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			b_Feyer_Be
			...
			b_Brennfoe
		
	
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					09f3e9e403 | 
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										1084
									
								
								Dokumente/BattleshipDiagramm.drawio
									
									
									
									
									
										Normal file
									
								
							
							
						
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        <mxCell id="ec3Q6cWicWv9khViEyFp-15" value="Battle State" style="rounded=1;whiteSpace=wrap;html=1;" vertex="1" parent="WIyWlLk6GJQsqaUBKTNV-1">
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		||||
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    </mxGraphModel>
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</mxfile>
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 54 KiB  | 
@@ -9,7 +9,6 @@ implementation project(":jme-common")
 | 
			
		||||
    implementation project(":battleship:model")
 | 
			
		||||
 | 
			
		||||
    implementation libs.jme3.desktop
 | 
			
		||||
 | 
			
		||||
    runtimeOnly libs.jme3.awt.dialogs
 | 
			
		||||
    runtimeOnly libs.jme3.plugins
 | 
			
		||||
    runtimeOnly libs.jme3.jogg
 | 
			
		||||
 
 | 
			
		||||
@@ -9,7 +9,7 @@
 | 
			
		||||
#
 | 
			
		||||
# Specifies the map used by the opponent in single mode.
 | 
			
		||||
# Single mode is activated if this property is set.
 | 
			
		||||
#git map.opponent=maps/map2.json
 | 
			
		||||
map.opponent=maps/map2.json
 | 
			
		||||
#
 | 
			
		||||
# Specifies the map used by the player in single mode.
 | 
			
		||||
# The player must define their own map if this property is not set.
 | 
			
		||||
 
 | 
			
		||||
@@ -4,120 +4,235 @@
 | 
			
		||||
import com.jme3.audio.AudioData.DataType;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import com.jme3.audio.AudioSource.Status;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.MusicEvent;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * this class is used to control the background-music in the game
 | 
			
		||||
 * Class to play Background music in game
 | 
			
		||||
 */
 | 
			
		||||
public class BackgroundMusic {
 | 
			
		||||
public class BackgroundMusic implements GameEventListener {
 | 
			
		||||
    private static final String VOLUME_PREF = "volume";
 | 
			
		||||
    private static final String MUSIC_ENABLED_PREF = "musicEnabled";
 | 
			
		||||
    private final Preferences pref = Preferences.userNodeForPackage(BackgroundMusic.class);
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
 | 
			
		||||
 | 
			
		||||
    private static final String MENU_MUSIC = "Sound/Music/menu/cinematictrailerelite.ogg";
 | 
			
		||||
    private static final String GAME_MUSIC = "Sound/Music/game/Aluminum.ogg";
 | 
			
		||||
    private static final String VICTORY_MUSIC = "Sound/Music/victory/victorymarchofvalor.ogg";
 | 
			
		||||
    private static final String LOSE_MUSIC = "Sound/Music/lose/TouchofDream.ogg";
 | 
			
		||||
    private final AudioNode menuMusic;
 | 
			
		||||
    private final AudioNode gameMusic;
 | 
			
		||||
    private final AudioNode victoryMusic;
 | 
			
		||||
    private final AudioNode loseMusic;
 | 
			
		||||
    private String lastPlayedMusic;
 | 
			
		||||
    private boolean musicEnabled;
 | 
			
		||||
    private float volume;
 | 
			
		||||
    private Application app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute ist the keyword to save the last volume, that was set
 | 
			
		||||
     */
 | 
			
		||||
    private static final String VOLUME_PREV = "BackgroundVolume";
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute ist the keyword to save the state, whether the music was on or off in the last session
 | 
			
		||||
     */
 | 
			
		||||
    private static final String BACKGROUND_MUSIC_ENABLED_PREV = "BackgroundMusicEnabled";
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute holds the last set values for on/off and the volume, with the keywords "BackgroundVolume" and "BackgroundMusicEnabled"
 | 
			
		||||
     */
 | 
			
		||||
    private Preferences prefs = Preferences.userNodeForPackage(BackgroundMusic.class);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute holds the Music-node, which is used to play the music
 | 
			
		||||
     */
 | 
			
		||||
    private final AudioNode backgroundMusic;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this boolean holds, whether the music is enabled or not at this state
 | 
			
		||||
     */
 | 
			
		||||
    private boolean backgroundMusicEnabled;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute holds the current volume
 | 
			
		||||
     */
 | 
			
		||||
    private float backgroundVolume;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this is the constructor of this class, is used to set the current values to the values stored in the preferences
 | 
			
		||||
     * Constructor for BackgroundMusic class
 | 
			
		||||
     *
 | 
			
		||||
     * @param app                 the application the Background-music uis used in
 | 
			
		||||
     * @param backGroundMusicPath the path, where the Background-music is stored in
 | 
			
		||||
     * @param app The main Application
 | 
			
		||||
     */
 | 
			
		||||
    public BackgroundMusic(Application app, String backGroundMusicPath) {
 | 
			
		||||
        this.backgroundVolume = prefs.getFloat(VOLUME_PREV, 1.0f); // sets the volume to the value stored in pref,or 1.0f if it is not accessible
 | 
			
		||||
        this.backgroundMusicEnabled = prefs.getBoolean(BACKGROUND_MUSIC_ENABLED_PREV, true); // sets the enabled to the value stored in pref,or true if it is not accessible
 | 
			
		||||
    public BackgroundMusic(Application app) {
 | 
			
		||||
        this.volume = pref.getFloat(VOLUME_PREF, 1.0f);
 | 
			
		||||
        this.musicEnabled = pref.getBoolean(MUSIC_ENABLED_PREF, true);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
 | 
			
		||||
        backgroundMusic = new AudioNode(app.getAssetManager(), backGroundMusicPath, DataType.Stream); // initialize the Audio-node
 | 
			
		||||
        backgroundMusic.setLooping(true); // sets looping true, so it is played always, when enabled
 | 
			
		||||
        backgroundMusic.setPositional(false);
 | 
			
		||||
        backgroundMusic.setVolume(backgroundVolume);
 | 
			
		||||
        menuMusic = createMusicNode(MENU_MUSIC);
 | 
			
		||||
        gameMusic = createMusicNode(GAME_MUSIC);
 | 
			
		||||
        victoryMusic = createMusicNode(VICTORY_MUSIC);
 | 
			
		||||
        loseMusic = createMusicNode(LOSE_MUSIC);
 | 
			
		||||
        stop(gameMusic);
 | 
			
		||||
        stop(victoryMusic);
 | 
			
		||||
        stop(loseMusic);
 | 
			
		||||
        lastPlayedMusic = menuMusic.getName();
 | 
			
		||||
 | 
			
		||||
        if (backgroundMusicEnabled) { //starts playing, when enabled
 | 
			
		||||
            play();
 | 
			
		||||
        if (musicEnabled) {
 | 
			
		||||
            play(menuMusic);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method plays the background sound, if it is enabled
 | 
			
		||||
     * Creates an audio node for the music
 | 
			
		||||
     *
 | 
			
		||||
     * @param musicFilePath the file path to the music
 | 
			
		||||
     * @return the created audio node
 | 
			
		||||
     */
 | 
			
		||||
    public void play() {
 | 
			
		||||
        if (backgroundMusicEnabled && (backgroundMusic.getStatus() == Status.Stopped || backgroundMusic.getStatus() == Status.Paused)) { //checks, if it is enabled and stopped or paused
 | 
			
		||||
            backgroundMusic.play();
 | 
			
		||||
 | 
			
		||||
    private AudioNode createMusicNode(String musicFilePath) {
 | 
			
		||||
        AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
 | 
			
		||||
        audioNode.setVolume(volume);
 | 
			
		||||
        audioNode.setPositional(false);
 | 
			
		||||
        audioNode.setLooping(true);
 | 
			
		||||
        audioNode.setName(musicFilePath);
 | 
			
		||||
        return audioNode;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the music
 | 
			
		||||
     *
 | 
			
		||||
     * @param audioNode the audio node to be played
 | 
			
		||||
     */
 | 
			
		||||
    public void play(AudioNode audioNode) {
 | 
			
		||||
        if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
 | 
			
		||||
            audioNode.play();
 | 
			
		||||
            lastPlayedMusic = audioNode.getName();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method stops the background-music
 | 
			
		||||
     * Pauses the music
 | 
			
		||||
     *
 | 
			
		||||
     * @param audioNode the audio node to be paused
 | 
			
		||||
     */
 | 
			
		||||
    public void stop() { //stops the music, when it is playing
 | 
			
		||||
        if (backgroundMusic.getStatus() == Status.Playing) backgroundMusic.stop();
 | 
			
		||||
    public void pause(AudioNode audioNode) {
 | 
			
		||||
        if (audioNode.getStatus() == Status.Playing) {
 | 
			
		||||
            audioNode.pause();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * function to toggle the Background-music ,so if it was disabled it is now enabled and other way around
 | 
			
		||||
     * Stops the music
 | 
			
		||||
     *
 | 
			
		||||
     * @param audioNode the audio node to be stopped
 | 
			
		||||
     */
 | 
			
		||||
    public void stop(AudioNode audioNode) {
 | 
			
		||||
        if (audioNode.getStatus() == Status.Playing) {
 | 
			
		||||
            audioNode.stop();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Controls which music should be played
 | 
			
		||||
     */
 | 
			
		||||
    public void toggleMusic() {
 | 
			
		||||
        this.backgroundMusicEnabled = !this.backgroundMusicEnabled;
 | 
			
		||||
        if (backgroundMusicEnabled) {
 | 
			
		||||
            play();
 | 
			
		||||
        this.musicEnabled = !this.musicEnabled;
 | 
			
		||||
        if (musicEnabled) {
 | 
			
		||||
            switch (lastPlayedMusic) {
 | 
			
		||||
                case MENU_MUSIC:
 | 
			
		||||
                    play(menuMusic);
 | 
			
		||||
                    break;
 | 
			
		||||
                case GAME_MUSIC:
 | 
			
		||||
                    play(gameMusic);
 | 
			
		||||
                    break;
 | 
			
		||||
                case VICTORY_MUSIC:
 | 
			
		||||
                    play(victoryMusic);
 | 
			
		||||
                    break;
 | 
			
		||||
                case LOSE_MUSIC:
 | 
			
		||||
                    play(loseMusic);
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            stop();
 | 
			
		||||
            pause(menuMusic);
 | 
			
		||||
            pause(gameMusic);
 | 
			
		||||
            pause(victoryMusic);
 | 
			
		||||
            pause(loseMusic);
 | 
			
		||||
        }
 | 
			
		||||
        prefs.putBoolean(BACKGROUND_MUSIC_ENABLED_PREV, backgroundMusicEnabled); //puts in new enabled to the pref
 | 
			
		||||
 | 
			
		||||
        pref.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method sets the
 | 
			
		||||
     * Changes the music to the specified music if it isn't already playing
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume is the volume the music is set to
 | 
			
		||||
     * @param music the music to play
 | 
			
		||||
     */
 | 
			
		||||
    public void setBackgroundVolume(float volume) {
 | 
			
		||||
        this.backgroundVolume = volume;
 | 
			
		||||
        backgroundMusic.setVolume(backgroundVolume);
 | 
			
		||||
        prefs.putFloat(VOLUME_PREV, volume);
 | 
			
		||||
    public void changeMusic(Music music) {
 | 
			
		||||
        if (music == Music.MENU_THEME && !lastPlayedMusic.equals(MENU_MUSIC)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
 | 
			
		||||
            stop(gameMusic);
 | 
			
		||||
            stop(victoryMusic);
 | 
			
		||||
            stop(loseMusic);
 | 
			
		||||
            play(menuMusic);
 | 
			
		||||
            lastPlayedMusic = menuMusic.getName();
 | 
			
		||||
        }
 | 
			
		||||
        else if (music == Music.GAME_THEME && !lastPlayedMusic.equals(GAME_MUSIC)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
 | 
			
		||||
            stop(menuMusic);
 | 
			
		||||
            stop(loseMusic);
 | 
			
		||||
            stop(victoryMusic);
 | 
			
		||||
            play(gameMusic);
 | 
			
		||||
            lastPlayedMusic = gameMusic.getName();
 | 
			
		||||
        }
 | 
			
		||||
        else if (music == Music.VICTORY_THEME && !lastPlayedMusic.equals(VICTORY_MUSIC)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
 | 
			
