merge development

This commit is contained in:
Cedric Beck
2024-12-02 16:49:37 +01:00
23 changed files with 538 additions and 171 deletions

View File

@@ -1,5 +1,7 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="MdgaApp" type="Application" factoryName="Application" singleton="false" nameIsGenerated="true">
<option name="ALTERNATIVE_JRE_PATH" value="temurin-20" />
<option name="ALTERNATIVE_JRE_PATH_ENABLED" value="true" />
<option name="MAIN_CLASS_NAME" value="pp.mdga.client.MdgaApp" />
<module name="Projekte.mdga.client.main" />
<option name="VM_PARAMETERS" value="-Djava.util.logging.config.file=logging.properties -ea" />
@@ -14,4 +16,4 @@
<option name="Make" enabled="true" />
</method>
</configuration>
</component>
</component>

View File

@@ -1,9 +1,9 @@
package pp.mdga.client;
import com.jme3.app.SimpleApplication;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import pp.mdga.client.acoustic.AcousticHandler;
import com.jme3.system.AppSettings;
import pp.mdga.client.dialog.JoinDialog;
import pp.mdga.client.view.*;

View File

@@ -107,8 +107,8 @@ public void selectTsk(Color color) {
app.getGameLogic().selectTsk(color);
}
public void unselectTsk() {
app.getGameLogic().selectTsk(Color.NONE);
public void unselectTsk(Color color) {
app.getGameLogic().deselectTSK(color);
}
public void rolledDice() {

View File

@@ -60,7 +60,6 @@ private void handleLobby(Notification notification) {
if (notification instanceof TskSelectNotification n) {
lobbyView.setTaken(n.getColor(), true, n.isSelf(), n.getName());
lobbyView.setTaken(n.getColor(), true, false, n.getName());
} else if (notification instanceof StartDialogNotification) {
app.enter(MdgaState.MAIN);
} else if (notification instanceof TskUnselectNotification n) {

