PlayerTrackerComponent - UQcsse3200/2026-studio-3 GitHub Wiki
Player Tracker Component
1. Overview
PlayerTrackerComponent is the event-observation boundary of the Enemy Memory System.
It observes confirmed player actions during a battle, translates runtime battle events into simplified behavioural information, and writes that information into EnemyMemoryComponent.
Its primary responsibilities are:
- Listening for successfully played cards;
- Resolving a runtime card-instance ID into a card configuration;
- Classifying the played card by
CardType; - Detecting whether the card contains a positive
BLOCKeffect; - Detecting when the real player turn ends;
- Preventing temporary card-resolution phases from settling the turn;
- Forwarding semantic information to
EnemyMemoryComponent.
The tracker does not store long-term memory itself.
Battle events
↓
PlayerTrackerComponent
↓
Semantic player behaviour
↓
EnemyMemoryComponent
↓
Immutable PlayerMemory snapshot
↓
Enemy AI
2. File Locations
Implementation:
source/core/src/main/com/csse3200/game/components/enemy/Memory/PlayerTrackerComponent.java
Tests:
source/core/src/test/com/csse3200/game/components/enemy/Memory/PlayerTrackerComponentTest.java
Related files:
EnemyMemoryComponent.java
PlayerMemory.java
EnemyAIContext.java
EnemyBehaviourComponent.java
PlayerFactory.java
BattleScreen.java
BattleController.java
BattleDeck.java
CardService.java
3. Position in the Enemy Memory System
flowchart LR
Player["Player entity"] --> Tracker["PlayerTrackerComponent"]
Player --> Memory["EnemyMemoryComponent"]
Controller["BattleController"] --> Tracker
Deck["BattleDeck"] --> Tracker
Cards["CardService"] --> Tracker
Tracker --> Memory
Memory --> Snapshot["PlayerMemory"]
Snapshot --> Context["EnemyAIContext"]
Context --> AI["EnemyAI"]
Both PlayerTrackerComponent and EnemyMemoryComponent are attached to the player entity.
They have different responsibilities:
| Component | Responsibility |
|---|---|
PlayerTrackerComponent |
Observes battle events and interprets card information |
EnemyMemoryComponent |
Stores accumulated per-combat behaviour |
PlayerMemory |
Transfers an immutable snapshot to enemy AI |
EnemyAIContext |
Combines memory with the current battle state |
EnemyAI |
Interprets the memory and selects an intent |
4. Why the Tracker Is a Separate Component
The tracker separates event infrastructure from memory storage.
Without this boundary, EnemyMemoryComponent would need to know about:
BattleController;- Battle event listeners;
- Runtime card-instance IDs;
BattleDeck;CardService;CardConfig;EffectConfig;- Battle phases.
Instead, the tracker converts these battle-specific details into the narrow memory API:
enemyMemory.recordCardPlayed(
config.type,
grantsPositiveBlock(config));
and:
enemyMemory.settlePlayerTurn();
This keeps EnemyMemoryComponent focused on state management.
5. UML Class Diagram
classDiagram
class Component {
+create()
}
class PlayerTrackerComponent {
-EnemyMemoryComponent enemyMemory
-BattleController battleController
-CardService cardService
-BattleDeck battleDeck
-boolean connected
+create()
+connect(battleController, cardService, battleDeck)
-onCardPlayed(instanceId, targetId)
-onPhaseChanged(previousPhase, nextPhase)
-findCardConfig(instanceId) CardConfig
-grantsPositiveBlock(config) boolean
}
class EnemyMemoryComponent {
+recordCardPlayed(cardType, gainedBlock)
+settlePlayerTurn()
+snapshot() PlayerMemory
}
class BattleController {
+addCardPlayedListener(listener)
+addPhaseChangeListener(listener)
}
class BattleDeck {
+getAllInstances() List
}
class CardService {
+getCard(cardId) Optional
}
class CardInstance {
+instanceId() String
+cardId() String
}
class CardConfig {
+CardType type
+EffectConfig[] effects
}
Component <|-- PlayerTrackerComponent
PlayerTrackerComponent --> EnemyMemoryComponent : writes to
PlayerTrackerComponent --> BattleController : observes
PlayerTrackerComponent --> BattleDeck : resolves instance
PlayerTrackerComponent --> CardService : loads definition
BattleDeck --> CardInstance : contains
CardService --> CardConfig : provides
6. ECS Ownership
PlayerTrackerComponent is owned by the player entity.
