/******************************************************************************* * Copyright (c) 2015 - 2017 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.input; import jsettlers.algorithms.construction.AbstractConstructionMarkableMap; import jsettlers.algorithms.fogofwar.FogOfWar; import jsettlers.common.buildings.EBuildingType; import jsettlers.common.buildings.IBuilding; import jsettlers.common.material.EMaterialType; import jsettlers.common.menu.UIState; import jsettlers.common.position.ShortPoint2D; import jsettlers.logic.buildings.MaterialProductionSettings; import jsettlers.logic.player.Player; import java.io.FileNotFoundException; import java.io.IOException; /** * This interface defines the methods needed by the GUI to interact with the grid. * * @author Andreas Eberle */ public interface IGuiInputGrid { short getWidth(); short getHeight(); IBuilding getBuildingAt(int x, int y); boolean isInBounds(ShortPoint2D position); void resetDebugColors(); IGuiMovable getMovable(int x, int y); /** * Gets a position where the building can be constructed some points around pos. * * @param position * THe position * @param type * The type of the building * @param player * The player that wants to construct the building. * @param useNeighbors * If this is true, not only the given position is checked, if it can be used to construct a building, but also the neighbors.<br> * If this is false, only the given position will be checked. * @return <code>null</code> if no position was found, the position otherwise. */ ShortPoint2D getConstructablePosition(ShortPoint2D position, EBuildingType type, byte player, boolean useNeighbors); /** * Saves the map with the given {@link UIState}. * * @param playerStates * @throws FileNotFoundException * @throws IOException * @throws InterruptedException */ void save(PlayerState[] playerStates) throws IOException, InterruptedException; void toggleFogOfWar(); AbstractConstructionMarkableMap getConstructionMarksGrid(); /** * Positions a new building of the given type at the given position. * * @param position * Position the new building will be placed. <br> * NOTE: There will be no validation if this position is allowed! This must be done prior to this call. * @param type * {@link EBuildingType} of the new building. * @param playerId * The player constructing the building. */ void constructBuildingAt(ShortPoint2D position, EBuildingType type, byte playerId); /** * This method can be used to print debug output when the given position is clicked by the user. * * @param x * x coordinate of the position. * @param y * y coordinate of the position. */ void positionClicked(int x, int y); /** * Sets the distribution settings for the given materialType in the manager at the given managerPosition. * * @param managerPosition * The position of the manger to set the given settings. * @param materialType * The {@link EMaterialType} of the material the given settings shall be used for. * @param probabilities * The probabilities for the distribution of the given materialType to the {@link EBuildingType}s specified by MaterialsOfBuildings * .getBuildingTypesRequestingMaterial(materialType). */ void setMaterialDistributionSettings(ShortPoint2D managerPosition, EMaterialType materialType, float[] probabilities); /** * Sets the material priorities setting in the given manager at the given managerPosition. * * @param managerPosition * The position of the manger to set the given settings. * @param materialTypeForPriority * The {@link EMaterialType}s for the priorities. The first element has the highest priority, the last one has the lowest. */ void setMaterialPrioritiesSettings(ShortPoint2D managerPosition, EMaterialType[] materialTypeForPriority); short getBlockedPartition(int x, int y); boolean isBlocked(int x, int y); Player getPlayer(byte playerId); byte getNumberOfPlayers(); FogOfWar getFogOfWar(); MaterialProductionSettings getMaterialProductionAt(ShortPoint2D position); void setAcceptedStockMaterial(ShortPoint2D position, EMaterialType materialType, boolean accepted); }