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Player.java
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package testSQuares2;
import java.awt.Point;
import java.awt.Rectangle;
import java.awt.Shape;
import java.awt.event.KeyEvent;
import java.awt.event.MouseEvent;
import java.util.Random;
import javax.swing.JPanel;
/**
*
* @author VPC
*/
public class Player extends JPanel {
private Game game;
private Board board; //Sân chơi hiện tại của game
private Shape historyShape;
private boolean[] houseCoDan; //Địa chỉ các nhà dân xem có dân bên trong không (1,2,3,4,5) || (10,9,8,7,6)
static String playerName;
public int currentScore; //Điểm của người chơi = so Dân + anQUan*5
public int soDanAnDuoc;
public int soQuanAnDuoc;
public int soDan;
public int anQuan;
protected int direction; // Hướng đi đã chọn
protected int chosenHouse; //CHọn nhà
public int playerSide; // Có 2 player, =1 nếu là player1, =2 là player2
Step buocDi;
int firstHouse;
int lastHouse;
public long timeFlag;
Random random;
//Khởi tạo player
public Player(Game game, String name, int playerSide) {
this.game = game;
this.historyShape = History.shape;
buocDi = new Step();
this.playerName = name;
this.board = game.board;
this.playerSide = playerSide;
soDan = 0;
anQuan = 0;
direction = 0;
chosenHouse = 0;
random = new Random();
houseCoDan = new boolean[12];
checkBoard();
}
//Reset nước đi mỗi lần nhận turn
public void resetBuocDi() {
chosenHouse = 0;
direction = 0;
this.buocDi.chose = 0;
this.buocDi.direc = 0;
if (playerSide == 2) {
for (int i = 1; i <= 5; i++) {
board.houses[i].chosen = false;
board.houses[i].chosenSide = 0;
}
}
if (playerSide == 1) {
for (int i = 7; i <= 11; i++) {
board.houses[i].chosen = false;
board.houses[i].chosenSide = 0;
}
}
}
//Danh sach cac nha`
public void setSide(int pS) {
if (pS == 2) {
this.firstHouse = 1;
this.lastHouse = 5;
} else {
this.firstHouse = 7;
this.lastHouse = 11;
}
}
private void checkBoard() {
for (int i = 1; i <= 5; i++) {
houseCoDan[i] = (board.houses[i].getDanSo() > 0);
}
for (int i = 7; i <= 11; i++) {
houseCoDan[i] = (board.houses[i].getDanSo() > 0);
}
}
public void turn(long gameTime, Point mousePosition) {
/* Click chuột vào 1 nhà phía mình đưa vào biến chosenHouse.
* Hiện ra 2 nút <- và -> ở phía trên
* bấm phím VK_LEFT or VK_RIGHT đưa vào biến direction
Khi Thực hiện xong
ĐƯa vào buocDi.chose và buocDi.direc để trong tài getStep()
Cuối cùng trả game.turnToken = 3 hoặc 4 để đến lượt trọng tài
if (playerSide = 1) game.turnToken =3
if (playerSide = 2) game.turnToken =4
*/
if (Canvas.mouseButtonState(1)) {
//luot cua p1
if (playerSide == 2) {
// nut Di Lai
if (historyShape.contains(mousePosition)) {
giveTokenRollBack(game.turnToken);
return;
}
// Chon Nuoc Di
for (int i = 1; i <= 5; i++) {
if ((board.houses[i].getDanSo() > 0) && (board.houses[i].shape.contains(mousePosition))) {
for (int j = 1; j <= 5; j++) {
board.houses[j].chosen = false;
}
board.houses[i].chosen = true; //Nha dc chon to mau` vang
chosenHouse = i; //nha dc chon la i
}
}
}
//Luot cua p2
if (playerSide == 1) {
// Nut Di Lai
if (historyShape.contains(mousePosition)) {
giveTokenRollBack(game.turnToken);
return;
}
// Chon Nuoc Di
for (int i = 7; i <= 11; i++) {
if ((board.houses[i].getDanSo() > 0) && (board.houses[i].shape.contains(mousePosition))) {
for (int j = 7; j <= 11; j++) {
board.houses[j].chosen = false;
}
board.houses[i].chosen = true; //Nha dc chon to mau` vang
chosenHouse = i; //nha dc chon la i
}
}
}
}
//Bấm nút chọn nhà
if (chosenHouse != 0) {
if (Canvas.mouseButtonState(1)) {
if (playerSide == 1) {
if (new Rectangle(board.houses[chosenHouse].x -104 + 207, board.houses[chosenHouse].y + 128, 71, 32).contains(mousePosition)) {
direction = -1;
board.houses[chosenHouse].chosenSide = -1;
}
if (new Rectangle(board.houses[chosenHouse].x -100 + 16, board.houses[chosenHouse].y + 124, 75, 34).contains(mousePosition)) {
direction = 1;
board.houses[chosenHouse].chosenSide = 1;
}
}
if (playerSide == 2) {
if (new Rectangle(board.houses[chosenHouse].x -100 + 24, board.houses[chosenHouse].y -100 + 40, 69, 30).contains(mousePosition)) {
direction = -1;
board.houses[chosenHouse].chosenSide = -1;
}
if (new Rectangle(board.houses[chosenHouse].x -100 + 204, board.houses[chosenHouse].y -100 + 40, 77, 37).contains(mousePosition)) {
direction = 1;
board.houses[chosenHouse].chosenSide = 1;
}
}
}
if (Canvas.keyboardKeyState(KeyEvent.VK_LEFT)) {
if (this.playerSide == 1) {
direction = 1;
board.houses[chosenHouse].chosenSide = 1;
} else {
direction = -1;
board.houses[chosenHouse].chosenSide = -1;
}
}
if (Canvas.keyboardKeyState(KeyEvent.VK_RIGHT)) {
if (this.playerSide == 1) {
direction = -1;
board.houses[chosenHouse].chosenSide = -1;
} else {
direction = 1;
board.houses[chosenHouse].chosenSide = 1;
}
}
}
this.buocDi.chose = chosenHouse;
this.buocDi.direc = direction;
if (direction != 0) {
giveTurnToken(playerSide);
}
}
//Auto khi qua thoi gian
public void auto() {
if (chosenHouse != 0)
board.houses[chosenHouse].chosen = false;
int temp = 0;
if (playerSide == 1) {
while (true) { //Lap lai viec random den khi dc nha` co dan
temp = 7 + random.nextInt(5); //Random tu 7 den 11
if (board.houses[temp].getDanSo() > 0) {
break;
}
}
}
if (playerSide == 2) {
while (true) {
temp = 1 + random.nextInt(5); //Random tu 1 den 5
if (board.houses[temp].getDanSo() > 0) {
break;
}
}
}
this.buocDi.chose = temp;
this.buocDi.direc = 1 - (random.nextInt(2) * 2); // Random 1 hoac -1
board.houses[this.buocDi.chose].chosen = true;
board.houses[this.buocDi.chose].chosenSide = this.buocDi.direc;
giveTurnToken(playerSide);
}
//Tra luot cho trong tai
public void giveTurnToken(int playerSide) {
if (playerSide == 1) {
game.turnToken = 3;
} else {
game.turnToken = 4;
}
}
// Set Token cho history
// Token = 5
public void giveTokenRollBack(int preToken) {
game.history.preToken = preToken;
game.turnToken = 7;
}
//Trả về bước đi
public Step getStep() {
return this.buocDi;
}
}