View File

@@ -7,46 +7,41 @@
import java.util.*;
import java.util.prefs.Preferences;
/**
* Handles the acoustic functionality for the game, including music playback, sound effects,
* volume management, and transitions between game states.
*/
public class AcousticHandler {
private MdgaApp app; // Reference to the main application
private MdgaState state = MdgaState.NONE; // Current state of the game
private boolean playGame = false; // Whether the game tracks are currently playing
private ArrayList<MusicAsset> gameTracks = new ArrayList<>(); // List of available game music tracks
private NanoTimer trackTimer = new NanoTimer(); // Timer for managing track transitions
private MdgaApp app;
private boolean fading = false; // Whether a fade transition is in progress
private NanoTimer fadeTimer = new NanoTimer(); // Timer for fade transitions
private static final float FADE_DURATION = 3.0f; // Duration of fade-out
private static final float CROSSFADE_DURATION = 1.5f; // Duration of fade-in
private GameMusic playing = null; // Currently playing music track
private GameMusic scheduled = null; // Track scheduled to play next
private GameMusic old = null; // Track being faded out
private MdgaState state = MdgaState.NONE;
private float mainVolume = 0.0f; // Main volume level
private float musicVolume = 1.0f; // Music volume level
private float soundVolume = 1.0f; // Sound effects volume level
private boolean playGame = false;
private ArrayList<MusicAsset> gameTracks = new ArrayList<>();
private NanoTimer trackTimer = new NanoTimer();
private ArrayList<GameSound> sounds = new ArrayList<>(); // List of active sound effects
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class); // User preferences for volume settings
private boolean fading = false; // Indicates if a fade is in progress
private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
private static final float FADE_DURATION = 3.0f; // Duration for outfade
private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
private GameMusic playing = null; // Currently playing track
private GameMusic scheduled = null; // Scheduled track to play next
private GameMusic old = null; // Old track being faded out
private float mainVolume = 0.0f;
private float musicVolume = 1.0f;
private float soundVolume = 1.0f;
private ArrayList<GameSound> sounds = new ArrayList<>();
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class);
/**
* Initializes the AcousticHandler with the main application and loads user volume settings.
*
* @param app The main application instance.
*/
public AcousticHandler(MdgaApp app) {
this.app = app;
mainVolume = prefs.getFloat("mainVolume", 1.0f);
musicVolume = prefs.getFloat("musicVolume", 1.0f);
soundVolume = prefs.getFloat("soundVolume", 1.0f);
}
/**
* Updates the state of the AcousticHandler. Should be called every frame.
* This method updates the acousticHandler and should be called every frame
*/
public void update() {
updateVolumeAndTrack();
@@ -58,7 +53,9 @@ public void update() {
Iterator<GameSound> iterator = sounds.iterator();
while (iterator.hasNext()) {
GameSound s = iterator.next();
s.update(getSoundVolumeTotal());
if (!s.isPlaying()) {
iterator.remove();
}
@@ -66,76 +63,314 @@ public void update() {
}
/**
* Plays a sound effect immediately.
* This method instantly plays a sound
*
* @param sound The sound effect to play.
* @param sound the sound to be played
*/
public void playSound(MdgaSound sound) {
// Implementation for playing predefined sound effects based on game events
ArrayList<SoundAssetDelayVolume> assets = new ArrayList<SoundAssetDelayVolume>();
switch (sound) {
case LOST:
assets.add(new SoundAssetDelayVolume(SoundAsset.LOST, 1.0f, 0.0f));
break;
case VICTORY:
assets.add(new SoundAssetDelayVolume(SoundAsset.VICTORY, 1.0f, 0.0f));
break;
case BUTTON_PRESSED:
assets.add(new SoundAssetDelayVolume(SoundAsset.BUTTON_PRESS, 0.7f, 0.0f));
break;
case WRONG_INPUT:
assets.add(new SoundAssetDelayVolume(SoundAsset.ERROR, 1.0f, 0.0f));
break;
case UI_CLICK:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_CLICK, 0.8f, 0.0f));
break;
case START:
assets.add(new SoundAssetDelayVolume(SoundAsset.START, 0.8f, 0.5f));
break;
case THROW:
assets.add(new SoundAssetDelayVolume(SoundAsset.LAUGHT, 1.0f, 0.2f));
break;
case POWERUP:
assets.add(new SoundAssetDelayVolume(SoundAsset.POWERUP, 1.0f, 0.2f));
break;
case SELF_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.ROBOT_READY, 1.0f, 0.0f));
break;
case OTHER_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.UNIT_READY, 1.0f, 0.0f));
break;
case OTHER_CONNECTED:
assets.add(new SoundAssetDelayVolume(SoundAsset.CONNECTED, 1.0f, 0.0f));
break;
case NOT_READY:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND, 1.0f, 0.0f));
break;
case LEAVE:
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND2, 0.6f, 0.0f));
break;
default:
break;
}
for (SoundAssetDelayVolume sawd : assets) {
GameSound gameSound = new GameSound(app, sawd.asset(), getSoundVolumeTotal(), sawd.subVolume(), sawd.delay());
sounds.add(gameSound);
}
}
/**
* Transitions music playback to match the specified game state.
* This method fades the played music to fit the state.
*
* @param state The new game state.
* @param state the state of which the corresponding music should be played to be played
*/
public void playState(MdgaState state) {