		||||
            stop(menuMusic);
 | 
			
		||||
            stop(gameMusic);
 | 
			
		||||
            stop(loseMusic);
 | 
			
		||||
            play(victoryMusic);
 | 
			
		||||
            lastPlayedMusic = victoryMusic.getName();
 | 
			
		||||
        }
 | 
			
		||||
        else if (music == Music.LOSE_THEME && !lastPlayedMusic.equals(LOSE_MUSIC)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
 | 
			
		||||
            stop(menuMusic);
 | 
			
		||||
            stop(gameMusic);
 | 
			
		||||
            stop(victoryMusic);
 | 
			
		||||
            play(loseMusic);
 | 
			
		||||
            lastPlayedMusic = loseMusic.getName();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns the BackgroundVolume
 | 
			
		||||
     * Receives the different MusicEvents
 | 
			
		||||
     *
 | 
			
		||||
     * @return backgroundVolume
 | 
			
		||||
     * @param music the received Event
 | 
			
		||||
     */
 | 
			
		||||
    public float getBackgroundVolume() {
 | 
			
		||||
        return backgroundVolume;
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(MusicEvent music) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "Received Music change Event {0}", music.toString());
 | 
			
		||||
        switch (music.music()) {
 | 
			
		||||
            case MENU_THEME:
 | 
			
		||||
                changeMusic(Music.MENU_THEME);
 | 
			
		||||
                break;
 | 
			
		||||
            case GAME_THEME:
 | 
			
		||||
                changeMusic(Music.GAME_THEME);
 | 
			
		||||
                break;
 | 
			
		||||
            case VICTORY_THEME:
 | 
			
		||||
                changeMusic(Music.VICTORY_THEME);
 | 
			
		||||
                break;
 | 
			
		||||
            case LOSE_THEME:
 | 
			
		||||
                changeMusic(Music.LOSE_THEME);
 | 
			
		||||
                break;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * return, if the background-music is enabled
 | 
			
		||||
     * Set the volume for the music
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the music is enabled
 | 
			
		||||
     * @param volume float to transfer the new volume
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isBackgroundMusicEnabled() {
 | 
			
		||||
        return backgroundMusicEnabled;
 | 
			
		||||
    public void setVolume(float volume) {
 | 
			
		||||
        this.volume = volume;
 | 
			
		||||
        menuMusic.setVolume(volume);
 | 
			
		||||
        gameMusic.setVolume(volume);
 | 
			
		||||
        victoryMusic.setVolume(volume);
 | 
			
		||||
        loseMusic.setVolume(volume);
 | 
			
		||||
 | 
			
		||||
        pref.putFloat(VOLUME_PREF, volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the volume
 | 
			
		||||
     *
 | 
			
		||||
     * @return the current volume as a float
 | 
			
		||||
     */
 | 
			
		||||
    public float getVolume() {
 | 
			
		||||
        return volume;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns if music should be played or not
 | 
			
		||||
     *
 | 
			
		||||
     * @return boolean value in music should be played
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isMusicEnabled() {
 | 
			
		||||
        return musicEnabled;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.DebugKeysAppState;
 | 
			
		||||
@@ -123,7 +116,7 @@ public class BattleshipApp extends SimpleApplication implements BattleshipClient
 | 
			
		||||
    private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this is the object, responsible for the background-music and to control it
 | 
			
		||||
     * Object handling the background music
 | 
			
		||||
     */
 | 
			
		||||
    private BackgroundMusic backgroundMusic;
 | 
			
		||||
 | 
			
		||||
@@ -230,7 +223,8 @@ public void simpleInitApp() {
 | 
			
		||||
        setupStates();
 | 
			
		||||
        setupGui();
 | 
			
		||||
        serverConnection.connect();
 | 
			
		||||
        backgroundMusic = new BackgroundMusic(this, "Sound/Background/backgroundMusic.ogg"); //initialise backgroundMusic and sets the backgroundMusic-path
 | 
			
		||||
        backgroundMusic = new BackgroundMusic(this);
 | 
			
		||||
        logic.addListener(backgroundMusic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -321,6 +315,10 @@ public Draw getDraw() {
 | 
			
		||||
        return draw;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public BackgroundMusic getBackgroundMusic() {
 | 
			
		||||
        return backgroundMusic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a request to close the application.
 | 
			
		||||
     * If the request is initiated by pressing ESC, this parameter is true.
 | 
			
		||||
@@ -432,12 +430,4 @@ void errorDialog(String errorMessage) {
 | 
			
		||||
                     .build()
 | 
			
		||||
                     .open();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns Background-Music
 | 
			
		||||
     * @return background-music
 | 
			
		||||
     */
 | 
			
		||||
    public BackgroundMusic getBackgroundMusic(){
 | 
			
		||||
        return backgroundMusic;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
@@ -15,6 +8,7 @@
 | 
			
		||||
import com.jme3.audio.AudioData;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
@@ -27,13 +21,14 @@
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameSound extends AbstractAppState implements GameEventListener {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(GameSound.class.getName());
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameSound.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled"; //NON-NLS
 | 
			
		||||
 | 
			
		||||
    private AudioNode splashSound;
 | 
			
		||||
    private AudioNode shipDestroyedSound;
 | 
			
		||||
    private AudioNode explosionSound;
 | 
			
		||||
    private AudioNode rocketSound;
 | 
			
		||||
    private AudioNode missileLaunch;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if sound is enabled in the preferences.
 | 
			
		||||
@@ -78,7 +73,7 @@ public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
 | 
			
		||||
        splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
 | 
			
		||||
        explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
 | 
			
		||||
        rocketSound = loadSound(app, "Sound/Effects/rocket-loop-99748.wav");
 | 
			
		||||
        missileLaunch = loadSound(app, "Sound/Effects/missilefiring.wav"); //NON-NLS
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -94,12 +89,21 @@ private AudioNode loadSound(Application app, String name) {
 | 
			
		||||
            sound.setLooping(false);
 | 
			
		||||
            sound.setPositional(false);
 | 
			
		||||
            return sound;
 | 
			
		||||
        } catch (AssetLoadException | AssetNotFoundException ex) {
 | 
			
		||||
        }
 | 
			
		||||
        catch (AssetLoadException | AssetNotFoundException ex) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, ex.getMessage(), ex);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the splash sound effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void missileLaunch() {
 | 
			
		||||
        if (isEnabled() && missileLaunch != null)
 | 
			
		||||
            missileLaunch.playInstance();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the splash sound effect.
 | 
			
		||||
     */
 | 
			
		||||
@@ -125,9 +129,9 @@ public void shipDestroyed() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * when triggered, though a sound-event,it decides, which sound should be played
 | 
			
		||||
     * Plays sound according to the received SoundEvent
 | 
			
		||||
     *
 | 
			
		||||
     * @param event the received event
 | 
			
		||||
     * @param event the received SoundEvent
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(SoundEvent event) {
 | 
			
		||||
@@ -135,25 +139,7 @@ public void receivedEvent(SoundEvent event) {
 | 
			
		||||
            case EXPLOSION -> explosion();
 | 
			
		||||
            case SPLASH -> splash();
 | 
			
		||||
            case DESTROYED_SHIP -> shipDestroyed();
 | 
			
		||||
            case ROCKET -> rocket();
 | 
			
		||||
            case ROCKET_STOP -> rocketStopped();
 | 
			
		||||
            case MISSILE_LAUNCH -> missileLaunch();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method plays the sound of the rocket
 | 
			
		||||
     */
 | 
			
		||||
    private void rocket() {
 | 
			
		||||
        if (isEnabled() && splashSound != null)
 | 
			
		||||
            rocketSound.play();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method stops the sound of the rocket
 | 
			
		||||
     */
 | 
			
		||||
    private void rocketStopped() {
 | 
			
		||||
        rocketSound.stop();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Button;
 | 
			
		||||
@@ -49,18 +42,17 @@ public Menu(BattleshipApp app) {
 | 
			
		||||
        addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.sound-enabled"),
 | 
			
		||||
                              new StateCheckboxModel(app, GameSound.class)));
 | 
			
		||||
        Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
 | 
			
		||||
        musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
 | 
			
		||||
        musicToggle.addClickCommands(s -> toggleMusic());
 | 
			
		||||
        addChild(musicToggle);
 | 
			
		||||
 | 
			
		||||
        //this sets the checkbox,to disable/enable the background-music
 | 
			
		||||
        Checkbox backgroundMusicEnabled = new Checkbox(lookup("background.music.checkbox"));
 | 
			
		||||
        backgroundMusicEnabled.setChecked(app.getBackgroundMusic().isBackgroundMusicEnabled());
 | 
			
		||||
        backgroundMusicEnabled.addClickCommands(s -> app.getBackgroundMusic().toggleMusic());
 | 
			
		||||
        addChild(backgroundMusicEnabled);
 | 
			
		||||
 | 
			
		||||
        //this sets the volume-slider for the volume of the background-music
 | 
			
		||||
        Slider volumeSlider = new Slider(lookup("background.music.volume"));
 | 
			
		||||
        volumeSlider.setModel(new DefaultRangedValueModel(0.0, 2.0, app.getBackgroundMusic().getBackgroundVolume()));
 | 
			
		||||
        volumeSlider.setDelta(0.1);
 | 
			
		||||
        addChild(new Label(lookup("menu.music.volume"), new ElementId("slider_label")));
 | 
			
		||||
        Slider volumeSlider = new Slider();
 | 
			
		||||
        volumeSlider.setModel(new DefaultRangedValueModel(0.00, 1.00, app.getBackgroundMusic().getVolume()));
 | 
			
		||||
        volumeSlider.setDelta(0.05);
 | 
			
		||||
        addChild(volumeSlider);
 | 
			
		||||
 | 
			
		||||
        volumeRef = volumeSlider.getModel().createReference();
 | 
			
		||||
 | 
			
		||||
        addChild(loadButton)
 | 
			
		||||
@@ -76,17 +68,34 @@ public Menu(BattleshipApp app) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * updates the background-volume
 | 
			
		||||
     * Updates the volume when the slider is moved
 | 
			
		||||
     *
 | 
			
		||||
     * @param tmp
 | 
			
		||||
     * @param tpf time per frame
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float tmp) {
 | 
			
		||||
    public void update(float tpf) {
 | 
			
		||||
        if (volumeRef.update()) {
 | 
			
		||||
            app.getBackgroundMusic().setBackgroundVolume((float) (double) volumeRef.get());  //sets new background-volume
 | 
			
		||||
            double newVolume = volumeRef.get();
 | 
			
		||||
            adjustVolume(newVolume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adjusts the volume for the background music
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume is the double value of the volume
 | 
			
		||||
     */
 | 
			
		||||
    private void adjustVolume(double volume) {
 | 
			
		||||
        app.getBackgroundMusic().setVolume((float) volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Toggles the background music on and off
 | 
			
		||||
     */
 | 
			
		||||
    private void toggleMusic() {
 | 
			
		||||
        app.getBackgroundMusic().toggleMusic();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the state of the load and save buttons based on the game logic.
 | 
			
		||||
     */
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Checkbox;
 | 
			
		||||
@@ -12,11 +5,10 @@
 | 
			
		||||
import com.simsilica.lemur.Label;
 | 
			
		||||
import com.simsilica.lemur.TextField;
 | 
			
		||||
import com.simsilica.lemur.component.SpringGridLayout;
 | 
			
		||||
import pp.battleship.client.server.BattleshipLocalServer;
 | 
			
		||||
import pp.battleship.client.server.BattleshipLocalServer;
 | 
			
		||||
import pp.dialog.Dialog;
 | 
			
		||||
import pp.dialog.DialogBuilder;
 | 
			
		||||
import pp.dialog.SimpleDialog;
 | 
			
		||||
import server.BattleshipServer;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
@@ -40,7 +32,7 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
    private int portNumber;
 | 
			
		||||
    private Future<Object> connectionFuture;
 | 
			
		||||
    private Dialog progressDialog;
 | 
			
		||||
    private boolean localServer = false;
 | 
			
		||||
    private boolean hostServer = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new NetworkDialog.
 | 
			
		||||
@@ -54,19 +46,17 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
        host.setPreferredWidth(400f);
 | 
			