During create(), it locates EnemyMemoryComponent on the same entity:
@Override
public void create() {
super.create();
enemyMemory =
entity.getComponent(
EnemyMemoryComponent.class);
if (enemyMemory == null) {
throw new IllegalStateException(
"PlayerTrackerComponent requires "
+ "EnemyMemoryComponent "
+ "on the same entity");
}
}
The required entity structure is:
Player Entity
├── CombatStatsComponent
├── EnergyComponent
├── EnemyMemoryComponent
└── PlayerTrackerComponent
The tracker cannot operate without its paired memory component.
7. Component Lifecycle
stateDiagram-v2
[*] --> CONSTRUCTED
CONSTRUCTED --> CREATED: Entity create
CREATED --> CONNECTED: connect
CONNECTED --> CONNECTED: Observe battle events
CREATED --> ERROR: Missing EnemyMemoryComponent
CONNECTED --> ERROR: connect called again
The lifecycle has two distinct stages.
ECS creation
player.create();
This gives the tracker access to its owning entity and allows it to locate EnemyMemoryComponent.
Runtime battle connection
playerTracker.connect(
battleController,
cardService,
battleDeck);
This occurs after battle-specific services have been created.
8. Runtime Dependencies
The tracker receives three dependencies through connect():
| Dependency | Purpose |
|---|---|
BattleController |
Supplies successful-card and phase-change events |
CardService |
Resolves a card ID into its card definition |
BattleDeck |
Resolves an instance ID into a runtime CardInstance |
public void connect(
BattleController battleController,
CardService cardService,
BattleDeck battleDeck)
These dependencies are runtime battle objects and are therefore not constructed by PlayerFactory.
9. Connection Validation
Every dependency must be non-null:
Objects.requireNonNull(
battleController,
"battleController cannot be null");
Objects.requireNonNull(
cardService,
"cardService cannot be null");
Objects.requireNonNull(
battleDeck,
"battleDeck cannot be null");
The tracker also rejects a second connection:
if (connected) {
throw new IllegalStateException(
"PlayerTrackerComponent is already connected");
}
This prevents duplicate listener registration, which would otherwise cause a single card play to be recorded multiple times.
10. Listener Registration
A successful connection registers two listeners:
battleController.addCardPlayedListener(
this::onCardPlayed);
battleController.addPhaseChangeListener(
this::onPhaseChanged);
sequenceDiagram
participant Screen as BattleScreen
participant Tracker as PlayerTrackerComponent
participant Battle as BattleController
Screen->>Tracker: connect(controller, cardService, battleDeck)
Tracker->>Tracker: Validate dependencies
Tracker->>Battle: addCardPlayedListener
Tracker->>Battle: addPhaseChangeListener
Tracker->>Tracker: connected = true
Card Tracking
11. Successful Card Event
The card listener receives:
private void onCardPlayed(
String instanceId,
String targetId)
| Parameter | Meaning |
|---|---|
instanceId |
Unique runtime ID of the successfully played card |
targetId |
Selected card target |
targetId is currently unused because the initial player-memory model records how the player acts, not which enemy was targeted.
The event is emitted only for a successful card play, so rejected attempts are not recorded by this component.
12. Card Resolution Pipeline
A card-play event initially contains an instance ID rather than a complete card definition.
The tracker resolves it in two stages:
instanceId
↓
BattleDeck
↓
CardInstance
↓
cardId
↓
CardService
↓
CardConfig
flowchart TD
Event["Successful card-play event"] --> InstanceId["Read instanceId"]
InstanceId --> Validate{"Null or blank?"}
Validate -->|Yes| Ignore["Ignore event"]
Validate -->|No| Search["Search BattleDeck instances"]
Search --> Found{"Matching CardInstance?"}
Found -->|No| Ignore
Found -->|Yes| CardId["Read cardId"]
CardId --> Service["CardService.getCard"]
Service --> Definition{"CardConfig found?"}
Definition -->|No| Ignore
Definition -->|Yes| Config["Return CardConfig"]
13. Runtime Instance Lookup
The lookup method is:
private CardConfig findCardConfig(
String instanceId)
It first rejects invalid IDs:
if (instanceId == null
|| instanceId.isBlank()) {
return null;
}
It then searches the current battle deck:
for (CardInstance instance
: battleDeck.getAllInstances()) {
if (instance.instanceId()
.equals(instanceId)) {
return cardService
.getCard(instance.cardId())
.orElse(null);
}
}
If no matching instance or card definition exists, it returns null.
The event is ignored safely rather than interrupting the battle.
