| Classes in this File | Line Coverage | Branch Coverage | Complexity | ||||
| World |
|
| 3.125;3.125 |
| 1 | /* $Id: World.java 22 2008-12-30 17:33:44Z mihlon $ */ | |
| 2 | ||
| 3 | ////////////////////////////////////////////////////////////////////////////// | |
| 4 | // // | |
| 5 | // This program is free software: you can redistribute it and/or modify // | |
| 6 | // it under the terms of the GNU General Public License as published by // | |
| 7 | // the Free Software Foundation, either version 3 of the License, or // | |
| 8 | // at your option any later version. // | |
| 9 | // // | |
| 10 | // This program is distributed in the hope that it will be useful, // | |
| 11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of // | |
| 12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // | |
| 13 | // GNU General Public License for more details. // | |
| 14 | // // | |
| 15 | // You should have received a copy of the GNU General Public License // | |
| 16 | // along with this program. If not, see <http://www.gnu.org/licenses/>. // | |
| 17 | // // | |
| 18 | ////////////////////////////////////////////////////////////////////////////// | |
| 19 | ||
| 20 | package cs.pancava.caltha.worlds; | |
| 21 | ||
| 22 | import java.util.ArrayList; | |
| 23 | ||
| 24 | /** | |
| 25 | * <p><b>Tato trida obsahuje jednotlive elementy prave vytvoreneho sveta.</b></p> | |
| 26 | * | |
| 27 | * @author Milan Vaclavik<br /> | |
| 28 | * @version $Revision: 22 $<br /> | |
| 29 | * $LastChangedBy: mihlon $ | |
| 30 | */ | |
| 31 | public class World | |
| 32 | { | |
| 33 | /** | |
| 34 | * Identifikuje objekt jako mistnost. | |
| 35 | */ | |
| 36 | public static final int WORLD_ROOM = 1; | |
| 37 | ||
| 38 | /** | |
| 39 | * Identifikuje objekt jako trasu mezi dvema objekty (mistnostmi). | |
| 40 | */ | |
| 41 | public static final int WORLD_ROUTE = 2; | |
| 42 | ||
| 43 | /** | |
| 44 | * Seznam vsech mistnosti ve vytvorenem svete. | |
| 45 | */ | |
| 46 | 0 | private ArrayList<GameEntity>roomsAL = new ArrayList<GameEntity>(); |
| 47 | ||
| 48 | /** | |
| 49 | * Seznam vsech tras mezi dvema objekty (mistnostmi) ve vytvorenem svete. | |
| 50 | */ | |
| 51 | 0 | private ArrayList<GameEntity>routesAL = new ArrayList<GameEntity>(); |
| 52 | ||
| 53 | /** | |
| 54 | * Nazev vytvoreneho sveta. | |
| 55 | */ | |
| 56 | private String worldNameS; | |
| 57 | ||
| 58 | /** | |
| 59 | * Konstruktor. | |
| 60 | * @param n String : Nazev vytvareneho sveta. | |
| 61 | */ | |
| 62 | public World(final String n) | |
| 63 | 0 | { |
| 64 | 0 | this.worldNameS = n; |
| 65 | ||
| 66 | // Vynulovani citace -> zacali jsme tvorit novy svet. | |
| 67 | 0 | GameEntity.resetCounter(); |
| 68 | 0 | } |
| 69 | ||
| 70 | /** | |
| 71 | * Vlozi vytvorenou herni instanci sveta do daneho seznamu, obsahuji jednotlive | |
| 72 | * elementy vytvoreneho sveta. | |
| 73 | * @param ge GameEntity : Vkladana instance herniho sveta. | |
| 74 | */ | |
| 75 | public final void addGameEntity(final GameEntity ge) | |
| 76 | { | |
| 77 | 0 | switch (ge.getType()) |
| 78 | { | |
| 79 | case World.WORLD_ROOM: | |
| 80 | 0 | this.roomsAL.add(ge); |
| 81 | 0 | break; |
| 82 | case World.WORLD_ROUTE: | |
| 83 | 0 | this.routesAL.add(ge); |
| 84 | 0 | break; |
| 85 | default: | |
| 86 | // TODO: Neznamy objekt, proto ho nevlozime do zadneho seznamu, vadi to, kdyz se pouze takto osetri tato udalost ? | |
| 87 | break; | |
| 88 | } | |
| 89 | 0 | } |
| 90 | ||
| 91 | /** | |
| 92 | * Vrati pole vsech mistnosti (objektu) ve vytvorenem svete. | |
| 93 | * @return ArratList : Pole vsech obektu ve vytvorenem svete. | |