		||||
        port.setSingleLine(true);
 | 
			
		||||
 | 
			
		||||
        Checkbox hostServer = new Checkbox(lookup("start.own.server"));
 | 
			
		||||
        hostServer.setChecked(false);
 | 
			
		||||
        hostServer.addClickCommands(s -> toggleOwnServer());
 | 
			
		||||
 | 
			
		||||
        final BattleshipApp app = network.getApp();
 | 
			
		||||
        final Container input = new Container(new SpringGridLayout());
 | 
			
		||||
        input.addChild(new Label(lookup("host.name") + ":  "));
 | 
			
		||||
        input.addChild(host, 1);
 | 
			
		||||
        input.addChild(new Label(lookup("port.number") + ":  "));
 | 
			
		||||
        input.addChild(port, 1);
 | 
			
		||||
 | 
			
		||||
        /*
 | 
			
		||||
         * this checkbox controls, whether it will connect to an existing server or create a separate server
 | 
			
		||||
         */
 | 
			
		||||
        Checkbox localServerCb = new Checkbox(lookup("local.server"));
 | 
			
		||||
        localServerCb.setChecked(false);
 | 
			
		||||
        localServerCb.addClickCommands(s -> localServer = !localServer);
 | 
			
		||||
        input.addChild(hostServer);
 | 
			
		||||
 | 
			
		||||
        DialogBuilder.simple(app.getDialogManager())
 | 
			
		||||
                     .setTitle(lookup("server.dialog"))
 | 
			
		||||
@@ -76,14 +66,13 @@ class NetworkDialog extends SimpleDialog {
 | 
			
		||||
                     .setOkClose(false)
 | 
			
		||||
                     .setNoClose(false)
 | 
			
		||||
                     .build(this);
 | 
			
		||||
        addChild(localServerCb); // adds the checkbox to the network dialog at the bottom
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the action for the connect button in the connection dialog.
 | 
			
		||||
     * Handles the action for establishing the connection to a server.
 | 
			
		||||
     * Tries to parse the port number and initiate connection to the server.
 | 
			
		||||
     */
 | 
			
		||||
    private void connectServer() {
 | 
			
		||||
    private void connectToServer() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
 | 
			
		||||
        try {
 | 
			
		||||
            hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
 | 
			
		||||
@@ -96,40 +85,6 @@ private void connectServer() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * connects to the server, creates one, if no server is up
 | 
			
		||||
     */
 | 
			
		||||
    public void connect() {
 | 
			
		||||
        if (localServer) {
 | 
			
		||||
            startLocalServer(); //starts a local server
 | 
			
		||||
            try {
 | 
			
		||||
                Thread.sleep(1000); // waits, to ensure, that the server in the separate Thread has enough time to start properly
 | 
			
		||||
            }
 | 
			
		||||
            catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, e.getMessage(), e);
 | 
			
		||||
            }
 | 
			
		||||
            connectServer(); // connects to the server, that was just created
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            connectServer(); // connects to existing server, when the server si not running, or not started by one of the clients
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     *starts a local server, in another thread
 | 
			
		||||
     */
 | 
			
		||||
    private void startLocalServer() {
 | 
			
		||||
        new Thread(() -> { //creates new Thread
 | 
			
		||||
            try {
 | 
			
		||||
                BattleshipLocalServer battleshipLocalServer = new BattleshipLocalServer(Integer.parseInt(port.getText())); // creates local server, with the given port numbers
 | 
			
		||||
                battleshipLocalServer.run(); // runs the local server
 | 
			
		||||
            }
 | 
			
		||||
            catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, e.getMessage(), e);
 | 
			
		||||
            }
 | 
			
		||||
        }).start(); // starts the thread
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a dialog indicating that the connection is in progress.
 | 
			
		||||
     */
 | 
			
		||||
@@ -196,4 +151,46 @@ private void failure(Throwable e) {
 | 
			
		||||
        network.getApp().errorDialog(lookup("server.connection.failed"));
 | 
			
		||||
        network.getApp().setInfoText(e.getLocalizedMessage());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the action for the connect-button.
 | 
			
		||||
     * If hostServer-Checkbox is active, starts a new Server on the clients machine, else tries to connect to existing server
 | 
			
		||||
     */
 | 
			
		||||
    private void connect() {
 | 
			
		||||
        if (hostServer) {
 | 
			
		||||
            startServer();
 | 
			
		||||
            try {
 | 
			
		||||
                Thread.sleep(1000);
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, e.getMessage(), e);
 | 
			
		||||
            }
 | 
			
		||||
            connectToServer();
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            connectToServer();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts a server on the clients machine
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
        new Thread(() -> {
 | 
			
		||||
            try {
 | 
			
		||||
                BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
 | 
			
		||||
                battleshipServer.run();
 | 
			
		||||
            }
 | 
			
		||||
            catch (Exception e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, e);
 | 
			
		||||
            }
 | 
			
		||||
        }).start();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the action for the hostServer-Checkbox
 | 
			
		||||
     */
 | 
			
		||||
    private void toggleOwnServer() {
 | 
			
		||||
        hostServer = !hostServer;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.Client;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -0,0 +1,181 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.asset.AssetManager;
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh.Type;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
public class HitEffectHandler {
 | 
			
		||||
    private final AssetManager assetManager;
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(HitEffectHandler.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructor for the HitEffectHandler class
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the main application
 | 
			
		||||
     */
 | 
			
		||||
    public HitEffectHandler(Application app) {
 | 
			
		||||
        assetManager = app.getAssetManager();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates explosion, debris and fire effects when ship gets hit
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleshipNode the node of the ship that gets hit and the effect should be attached to
 | 
			
		||||
     * @param shot           The shot taken on a field
 | 
			
		||||
     */
 | 
			
		||||
    public void hitEffect(Node battleshipNode, Shot shot) {
 | 
			
		||||
        //Explosion
 | 
			
		||||
        ParticleEmitter explosion = new ParticleEmitter("Explosion", Type.Triangle, 30);
 | 
			
		||||
        explosion.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md"));
 | 
			
		||||
        explosion.setImagesX(2);
 | 
			
		||||
        explosion.setImagesY(2);
 | 
			
		||||
        explosion.setStartColor(new ColorRGBA(0.96f, 0.82f, 0.6f, 1f));
 | 
			
		||||
        explosion.setEndColor(new ColorRGBA(0.88f, 0.32f, 0.025f, 1f));
 | 
			
		||||
        explosion.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
 | 
			
		||||
        explosion.setStartSize(0.45f);
 | 
			
		||||
        explosion.setEndSize(0.1f);
 | 
			
		||||
        explosion.setGravity(0, -0.5f, 0);
 | 
			
		||||
        explosion.setLowLife(1f);
 | 
			
		||||
        explosion.setHighLife(3.5f);
 | 
			
		||||
        explosion.setParticlesPerSec(0);
 | 
			
		||||
        explosion.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
 | 
			
		||||
        explosion.emitAllParticles();
 | 
			
		||||
 | 
			
		||||
        //Debris
 | 
			
		||||
        ParticleEmitter debris = new ParticleEmitter("Debris", Type.Triangle, 6);
 | 
			
		||||
        Material debrisMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        debrisMaterial.setTexture("Texture", assetManager.loadTexture("Textures/Debris/debris.png"));
 | 
			
		||||
        debris.setMaterial(debrisMaterial);
 | 
			
		||||
        debris.setImagesX(2);
 | 
			
		||||
        debris.setImagesY(2);
 | 
			
		||||
        debris.setStartColor(ColorRGBA.White);
 | 
			
		||||
        debris.setEndColor(ColorRGBA.White);
 | 
			
		||||
        debris.getParticleInfluencer().setInitialVelocity(new Vector3f(0.25f, 2f, 0.25f));
 | 
			
		||||
        debris.setStartSize(0.25f);
 | 
			
		||||
        debris.setEndSize(0.1f);
 | 
			
		||||
        debris.setGravity(0, 1.5f, 0);
 | 
			
		||||
        debris.getParticleInfluencer().setVelocityVariation(0.3f);
 | 
			
		||||
        debris.setLowLife(1f);
 | 
			
		||||
        debris.setHighLife(3.5f);
 | 
			
		||||
        debris.setParticlesPerSec(0);
 | 
			
		||||
        debris.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
 | 
			
		||||
        debris.emitAllParticles();
 | 
			
		||||
 | 
			
		||||
        //Fire
 | 
			
		||||
        ParticleEmitter fire = new ParticleEmitter("Fire", Type.Triangle, 30);
 | 
			
		||||
        Material fireMaterial = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        fireMaterial.setTexture("Texture", assetManager.loadTexture("Textures/Fire/fire.png"));
 | 
			
		||||
        fire.setMaterial(fireMaterial);
 | 
			
		||||
        fire.setImagesX(2);
 | 
			
		||||
        fire.setImagesY(2);
 | 
			
		||||
        fire.setStartColor(ColorRGBA.Orange);
 | 
			
		||||
        fire.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        fire.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1.5f, 0));
 | 
			
		||||
        fire.setStartSize(0.2f);
 | 
			
		||||
        fire.setEndSize(0.05f);
 | 
			
		||||
        fire.setLowLife(1f);
 | 
			
		||||
        fire.setHighLife(2f);
 | 
			
		||||
        fire.getParticleInfluencer().setVelocityVariation(0.2f);
 | 
			
		||||
        fire.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
        fire.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
 | 
			
		||||
        battleshipNode.attachChild(fire);
 | 
			
		||||
        fire.emitAllParticles();
 | 
			
		||||
 | 
			
		||||
//        LOGGER.log(Level.DEBUG, "Created HitEffect at {0}", explosion.getLocalTranslation().toString());
 | 
			
		||||
//        LOGGER.log(Level.DEBUG, "Created HitEffect at {0}", debris.getLocalTranslation().toString());
 | 
			
		||||
//        LOGGER.log(Level.INFO, "Created HitEffect at {0}", fire.getLocalTranslation().toString());
 | 
			
		||||
 | 
			
		||||
        battleshipNode.attachChild(explosion);
 | 
			
		||||
        explosion.addControl(new EffectControl(explosion, battleshipNode));
 | 
			
		||||
        fire.addControl(new EffectControl(fire, battleshipNode));
 | 
			
		||||
        battleshipNode.attachChild(debris);
 | 
			
		||||
        debris.addControl(new EffectControl(debris, battleshipNode));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a splash effect if the shot hits the water
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The shot taken on a field
 | 
			
		||||
     */
 | 
			
		||||
    public ParticleEmitter missEffect(Shot shot) {
 | 
			
		||||
        ParticleEmitter missEffect = new ParticleEmitter("HitEffect", Type.Triangle, 45);
 | 
			
		||||
        missEffect.setMaterial(new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md"));
 | 
			
		||||
        missEffect.setImagesX(2);
 | 
			
		||||
        missEffect.setImagesY(2);
 | 
			
		||||
        missEffect.setStartColor(new ColorRGBA(0.067f, 0.06f, 0.37f, 0.87f));
 | 
			
		||||
        missEffect.setEndColor(new ColorRGBA(0.32f, 0.55f, 0.87f, 0.79f));
 | 
			
		||||
        missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
 | 
			
		||||
        missEffect.setStartSize(0.1f);
 | 
			
		||||
        missEffect.setEndSize(0.08f);
 | 
			
		||||
        missEffect.setGravity(0, 0.36f, 0);
 | 
			
		||||
        missEffect.setLowLife(0.7f);
 | 
			
		||||
        missEffect.setHighLife(1.8f);
 | 
			
		||||
        missEffect.setParticlesPerSec(0);
 | 
			
		||||
        missEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "Created MissEffect at {0}", missEffect.getLocalTranslation().toString());
 | 
			
		||||
 | 
			
		||||
        missEffect.emitAllParticles();
 | 
			
		||||
        missEffect.addControl(new EffectControl(missEffect));
 | 
			
		||||
        return missEffect;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Inner class to control effects
 | 
			
		||||
     */
 | 
			
		||||
    private static class EffectControl extends AbstractControl {
 | 
			
		||||
        private final ParticleEmitter emitter;
 | 
			
		||||
        private final Node parentNode;
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Constructor used to attach effect to a node
 | 
			
		||||
         *
 | 
			
		||||
         * @param emitter    the particle emitter to be controlled
 | 
			
		||||
         * @param parentNode the node to be attached
 | 
			
		||||
         */
 | 
			
		||||
        public EffectControl(ParticleEmitter emitter, Node parentNode) {
 | 
			
		||||
            this.emitter = emitter;
 | 
			
		||||
            this.parentNode = parentNode;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Constructor used if the effect shouldn't be attached to a node
 | 
			
		||||
         *
 | 
			
		||||
         * @param emitter the particle emitter to be controlled
 | 
			
		||||
         */
 | 
			
		||||
        public EffectControl(ParticleEmitter emitter) {
 | 
			
		||||
            this.emitter = emitter;
 | 
			
		||||
            this.parentNode = null;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * Checks if the Effect is not rendered anymore so it can be removed
 | 
			
