package util.game;
import java.util.ArrayList;
import java.util.List;
import external.JSON.JSONObject;
import util.gdl.factory.GdlFactory;
import util.gdl.grammar.Gdl;
import util.symbol.factory.SymbolFactory;
import util.symbol.grammar.SymbolList;
/**
* Game objects contain all of the relevant information about a specific game,
* like Chess or Connect Four. This information includes the game's rules and
* stylesheet, and maybe a human-readable description, and also any available
* metadata, like the game's name and its associated game repository URL.
*
* Games do not necessarily have all of these fields. Games loaded from local
* storage will not have a repository URL, and probably will be missing other
* metadata as well. Games sent over the wire from a game server rather than
* loaded from a repository are called "emphemeral" games, and contain only
* their rulesheet; they have no metadata, and do not even have unique keys.
*
* Aside from ephemeral games, all games have a key that is unique within their
* containing repository (either local storage or a remote repository). Games
* can be indexed internally using this key. Whenever possible, the user should
* be shown the game's name (if available) rather than the internal key, since
* the game's name is more readable/informative than the key.
*
* (e.g. A game with the name "Three-Player Free-For-All" but the key "3pffa".)
*
* NOTE: Games are different from matches. Games represent the actual game
* being played, whereas matches are particular instances in which players
* played through the game. For example, you might have a Game object that
* contains information about chess: it would contain the rules for chess,
* methods for visualizing chess matches, a human readable description of
* the rules of chess, and so on. On the other hand, for any particular
* chess match between two players, you would have a Match object that has
* a record of what moves were played, what states were transitioned through,
* when everything happened, how the match was configured, and so on. There
* can be many Match objects all associated with a single Game object, just
* as there can be many matches played of a particular game.
*
* @author Sam
*/
public final class Game {
private final String theKey;
private final String theName;
private final String theDescription;
private final String theRepositoryURL;
private final String theStylesheet;
private final List<Gdl> theRules;
public static Game createEphemeralGame(List<Gdl> theRules) {
System.out.println("the rules " + theRules);
return new Game(null, null, null, null, null, theRules);
}
protected Game (String theKey, String theName, String theDescription, String theRepositoryURL, String theStylesheet, List<Gdl> theRules) {
this.theKey = theKey;
this.theName = theName;
this.theDescription = theDescription;
this.theRepositoryURL = theRepositoryURL;
this.theStylesheet = theStylesheet;
this.theRules = theRules;
}
public String getKey() {
return theKey;
}
public String getName() {
return theName;
}
public String getRepositoryURL() {
return theRepositoryURL;
}
public String getDescription() {
return theDescription;
}
public String getStylesheet() {
return theStylesheet;
}
public List<Gdl> getRules() {
return theRules;
}
public String serializeToJSON() {
try {
JSONObject theGameObject = new JSONObject();
theGameObject.put("theKey", getKey());
theGameObject.put("theName", getName());
theGameObject.put("theDescription", getDescription());
theGameObject.put("theRepositoryURL", getRepositoryURL());
theGameObject.put("theStylesheet", getStylesheet());
// Serialize the rulesheet
StringBuilder theProcessedRulesheet = new StringBuilder("( ");
for (Gdl gdl : getRules()) {
theProcessedRulesheet.append(gdl + " ");
}
theProcessedRulesheet.append(" )");
theGameObject.put("theProcessedRulesheet", theProcessedRulesheet.toString());
return theGameObject.toString();
} catch(Exception e) {
e.printStackTrace();
return null;
}
}
public static Game loadFromJSON(String theSerializedGame) {
try {
JSONObject theGameObject = new JSONObject(theSerializedGame);
String theKey = null;
try {
theKey = theGameObject.getString("theKey");
} catch (Exception e) {}
String theName = null;
try {
theName = theGameObject.getString("theName");
} catch (Exception e) {}
String theDescription = null;
try {
theDescription = theGameObject.getString("theDescription");
} catch (Exception e) {}
String theRepositoryURL = null;
try {
theRepositoryURL = theGameObject.getString("theRepositoryURL");
} catch (Exception e) {}
String theStylesheet = null;
try {
theStylesheet = theGameObject.getString("theStylesheet");
} catch (Exception e) {}
// Deserialize the rulesheet
String theRulesheet = theGameObject.getString("theProcessedRulesheet");
SymbolList ruleList = (SymbolList) SymbolFactory.create(theRulesheet);
List<Gdl> theRules = new ArrayList<Gdl>();
for (int i = 0; i < ruleList.size(); i++)
{
theRules.add(GdlFactory.create(ruleList.get(i)));
}
return new Game(theKey, theName, theDescription, theRepositoryURL, theStylesheet, theRules);
} catch(Exception e) {
e.printStackTrace();
return null;
}
}
}