/*Fills the Available state */ private void fillAvailable(int t1, int t2, int t3) { /*Fill the type1 in the available state */ for (int i = 1; i <= t1; i++) { Equipment e = new Equipment(); e.state = 1; e.type = 1; e.ident = i; e.c = equipColor(e.type); availEquipment.add(e); } /*Fill the type2 in the available state */ for (int i = 1; i <= t2; i++) { Equipment e = new Equipment(); e.state = 1; e.type = 2; e.ident = i; e.c = equipColor(e.type); availEquipment.add(e); } /*Fill the type3 in the available state */ for (int i = 1; i <= t3; i++) { Equipment e = new Equipment(); e.state = 1; e.type = 3; e.ident = i; e.c = equipColor(e.type); availEquipment.add(e); } computeInitialTimes(); assignShapes(); }
/*Creates the equipment in all states to initiate the game */ private void fillStates(int sAvail, int sRent, int sShop) { int[] statesSizes = {sAvail, sRent, sShop}; int s = 1; for (int stateSize : statesSizes) { for (int t = 1; t <= TYPES; t++) { for (int i = 1; i <= stateSize; i++) { Equipment e = new Equipment(); e.state = s; e.type = t; int sMax = Math.max( s - 2, 0); /*formula to make sure identifiers resume counting and stay unique */ int sMin = Math.min( s - 1, 1); /*formula to make sure identifiers resume counting and stay unique */ e.ident = i + (sMin) * sAvail + (sMax) * sRent; e.c = equipColor(e.type); switch (s) { case 1: availEquipment.add(e); break; case 2: rentEquipment.add(e); break; case 3: shopEquipment.add(e); break; } } } s++; } computeInitialTimes(); assignShapes(); }