		||||
         *
 | 
			
		||||
         * @param tpf time per frame (in seconds)
 | 
			
		||||
         */
 | 
			
		||||
        @Override
 | 
			
		||||
        protected void controlUpdate(float tpf) {
 | 
			
		||||
            if (emitter.getParticlesPerSec() == 0 && emitter.getNumVisibleParticles() == 0) {
 | 
			
		||||
                if (parentNode != null)
 | 
			
		||||
                    parentNode.detachChild(emitter);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /**
 | 
			
		||||
         * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
         * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
         */
 | 
			
		||||
        @Override
 | 
			
		||||
        protected void controlRender(com.jme3.renderer.RenderManager rm, com.jme3.renderer.ViewPort vp) {}
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
@@ -12,11 +7,13 @@
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Synchronizes the visual representation of the ship map with the game model.
 | 
			
		||||
@@ -24,14 +21,14 @@
 | 
			
		||||
 * whenever changes occur in the model.
 | 
			
		||||
 */
 | 
			
		||||
class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
 | 
			
		||||
    // Constants for rendering properties
 | 
			
		||||
    private static final float SHIP_LINE_WIDTH = 6f;
 | 
			
		||||
    private static final float SHOT_DEPTH = -2f;
 | 
			
		||||
    private static final float SHIP_DEPTH = 0f;
 | 
			
		||||
    private static final float INDENT = 4f;
 | 
			
		||||
    private static final float SHELL_DEPTH = 8f;
 | 
			
		||||
    private static final float SHELL_IN_GRID = 0.1f;
 | 
			
		||||
    private static final float MISSILE_DEPTH = 6f;
 | 
			
		||||
    private static final float MISSILE_SIZE = 0.8f;
 | 
			
		||||
    private static final float MISSILE_CENTERED_IN_MAP_GRID = 0.0625f;
 | 
			
		||||
 | 
			
		||||
    // Colors used for different visual elements
 | 
			
		||||
    private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
 | 
			
		||||
@@ -43,6 +40,8 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    // The MapView associated with this synchronizer
 | 
			
		||||
    private final MapView view;
 | 
			
		||||
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(MapViewSynchronizer.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new MapViewSynchronizer for the given MapView.
 | 
			
		||||
     * Initializes the synchronizer and adds existing elements from the model to the view.
 | 
			
		||||
@@ -64,16 +63,14 @@ public MapViewSynchronizer(MapView view) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shot shot) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "visiting" + shot);
 | 
			
		||||
        // Convert the shot's model coordinates to view coordinates
 | 
			
		||||
        final Position p1 = view.modelToView(shot.getX(), shot.getY());
 | 
			
		||||
        final Position p2 = view.modelToView(shot.getX() + 1, shot.getY() + 1);
 | 
			
		||||
        final ColorRGBA color = shot.isHit() ? HIT_COLOR : MISS_COLOR;
 | 
			
		||||
 | 
			
		||||
        // Create and return a rectangle representing the shot
 | 
			
		||||
        return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(),
 | 
			
		||||
                SHOT_DEPTH,
 | 
			
		||||
                p2.getX() - p1.getX(), p2.getY() - p1.getY(),
 | 
			
		||||
                color);
 | 
			
		||||
        return view.getApp().getDraw().makeRectangle(p1.getX(), p1.getY(), SHOT_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), color);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -116,33 +113,30 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method will create a representation of a shell in the map
 | 
			
		||||
     * Creates a visual representation on the map
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     * @return the node the representation is attached to
 | 
			
		||||
     * @return the node the visual representation gets attached to.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
 | 
			
		||||
        final Node shellNode = new Node("shell");
 | 
			
		||||
        final Position target = view.modelToView(shell.getX(), shell.getY());
 | 
			
		||||
        final Position startPosition = view.modelToView(SHELL_IN_GRID, SHELL_IN_GRID);
 | 
			
		||||
        shellNode.attachChild(createShell());
 | 
			
		||||
        shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
 | 
			
		||||
        shellNode.scale(18f);
 | 
			
		||||
        shellNode.addControl(new ShellMapControl(view.getApp(), target, shell));
 | 
			
		||||
        return shellNode;
 | 
			
		||||
    }
 | 
			
		||||
        final Node missileNode = new Node("missile");
 | 
			
		||||
        final Position p1 = view.modelToView(shell.getX(), shell.getY());
 | 
			
		||||
        final Position p2 = view.modelToView(shell.getX() + MISSILE_SIZE, shell.getY() + MISSILE_SIZE);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * returns the red dot for the shell in the MapViewSynchronizer
 | 
			
		||||
     *
 | 
			
		||||
     * @return Spatial
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShell() {
 | 
			
		||||
        return view.getApp().getDraw().makeFilledCircle(ColorRGBA.Red);
 | 
			
		||||
    }
 | 
			
		||||
        final float x1 = p1.getX() + INDENT;
 | 
			
		||||
        final float y1 = p1.getY() + INDENT;
 | 
			
		||||
        final float x2 = p2.getX() - INDENT;
 | 
			
		||||
        final float y2 = p2.getY() - INDENT;
 | 
			
		||||
 | 
			
		||||
        final Position startPosition = view.modelToView(MISSILE_CENTERED_IN_MAP_GRID, MISSILE_CENTERED_IN_MAP_GRID);
 | 
			
		||||
 | 
			
		||||
        missileNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.DarkGray));
 | 
			
		||||
        missileNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), MISSILE_DEPTH);
 | 
			
		||||
        missileNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
        return missileNode;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a line geometry representing part of the ship's border.
 | 
			
		||||
@@ -155,6 +149,7 @@ private Spatial createShell() {
 | 
			
		||||
     * @return a Geometry representing the line
 | 
			
		||||
     */
 | 
			
		||||
    private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
 | 
			
		||||
        LOGGER.log(Logger.Level.DEBUG, "created Ship line");
 | 
			
		||||
        return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,33 +1,25 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh.Type;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.material.RenderState;
 | 
			
		||||
import com.jme3.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue;
 | 
			
		||||
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Box;
 | 
			
		||||
import com.jme3.scene.shape.Cylinder;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
import static java.util.Objects.requireNonNull;
 | 
			
		||||
import static pp.util.FloatMath.HALF_PI;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
@@ -39,18 +31,22 @@
 | 
			
		||||
 * logic for the sea map.
 | 
			
		||||
 */
 | 
			
		||||
class SeaSynchronizer extends ShipMapSynchronizer {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(SeaSynchronizer.class.getName());
 | 
			
		||||
 | 
			
		||||
    private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
 | 
			
		||||
    private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o"; //NON-NLS
 | 
			
		||||
    private static final String SUBMARINE = "Models/Submarine/submarine.j3o";
 | 
			
		||||
    private static final String DESTROYER = "Models/Destroyer/10619_Battleship.j3o";
 | 
			
		||||
    private static final String SMALL_SHIP = "Models/SmallShip/10634_SpeedBoat_v01_LOD3.obj";
 | 
			
		||||
    private static final String PARTICLE = "Common/MatDefs/Misc/Particle.j3md";
 | 
			
		||||
    private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
 | 
			
		||||
    private static final String UBOAT_MODEL = "Models/UBOAT/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj";
 | 
			
		||||
    private static final String PATROL_BOAT_MODEL = "Models/PATROL_BOAT/12219_boat_v2_L2.obj";
 | 
			
		||||
    private static final String MODERN_BATTLESHIP_MODEL = "Models/BATTLESHIP/10619_Battleship.obj";
 | 
			
		||||
    private static final String MODERN_BATTLESHIP_TEXTURES = "Models/BATTLESHIP/BattleshipC.jpg";
 | 
			
		||||
    private static final String MISSILE_MODEL = "Models/Missile/AIM120D.obj";
 | 
			
		||||
    private static final String MISSILE_TEXTURE = "Models/Missile/texture.png";
 | 
			
		||||
    private static final String COLOR = "Color"; //NON-NLS
 | 
			
		||||
    private static final String SHIP = "ship"; //NON-NLS
 | 
			
		||||
    private static final String ROCKET = "Models/Rocket/rocket.j3o";
 | 
			
		||||
    private static final String SHOT = "shot"; //NON-NLS
 | 
			
		||||
    private static final String MISSILE = "missile"; //NON-NLS
 | 
			
		||||
    private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
 | 
			
		||||
    private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
 | 
			
		||||
    private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
 | 
			
		||||
    private final HitEffectHandler hitEffectHandler;
 | 
			
		||||
 | 
			
		||||
    private final ShipMap map;
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
@@ -66,6 +62,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
 | 
			
		||||
        super(app.getGameLogic().getOwnMap(), root);
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.map = map;
 | 
			
		||||
        hitEffectHandler = new HitEffectHandler(app);
 | 
			
		||||
        addExisting();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
@@ -79,20 +76,7 @@ public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shot shot) {
 | 
			
		||||
        return shot.isHit() ? handleHit(shot) : handleMiss(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a miss
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot a hit
 | 
			
		||||
     * @return always null to prevent the representation from being attached
 | 
			
		||||
     * to the items node as well
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private Spatial handleMiss(Shot shot) {
 | 
			
		||||
        final ParticleEmitter emitter = createMissParticle(shot);
 | 
			
		||||
        return emitter;
 | 
			
		||||
        return shot.isHit() ? handleHit(shot) : hitEffectHandler.missEffect(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -106,112 +90,32 @@ private Spatial handleMiss(Shot shot) {
 | 
			
		||||
    private Spatial handleHit(Shot shot) {
 | 
			
		||||
        final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
 | 
			
		||||
        final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
 | 
			
		||||
        final ParticleEmitter particleEmitter = createHitParticle(shot);
 | 
			
		||||
        particleEmitter.getLocalTranslation().subtractLocal(shipNode.getLocalTranslation());
 | 
			
		||||
        shipNode.attachChild(particleEmitter);
 | 
			
		||||
        final ParticleEmitter fire = createFire(shot);
 | 
			
		||||
        shipNode.attachChild(fire);
 | 
			
		||||
 | 
			
		||||
        hitEffectHandler.hitEffect(shipNode, shot);
 | 
			
		||||
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method attach fire to the ship, if it is hit
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
     * The appearance of the cylinder depends on whether the shot is a hit or a miss.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot the shot, that hit the ship
 | 
			
		||||
     * @return the Fire
 | 
			
		||||
     * @param shot the shot to be represented
 | 
			
		||||
     * @return the geometry representing the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ParticleEmitter createFire(Shot shot) {
 | 
			
		||||
        ParticleEmitter hitEffect = new ParticleEmitter("fire", Type.Triangle, 5000);
 | 
			
		||||
        hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
 | 
			
		||||
        hitEffect.setImagesX(2);
 | 
			
		||||
        hitEffect.setImagesY(2);
 | 
			
		||||
        hitEffect.setStartColor(ColorRGBA.Orange);
 | 
			
		||||
        hitEffect.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        hitEffect.setStartSize(0.1f);
 | 
			
		||||
        hitEffect.setEndSize(0.05f);
 | 
			
		||||
        hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
 | 
			
		||||
        hitEffect.setParticlesPerSec(5);
 | 
			
		||||
        hitEffect.setLowLife(1f);
 | 
			
		||||
        hitEffect.setHighLife(1f);
 | 
			
		||||
        final Node shipNode = requireNonNull((Node) getSpatial(map.findShipAt(shot.getX(), shot.getY())), "Missing ship node");
 | 
			
		||||
        hitEffect.setGravity(0, -0.9f, 0);
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        if (map.findShipAt(shot.getX(), shot.getY()).getLength() == 2) {
 | 
			
		||||
            hitEffect.setLocalTranslation(firePos.x, 0.15f, firePos.z);
 | 
			
		||||
        } else {
 | 
			
		||||
            hitEffect.setLocalTranslation(firePos.x, 0.3f, firePos.z);
 | 
			
		||||
        }
 | 
			
		||||
        return hitEffect;
 | 
			
		||||
    }
 | 
			
		||||
    private Geometry createCylinder(Shot shot) {
 | 
			
		||||
        final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
 | 
			
		||||
        final float height = shot.isHit() ? 1.2f : 0.1f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method converts 2d to 3d positions
 | 
			