// Implementation for managing state-specific music playback
if (this.state == state) {
return;
}
MusicAsset asset = null;
switch (state) {
case MAIN:
playGame = false;
asset = MusicAsset.MAIN_MENU;
break;
case LOBBY:
playGame = false;
asset = MusicAsset.LOBBY;
break;
case GAME:
addGameTracks();
playGame = true;
assert (!gameTracks.isEmpty()) : "no more game music available";
asset = gameTracks.remove(0);
break;
case CEREMONY:
playGame = false;
asset = MusicAsset.CEREMONY;
break;
case NONE:
throw new RuntimeException("no music for state NONE");
}
assert (null != asset) : "music sceduling went wrong";
scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), 0.0f);
}
/**
* Performs linear interpolation between two values.
* Performs linear interpolation between two float values.
*
* @param start The starting value.
* @param end The ending value.
* @param t The interpolation factor (0 to 1).
* @return The interpolated value.
* @param t The interpolation factor, typically between 0 and 1.
* @return The interpolated value between start and end.
*/
private float lerp(float start, float end, float t) {
return start + t * (end - start);
}
/**
* Manages audio playback transitions and volume adjustments.
* Updates the state of audio playback, handling track transitions and volume adjustments.
*
* This method ensures smooth transitions between tracks using fade-in and fade-out effects.
* It also handles cases where no track is playing, starting a scheduled track immediately at full volume.
* The method prioritizes the latest scheduled track if multiple scheduling occurs quickly.
*
* Behavior:
* 1. If nothing is scheduled and no track is playing, it exits early.
* 2. If a scheduled track exists and no track is playing, the scheduled track starts immediately at full volume.
* 3. If a scheduled track exists while a track is playing, it initiates a fade-out for the currently playing track
* and prepares for the new track to fade in.
* 4. If a track transition is in progress (fading), it processes the fade-out and fade-in states.
* If a new track is scheduled during this process, it interrupts the current transition and prioritizes the new track.
* 5. If no fading is needed and a track is playing, it ensures the track's volume is updated.
*
* Special cases:
* - If no track is playing and a new track is scheduled, it starts the track immediately without fading.
* - If a new track is scheduled during fading, it resets the transition to prioritize the new track.
*/
private void updateVolumeAndTrack() {
// Implementation for handling fade-ins, fade-outs, and volume updates
if (scheduled == null && !fading && playing == null) {
// Nothing to do, early exit
return;
}
if (scheduled != null && playing == null && !fading) {
// No current track, start scheduled track immediately at full volume
playing = scheduled;
scheduled = null;
playing.play();
playing.update(getMusicVolumeTotal()); // Set volume to full
return;
}
if (scheduled != null && !fading) {
// Initiate a fade process if a new track is scheduled
fading = true;
fadeTimer.reset();
old = playing; // The currently playing track becomes the old track
playing = null; // Clear the playing track during the fade process
}
if (fading) {
handleFadeProcess();
// Handle any interruptions due to newly scheduled tracks
if (scheduled != null && playing != null && playing != scheduled) {
// Interrupt the current infade and switch to the new scheduled track
old = playing; // Treat the currently infading track as the old track
playing = null; // Reset playing to allow switching
fadeTimer.reset(); // Restart fade timer for the new track
}
} else if (playing != null) {
// Update volume for the currently playing track
playing.update(getMusicVolumeTotal());
} else if (scheduled != null) {
// If no track is playing and one is scheduled, start it immediately at full volume
playing = scheduled;
scheduled = null;
playing.play();
playing.update(getMusicVolumeTotal()); // Set volume to full
}
}
/**
* Handles the fade-out and fade-in processes for audio transitions.
* Manages the fading process during audio track transitions.
*
* This method handles the fade-out of the currently playing (old) track, manages any pause between the fade-out
* and fade-in, and initiates the fade-in for the new track if applicable. It ensures smooth transitions between
* tracks while maintaining the correct volume adjustments.
*
* Behavior:
* 1. **Outfade:** Gradually decreases the volume of the `old` track over the duration of `FADE_DURATION`.
* Once the outfade completes, the `old` track is paused and cleared.
* 2. **Pause Handling:** Waits for a defined pause (if applicable) before initiating the infade for the next track.
* 3. **Infade:** If a `scheduled` track exists and the outfade and pause are complete, it begins playing
* the new track (`playing`) and initiates the infade process.
*
* Key Details:
* - The outfade volume adjustment is interpolated linearly from full volume to zero using the `lerp` function.
* - The pause duration is retrieved from the scheduled track if it is specified.
* - If a new track is scheduled during the fade process, it is handled by external logic to prioritize transitions.
*
* Preconditions:
* - `fading` is expected to be `true` when this method is called.
* - The method is invoked as part of the `updateVolumeAndTrack` process.
*/
