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Courtyard.java
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Courtyard.java
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/*******************************************************************************
* Copyright (C) 2019-2020 ROMAINPC
* Copyright (C) 2019-2020 Picachoc
*
* This file is part of PICROM-Wars
*
* PICROM-Wars is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PICROM-Wars is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
package picrom.entity.castle;
import java.util.Collections;
import java.util.LinkedList;
import java.util.List;
import java.util.Random;
import picrom.entity.unit.Unit;
import picrom.utils.Settings;
import picrom.utils.SlowestUnitComparator;
/**
* Courtyard correspond to an area in the Castle which contains a garrison.
*
* Courtyard also have a target Castle (the objective for Units that come from
* this yard)
*
* @see picrom.entity.castle.Castle
*/
public class Courtyard {
// TODO find a solution to avoid sorting the list at each addition / suppression
private List<Unit> units;
private Castle objective;
/**
* Constructor
*/
public Courtyard() {
objective = null;
units = new LinkedList<Unit>();
}
/**
* Add an Unit in the Courtyard
*
* @param u the Unit
*/
public void addUnit(Unit u) {
units.add(u);
Collections.sort(units, new SlowestUnitComparator());
}
/**
* Remove an Unit from the Courtyard
*
* @param u the Unit
*/
public void removeUnit(Unit u) {
units.remove(u);
Collections.sort(units, new SlowestUnitComparator());
}
/**
* Choose units wich are ready to exit the court.
*
* @param N Number of Units wanted to be ready
* @return List of max N units, the slowest in the court.
*/
public List<Unit> getReadyUnits(int N) {
List<Unit> l = new LinkedList<Unit>();
for (int i = 0; i < N; i++)
if (i < units.size())
l.add(units.get(i));
return l;
}
/**
* Inflict damages to Units in the Courtyard.
*
* @param damage Amount of damages
*/
public void assault(int damage) {
Random r = Settings.SEED;
int idx = r.nextInt(units.size());
Unit u = units.get(idx);
u.setHp(u.getHp() - damage);
if (u.getHp() <= 0) {
removeUnit(u);
}
}
/**
* @return list of Units in
*/
public List<Unit> getUnits() {
return units;
}
/**
* @return Castle target.
*/
public Castle getObjective() {
return objective;
}
/**
* Set Castle target.
*
* @param objective new objectiv
*/
public void setObjective(Castle objective) {
this.objective = objective;
}
@Override
public String toString() {
return "Court: " + units;
}
}