14. Card Classification
Once a CardConfig has been resolved, the tracker checks its type:
if (config == null
|| config.type == null) {
return;
}
It then forwards the type to memory:
enemyMemory.recordCardPlayed(
config.type,
grantsPositiveBlock(config));
EnemyMemoryComponent interprets the type as follows:
| Card type | Attack counter | Skill counter | Per-turn card counter |
|---|---|---|---|
ATTACK |
+1 | No change | +1 |
SKILL |
No change | +1 | +1 |
POWER |
No change | No change | +1 |
| Other valid type | No change | No change | +1 |
The tracker performs classification, while the memory component owns the counters.
15. Card Tracking Sequence
sequenceDiagram
participant Battle as BattleController
participant Tracker as PlayerTrackerComponent
participant Deck as BattleDeck
participant Cards as CardService
participant Memory as EnemyMemoryComponent
Battle->>Tracker: onCardPlayed(instanceId, targetId)
Tracker->>Deck: getAllInstances()
Deck-->>Tracker: CardInstance list
Tracker->>Tracker: Match instanceId
Tracker->>Cards: getCard(cardId)
Cards-->>Tracker: CardConfig
Tracker->>Tracker: Read CardType
Tracker->>Tracker: Detect positive BLOCK
Tracker->>Memory: recordCardPlayed(type, gainedBlock)
Block Detection
16. Positive Block Rule
The tracker considers a card defensive when at least one effect satisfies:
effect is not null
AND
effect.type == BLOCK
AND
effect.value > 0
Implementation:
private boolean grantsPositiveBlock(
CardConfig config) {
if (config.effects == null) {
return false;
}
for (EffectConfig effect : config.effects) {
if (effect != null
&& effect.type == EffectType.BLOCK
&& effect.value > 0) {
return true;
}
}
return false;
}
17. Block Detection Flow
flowchart TD
Config["CardConfig"] --> Effects{"effects is null?"}
Effects -->|Yes| False["Return false"]
Effects -->|No| Next["Inspect next effect"]
Next --> Null{"Effect is null?"}
Null -->|Yes| More{"More effects?"}
Null -->|No| Type{"Effect type is BLOCK?"}
Type -->|No| More
Type -->|Yes| Value{"Effect value above 0?"}
Value -->|Yes| True["Return true"]
Value -->|No| More
More -->|Yes| Next
More -->|No| False
18. Block Examples
| Effects | Counts as gaining block? |
|---|---|
BLOCK 5 |
Yes |
DAMAGE 5, BLOCK 3 |
Yes |
BLOCK 0 |
No |
BLOCK -2 |
No |
HEAL 4 |
No |
| No effects | No |
Null effect followed by BLOCK 4 |
Yes |
| Null effects only | No |
A multi-effect card only needs one positive Block effect to mark the turn as defended.
Turn Settlement
19. Phase Change Listener
The tracker receives both the previous and next battle phase:
private void onPhaseChanged(
BattlePhase previousPhase,
BattlePhase nextPhase)
A player turn is settled when:
previousPhase == BattlePhase.PLAYER_TURN
&& nextPhase != BattlePhase.PLAYER_TURN
&& nextPhase != BattlePhase.CARD_RESOLVING
If the condition is true:
enemyMemory.settlePlayerTurn();
20. Why CARD_RESOLVING Is Excluded
Playing a card can temporarily change the phase:
PLAYER_TURN
↓
CARD_RESOLVING
↓
PLAYER_TURN
This is not the end of the player's turn.
If memory were settled during this transition:
cardsPlayedLastTurnwould update after every card;- The current-turn card counter would reset too early;
- No-block streaks could increase multiple times in one turn;
- High-card-count behaviour could never be tracked correctly.
Therefore:
PLAYER_TURN -> CARD_RESOLVING
does not settle memory.
21. Turn Settlement Flow
flowchart TD
Event["Phase changed"] --> Previous{"Previous phase is PLAYER_TURN?"}
Previous -->|No| Ignore["Ignore transition"]
Previous -->|Yes| Same{"Next phase is PLAYER_TURN?"}
Same -->|Yes| Ignore
Same -->|No| Resolving{"Next phase is CARD_RESOLVING?"}
Resolving -->|Yes| Ignore
Resolving -->|No| Settle["EnemyMemoryComponent.settlePlayerTurn"]
22. Phase Transition Examples
| Previous phase | Next phase | Settle memory? |
|---|---|---|
PLAYER_TURN |
CARD_RESOLVING |
No |
CARD_RESOLVING |
PLAYER_TURN |
No |
PLAYER_TURN |
PLAYER_END |
Yes |
PLAYER_TURN |
ENEMY_TURN |
Yes |
SETUP |
PLAYER_TURN |
No |
PLAYER_END |
ENEMY_TURN |
No |
Only a transition that genuinely leaves PLAYER_TURN settles the recorded turn.