		||||
     *
 | 
			
		||||
     * @param x            x-Coordinate
 | 
			
		||||
     * @param y-Coordinate
 | 
			
		||||
     * @return the Position as a 3d Vector
 | 
			
		||||
     */
 | 
			
		||||
        final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHOT, cylinder);
 | 
			
		||||
 | 
			
		||||
    private Vector3f mapToWorldCord(int x, int y) {
 | 
			
		||||
        return new Vector3f(y + 0.5f, 0, x + 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(color));
 | 
			
		||||
        geometry.rotate(HALF_PI, 0f, 0f);
 | 
			
		||||
        // compute the center of the shot in world coordinates
 | 
			
		||||
        geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method creates the particles, when the shot misses
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot is the parameter, where was shot
 | 
			
		||||
     * @return the particle
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter createMissParticle(Shot shot) {
 | 
			
		||||
        ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
 | 
			
		||||
        hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
 | 
			
		||||
        hitEffect.setImagesX(2);
 | 
			
		||||
        hitEffect.setImagesY(2);
 | 
			
		||||
        hitEffect.setStartColor(ColorRGBA.Cyan);
 | 
			
		||||
        hitEffect.setEndColor(ColorRGBA.Blue);
 | 
			
		||||
        hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0.1f, 0.1f, 0.1f));
 | 
			
		||||
        hitEffect.move(0, -2, 0);
 | 
			
		||||
        hitEffect.setStartSize(0.45f);
 | 
			
		||||
        hitEffect.setEndSize(0.45f);
 | 
			
		||||
        hitEffect.setGravity(0, -0.5f, 0);
 | 
			
		||||
        hitEffect.setLowLife(1f);
 | 
			
		||||
        hitEffect.setHighLife(1f);
 | 
			
		||||
        hitEffect.setParticlesPerSec(0);
 | 
			
		||||
        hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
        hitEffect.emitAllParticles();
 | 
			
		||||
        return hitEffect;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method creates the particles, when a ship is hit
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot says, where was shot
 | 
			
		||||
     * @return the particle
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter createHitParticle(Shot shot) {
 | 
			
		||||
        ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 30);
 | 
			
		||||
        hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
 | 
			
		||||
        hitEffect.setImagesX(2);
 | 
			
		||||
        hitEffect.setImagesY(2);
 | 
			
		||||
        hitEffect.setStartColor(ColorRGBA.Orange);
 | 
			
		||||
        hitEffect.setEndColor(ColorRGBA.Red);
 | 
			
		||||
        hitEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(1, 1, 1));
 | 
			
		||||
 | 
			
		||||
        hitEffect.setStartSize(0.45f);
 | 
			
		||||
        hitEffect.setEndSize(0.1f);
 | 
			
		||||
        hitEffect.setGravity(0, -0.5f, 0);
 | 
			
		||||
        hitEffect.setLowLife(1f);
 | 
			
		||||
        hitEffect.setHighLife(2f);
 | 
			
		||||
        hitEffect.setParticlesPerSec(0);
 | 
			
		||||
        hitEffect.setLocalTranslation(shot.getY() + 0.5f, 0, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
        hitEffect.emitAllParticles();
 | 
			
		||||
        return hitEffect;
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -230,42 +134,28 @@ public Spatial visit(Battleship ship) {
 | 
			
		||||
        final float x = 0.5f * (ship.getMinY() + ship.getMaxY() + 1f);
 | 
			
		||||
        final float z = 0.5f * (ship.getMinX() + ship.getMaxX() + 1f);
 | 
			
		||||
        node.setLocalTranslation(x, 0f, z);
 | 
			
		||||
        node.addControl(new ShipControl(ship, map));
 | 
			
		||||
        node.addControl(new ShipControl(ship));
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a {@link Shell} and creates a graphical representation of it.
 | 
			
		||||
     * The representation is a 3D model
 | 
			
		||||
     * Visits a Shell and creates a graphical representation of it.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell to be represented
 | 
			
		||||
     * @return the node containing the graphical representation of the shell
 | 
			
		||||
     * @param shell the Shell to be represented
 | 
			
		||||
     * @return the node containing the graphical representation of the Shell
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "was visited by SeaSynchronizer");
 | 
			
		||||
        final Node node = new Node("Shell");
 | 
			
		||||
        node.attachChild(createShell());
 | 
			
		||||
        node.setLocalTranslation(shell.getY() + 0.5f, 10, shell.getX() + 0.5f);
 | 
			
		||||
        final Node node = new Node(MISSILE);
 | 
			
		||||
        node.attachChild(createMissile());
 | 
			
		||||
 | 
			
		||||
        final float x = shell.getY();
 | 
			
		||||
        final float z = shell.getX();
 | 
			
		||||
        node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
 | 
			
		||||
        node.addControl(new ShellControl(shell, app));
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method loads the Model
 | 
			
		||||
     *
 | 
			
		||||
     * @return model
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShell() {
 | 
			
		||||
        LOGGER.log(Level.INFO, "created Shell");
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(ROCKET);
 | 
			
		||||
        model.rotate(PI, PI, 0);
 | 
			
		||||
        model.scale(0.0002f);
 | 
			
		||||
        model.move(0, 0, 0);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates the appropriate graphical representation of the specified battleship.
 | 
			
		||||
     * The representation is either a detailed model or a simple box based on the length of the ship.
 | 
			
		||||
@@ -274,12 +164,11 @@ private Spatial createShell() {
 | 
			
		||||
     * @return the spatial representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createShip(Battleship ship) {
 | 
			
		||||
        //return ship.getLength() == 4 ? createBattleship(ship) : createBox(ship);
 | 
			
		||||
        return switch (ship.getLength()) {
 | 
			
		||||
            case (1) -> createSmallShip(ship);
 | 
			
		||||
            case (2) -> createSubmarine(ship);
 | 
			
		||||
            case (3) -> createDestroyer(ship);
 | 
			
		||||
            case (4) -> createBattleship(ship);
 | 
			
		||||
            case 1 -> createPatrolBoat(ship);
 | 
			
		||||
            case 2 -> createModernBattleship(ship);
 | 
			
		||||
            case 3 -> createUboat(ship);
 | 
			
		||||
            case 4 -> createBattleship(ship);
 | 
			
		||||
            default -> createBox(ship);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
@@ -292,8 +181,8 @@ private Spatial createShip(Battleship ship) {
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createBox(Battleship ship) {
 | 
			
		||||
        final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
 | 
			
		||||
                0.3f,
 | 
			
		||||
                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
                                0.3f,
 | 
			
		||||
                                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHIP, box);
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(BOX_COLOR));
 | 
			
		||||
        geometry.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
@@ -301,54 +190,6 @@ private Spatial createBox(Battleship ship) {
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a Destroyer to represent a battleship that has the length of 3.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the model representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createDestroyer(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(DESTROYER);
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) - HALF_PI, 0f);
 | 
			
		||||
        model.scale(0.0001f);
 | 
			
		||||
        model.move(0, 0.3f, 0);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a Submarine to represent a battleship that has the length 2.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the model representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createSubmarine(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(SUBMARINE);
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.25f);
 | 
			
		||||
        model.move(0, -0.2f, 0);
 | 
			
		||||
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a SmallShip to represent a battleship that has the length y.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the model representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createSmallShip(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(SMALL_SHIP);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
 | 
			
		||||
        model.scale(0.001f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a new {@link Material} with the specified color.
 | 
			
		||||
     * If the color includes transparency (i.e., alpha value less than 1),
 | 
			
		||||
@@ -384,6 +225,86 @@ private Spatial createBattleship(Battleship ship) {
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a modern battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the battleship
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private Spatial createModernBattleship(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(MODERN_BATTLESHIP_MODEL);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MODERN_BATTLESHIP_TEXTURES));
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.setQueueBucket(RenderQueue.Bucket.Opaque);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()) + HALF_PI, 0f);
 | 
			
		||||
        model.scale(0.000075f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        model.move(0, 0.2f, 0);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a missile.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the spatial representing the missile
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private Spatial createMissile() {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(MISSILE_MODEL);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        mat.setTexture("ColorMap", app.getAssetManager().loadTexture(MISSILE_TEXTURE));
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.setQueueBucket(RenderQueue.Bucket.Opaque);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, 0, 0);
 | 
			
		||||
        model.scale(0.009f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        model.move(0, 0f, 0);
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a Uboat.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the Uboat
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private Spatial createUboat(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(UBOAT_MODEL);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.45f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        model.move(0, -0.25f, 0);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a detailed 3D model to represent a Patrol boat.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the spatial representing the Patrol boat
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private Spatial createPatrolBoat(Battleship ship) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT_MODEL);
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(0.00045f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return model;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Calculates the rotation angle for the specified rotation.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -4,7 +4,7 @@
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.EndAnimationMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
 | 
			
		||||
@@ -12,57 +12,51 @@
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * this class controls the Shell in the view
 | 
			
		||||
 * Class to control the 3D representation of a shell
 | 
			
		||||
 */
 | 
			
		||||
public class ShellControl extends AbstractControl {
 | 
			
		||||
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
    private static final float TRAVEL_SPEED = 8.5f;
 | 
			
		||||
    static final Logger LOGGER = System.getLogger(BattleshipApp.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the shell, that is displayed
 | 
			
		||||
     */
 | 
			
		||||
    private Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the Height, when the shell will despawn
 | 
			
		||||
     */
 | 
			
		||||
    private static final Float HEIGHT = 0f;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the battleship app
 | 
			
		||||
     */
 | 
			
		||||
    private BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the constructor for this class
 | 
			
		||||
     * Constructor for ShellControl class
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell it displays
 | 
			
		||||
     * @param app   the BattleshipApp
 | 
			
		||||
     * @param shell The Shell to be displayed
 | 
			
		||||
     * @param app   the main application
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Shell shell, BattleshipApp app) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "ShellControl has been initialized");
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method controls the movement of the shell in dependent on fpt
 | 
			
		||||
     * Method to control movement of the Shell and remove it when target is reached
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame (in seconds)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
        if (spatial.getLocalTranslation().getY() <= HEIGHT) {
 | 
			
		||||
    public void controlUpdate(float tpf) {
 | 
			
		||||
        //LOGGER.log(Level.DEBUG, "missile at x=" + shell.getX() + ", y=" + shell.getY());
 | 
			
		||||
        spatial.move(0, -TRAVEL_SPEED * tpf, 0);
 | 
			
		||||
        if (spatial.getLocalTranslation().getY() <= 0.2) {
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
            app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
        } else {
 | 
			
		||||
            spatial.move(0, -1 * 4f * tpf, 0);
 | 
			
		||||
            app.getGameLogic().send(new EndAnimationMessage(new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        //not in use
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -5,71 +5,56 @@
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.EndAnimationMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * this class controls the behaviour of a shell in a 2d map
 | 
			
		||||
 * Class to control the 2D representation of a shell
 | 
			
		||||
 */
 | 
			
		||||
public class ShellMapControl extends AbstractControl {
 | 
			
		||||
    private static final System.Logger LOGGER = System.getLogger(ShellMapControl.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the position in map-coordinates
 | 
			
		||||
     */
 | 
			
		||||
    private final Position position;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the vector, the shell is going on the 2d screen
 | 
			
		||||
     */
 | 
			
		||||
    private static final Vector3f vector = new Vector3f();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the battleship app
 | 
			
		||||
     */
 | 
			
		||||
    private final IntPoint pos;
 | 
			
		||||
    private static final Vector3f VECTOR_3_F = new Vector3f();
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the shell displayed
 | 
			
		||||
     */
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the constructor for this class
 | 
			
		||||
     * Constructor for ShellMapControl
 | 
			
		||||
     *
 | 
			
		||||
     * @param app      the Battleship app
 | 
			
		||||
     * @param position the position shot at in map-coordinates
 | 
			
		||||
     * @param shell    the shell shot
 | 
			
		||||
     * @param position the target position of the shell
 | 
			
		||||
     * @param app      the main application
 | 
			
		||||
     * @param pos      the position the then to render shot goes to
 | 
			
		||||
     */
 | 
			
		||||
    public ShellMapControl(BattleshipApp app, Position position, Shell shell) {
 | 
			
		||||
    public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.position = position;
 | 
			
		||||
        this.pos = pos;
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        vector.set(new Vector3f(position.getX(), position.getY(), 0));
 | 
			
		||||
        VECTOR_3_F.set(new Vector3f(position.getX(), position.getY(), 0));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the update loop for this shell
 | 
			
		||||
     * Method to control movement of the Shell on the map and remove it when target is reached
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf time per frame (in seconds)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        spatial.move(VECTOR_3_F.mult(tpf));
 | 
			