private void handleFadeProcess() {
// Implementation for managing fade transitions
float time = fadeTimer.getTimeInSeconds();
// Handle outfade for the old track
if (old != null && time <= FADE_DURATION) {
float t = Math.min(time / FADE_DURATION, 1.0f);
float oldVolume = lerp(1.0f, 0.0f, t);
old.update(getMusicVolumeTotal() * oldVolume);
}
if (old != null && time > FADE_DURATION) {
// Complete outfade
old.pause();
old = null;
}
// Handle pause duration before infade
float pause = (scheduled != null) ? scheduled.getPause() : 0.0f;
if (time > FADE_DURATION + pause) {
if (playing == null && scheduled != null) {
// Begin infade for the new track
playing = scheduled;
scheduled = null;
playing.play(); // Start playing the new track
}
handleInfade(time - FADE_DURATION - pause);
}
}
/**
* Manages the fade-in process for the currently playing track.
*
* @param infadeTime Time elapsed since the fade-in process started.
* This method gradually increases the volume of the `playing` track from zero to full volume
* over the duration of `CROSSFADE_DURATION`. It ensures a smooth transition into the new track.
*
* Behavior:
* 1. If no track is set as `playing`, the method exits early, as there is nothing to fade in.
* 2. Linearly interpolates the volume of the `playing` track from 0.0 to 1.0 based on the elapsed
* `infadeTime` and the specified `CROSSFADE_DURATION`.
* 3. Once the fade-in is complete (when `infadeTime` exceeds `CROSSFADE_DURATION`), the method:
* - Marks the fade process (`fading`) as complete.
* - Ensures the `playing` track is updated to its full volume.
*
* Key Details:
* - Uses the `lerp` function to calculate the volume level for the `playing` track during the fade-in.
* - Ensures the volume is always a value between 0.0 and 1.0.
* - The `infadeTime` parameter should be relative to the start of the fade-in process.
*
* Preconditions:
* - The `playing` track must be initialized and actively fading in for this method to have an effect.
* - The method is invoked as part of the `updateVolumeAndTrack` process.
*
* @param infadeTime The elapsed time (in seconds) since the fade-in process started.
*/
private void handleInfade(float infadeTime) {
// Implementation for handling the fade-in process
if (playing == null) {
// Nothing to infade
return;
}
// Proceed with the infade for the current playing track
float t = Math.min(infadeTime / CROSSFADE_DURATION, 1.0f);
float newVolume = lerp(0.0f, 1.0f, t);
playing.update(getMusicVolumeTotal() * newVolume);
if (infadeTime > CROSSFADE_DURATION) {
// Infade is complete, finalize state
fading = false;
playing.update(getMusicVolumeTotal()); // Ensure full volume
}
}
/**
* Adds and shuffles game music tracks.
* Adds a list of game tracks to the gameTracks collection and shuffles them.
* This method adds predefined game tracks to the track list and shuffles the order.
*/
private void addGameTracks() {
// Adds predefined game music tracks to the list and shuffles them
Random random = new Random();
for (int i = 1; i <= 6; i++) {
gameTracks.add(MusicAsset.valueOf("GAME_" + i));
}
Collections.shuffle(gameTracks, random);
}
/**
* Updates the game music tracks, scheduling new ones as needed.
* Updates the current game tracks. If the currently playing track is nearing its end,
* a new track will be scheduled to play. If the list of game tracks is empty, it will be refreshed.
*/
private void updateGameTracks() {
// Handles scheduling and transitioning between game tracks
if(null == playing) {
return;
}
if (playing.nearEnd(10)) {
if (gameTracks.isEmpty()) {
addGameTracks();
}
}
if (playing != null && playing.nearEnd(3) && trackTimer.getTimeInSeconds() > 20) {
trackTimer.reset();
MusicAsset nextTrack = gameTracks.remove(0);
scheduled = new GameMusic(app, nextTrack, getMusicVolumeTotal(), nextTrack.getSubVolume(), nextTrack.getLoop(), 0.0f);
}
}
/**
* Gets the main volume level.
* Retrieves the main volume level.
*
* @return The main volume level.
* @return The current main volume level.
*/
public float getMainVolume() {
return mainVolume;
@@ -160,7 +395,7 @@ public float getSoundVolume() {
}
/**
* Sets the main volume level and saves the setting.
* Sets the main volume level.
*
* @param mainVolume The desired main volume level.
*/
@@ -169,27 +404,6 @@ public void setMainVolume(float mainVolume) {
prefs.putFloat("mainVolume", mainVolume);
}
// Similar getters and setters for musicVolume and soundVolume...
/**
* Calculates the total music volume (main volume × music volume).
*
* @return The total music volume.
*/
float getMusicVolumeTotal() {
return musicVolume * mainVolume;
}
/**
* Calculates the total sound volume (main volume × sound volume).
*
* @return The total sound volume.
*/
float getSoundVolumeTotal() {
return soundVolume * mainVolume;
}
/**
* Sets the music volume level.
*
@@ -209,4 +423,23 @@ public void setSoundVolume(float soundVolume) {
this.soundVolume = soundVolume;
prefs.putFloat("soundVolume", soundVolume);
}
/**
* Calculates the total music volume by multiplying the music volume by the main volume.
*
* @return The total music volume.
*/
float getMusicVolumeTotal() {
return getMusicVolume() * getMainVolume();
}
/**
* Calculates the total sound volume by multiplying the sound volume by the main volume.
*
* @return The total sound volume.
*/
float getSoundVolumeTotal() {
return getSoundVolume() * getMainVolume();
}
}

