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https://gitlab.com/arnekeller/kit-programmieren-ws1920-final2.git
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Refactor player inventory into own class
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parent
7a09111164
commit
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@ -1,12 +1,9 @@
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package edu.kit.informatik.cardgame.model;
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import java.util.ArrayDeque;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.Deque;
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import java.util.List;
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import java.util.Objects;
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import java.util.Set;
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import java.util.stream.Collectors;
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@ -22,13 +19,9 @@ public class CardGame {
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*/
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private CardStack cardStack;
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/**
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* Resources collected by the player. Obviously only contains {@link CardCategory#RESOURCE resource} cards.
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* Inventory of the player, containing resources and items.
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*/
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private final Deque<Card> resources = new ArrayDeque<>();
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/**
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* Items built by the player.
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*/
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private final List<Item> items = new ArrayList<>();
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private Inventory inventory;
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/**
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* Current game phase, null if game not yet started.
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*/
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@ -54,6 +47,7 @@ public class CardGame {
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throw new LogicException("invalid deck: missing or surplus cards");
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}
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this.cardStack = new CardStack(cardStack);
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this.inventory = new Inventory();
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reset();
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return true;
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}
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@ -74,15 +68,15 @@ public class CardGame {
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final Card card = cardStack.draw().orElseThrow(() -> new LogicException("no card to draw exists"));
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switch (card.category()) {
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case RESOURCE:
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resources.add(card);
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inventory.addResource(card);
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break;
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case ANIMAL:
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requireDice = card;
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phase = Phase.ENCOUNTER;
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break;
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case CATASTROPHE:
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clearResources();
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items.remove(Item.FIREPLACE);
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inventory.clearResources();
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inventory.removeItem(Item.FIREPLACE);
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break;
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default:
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throw new IllegalStateException("encountered unknown card category!");
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@ -112,13 +106,13 @@ public class CardGame {
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}
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requireDice = null;
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if (phase == Phase.ENCOUNTER) {
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final int bonus = items.stream().mapToInt(Item::fightingBonus).max().orElse(0);
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final int bonus = inventory.itemStream().mapToInt(Item::fightingBonus).max().orElse(0);
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phase = Phase.SCAVENGE;
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checkLost();
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if (roll + bonus >= minimumNeeded) {
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return "survived";
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} else {
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clearResources();
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inventory.clearResources();
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return "lose";
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}
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} else { // attempting to escape
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@ -135,18 +129,6 @@ public class CardGame {
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}
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}
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/**
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* Clear player resources, keeping a few items in the shack if one is built.
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*/
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private void clearResources() {
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// calculate the resources saved by player items
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final int keepLastResources = items.stream().mapToInt(Item::itemsSecured).sum();
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while (resources.size() > keepLastResources) {
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// remove resources that were picked up earlier first
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resources.removeFirst();
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}
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}
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/**
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* Attempt to build the specified item.
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*
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@ -159,15 +141,10 @@ public class CardGame {
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throw new LogicException("can not build item");
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} else if (phase != Phase.SCAVENGE) {
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throw new LogicException("can only build in scavenge phase");
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} else if (items.contains(item)) {
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} else if (inventory.contains(item)) {
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throw new LogicException("already built");
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} else if (canBuild(item)) {
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// remove used resources
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for (final Card resource : item.resourcesNeeded()) {
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// resources picked up last get used up first
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resources.removeLastOccurrence(resource);
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}
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items.add(item);
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} else if (inventory.canBuild(item)) {
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inventory.build(item);
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switch (item.category()) {
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case ESCAPE:
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if (item.diceSizeNeeded().isPresent()) {
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@ -192,34 +169,6 @@ public class CardGame {
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}
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}
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/**
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* Check whether the player can build the specified item with the currently available resources and items.
