Merge remote-tracking branch 'origin/SerainaSpiellogik' into SerainaSpiellogik
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commit
062304719f
@ -38,7 +38,7 @@ public class GhostifyHandler {
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}
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game.gameState.addNewPassenger(g, g.getPosition());
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LOGGER.info("Passenger at position " + p.getPosition() + "has been ghostified");
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LOGGER.info("Passenger at position " + p.getPosition() + " has been ghostified");
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return g;
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}
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}
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@ -1,10 +1,37 @@
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package ch.unibas.dmi.dbis.cs108.gamelogic;
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import ch.unibas.dmi.dbis.cs108.gamelogic.klassenstruktur.Ghost;
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import ch.unibas.dmi.dbis.cs108.gamelogic.klassenstruktur.Passenger;
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/**
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* Determines who heard something (via Passenger Array currently in GameFunctions 'passengerTrain')
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* and broadcasts noise message to them (via ServerGameInfoHandler)
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*/
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public class NoiseHandler {
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/**
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* Notifies passengers in the train about a ghost walking by them. Differentiates between two
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* cases: if the active ghost (predator) is to the right of his victim, the Passenger array is
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* being walked through from right to left (from the predator's position back to the victim's
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* position), otherwise the other way around. One call of noiseNotifier only deals with one
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* predator infecting a victim, so if there are already multiple ghosts in the game, the method
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* should be called for each of them individually.
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*
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* @param passengers passengers of the train the game is played in
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* @param predator ghost that has infected a human player during this night (called upon as
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* passenger for convenience reasons)
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* @param victim human player who has been turned into a ghost this night
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* @param game current game instance
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*/
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public void noiseNotifier(Passenger[] passengers, Passenger predator, Ghost victim, Game game) {
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if (predator.getPosition() - victim.getPosition()
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> 0) { // if predator is to the right of victim
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for (int i = predator.getPosition() - 1; i > victim.getPosition(); i--) {
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passengers[i].send(ClientGameInfoHandler.noiseNotification, game);
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}
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} else { // if predator is to the left of victim
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for (int i = predator.getPosition() + 1; i < victim.getPosition(); i++) {
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passengers[i].send(ClientGameInfoHandler.noiseNotification, game);
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}
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}
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}
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}
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@ -43,6 +43,7 @@ public class VoteHandler {
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*
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* @param passengers: passengers on the train
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*/
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public void ghostVote(Passenger[] passengers, Game game) {
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LOGGER.debug("ghostVote has been called");
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LOGGER.info(game.getGameState().toString());
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@ -113,6 +114,16 @@ public class VoteHandler {
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passengers[ghostPosition].send(
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ClientGameInfoHandler.youGotGhostyfied, game); // TODO: ServerGameInfoHandler might deal with this one
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/* notify passengers the ghosts passed by - for each ghost that ghostified a player, an instance of NoiseHandler
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is being created and the passengers this ghost passed by are being notified. The player who's just been ghostified
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is ignored since he didn't participate in this night's ghostification. */
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for (int i = 0; i < passengers.length; i++) {
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if (passengers[i].getIsGhost() && i != ghostPosition) {
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NoiseHandler n = new NoiseHandler();
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n.noiseNotifier(passengers, passengers[i], g, game);
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}
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}
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LOGGER.info(game.getGameState().toString());
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// set hasVoted to false for all passengers for future votings
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for (Passenger passenger : passengers) {
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