| 94 | */ | |
| 95 | public final ArrayList<GameEntity> getWorldRoomsAL() | |
| 96 | { | |
| 97 | 0 | return this.roomsAL; |
| 98 | } | |
| 99 | ||
| 100 | /** | |
| 101 | * Vrati pole vsech spoju (cest) ve vytvorenem svete. | |
| 102 | * @return ArratList : Pole vsech obektu ve vytvorenem svete. | |
| 103 | */ | |
| 104 | public final ArrayList<GameEntity> getWorldRoutesAL() | |
| 105 | { | |
| 106 | 0 | return this.routesAL; |
| 107 | } | |
| 108 | ||
| 109 | /** | |
| 110 | * Vrati objekt ze seznamu urceny indexem. | |
| 111 | * @param indexObektu int : Index objektu ze seznamu, ktery budeme vracet. | |
| 112 | * @return GameEntity : Prvek ze seznamu, ktery vracime | |
| 113 | */ | |
| 114 | public final GameEntity getWorldRoomsAL(final int indexObektu) | |
| 115 | { | |
| 116 | 0 | if (!this.roomsAL.isEmpty() && indexObektu > -1 && indexObektu < this.roomsAL.size()) |
| 117 | { | |
| 118 | 0 | return this.roomsAL.get(indexObektu); |
| 119 | } | |
| 120 | ||
| 121 | // Seznam je prazdny a nebo jsme zadali spatny rozsah indexu. | |
| 122 | 0 | return null; |
| 123 | } | |
| 124 | ||
| 125 | /** | |
| 126 | * Vrati objekt ze seznamu urceny indexem. | |
| 127 | * @param indexObektu int : Index objektu ze seznamu, ktery budeme vracet. | |
| 128 | * @return GameEntity : Prvek ze seznamu, ktery vracime | |
| 129 | */ | |
| 130 | public final GameEntity getWorldRoutesAL(final int indexObektu) | |
| 131 | { | |
| 132 | 0 | if (!this.routesAL.isEmpty() && indexObektu > -1 && indexObektu < this.routesAL.size()) |
| 133 | { | |
| 134 | 0 | return this.routesAL.get(indexObektu); |
| 135 | } | |
| 136 | ||
| 137 | // Seznam je prazdny a nebo jsme zadali spatny rozsah indexu. | |
| 138 | 0 | return null; |
| 139 | } | |
| 140 | ||
| 141 | /** | |
| 142 | * Aktualizuje lokaci konkretniho objektu. | |
| 143 | * @param ge GameEntity: Herni objekt, ktery budeme aktualizovat. | |
| 144 | * @param index : Index obektu, u ktereho provadime aktualizaci lokace. | |
| 145 | * @param x : X-ova souradnice nove pozice. | |
| 146 | * @param y : Y-ova souradnice nove pozice. | |
| 147 | */ | |
| 148 | public final void updateGameEntityLocation(final GameEntity ge, final int index, final int x, final int y) | |
| 149 | { | |
| 150 | 0 | switch (ge.getType()) |
| 151 | { | |
| 152 | case World.WORLD_ROOM: | |
| 153 | 0 | if (!this.roomsAL.isEmpty() && index > -1 && index < this.roomsAL.size()) |
| 154 | { | |
| 155 | 0 | this.roomsAL.get(index).setLocationX(x); |
| 156 | 0 | this.roomsAL.get(index).setLocationY(y); |
| 157 | } | |
| 158 | break; | |
| 159 | default: | |
| 160 | // TODO: Neznamy objekt, proto ho nevlozime do zadneho seznamu, vadi to, kdyz se pouze takto osetri tato udalost ? | |
| 161 | break; | |
| 162 | } | |
| 163 | 0 | } |
| 164 | ||
| 165 | /** | |
| 166 | * Pokud smazeme nejakou mistnost, tak ztratime i index do seznamu mistnost -> do seznamu se take pristupuje primo | |
| 167 | * s pomoci indexu. Proto posuneme indexy u zbyvajicich mistnosti. | |
| 168 | * @param odstranenyIndex int : Od jake pozice budeme posouvat indexy. | |
| 169 | */ | |
| 170 | public void updateRooms(final int odstranenyIndex) | |
| 171 | { | |
| 172 | 0 | final int pocet = roomsAL.size(); |
| 173 | ||
| 174 | // Indexy se nebudou posouvat, pokud odstranujeme posledni prvek a nebo kdyz je zadany index mimo interval | |
| 175 | 0 | if (odstranenyIndex < pocet && odstranenyIndex > -1) |
| 176 | { | |
| 177 | 0 | for (int i = odstranenyIndex; i < pocet; i = i + 1) |
| 178 | { | |
| 179 | 0 | this.getWorldRoomsAL(i).downID(); |
| 180 | } | |
| 181 | } | |
| 182 | 0 | } |
| 183 | } |