public static GameStateFactory getStateFactory()
 {
     if (_instance == null)
     {
         _instance = new GameStateFactory();
     }
     return(_instance);
 }
Example #2
0
        public void endTurn()
        {
            /*foreach (Unit unit in current.units)
             * {
             *  current.points += getPoints(unit);
             * }*/
            Console.WriteLine("Le joueur " + current.name + " a fini de jouer son tour");
            if (nbTurn == 0)
            {
                endGame();
            }
            else
            {
                switchPlayer();
            }
            nbTurn--;
            // Pour l'history
            if (nbTurn % 2 == 0)
            {
                Console.WriteLine("-stocjkage");
                GameState gs = saveStates.stateToSave;

                List <Unit> lu = new List <Unit>();
                lu.AddRange(UnitFactory.getUnitFactory().createArmy(current.race, current.units.Count));
                int i = 0;
                while (i < lu.Count)
                {
                    lu[i].pos = current.units[i].pos;
                    i++;
                }

                Player p = PlayerFactory.getPlayerFactory().createPlayer(current.race, current.name, lu);
                gs.player1 = p;
                gs.nbTurn  = nbTurn;
                gs.units   = clone(map.units);
                saveStates.set(gs);
                saveStates.save();
                saveStates.set(GameStateFactory.getStateFactory().createGameState());
            }
            else
            {
                Console.WriteLine("-settage");
                GameState   gs = saveStates.stateToSave;
                List <Unit> lu = new List <Unit>();
                lu.AddRange(UnitFactory.getUnitFactory().createArmy(current.race, current.units.Count));
                int i = 0;
                while (i < lu.Count)
                {
                    lu[i].pos = current.units[i].pos;
                    i++;
                }

                Player p = PlayerFactory.getPlayerFactory().createPlayer(current.race, current.name, lu);
                gs.player2 = p;
                //saveStates.set(gs);
            }
        }
Example #3
0
 public GameState pop()
 {
     stateToSave = GameStateFactory.getStateFactory().createGameState();
     if (states.Count != 0)
     {
         GameState g = states.Last();
         states.RemoveAt(states.Count - 1);
         return(g);
     }
     else
     {
         return(null);
     }
 }
 public static GameStateFactory getStateFactory()
 {
     if (_instance == null)
         _instance = new GameStateFactory();
     return _instance;
 }
Example #5
0
        public Game build()
        {
            Random rnd  = new Random();
            Game   game = new GameImpl();

            // Creation de la carte de la taille voulue
            // ainsi que le nombre de tours associƩs
            MapStrategy mS;

            switch (this.sizeMap)
            {
            case GameBuilder.LitMap:
                mS          = LitMapFactory.getMapStrategy();
                game.nbTurn = LitTurn * 2;
                break;

            case GameBuilder.MidMap:
                mS          = MidMapFactory.getMapStrategy();
                game.nbTurn = MidTurn * 2;
                break;

            case GameBuilder.BigMap:
                mS          = BigMapFactory.getMapStrategy();
                game.nbTurn = BigTurn * 2;
                break;

            default:
                mS = LitMapFactory.getMapStrategy();
                break;
            }


            PlayerFactory pF = PlayerFactory.getPlayerFactory();
            RaceFactory   rF = RaceFactory.getRaceFactory();
            UnitFactory   uF = UnitFactory.getUnitFactory();

            game.map = mS.createMap();

            Race        p1Race  = rF.getRace(player1Race);
            List <Unit> p1Army  = uF.createArmy(p1Race, mS.getSizeArmy());
            Player      player1 = pF.createPlayer(p1Race, player1Name, p1Army);

            game.map.placeArmy(player1, 1);

            Race        p2Race  = rF.getRace(player2Race);
            List <Unit> p2Army  = uF.createArmy(p2Race, mS.getSizeArmy());
            Player      player2 = pF.createPlayer(p2Race, player2Name, p2Army);

            game.map.placeArmy(player2, 2);

            List <Player> pl = new List <Player>();

            pl.Add(player1);
            pl.Add(player2);
            game.players = pl;

            game.current = game.players[rnd.Next(0, 1)];

            // game.nbTurn = 0;

            History h = HistoryFactory.getHistoryFactory().createHistory();

            game.saveStates = h;

            GameState gs = GameStateFactory.getStateFactory().createGameState();

            gs.player1 = game.players[0];
            gs.player2 = game.players[1];
            gs.nbTurn  = game.nbTurn;
            gs.units   = game.map.units;
            game.saveStates.set(gs);
            game.saveStates.save();
            game.saveStates.set(GameStateFactory.getStateFactory().createGameState());

            return(game);
        }
Example #6
0
 public void start()
 {
     saveStates.set(GameStateFactory.getStateFactory().createGameState());
     beginTurn();
 }