position, boolean shieldDeploy, ClassPlayer classPlayer) {
super(id, position, shieldDeploy, classPlayer);
} }
} }

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@ -8,8 +8,8 @@ public class Firearm implements Weapon{
public Firearm(){ public Firearm(){
this.bullet = 10; this.bullet = 10;
this.horizontalDistance = 10; this.horizontalDistance = 2;
this.verticalDistance = 10; this.verticalDistance = 3;
} }