		||||
        if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
 | 
			
		||||
            app.getGameLogic().playSound(Sound.ROCKET_STOP);
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
            app.getGameLogic().send(new AnimationEndMessage(new IntPoint(shell.getX(), shell.getY())));
 | 
			
		||||
            LOGGER.log(System.Logger.Level.DEBUG, "shell has been deleted", spatial.getLocalTranslation());
 | 
			
		||||
        } else {
 | 
			
		||||
            spatial.move(vector.mult(tpf));
 | 
			
		||||
            app.getGameLogic().send(new EndAnimationMessage(pos));
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * This method is called during the rendering phase, but it does not perform any
 | 
			
		||||
     * operations in this implementation as the control only influences the spatial's
 | 
			
		||||
     * transformation, not its rendering process.
 | 
			
		||||
     *
 | 
			
		||||
     * @param rm the RenderManager rendering the controlled Spatial (not null)
 | 
			
		||||
     * @param vp the ViewPort being rendered (not null)
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
@@ -11,13 +6,12 @@
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.renderer.RenderManager;
 | 
			
		||||
import com.jme3.renderer.ViewPort;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
 | 
			
		||||
import static java.util.Objects.requireNonNull;
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
import static pp.util.FloatMath.DEG_TO_RAD;
 | 
			
		||||
import static pp.util.FloatMath.TWO_PI;
 | 
			
		||||
import static pp.util.FloatMath.sin;
 | 
			
		||||
@@ -51,18 +45,12 @@ class ShipControl extends AbstractControl {
 | 
			
		||||
     * The current time within the oscillation cycle, used to calculate the ship's pitch angle.
 | 
			
		||||
     */
 | 
			
		||||
    private float time;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this attribute is the ship, this ShipControl controls
 | 
			
		||||
     * Ship to be controlled
 | 
			
		||||
     */
 | 
			
		||||
    private final Battleship battleship;
 | 
			
		||||
 | 
			
		||||
    private final Battleship ship;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this CONST represents the sinking height, when the ship will be removed
 | 
			
		||||
     */
 | 
			
		||||
 | 
			
		||||
    private static final Float SINKING_HEIGHT = -0.6f;
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShipControl instance for the specified Battleship.
 | 
			
		||||
@@ -71,7 +59,8 @@ class ShipControl extends AbstractControl {
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the Battleship object to control
 | 
			
		||||
     */
 | 
			
		||||
    public ShipControl(Battleship ship, ShipMap map) {
 | 
			
		||||
    public ShipControl(Battleship ship) {
 | 
			
		||||
        this.battleship = ship;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation
 | 
			
		||||
        axis = switch (ship.getRot()) {
 | 
			
		||||
            case LEFT, RIGHT -> Vector3f.UNIT_X;
 | 
			
		||||
@@ -79,9 +68,8 @@ public ShipControl(Battleship ship, ShipMap map) {
 | 
			
		||||
        };
 | 
			
		||||
 | 
			
		||||
        // Set the cycle duration and amplitude based on the ship's length
 | 
			
		||||
        cycle = ship.getLength() * 2f;
 | 
			
		||||
        cycle = battleship.getLength() * 2f;
 | 
			
		||||
        amplitude = 5f * DEG_TO_RAD / ship.getLength();
 | 
			
		||||
        this.ship = ship;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -94,25 +82,24 @@ public ShipControl(Battleship ship, ShipMap map) {
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        // If spatial is null, do nothing
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
        if(ship.isDestroyed()){
 | 
			
		||||
            if(spatial.getLocalTranslation().getY() < SINKING_HEIGHT) { // removes the ship, if it is completely sunk
 | 
			
		||||
                spatial.getParent().detachChild(spatial);
 | 
			
		||||
            }
 | 
			
		||||
            else // sink the ship, if it's not completely sunk
 | 
			
		||||
                spatial.move(0, tpf * 0.1f * -1, 0);
 | 
			
		||||
 | 
			
		||||
        if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() < -0.6f) {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
 | 
			
		||||
            spatial.getParent().detachChild(spatial);
 | 
			
		||||
        }
 | 
			
		||||
        else if (battleship.isDestroyed()) {
 | 
			
		||||
            spatial.move(0, -0.2f * tpf, 0);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            // Update the time within the oscillation cycle
 | 
			
		||||
            time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
            // Calculate the current angle of the oscillation
 | 
			
		||||
            final float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        // Update the time within the oscillation cycle
 | 
			
		||||
        time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
        // Calculate the current angle of the oscillation
 | 
			
		||||
        final float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update the pitch Quaternion with the new angle
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
            // Update the pitch Quaternion with the new angle
 | 
			
		||||
            pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Apply the pitch rotation to the spatial
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
@@ -84,7 +79,6 @@ public void receivedEvent(ItemRemovedEvent event) {
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(ItemAddedEvent event) {
 | 
			
		||||
        if (shipMap == event.map())
 | 
			
		||||
 | 
			
		||||
            add(event.item());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,11 +1,6 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.server;
 | 
			
		||||
 | 
			
		||||
package server;
 | 
			
		||||
 | 
			
		||||
import com.jme3.network.ConnectionListener;
 | 
			
		||||
import com.jme3.network.HostedConnection;
 | 
			
		||||
@@ -18,11 +13,16 @@
 | 
			
		||||
import pp.battleship.game.server.Player;
 | 
			
		||||
import pp.battleship.game.server.ServerGameLogic;
 | 
			
		||||
import pp.battleship.game.server.ServerSender;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.EndAnimationMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartAnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchToBattleState;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
@@ -39,12 +39,14 @@
 | 
			
		||||
/**
 | 
			
		||||
 * Server implementing the visitor pattern as MessageReceiver for ClientMessages
 | 
			
		||||
 */
 | 
			
		||||
public class BattleshipLocalServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipLocalServer.class.getName());
 | 
			
		||||
public class BattleshipServer implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
 | 
			
		||||
    private static final File CONFIG_FILE = new File("server.properties");
 | 
			
		||||
 | 
			
		||||
    private static int port;
 | 
			
		||||
 | 
			
		||||
    private final BattleshipConfig config = new BattleshipConfig();
 | 
			
		||||
    private Server myServer;
 | 
			
		||||
    private static int PORT_NUMBER;
 | 
			
		||||
    private final ServerGameLogic logic;
 | 
			
		||||
    private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
 | 
			
		||||
 | 
			
		||||
@@ -61,17 +63,18 @@ public class BattleshipLocalServer implements MessageListener<HostedConnection>,
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this constructs the local battleship server
 | 
			
		||||
     *
 | 
			
		||||
     * @param portNumber the port number, the local-host should be accessed at
 | 
			
		||||
     * Creates the server.
 | 
			
		||||
     */
 | 
			
		||||
    public BattleshipLocalServer(int portNumber) {
 | 
			
		||||
    public BattleshipServer(int port) {
 | 
			
		||||
        config.readFromIfExists(CONFIG_FILE);
 | 
			
		||||
        PORT_NUMBER = portNumber;
 | 
			
		||||
        BattleshipServer.port = port;
 | 
			
		||||
        LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
 | 
			
		||||
        logic = new ServerGameLogic(this, config);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Runs a server
 | 
			
		||||
     */
 | 
			
		||||
    public void run() {
 | 
			
		||||
        startServer();
 | 
			
		||||
        while (true)
 | 
			
		||||
@@ -79,12 +82,12 @@ public void run() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method is used to start a server
 | 
			
		||||
     * Starts a server
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
 | 
			
		||||
            myServer = Network.createServer(PORT_NUMBER); // creates new server, with the port given before
 | 
			
		||||
            myServer = Network.createServer(port);
 | 
			
		||||
            initializeSerializables();
 | 
			
		||||
            myServer.start();
 | 
			
		||||
            registerListeners();
 | 
			
		||||
@@ -96,6 +99,9 @@ private void startServer() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes next received message
 | 
			
		||||
     */
 | 
			
		||||
    private void processNextMessage() {
 | 
			
		||||
        try {
 | 
			
		||||
            pendingMessages.take().process(logic);
 | 
			
		||||
@@ -106,6 +112,9 @@ private void processNextMessage() {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers all serializable classes
 | 
			
		||||
     */
 | 
			
		||||
    private void initializeSerializables() {
 | 
			
		||||
        Serializer.registerClass(GameDetails.class);
 | 
			
		||||
        Serializer.registerClass(StartBattleMessage.class);
 | 
			
		||||
@@ -115,18 +124,26 @@ private void initializeSerializables() {
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
        Serializer.registerClass(AnimationEndMessage.class);
 | 
			
		||||
        Serializer.registerClass(AnimationStartMessage.class);
 | 
			
		||||
        Serializer.registerClass(BackToBattleStateMessage.class);
 | 
			
		||||
        Serializer.registerClass(StartAnimationMessage.class);
 | 
			
		||||
        Serializer.registerClass(EndAnimationMessage.class);
 | 
			
		||||
        Serializer.registerClass(SwitchToBattleState.class);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers all listeners
 | 
			
		||||
     */
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, MapMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ShootMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationEndMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, EndAnimationMessage.class);
 | 
			
		||||
        myServer.addConnectionListener(this);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles a received message
 | 
			
		||||
     * @param source the connection the message comes from
 | 
			
		||||
     * @param message the received message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void messageReceived(HostedConnection source, Message message) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
 | 
			
		||||
@@ -134,12 +151,22 @@ public void messageReceived(HostedConnection source, Message message) {
 | 
			
		||||
            pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a new connection to a server
 | 
			
		||||
     * @param server the server to add the connection to
 | 
			
		||||
     * @param hostedConnection the connection to be added
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionAdded(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
 | 
			
		||||
        logic.addPlayer(hostedConnection.getId());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Removes a standing connection from a server
 | 
			
		||||
     * @param server the server to add the connection to
 | 
			
		||||
     * @param hostedConnection the connection to be added
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void connectionRemoved(Server server, HostedConnection hostedConnection) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
 | 
			
		||||
@@ -152,6 +179,10 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the server and terminates the application with the given exit code
 | 
			
		||||
     * @param exitValue the exit status code
 | 
			
		||||
     */
 | 
			
		||||
    private void exit(int exitValue) { //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.INFO, "close request"); //NON-NLS
 | 
			
		||||
        if (myServer != null)
 | 
			
		||||
@@ -1,15 +1,15 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.server;
 | 
			
		||||
 | 
			
		||||
package server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a message received from a client
 | 
			
		||||
 * @param message the received message
 | 
			
		||||
 * @param from the ID of the client that sent the message
 | 
			
		||||
 */
 | 
			
		||||
record ReceivedMessage(ClientMessage message, int from) {
 | 
			
		||||
    void process(ClientInterpreter interpreter) {
 | 
			
		||||
        message.accept(interpreter, from);
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 360 KiB After Width: | Height: | Size: 360 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
This model is from the following website:
 | 
			
		||||
https://free3d.com/3d-model/battleship-v1--611736.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -0,0 +1,12 @@
 | 
			
		||||
# Blender MTL File: 'AIM120D.blend'
 | 
			
		||||
# Material Count: 1
 | 
			
		||||
 | 
			
		||||
newmtl Material.006
 | 
			
		||||
Ns 96.078431
 | 
			
		||||
Ka 0.000000 0.000000 0.000000
 | 
			
		||||
Kd 0.640000 0.640000 0.640000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd texture.png
 | 
			
		||||
@@ -0,0 +1,2 @@
 | 
			
		||||
AIM-120D Missile (Air-to-Air) by https://free3d.com/3d-model/aim-120d-shell-air-to-air-20348.html
 | 
			
		||||
License: License for personal use
 | 
			
		||||
| 
		 After Width: | Height: | Size: 6.8 MiB  | 
@@ -0,0 +1,104 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
 | 
			
		||||
# File Created: 16.12.2011 14:18:52
 | 
			
		||||
 | 
			
		||||
newmtl white
 | 
			
		||||
	Ns 53.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.6667 0.6667 0.6667
 | 
			
		||||
	Kd 0.6667 0.6667 0.6667
 | 
			
		||||
	Ks 0.1800 0.1800 0.1800
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_elements_black
 | 
			
		||||
	Ns 55.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.0000 0.0000 0.0000
 | 
			
		||||
	Kd 0.0000 0.0000 0.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_glass
 | 
			