View File

@@ -144,6 +144,8 @@ private void initializeSerializables() {
Serializer.registerClass(StartNode.class);
Serializer.registerClass(PlayerData.class);
Serializer.registerClass(HomeNode.class);
Serializer.registerClass(PlayerDataMessage.class);
Serializer.registerClass(StartBriefingMessage.class);
}
private void registerListeners() {

View File

@@ -228,7 +228,7 @@ private void toggleTsk(Color color) {
app.getModelSynchronize().selectTsk(color);
break;
case SELF:
app.getModelSynchronize().unselectTsk();
app.getModelSynchronize().unselectTsk(color);
break;
case OTHER:
//nothing

View File

@@ -193,6 +193,16 @@ public void received(ServerStartGameMessage msg) {
@Override
public void received(ShutdownMessage msg) {state.received(msg);}
@Override
public void received(StartBriefingMessage msg) {
state.received(msg);
}
@Override
public void received(PlayerDataMessage msg) {
state.received(msg);
}
@Override
public void received(StartPieceMessage msg) {
state.received(msg);
@@ -239,6 +249,10 @@ public void selectTsk(Color color){
state.selectTSK(color);
}
public void deselectTSK(Color color){
state.deselectTSK(color);
}
public void selectDice(){
state.selectDice();
}

View File

@@ -183,6 +183,15 @@ public void received(WaitPieceMessage msg) {
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
}
@Override
public void received(StartBriefingMessage msg) {
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
}
public void received(PlayerDataMessage msg) {
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
}
public void selectPiece(Piece piece) {
LOGGER.log(Level.DEBUG, "Selecting piece not allowed.");
}

View File

@@ -144,6 +144,16 @@ public void received(ServerStartGameMessage msg){
currentState.received(msg);
}
@Override
public void received(PlayerDataMessage msg){
currentState.received(msg);
}
@Override
public void received(StartBriefingMessage msg){
currentState.received(msg);
}
public DialogStates getState() {
return currentState;
}

View File

@@ -10,7 +10,9 @@
import pp.mdga.message.client.*;
import pp.mdga.message.server.LobbyPlayerJoinedMessage;
import pp.mdga.message.server.LobbyPlayerLeaveMessage;
import pp.mdga.message.server.PlayerDataMessage;
import pp.mdga.message.server.ServerStartGameMessage;
import pp.mdga.message.server.StartBriefingMessage;
import pp.mdga.message.server.UpdateReadyMessage;
import pp.mdga.message.server.UpdateTSKMessage;
import pp.mdga.notification.*;
@@ -74,15 +76,24 @@ public void selectStart(){
}
@Override
public void received(ServerStartGameMessage msg){
public void received(StartBriefingMessage msg){
logic.getGame().setBoard(msg.getBoard());
logic.addNotification(new GameNotification(logic.getGame().getPlayers().get(parent.getOwnPlayerId()).getColor()));
for(Map.Entry<Color, PlayerData> entry : msg.getBoard().getPlayerData().entrySet()){
List<UUID> pieceIds = new ArrayList<>();
}
public void received(PlayerDataMessage msg){
logic.getGame().getBoard().addPlayerData(msg.getColor(), msg.getPlayerData());
}
@Override
public void received(ServerStartGameMessage msg){
logic.addNotification(new GameNotification(logic.getGame().getPlayerById(parent.getOwnPlayerId()).getColor()));
for (Map.Entry<Color, PlayerData> entry : logic.getGame().getBoard().getPlayerData().entrySet()) {
List<UUID> pieceList = new ArrayList<>();
for(Piece piece : entry.getValue().getPieces()){
pieceIds.add(piece.getUuid());
System.out.println(piece.getUuid());
pieceList.add(piece.getUuid());
}
logic.addNotification(new PlayerInGameNotification(entry.getKey(), pieceIds, logic.getGame().getPlayerByColor(entry.getKey()).getName()));
logic.addNotification(new PlayerInGameNotification(entry.getKey(), pieceList , logic.getGame().getPlayerByColor(entry.getKey()).getName()));
}
parent.startGame();
}
@@ -95,15 +106,20 @@ public void received(LobbyPlayerJoinedMessage msg){
if (msg.isHost() && msg.getId() == parent.getOwnPlayerId()){
logic.setHost(true);
}
logic.addNotification(new TskSelectNotification(msg.getPlayer().getColor(), msg.getPlayer().getName(), parent.getOwnPlayerId()== msg.getId()));
logic.addNotification(new TskSelectNotification(msg.getPlayer().getColor(), msg.getPlayer().getName(), msg.getPlayer().getName().equals(parent.getOwnPlayerName())));
logic.getGame().getPlayers().put(msg.getId(), msg.getPlayer());
}
@Override
public void received(UpdateTSKMessage msg){
logic.addNotification(new TskUnselectNotification(logic.getGame().getPlayers().get(msg.getId()).getColor()));
if(msg.isTaken()) {
logic.addNotification(new TskSelectNotification(msg.getColor(), logic.getGame().getPlayers().get(msg.getId()).getName(), parent.getOwnPlayerId()== msg.getId()));
} else {
logic.addNotification(new TskUnselectNotification(logic.getGame().getPlayers().get(msg.getId()).getColor()));
}
logic.getGame().getPlayers().get(msg.getId()).setColor(msg.getColor());
logic.addNotification(new TskSelectNotification(msg.getColor(), logic.getGame().getPlayers().get(msg.getId()).getName(), parent.getOwnPlayerId()== msg.getId()));
}
@Override