23. Memory Changes During Settlement
Before settlement:
cardsPlayedThisTurn = 3
gainedBlockThisTurn = false
cardsPlayedLastTurn = 1
consecutiveTurnsWithoutBlock = 2
After settlement:
cardsPlayedThisTurn = 0
gainedBlockThisTurn = false
cardsPlayedLastTurn = 3
consecutiveTurnsWithoutBlock = 3
If the player gained positive Block during the turn:
consecutiveTurnsWithoutBlock = 0
Complete Event Flow
24. Per-Combat Data Flow
sequenceDiagram
participant Player
participant Battle as BattleController
participant Tracker as PlayerTrackerComponent
participant Deck as BattleDeck
participant Cards as CardService
participant Memory as EnemyMemoryComponent
participant AI as EnemyAI
Player->>Battle: Successfully play a card
Battle->>Tracker: Card-play event
Tracker->>Deck: Resolve runtime instance
Tracker->>Cards: Resolve card definition
Tracker->>Memory: recordCardPlayed(type, block)
Player->>Battle: End player turn
Battle->>Tracker: Phase-change event
Tracker->>Memory: settlePlayerTurn()
Memory-->>AI: Immutable PlayerMemory snapshot
25. Example Combat History
Suppose the player performs the following actions.
Turn One
Strike
Defend
End turn
Tracker output:
ATTACK card recorded
SKILL card recorded
Positive Block detected
Turn settled
Memory snapshot:
attackCardsPlayed = 1
skillCardsPlayed = 1
consecutiveTurnsWithoutBlock = 0
cardsPlayedLastTurn = 2
Turn Two
Strike
Strike
End turn
Memory snapshot:
attackCardsPlayed = 3
skillCardsPlayed = 1
consecutiveTurnsWithoutBlock = 1
cardsPlayedLastTurn = 2
Turn Three
Power card
End turn
Memory snapshot:
attackCardsPlayed = 3
skillCardsPlayed = 1
consecutiveTurnsWithoutBlock = 2
cardsPlayedLastTurn = 1
The Power card contributes to cardsPlayedLastTurn, but not to the attack or skill counters.
Error Handling
26. Invalid Input Behaviour
The tracker rejects programming errors during setup but safely ignores invalid runtime event data.
Setup errors
| Condition | Result |
|---|---|
Missing EnemyMemoryComponent |
IllegalStateException |
Null BattleController |
NullPointerException |
Null CardService |
NullPointerException |
Null BattleDeck |
NullPointerException |
Calling connect() twice |
IllegalStateException |
Runtime event problems
| Condition | Result |
|---|---|
| Null instance ID | Event ignored |
| Blank instance ID | Event ignored |
| Unknown instance ID | Event ignored |
| Missing card definition | Event ignored |
| Card with null type | Event ignored |
| Null effects array | Treated as no Block |
| Null effect entry | Entry skipped |
Runtime data problems do not terminate the battle.
27. Failure Handling Diagram
flowchart TD
Input["Incoming operation"] --> Setup{"Setup operation?"}
Setup -->|Yes| ValidDependency{"Dependencies valid?"}
ValidDependency -->|No| Exception["Throw exception"]
ValidDependency -->|Yes| Connect["Register listeners"]
Setup -->|No| ValidEvent{"Runtime data resolvable?"}
ValidEvent -->|No| Ignore["Ignore safely"]
ValidEvent -->|Yes| Record["Write to EnemyMemoryComponent"]
Integration
28. Player Entity Composition
The player must contain both memory components:
new Entity()
.addComponent(new EnemyMemoryComponent())
.addComponent(new PlayerTrackerComponent());
EnemyMemoryComponent must be available when the entity is created so the tracker can locate it.
29. BattleScreen Wiring
After the battle controller, card service and battle deck exist, BattleScreen connects the tracker:
PlayerTrackerComponent playerTracker =
Objects.requireNonNull(
player.getComponent(
PlayerTrackerComponent.class),
"Battle player requires "
+ "PlayerTrackerComponent");
playerTracker.connect(
controller,
cardService,
battleDeck);
Conceptually:
flowchart TD
Factory["PlayerFactory"] --> Player["Create player entity"]
Player --> Components["Attach tracker and memory"]
Components --> Screen["BattleScreen"]
Screen --> Runtime["Create controller, cards and deck"]
Runtime --> Connect["Connect PlayerTrackerComponent"]
Connect --> Observe["Begin observing battle events"]
The factory establishes ownership. The battle screen supplies runtime dependencies.