		||||
	Ns 60.0000
 | 
			
		||||
	Ni 7.0000
 | 
			
		||||
	d 0.4000
 | 
			
		||||
	Tr 0.6000
 | 
			
		||||
	Tf 0.4000 0.4000 0.4000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.1059 0.1569 0.1451
 | 
			
		||||
	Kd 0.1059 0.1569 0.1451
 | 
			
		||||
	Ks 0.6750 0.6750 0.6750
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_screw_hooks_bronze
 | 
			
		||||
	Ns 80.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.2941 0.2157 0.0510
 | 
			
		||||
	Kd 0.2941 0.2157 0.0510
 | 
			
		||||
	Ks 0.7200 0.7200 0.7200
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_silver
 | 
			
		||||
	Ns 80.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.3333 0.3333 0.3333
 | 
			
		||||
	Kd 0.3333 0.3333 0.3333
 | 
			
		||||
	Ks 0.7200 0.7200 0.7200
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
 | 
			
		||||
newmtl boat_buffer
 | 
			
		||||
	Ns 10.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.2700 0.2700 0.2700
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_buffer_diffuse.jpg
 | 
			
		||||
	map_Kd boat_buffer_diffuse.jpg
 | 
			
		||||
 | 
			
		||||
newmtl boat_roof_accessory
 | 
			
		||||
	Ns 15.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_roof_accessory_diffuse.jpg
 | 
			
		||||
	map_Kd boat_roof_accessory_diffuse.jpg
 | 
			
		||||
 | 
			
		||||
newmtl boat_body
 | 
			
		||||
	Ns 55.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
	Ks 0.3600 0.3600 0.3600
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka boat_body_diffuse.jpg
 | 
			
		||||
	map_Kd boat_body_diffuse.jpg
 | 
			
		||||
| 
		 After Width: | Height: | Size: 56 KiB  | 
| 
		 After Width: | Height: | Size: 166 KiB  | 
| 
		 After Width: | Height: | Size: 98 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
Rocket origin:
 | 
			
		||||
https://free3d.com/3d-model/proton-rocket-31617.html
 | 
			
		||||
Licence: free for personal use
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 717 KiB  | 
@@ -1,28 +0,0 @@
 | 
			
		||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
 | 
			
		||||
# File Created: 08.06.2011 15:26:00
 | 
			
		||||
 | 
			
		||||
newmtl _10634_SpeedBoat_v01_LOD310634_SpeedBoat_v01
 | 
			
		||||
	Ns 53.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.5882 0.5882 0.5882
 | 
			
		||||
	Kd 0.5882 0.5882 0.5882
 | 
			
		||||
	Ks 0.2000 0.2000 0.2000
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
	map_Ka 10634_SpeedBoat_v01.jpg
 | 
			
		||||
	map_Kd 10634_SpeedBoat_v01.jpg
 | 
			
		||||
 | 
			
		||||
newmtl glass
 | 
			
		||||
	Ns 80.0000
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 0.2000
 | 
			
		||||
	Tr 0.8000
 | 
			
		||||
	Tf 0.2000 0.2000 0.2000 
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 0.5882 0.5882 0.5882
 | 
			
		||||
	Kd 0.5882 0.5882 0.5882
 | 
			
		||||
	Ks 0.5000 0.5000 0.5000
 | 
			
		||||
	Ke 0.0000 0.0000 0.0000
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
This model is from following website:
 | 
			
		||||
https://free3d.com/3d-model/speedboat-v01--840133.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -1,3 +0,0 @@
 | 
			
		||||
This model is from the following website:
 | 
			
		||||
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
 | 
			
		||||
License: Free Personal Use Only
 | 
			
		||||
@@ -6,7 +6,7 @@ newmtl default
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
| 
		 Before Width: | Height: | Size: 168 KiB After Width: | Height: | Size: 168 KiB  | 
@@ -1,3 +0,0 @@
 | 
			
		||||
The soundtrack for the background-music is from:
 | 
			
		||||
https://pixabay.com/music/future-bass-nightfall-future-bass-music-228100/
 | 
			
		||||
the soundtrack is free to use
 | 
			
		||||
@@ -1,3 +1,2 @@
 | 
			
		||||
RocketSound origin:
 | 
			
		||||
https://pixabay.com/sound-effects/rocket-loop-99748/
 | 
			
		||||
Licence: free to use
 | 
			
		||||
Missile firing fl by NHMWretched (https://pixabay.com/sound-effects/missile-firing-fl-106655/)
 | 
			
		||||
CCO License
 | 
			
		||||
@@ -0,0 +1 @@
 | 
			
		||||
Aluminum | Roie Shpigler | https://artlist.io/royalty-free-music/song/aluminum/122360
 | 
			
		||||
@@ -0,0 +1 @@
 | 
			
		||||
A Touch of Dream | Max H. | https://artlist.io/royalty-free-music/song/a-touch-of-dream/126111
 | 
			
		||||
@@ -0,0 +1,4 @@
 | 
			
		||||
Epic Cinematic Trailer | ELITE by Alex-Productions | https://onsound.eu/
 | 
			
		||||
Music promoted by https://www.chosic.com/free-music/all/
 | 
			
		||||
Creative Commons CC BY 3.0
 | 
			
		||||
https://creativecommons.org/licenses/by/3.0/
 | 
			
		||||
@@ -0,0 +1 @@
 | 
			
		||||
Victory march of Valor | Land_of_Books_YouTube | https://pixabay.com/users/land_of_books_youtube-7733644/s
 | 
			
		||||
@@ -0,0 +1,2 @@
 | 
			
		||||
Created using Metal Plates 13 from ambientCG.com,
 | 
			
		||||
licensed under the Creative Commons CC0 1.0 Universal License.
 | 
			
		||||
| 
		 After Width: | Height: | Size: 5.8 MiB  | 
@@ -0,0 +1,2 @@
 | 
			
		||||
https://www.rawpixel.com/image/13141087/png-fire-bonfire-illuminated-destruction-generated-image-rawpixel
 | 
			
		||||
Licence: Free for personal use
 | 
			
		||||
| 
		 After Width: | Height: | Size: 3.4 MiB  | 
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.exporter;
 | 
			
		||||
 | 
			
		||||
@@ -41,7 +36,7 @@ public static void main(String[] args) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void simpleInitApp() {
 | 
			
		||||
        export("Models/KingGeorgeV/rocket/proton.obj", "proton.j3o"); //NON-NLS
 | 
			
		||||
        export("Models/KingGeorgeV/King_George_V.obj", "Models/KingGeorgeV/KingGeorgeV.j3o"); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        stop();
 | 
			
		||||
    }
 | 
			
		||||
 
 | 
			
		||||
@@ -6,7 +6,7 @@ newmtl _King_George_V
 | 
			
		||||
	Ni 1.5000
 | 
			
		||||
	d 1.0000
 | 
			
		||||
	Tr 0.0000
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000 
 | 
			
		||||
	Tf 1.0000 1.0000 1.0000
 | 
			
		||||
	illum 2
 | 
			
		||||
	Ka 1.0000 1.0000 1.0000
 | 
			
		||||
	Kd 1.0000 1.0000 1.0000
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship;
 | 
			
		||||
 | 
			
		||||
import pp.util.config.Config;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship;
 | 
			
		||||
 | 
			
		||||
import java.util.ResourceBundle;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,44 +1,52 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.server.AnimationStartMessage;
 | 
			
		||||
import pp.battleship.message.server.BackToBattleStateMessage;
 | 
			
		||||
import pp.battleship.message.client.EndAnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchToBattleState;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state in which the animation is played
 | 
			
		||||
 */
 | 
			
		||||
public class AnimationState extends ClientState {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(AnimationState.class.getName());
 | 
			
		||||
 | 
			
		||||
    private boolean myTurn;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a client state of the specified game logic.
 | 
			
		||||
     * Constructor for the AnimationState class
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the game logic
 | 
			
		||||
     * @param logic    the client logic
 | 
			
		||||
     * @param turn     a boolean containing if it's the client's turn
 | 
			
		||||
     * @param position the position a Shell gets created
 | 
			
		||||
     */
 | 
			
		||||
    AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint pos) {
 | 
			
		||||
    public AnimationState(ClientGameLogic logic, boolean turn, IntPoint position) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        logic.playMusic(Music.GAME_THEME);
 | 
			
		||||
        myTurn = turn;
 | 
			
		||||
        if (myTurn) {
 | 
			
		||||
            logic.getOpponentMap().add(new Shell(pos));
 | 
			
		||||
            logic.playSound(Sound.ROCKET);
 | 
			
		||||
        } else {
 | 
			
		||||
            logic.getOwnMap().add(new Shell(pos));
 | 
			
		||||
            logic.playSound(Sound.ROCKET);
 | 
			
		||||
 | 
			
		||||
            logic.getOpponentMap().add(new Shell(position));
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            logic.getOwnMap().add(new Shell(position));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Makes sure the client renders the correct view
 | 
			
		||||
     *
 | 
			
		||||
     * @return true
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports the effect of a shot based on the server message.
 | 
			
		||||
     *
 | 
			
		||||
@@ -46,20 +54,29 @@ boolean showBattle() {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEffect(EffectMessage msg) {
 | 
			
		||||
        logic.playSound(Sound.ROCKET_STOP);
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey()); //
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        if (destroyedOpponentShip(msg)) {
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        }
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
            logic.setState(new GameOverState(logic, msg.isGameLost()));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the client back to the battle state
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the received SwitchToBattleState message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedSwitchToBattleState(SwitchToBattleState msg) {
 | 
			
		||||
        logic.setState(new BattleState(logic, msg.getTurn()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Determines which map (own or opponent's) should be affected by the shot based on the message.
 | 
			
		||||
     *
 | 
			
		||||
@@ -80,15 +97,6 @@ private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * receives an AnimationStartMessage and sets the state to AnimationState
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message received
 | 
			
		||||
     */
 | 
			
		||||
    public void receivedAnimationStart(AnimationStartMessage msg) {
 | 
			
		||||
        logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
 | 
			
		||||
     * or destruction of a ship.
 | 
			
		||||
@@ -103,14 +111,4 @@ else if (msg.getDestroyedShip() == null)
 | 
			
		||||
        else
 | 
			
		||||
            logic.playSound(Sound.DESTROYED_SHIP);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * receives a BackToBattleStateMessage and sets the state to BattleState
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message received
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receiveBackToBattleState(BackToBattleStateMessage msg) {
 | 
			
		||||
        logic.setState(new BattleState(logic, msg.isMyTurn()));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,15 +1,16 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.AnimationStartMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.StartAnimationMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the client where players take turns to attack each other's ships.
 | 
			
		||||
@@ -25,13 +26,14 @@ class BattleState extends ClientState {
 | 
			
		||||
     */
 | 
			
		||||
    public BattleState(ClientGameLogic logic, boolean myTurn) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        logic.playMusic(Music.GAME_THEME);
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this return-statement decides, whether the battle will be shown
 | 
			
		||||
     * Makes sure the client renders the correct view
 | 
			
		||||
     *
 | 
			
		||||
     * @return true, so the battle will be displayed
 | 
			
		||||
     * @return true
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
@@ -39,7 +41,7 @@ public boolean showBattle() {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * the logic, responsible for deciding, whether it was a valid input or not
 | 
			
		||||
     * Triggers a shoot event if it's client's turn
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the click occurred
 | 
			
		||||
     */
 | 
			
		||||
@@ -52,13 +54,13 @@ else if (logic.getOpponentMap().isValid(pos))
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Receives an AnimationStartEvent and changes then the client-state to AnimationState
 | 
			
		||||
     * Triggers an animation if StartAnimationMessage is received
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message received
 | 
			
		||||
     * @param msg the received Startanimation message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedAnimationStart(AnimationStartMessage msg) {
 | 
			
		||||
    public void receivedStartAnimation(StartAnimationMessage msg) {
 | 
			
		||||
        logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
 | 
			
		||||
        logic.playSound(Sound.MISSILE_LAUNCH);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,14 +1,14 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerInterpreter;
 | 
			
		||||
import pp.battleship.message.server.StartAnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchToBattleState;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.dto.ShipMapDTO;
 | 
			
		||||
@@ -17,6 +17,8 @@
 | 
			
		||||
import pp.battleship.notification.GameEventBroker;
 | 
			
		||||
import pp.battleship.notification.GameEventListener;
 | 
			
		||||
import pp.battleship.notification.InfoTextEvent;
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
import pp.battleship.notification.MusicEvent;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
import pp.battleship.notification.SoundEvent;
 | 
			