View File

@@ -14,34 +14,6 @@ public NetworkDialogState(ClientState parent, ClientGameLogic logic) {
this.parent = (DialogsState) parent;
}
private boolean checkIP(String IP){
String[] parts = IP.split("\\.");
// Step 2: Check if there are exactly 4 parts
if (parts.length != 4) {
return false;
}
// Step 3: Check each part for valid number
for (String part : parts) {
try {
// Step 4: Convert each part into a number
int num = Integer.parseInt(part);
// Step 5: Check whether the number lies in between 0 and 255
if (num < 0 || num > 255) {
return false;
}
} catch (NumberFormatException e) {
// If parsing fails, it's not a valid number
return false;
}
}
// If all checks passed, return true
return true;
}
@Override
public void enter() {
}

View File

@@ -25,7 +25,7 @@ public DetermineStartPlayerState(ClientState parent, ClientGameLogic logic) {
@Override
public void enter() {
state = rollRankingDiceState;
this.setState(this.rollRankingDiceState);
}
@Override

View File

@@ -12,17 +12,17 @@ public class Piece {
/**
* The shield state of the piece.
*/
private int shield;
private ShieldState shield;
/**
* The current state of the piece.
*/
private int state;
private PieceState state;
/**
* The color of the piece.
*/
private final int color;
private final Color color;
/**
* The unique identifier of the piece.
@@ -36,15 +36,15 @@ public class Piece {
* @param state the state of the piece
*/
public Piece(Color color, PieceState state, int id) {
this.color = color.ordinal();
this.state = state.ordinal();
shield = ShieldState.NONE.ordinal();
this.color = color;
this.state = state;
shield = ShieldState.NONE;
}
private Piece() {
color = Color.NONE.ordinal();
state = PieceState.WAITING.ordinal();
shield = ShieldState.NONE.ordinal();
color = Color.NONE;
state = PieceState.WAITING;
shield = ShieldState.NONE;
}
/**
@@ -53,7 +53,7 @@ private Piece() {
* @return the color of the piece
*/
public void setShield(ShieldState shield) {
this.shield = shield.ordinal();
this.shield = shield;
}
/**
@@ -62,7 +62,7 @@ public void setShield(ShieldState shield) {
* @return the color of the piece
*/
public ShieldState getShield() {
return ShieldState.values()[shield];
return shield;
}
/**
@@ -71,7 +71,7 @@ public ShieldState getShield() {
* @param state the state of the piece
*/
public void setState(PieceState state) {
this.state = state.ordinal();
this.state = state;
}
/**
@@ -80,7 +80,7 @@ public void setState(PieceState state) {
* @return the color of the piece
*/
public PieceState getState() {
return PieceState.values()[state];
return state;
}
/**
@@ -89,7 +89,7 @@ public PieceState getState() {
* @return the color of the piece
*/
public boolean isShielded() {
return shield == ShieldState.ACTIVE.ordinal();
return shield == ShieldState.ACTIVE;
}
/**
@@ -98,7 +98,7 @@ public boolean isShielded() {
* @return the color of the piece
*/
public boolean isSuppressed() {
return shield == ShieldState.SUPPRESSED.ordinal();
return shield == ShieldState.SUPPRESSED;
}
/**
@@ -107,7 +107,7 @@ public boolean isSuppressed() {
* @return the color of the piece
*/
public Color getColor() {
return Color.values()[color];
return color;
}
/**

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@@ -43,10 +43,23 @@ public PlayerData(Color color) {
}
}
/**
* Constructor.
*/
private PlayerData() {
homeNodes = null;
waitingArea = null;
pieces = null;
homeNodes = new HomeNode[4];
waitingArea = new Piece[4];
pieces = new Piece[4];
}
/**
* This method will be used to check if the player is finished.
* ToDo: Currently return always false. Implement logic!
*
* @return true or false.
*/
public boolean isFinished() {
return false;
}
/**