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*
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* @param item item to build
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* @return whether that item can be built
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*/
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private boolean canBuild(Item item) {
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// check whether item is already built
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if (items.contains(item)) {
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return false;
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}
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// make sure all of the required items are already built
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if (!items.containsAll(item.itemsNeededToBuild())) {
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return false;
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}
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// get the needed resources and overwrite entries with null if available
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final Card[] resourcesNeeded = item.resourcesNeeded();
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for (final Card resource : resources) {
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for (int j = 0; j < resourcesNeeded.length; j++) {
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if (resourcesNeeded[j] != null && resourcesNeeded[j] == resource) {
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resourcesNeeded[j] = null;
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break;
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}
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}
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}
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return Arrays.stream(resourcesNeeded).allMatch(Objects::isNull);
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}
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/**
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* @return whether the game was ever started
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*/
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@ -245,7 +194,7 @@ public class CardGame {
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// can not roll dice
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&& phase != Phase.ENCOUNTER && phase != Phase.ENDEAVOR
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// can not build item
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&& Arrays.stream(Item.values()).noneMatch(this::canBuild)) {
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&& Arrays.stream(Item.values()).noneMatch(inventory::canBuild)) {
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endGame();
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phase = Phase.LOST;
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}
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@ -271,8 +220,7 @@ public class CardGame {
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if (!gameStarted()) {
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throw new LogicException("can not get resources: game not started");
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}
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// have to copy here: caller does not expect an auto-updating collection
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return new ArrayDeque<>(resources);
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return inventory.getResources();
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}
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/**
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@ -285,8 +233,7 @@ public class CardGame {
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if (!gameStarted()) {
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throw new LogicException("can not get buildings: game not started");
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}
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// have to copy here: caller does not expect an auto-updating list
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return new ArrayList<>(items);
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return inventory.getItems();
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}
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/**
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@ -301,7 +248,7 @@ public class CardGame {
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} else if (phase != Phase.SCAVENGE) {
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throw new LogicException("can not get buildable items: awaiting dice roll");
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}
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return Arrays.stream(Item.values()).filter(this::canBuild).collect(Collectors.toSet());
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return Arrays.stream(Item.values()).filter(inventory::canBuild).collect(Collectors.toSet());
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}
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/**
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@ -322,8 +269,7 @@ public class CardGame {
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} else {
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this.cardStack.reset();
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}
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this.resources.clear();
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this.items.clear();
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this.inventory.clear();
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this.requireDice = null;
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this.phase = Phase.SCAVENGE;
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}
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95
src/edu/kit/informatik/cardgame/model/Inventory.java
Normal file
95
src/edu/kit/informatik/cardgame/model/Inventory.java
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@ -0,0 +1,95 @@
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package edu.kit.informatik.cardgame.model;
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import java.util.*;
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import java.util.stream.Stream;
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public class Inventory {
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/**
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* Resources collected by the player. Obviously only contains {@link CardCategory#RESOURCE resource} cards.
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*/
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private final Deque<Card> resources = new ArrayDeque<>();
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/**
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* Items built by the player.
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*/
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private final List<Item> items = new ArrayList<>();
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public void addResource(Card resourceCard) {
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resources.add(resourceCard);
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}
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public Deque<Card> getResources() {
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// have to copy here: caller does not expect an auto-updating collection
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return new ArrayDeque<>(resources);
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}
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/**
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* Clear player resources, keeping a few items in the shack if one is built.
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*/
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public void clearResources() {
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// calculate the resources saved by player items
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final int keepLastResources = this.itemStream().mapToInt(Item::itemsSecured).sum();
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while (resources.size() > keepLastResources) {
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// remove resources that were picked up earlier first
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resources.removeFirst();
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}
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}
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public void build(Item item) {
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// remove used resources
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for (final Card resource : item.resourcesNeeded()) {
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// resources picked up last get used up first
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resources.removeLastOccurrence(resource);
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}
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items.add(item);
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}
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public List<Item> getItems() {
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// have to copy here: caller does not expect an auto-updating list
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return new ArrayList<>(items);
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}
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public Stream<Item> itemStream() {
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return items.stream();
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}
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public boolean contains(Item item) {
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return items.contains(item);
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}
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public void removeItem(Item item) {
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items.remove(item);
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}
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/**
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* Check whether the player can build the specified item with the currently available resources and items.
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*
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* @param item item to build
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* @return whether that item can be built
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*/
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public boolean canBuild(Item item) {
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// check whether item is already built
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if (items.contains(item)) {
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return false;
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}
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// make sure all of the required items are already built
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if (!items.containsAll(item.itemsNeededToBuild())) {
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return false;
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}
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// get the needed resources and overwrite entries with null if available
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final Card[] resourcesNeeded = item.resourcesNeeded();
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for (final Card resource : resources) {
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for (int j = 0; j < resourcesNeeded.length; j++) {
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if (resourcesNeeded[j] != null && resourcesNeeded[j] == resource) {
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resourcesNeeded[j] = null;
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break;
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}
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}
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}
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return Arrays.stream(resourcesNeeded).allMatch(Objects::isNull);
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}
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public void clear() {
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resources.clear();
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items.clear();
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}
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}
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