Changed noise handling: humans now get just one notification about having heard noises, even if multiple ghosts walked by
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@ -16,7 +16,7 @@ public class ClientGameInfoHandler {
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//relevant:
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//relevant:
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public static final String ghostVoteRequest = "Vote on who to ghostify!";
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public static final String ghostVoteRequest = "Vote on who to ghostify!";
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public static final String humanVoteRequest = "Vote for a ghost to kick off!";
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public static final String humanVoteRequest = "Vote for a ghost to kick off!";
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public static final String noiseNotification = "You heard some noise";
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public static final String noiseNotification = "Someone passed by you ";
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public static final String gameOverHumansWin = "Game over: humans win!";
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public static final String gameOverHumansWin = "Game over: humans win!";
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public static final String gameOverGhostsWin = "Game over: ghosts win!";
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public static final String gameOverGhostsWin = "Game over: ghosts win!";
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@ -8,30 +8,32 @@ import ch.unibas.dmi.dbis.cs108.gamelogic.klassenstruktur.Passenger;
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* and broadcasts noise message to them (via ServerGameInfoHandler)
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* and broadcasts noise message to them (via ServerGameInfoHandler)
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*/
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*/
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public class NoiseHandler {
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public class NoiseHandler {
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/**
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/** Updates the amount of times passengers on the train heard ghosts walk by them. Differentiates between two
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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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* 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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* 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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* 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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* 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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* 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 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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* @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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* 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 victim human player who has been turned into a ghost this night
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* @param noiseAmount array containing information about how many times each passenger heard a noise this night
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* @param game current game instance
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* @param game current game instance
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* @return updated array with info on who heard how many noises
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*/
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*/
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public void noiseNotifier(Passenger[] passengers, Passenger predator, Passenger victim, Game game) {
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public int[] noiseNotifier(Passenger[] passengers, Passenger predator, Passenger victim, int[] noiseAmount, Game game) {
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if (predator.getPosition() - victim.getPosition()
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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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> 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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for (int i = predator.getPosition() - 1; i > victim.getPosition(); i--) {
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passengers[i].send(ClientGameInfoHandler.noiseNotification, game);
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noiseAmount[i]++;
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}
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}
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} else { // if predator is to the left of victim
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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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for (int i = predator.getPosition() + 1; i < victim.getPosition(); i++) {
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passengers[i].send(ClientGameInfoHandler.noiseNotification, game);
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noiseAmount[i]++;
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}
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}
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}
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}
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return noiseAmount;
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}
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}
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}
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}
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@ -88,14 +88,25 @@ public class VoteHandler {
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}
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}
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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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/* 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 being created and the array containing the information about the amount of times each passenger heard a ghost
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is ignored since he didn't participate in this night's ghostification. */
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walk by is being updated. Finally, each passenger receives information about how often he heard something during
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this night. The player who's just been ghostified is ignored since he didn't participate in this night's
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ghostification. */
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int[] noiseAmount = new int[6];
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for (int i = 0; i < passengers.length; i++) {
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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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if (passengers[i].getIsGhost() && i != ghostPosition) {
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NoiseHandler n = new NoiseHandler();
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NoiseHandler n = new NoiseHandler();
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n.noiseNotifier(passengers, passengers[i], g, game);
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noiseAmount = n.noiseNotifier(passengers, passengers[i], g, noiseAmount, game);
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}
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}
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}
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}
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for (int i = 0; i < passengers.length; i++) {
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if (!passengers[i].getIsGhost() && noiseAmount[i] != 0) { // passenger is human and someone walked by him
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passengers[i].send(ClientGameInfoHandler.noiseNotification + noiseAmount[i] + " time(s)", game);
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}
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}
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// no humans left in the game --> everyone has been ghostified, ghosts win
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int humanCounter = 0;
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int humanCounter = 0;
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for(Passenger passenger : passengers) {
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for(Passenger passenger : passengers) {
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if(!passenger.getIsGhost()) { //if it is a human
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if(!passenger.getIsGhost()) { //if it is a human
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@ -108,7 +119,7 @@ public class VoteHandler {
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}
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}
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LOGGER.info(game.getGameState().toString());
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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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// set hasVoted to false for all passengers for future voting
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for (Passenger passenger : passengers) {
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for (Passenger passenger : passengers) {
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passenger.setHasVoted(false);
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passenger.setHasVoted(false);
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passenger.setVote(Integer.MAX_VALUE);
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passenger.setVote(Integer.MAX_VALUE);
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