Testing
30. Test Architecture
The test suite mocks:
BattleController;CardService;BattleDeck.
It uses a real:
Entity;EnemyMemoryComponent;PlayerTrackerComponent.
Listeners registered with BattleController are captured using Mockito:
ArgumentCaptor<EventListener2<String, String>>
cardPlayedCaptor;
ArgumentCaptor<
EventListener2<
BattlePhase,
BattlePhase>>
phaseChangeCaptor;
The tests invoke the captured listeners directly to simulate battle events.
31. Test Coverage
Component ownership
- Requires
EnemyMemoryComponenton the same entity.
Connection validation
- Rejects a null battle controller;
- Rejects a null card service;
- Rejects a null battle deck;
- Rejects a second connection;
- Registers both required listeners.
Card classification
- Records attack cards;
- Records skill cards;
- Counts other card types without classifying them as attack or skill;
- Ignores a card with a null type.
Block detection
- Detects a positive Block effect;
- Finds Block among multiple effects;
- Rejects zero Block;
- Rejects negative Block;
- Safely ignores null effects.
Invalid event data
- Ignores null IDs;
- Ignores blank IDs;
- Ignores unknown instance IDs;
- Ignores missing card definitions.
Phase handling
- Does not settle during card resolution;
- Settles when the player turn ends;
- Ignores unrelated phase changes.
32. Test Coverage Diagram
flowchart TD
Tests["PlayerTrackerComponentTest"] --> Ownership["ECS ownership"]
Tests --> Connection["Connection validation"]
Tests --> Classification["Card classification"]
Tests --> Block["Block detection"]
Tests --> Phases["Phase transitions"]
Tests --> Invalid["Invalid runtime data"]
Classification --> Attack["ATTACK"]
Classification --> Skill["SKILL"]
Classification --> Other["Other card types"]
Block --> Positive["Positive Block"]
Block --> Zero["Zero Block"]
Block --> Negative["Negative Block"]
Block --> Multiple["Multiple effects"]
Phases --> Resolving["CARD_RESOLVING ignored"]
Phases --> End["Real turn end settled"]
Current Scope and Limitations
33. Base Card Configuration
The current tracker resolves:
CardInstance
↓
cardId
↓
CardService
↓
CardConfig
It reads Block information from:
config.effects
This means the current implementation observes the base CardConfig.
It does not currently resolve the played card through CardResolver into a ResolvedCard.
Consequently, if a card upgrade changes its type or Block value only at runtime, the tracker may still observe the base card definition.
The Wiki documents this as the current implementation boundary rather than claiming upgraded effects are already supported.
34. Target Information
The card-play event includes targetId, but the current tracker does not store it.
This is intentional for the current player-memory model, which records:
- Attack-card preference;
- Skill-card preference;
- Number of cards played;
- Consecutive turns without gaining Block.
Possible future memory features may use the target ID to track:
- Preferred enemy targets;
- Focus-fire behaviour;
- Repeated targeting of low-health enemies;
- Avoidance of guarded enemies.
These features are outside the current component scope.
35. Per-Combat Lifetime
PlayerTrackerComponent and EnemyMemoryComponent belong to one battle.
They do not currently:
- Persist data between battles;
- Write to save data;
- Aggregate achievement progress;
- Track map decisions;
- Track inventory history;
- Track rewards collected outside combat.
The tracker observes the current combat only.
36. Design Summary
PlayerTrackerComponent is an event-driven adapter between the battle system and the Enemy Memory System.
Its complete responsibility is:
flowchart TD
Events["Observe confirmed battle events"] --> Resolve["Resolve runtime card instance"]
Resolve --> Classify["Classify card and Block"]
Classify --> Write["Write semantic information to memory"]
Phase["Observe battle phase"] --> Validate["Detect real player-turn exit"]
Validate --> Settle["Settle per-turn memory"]
The component provides:
- Clear separation between event observation and memory storage;
- ECS ownership through the player entity;
- Runtime dependency injection;
- Protection against duplicate connections;
- Safe handling of invalid event data;
- Correct card-resolution phase handling;
- Attack and skill classification;
- Positive Block detection;
- A stable input boundary for adaptive enemy AI.