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@@ -10,7 +10,7 @@ public class StartNode extends Node {
/**
* The color of the node.
*/
private int color;
private Color color;
/**
* Creates a new start node with the given color.
@@ -18,11 +18,11 @@ public class StartNode extends Node {
* @param color the color of the node
*/
public StartNode(Color color) {
this.color = color.ordinal();
this.color = color;
}
private StartNode() {
color = Color.NONE.ordinal();
color = Color.NONE;
}
/**
@@ -31,7 +31,7 @@ private StartNode() {
* @return the color of the node
*/
public Color getColor() {
return Color.values()[color];
return color;
}
/**
@@ -40,6 +40,6 @@ public Color getColor() {
* @param color the new color of the node
*/
public void setColor(Color color) {
this.color = color.ordinal();
this.color = color;
}
}

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@@ -0,0 +1,40 @@
package pp.mdga.message.server;
import com.jme3.network.serializing.Serializable;
import pp.mdga.game.Color;
import pp.mdga.game.PlayerData;
@Serializable
public class PlayerDataMessage extends ServerMessage{
private final PlayerData playerData;
private final Color color;
public PlayerDataMessage(PlayerData playerData, Color color){
super();
this.playerData = playerData;
this.color = color;
}
private PlayerDataMessage(){
this(null, null);
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
return "";
}
public PlayerData getPlayerData(){
return playerData;
}
public Color getColor(){
return color;
}
}

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@@ -214,4 +214,8 @@ public interface ServerInterpreter {
* @param shutdownMessage the SelectTSK message received.
*/
void received(ShutdownMessage shutdownMessage);
void received(StartBriefingMessage msg);
void received(PlayerDataMessage msg);
}

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@@ -8,28 +8,13 @@
*/
@Serializable
public class ServerStartGameMessage extends ServerMessage {
/**
* Create ServerStartGameMessage attributes.
*/
private final Board board;
/**
* Constructs a new ServerStartGame instance.
*/
public ServerStartGameMessage() {
super();
this.board = null;
}
/**
* Constructor.
*
* @param board as the complete board of this game as a Board object.
*/
public ServerStartGameMessage(Board board) {
this.board = board;
}
/**
* Accepts a visitor to process this message.
*
@@ -40,15 +25,6 @@ public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
/**
* This method will be used to return board attribute of ServerStartGameMessage class.
*
* @return board as a Board object.
*/
public Board getBoard() {
return this.board;
}
/**
* Returns a string representation of this message.
*

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@@ -0,0 +1,33 @@
package pp.mdga.message.server;
import com.jme3.network.serializing.Serializable;
import pp.mdga.game.Board;
@Serializable
public class StartBriefingMessage extends ServerMessage {
private final Board board;
public StartBriefingMessage(Board board) {
super();
this.board = board;
}
private StartBriefingMessage() {
this(null);
}
public Board getBoard() {
return this.board;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
return "";
}
}

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@@ -18,23 +18,26 @@ public class UpdateTSKMessage extends ServerMessage {
*/
private final Color color;
private final boolean isTaken;
/**
* Constructs a new UpdateTSK instance with the specified id and color.
*
* @param id the name associated with the update
* @param color the color associated with the update
*/
public UpdateTSKMessage(int id, Color color) {
public UpdateTSKMessage(int id, Color color, boolean isTaken) {
super();
this.id = id;
this.color = color;
this.isTaken = isTaken;
}
/**
* Default constructor for serialization purposes.
*/
private UpdateTSKMessage() {
this(0, null);
this(0, null, false);
}
/**
@@ -84,4 +87,8 @@ public String toString() {
public String getInfoTextKey() {
return "";
}
public boolean isTaken() {
return isTaken;
}
}

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@@ -11,17 +11,19 @@ public class RollDiceNotification extends Notification{
private int eyes;
private boolean turbo;
private int multiplier;
private boolean isRanking;
/**
* Constructor.
* @param color the color of the player that rolled the die.
* @param eyes the number of eyes that were rolled.
*/
public RollDiceNotification(Color color, int eyes) {
public RollDiceNotification(Color color, int eyes, boolean isRanking) {
this.color = color;
this.eyes = eyes;
this.turbo = false;
this.multiplier = -1;
this.isRanking = isRanking;
}
public RollDiceNotification(Color color, int eyes, boolean turbo, int multiplier) {
@@ -29,6 +31,7 @@ public RollDiceNotification(Color color, int eyes, boolean turbo, int multiplier
this.eyes = eyes;
this.turbo = turbo;
this.multiplier = multiplier;
this.isRanking = false;
}
/**
@@ -54,4 +57,6 @@ public int getMultiplier() {
public boolean isTurbo() {
return turbo;
}
public boolean isRanking() { return isRanking; }
}

View File

@@ -7,6 +7,7 @@
import pp.mdga.message.server.*;
import pp.mdga.server.ServerGameLogic;
import java.util.ArrayList;
import java.util.Map;
/**
@@ -48,7 +49,7 @@ public void exit() {
* This method will be used to initialize the game and all necessary objects.
*/
public void initializeGame() {
for (Map.Entry<Integer, Player> entry: this.logic.getGame().getPlayers().entrySet()) {
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
this.logic.getGame().getBoard().addPlayerData(entry.getValue().getColor(), new PlayerData(entry.getValue().getColor()));
}
}
@@ -63,7 +64,7 @@ public void initializeGame() {
@Override
public void received(JoinedLobbyMessage msg, int from) {
Player player = new Player(msg.getName());
player.setColor(Color.getColorByIndex(this.logic.getGame().getPlayers().size()));
player.setColor(Color.NONE);
this.logic.getGame().addPlayer(from, player);
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
this.logic.getServerSender().broadcast(new LobbyPlayerJoinedMessage(entry.getKey(), entry.getValue(), entry.getKey() == this.logic.getGame().getHost()));
@@ -84,8 +85,13 @@ public void received(SelectTSKMessage msg, int from) {
return;
}
}
if (this.logic.getGame().getPlayerById(from).getColor() != Color.NONE) {
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, this.logic.getGame().getPlayerById(from).getColor(), false));
}
this.logic.getGame().getPlayerById(from).setColor(msg.getColor());
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, msg.getColor()));
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, msg.getColor(), true));
}
/**
@@ -98,7 +104,7 @@ public void received(SelectTSKMessage msg, int from) {
@Override
public void received(DeselectTSKMessage msg, int from) {
this.logic.getGame().getPlayerById(from).setColor(Color.NONE);
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, Color.NONE));
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, Color.NONE, false));
}
/**
@@ -110,6 +116,28 @@ public void received(DeselectTSKMessage msg, int from) {
*/
@Override
public void received(LobbyReadyMessage msg, int from) {
//assign a free color
if (this.logic.getGame().getPlayerById(from).getColor() == Color.NONE) {
ArrayList<Color> colors = new ArrayList<>();
colors.add(Color.ARMY);
colors.add(Color.AIRFORCE);
colors.add(Color.NAVY);
colors.add(Color.CYBER);
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
if (colors.contains(entry.getValue().getColor())) {
colors.remove(entry.getValue().getColor());
}
}
if (colors.size() < 1) {
throw new RuntimeException("can not assign a color");
}
this.logic.getGame().getPlayerById(from).setColor(colors.get(0));
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, colors.get(0), true));
}
this.logic.getGame().getPlayerById(from).setReady(true);
this.logic.getServerSender().broadcast(new UpdateReadyMessage(from, true));
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
@@ -120,8 +148,12 @@ public void received(LobbyReadyMessage msg, int from) {
this.logic.getGame().setAllReady(true);
if (this.logic.getGame().allReady()) {
this.logic.getServerSender().broadcast(new StartBriefingMessage(this.logic.getGame().getBoard()));
this.initializeGame();
this.logic.getServerSender().broadcast(new ServerStartGameMessage(this.logic.getGame().getBoard()));
for (Map.Entry<Color, PlayerData> entry : logic.getGame().getBoard().getPlayerData().entrySet()) {
this.logic.getServerSender().broadcast(new PlayerDataMessage(entry.getValue(), entry.getKey()));
}
this.logic.getServerSender().broadcast(new ServerStartGameMessage());
}
}
@@ -167,7 +199,7 @@ public void received(LeaveGameMessage msg, int from) {
public void received(StartGameMessage msg, int from) {
if (msg.isForceStartGame() || this.logic.getGame().allReady()) {
this.initializeGame();
this.logic.getServerSender().broadcast(new ServerStartGameMessage(this.logic.getGame().getBoard()));
this.logic.getServerSender().broadcast(new ServerStartGameMessage());
this.logic.setCurrentState(this.logic.getGameState());
}
}