		||||
 | 
			
		||||
@@ -224,23 +226,23 @@ public void received(EffectMessage msg) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports the AnimationStartMessage based on the server-state
 | 
			
		||||
     * Reports that client should play an animation
 | 
			
		||||
     *
 | 
			
		||||
     * @param animationStartMessage the StartMessage received
 | 
			
		||||
     * @param msg
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationStartMessage animationStartMessage) {
 | 
			
		||||
        state.receivedAnimationStart(animationStartMessage);//TODO
 | 
			
		||||
    public void received(StartAnimationMessage msg) {
 | 
			
		||||
        state.receivedStartAnimation(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports the BackToBattleStateMessage based on the server-state
 | 
			
		||||
     * Reports that client should switch to the battle state
 | 
			
		||||
     *
 | 
			
		||||
     * @param backToBattleStateMessage the Message received
 | 
			
		||||
     * @param msg
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(BackToBattleStateMessage backToBattleStateMessage) {
 | 
			
		||||
        state.receiveBackToBattleState(backToBattleStateMessage);
 | 
			
		||||
    public void received(SwitchToBattleState msg) {
 | 
			
		||||
        state.receivedSwitchToBattleState(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -369,4 +371,13 @@ public void notifyListeners(GameEvent event) {
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        state.update(delta);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers an event to play specified music
 | 
			
		||||
     *
 | 
			
		||||
     * @param music the music to be played
 | 
			
		||||
     */
 | 
			
		||||
    public void playMusic(Music music) {
 | 
			
		||||
        notifyListeners(new MusicEvent(music));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,13 +1,12 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.StartAnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchToBattleState;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
 | 
			
		||||
import java.io.File;
 | 
			
		||||
@@ -164,10 +163,21 @@ void receivedEffect(EffectMessage msg) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @param msg the message received
 | 
			
		||||
     * Reports that client should switch to battle state
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the received SwitchToBattleState message
 | 
			
		||||
     */
 | 
			
		||||
    void receivedAnimationStart(AnimationStartMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedAnimationStart not allowed in {0}", getName());
 | 
			
		||||
    void receivedSwitchToBattleState(SwitchToBattleState msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchToBattleState not allowed in {0}", getName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Reports that the client should start an animation
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the received StartAnimation message
 | 
			
		||||
     */
 | 
			
		||||
    void receivedStartAnimation(StartAnimationMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedStartAnimation not allowed in {0}", getName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -198,15 +208,6 @@ boolean maySaveMap() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Received a BackToBattleStateMessage and logs it
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the message received
 | 
			
		||||
     */
 | 
			
		||||
    public void receiveBackToBattleState(BackToBattleStateMessage msg) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.ERROR, "receivedBackToBattleState not allowed in {0}", getName());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Called once per frame by the update loop if this state is active.
 | 
			
		||||
     *
 | 
			
		||||
 
 | 
			
		||||
@@ -1,26 +1,21 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.dto.ShipMapDTO;
 | 
			
		||||
 | 
			
		||||
import java.io.File;
 | 
			
		||||
import java.io.IOException;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.Arrays;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
 | 
			
		||||
import static pp.battleship.Resources.lookup;
 | 
			
		||||
import static pp.battleship.game.client.ClientGameLogic.LOGGER;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.INVALID_PREVIEW;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.NORMAL;
 | 
			
		||||
import static pp.battleship.model.Battleship.Status.VALID_PREVIEW;
 | 
			
		||||
@@ -59,7 +54,7 @@ public boolean showEditor() {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void movePreview(IntPoint pos) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
 | 
			
		||||
        if (preview == null || !ownMap().isValid(pos)) return;
 | 
			
		||||
        preview.moveTo(pos);
 | 
			
		||||
        setPreviewStatus(preview);
 | 
			
		||||
@@ -74,7 +69,7 @@ public void movePreview(IntPoint pos) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickOwnMap(IntPoint pos) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
 | 
			
		||||
        if (!ownMap().isValid(pos)) return;
 | 
			
		||||
        if (preview == null)
 | 
			
		||||
            modifyShip(pos);
 | 
			
		||||
@@ -128,7 +123,7 @@ private void placeShip(IntPoint cursor) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void clickHarbor(IntPoint pos) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "click at {0} in harbor", pos); //NON-NLS
 | 
			
		||||
        if (!harbor().isValid(pos)) return;
 | 
			
		||||
        final Battleship shipAtCursor = harbor().findShipAt(pos);
 | 
			
		||||
        if (preview != null) {
 | 
			
		||||
@@ -155,7 +150,7 @@ else if (shipAtCursor != null) {
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void rotateShip() {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
 | 
			
		||||
        if (preview == null) return;
 | 
			
		||||
        preview.rotated();
 | 
			
		||||
        ownMap().remove(preview);
 | 
			
		||||
@@ -241,8 +236,8 @@ public void loadMap(File file) throws IOException {
 | 
			
		||||
        final ShipMapDTO dto = ShipMapDTO.loadFrom(file);
 | 
			
		||||
        if (!dto.fits(logic.getDetails()))
 | 
			
		||||
            throw new IOException(lookup("map.doesnt.fit"));
 | 
			
		||||
        if (!verifyMap(dto)) {
 | 
			
		||||
            throw new IOException(lookup("player.submitted.invalid.map"));
 | 
			
		||||
        else if (!checkMapToLoad(dto)) {
 | 
			
		||||
            throw new IOException(lookup("ships.dont.fit.the.map"));
 | 
			
		||||
        }
 | 
			
		||||
        ownMap().clear();
 | 
			
		||||
        dto.getShips().forEach(ownMap()::add);
 | 
			
		||||
@@ -252,43 +247,32 @@ public void loadMap(File file) throws IOException {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns true, if the given map is valid (don't overlap or out of bound)
 | 
			
		||||
     * Checks if the provided map meets the requirements
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto the map
 | 
			
		||||
     * @return true, if the map is valid
 | 
			
		||||
     * @param dto the data transfer object to check
 | 
			
		||||
     * @return boolean if the map meets the requirements
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyMap(ShipMapDTO dto) { //MapMessage msg, int playerID
 | 
			
		||||
        return verifyBounds(dto) && verifyOverlap(dto);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * checks, whether a ship is out of the grid
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto is the Map, where the ships are in
 | 
			
		||||
     * @return true, if all ships are in bound
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyBounds(ShipMapDTO dto) {
 | 
			
		||||
    private boolean checkMapToLoad(ShipMapDTO dto) {
 | 
			
		||||
        int mapWidth = dto.getWidth();
 | 
			
		||||
        int mapHeight = dto.getHeight();
 | 
			
		||||
        for (Battleship ship : dto.getShips()) {
 | 
			
		||||
            if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
 | 
			
		||||
                return false;
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * checks whether the ships overlap each other
 | 
			
		||||
     *
 | 
			
		||||
     * @param dto ist the map, where the ships are in
 | 
			
		||||
     * @return true, if no ships overlap
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyOverlap(ShipMapDTO dto) {
 | 
			
		||||
        // check if ship is out of bounds
 | 
			
		||||
        for (int i = 0; i < dto.getShips().size(); i++) {
 | 
			
		||||
            Battleship battleship = dto.getShips().get(i);
 | 
			
		||||
            if (battleship.getMaxX() >= mapWidth || battleship.getMinX() < 0 || battleship.getMaxY() >= mapHeight || battleship.getMinY() < 0) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", battleship.toString());
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // check if ships overlap
 | 
			
		||||
        List<Battleship> ships = dto.getShips();
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            for (Battleship compareShip : ships) {
 | 
			
		||||
                if (!ship.equals(compareShip)) {
 | 
			
		||||
                    if (ship.collidesWith(compareShip)) return false;
 | 
			
		||||
                if (!(ship == compareShip)) {
 | 
			
		||||
                    if (ship.collidesWith(compareShip)) {
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 
 | 
			
		||||
@@ -1,12 +1,9 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.notification.Music;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the client when the game is over.
 | 
			
		||||
 */
 | 
			
		||||
@@ -16,8 +13,14 @@ class GameOverState extends ClientState {
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic the client game logic
 | 
			
		||||
     */
 | 
			
		||||
    GameOverState(ClientGameLogic logic) {
 | 
			
		||||
    GameOverState(ClientGameLogic logic, boolean loser) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        if (loser) {
 | 
			
		||||
            logic.playMusic(Music.LOSE_THEME);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            logic.playMusic(Music.VICTORY_THEME);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
@@ -58,6 +53,11 @@ private void fillHarbor(GameDetails details) {
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if map may be saved to file
 | 
			
		||||
     *
 | 
			
		||||
     * @return false
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean maySaveMap() {
 | 
			
		||||
        return false;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
@@ -41,16 +36,14 @@ public void receivedStartBattle(StartBattleMessage msg) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the GameDetails message received from the server.
 | 
			
		||||
     * If the map is invalid, the editor state is set.
 | 
			
		||||
     * Reverts the client back to the editor state if an invalid map is provided
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the GameDetails message received
 | 
			
		||||
     * @param details the game details including map size and ships
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedGameDetails(GameDetails msg) {
 | 
			
		||||
    public void receivedGameDetails(GameDetails details) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
 | 
			
		||||
        logic.setInfoText("map.invalid");
 | 
			
		||||
        logic.setState(new EditorState(logic));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,18 +1,16 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.AnimationEndMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.EndAnimationMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.*;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartAnimationMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.message.server.SwitchToBattleState;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
 | 
			
		||||
@@ -36,8 +34,9 @@ public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
    private boolean playerOneAnimationReady = false;
 | 
			
		||||
    private boolean playerTwoAnimationReady = false;
 | 
			
		||||
 | 
			
		||||
    private boolean p1AnimationFinished = false;
 | 
			
		||||
    private boolean p2AnimationFinished = false;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ServerGameLogic with the specified sender and configuration.
 | 
			
		||||
@@ -142,76 +141,72 @@ public Player addPlayer(int id) {
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else if (!verifyMap(msg, from)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "player submitted invalid map", state);
 | 
			
		||||
            send(getPlayerById(from), new GameDetails(config));
 | 
			
		||||
        } else
 | 
			
		||||
        else if (!checkMap(msg, from)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "The submitted map is not allowed");
 | 
			
		||||
            send(players.get(from), new GameDetails(config));
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of an EndAnimation message
 | 
			
		||||
     * @param msg received EndAnimation message
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationEndMessage msg, int from) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "AnimationEndMessage was received by ServerGameLogic");
 | 
			
		||||
        if (state != ServerState.ANIMATION_WAIT_STATE)
 | 
			
		||||
    public void received(EndAnimationMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.WAIT_ANIMATION)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation not allowed in {0}", state);
 | 
			
		||||
        else if (getPlayerById(from) == players.get(0)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "{0} set to true", getPlayerById(from));
 | 
			
		||||
            playerOneAnimationReady = true;
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        } else if (getPlayerById(from) == players.get(1)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
 | 
			
		||||
            playerTwoAnimationReady = true;
 | 
			
		||||
            p1AnimationFinished = true;
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
        if (playerOneAnimationReady && playerTwoAnimationReady) {
 | 
			
		||||
        else if (getPlayerById(from) == players.get(1)) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "{0} set to true {1}", getPlayerById(from), getPlayerById(from).toString());
 | 
			
		||||
            p2AnimationFinished = true;
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
        if (p1AnimationFinished && p2AnimationFinished) {
 | 
			
		||||
            setState(ServerState.BATTLE);
 | 
			
		||||
            for (Player player : players)
 | 
			
		||||
                send(player, new BackToBattleStateMessage(player == activePlayer));
 | 
			
		||||
            playerOneAnimationReady = false;
 | 
			
		||||
            playerTwoAnimationReady = false;
 | 
			
		||||
                send(player, new SwitchToBattleState(player == activePlayer));
 | 
			
		||||
            p1AnimationFinished = false;
 | 
			
		||||
            p2AnimationFinished = false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method returns true, if the given map is valid (don't overlap or out of bound)
 | 
			
		||||
     * Returns true if the map contains correct ship placement and is of the correct size
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg      the message, where the map is in
 | 
			
		||||
     * @param playerID the player, who committed the map
 | 
			
		||||
     * @return true, if the map is valid
 | 
			
		||||
     * @param msg  the received MapMessage of the player
 | 
			
		||||
     * @param from the ID of the Player
 | 
			
		||||
     * @return a boolean based on if the transmitted map ist correct
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyMap(MapMessage msg, int playerID) {
 | 
			
		||||
        return verifyBounds(msg, playerID) && verifyOverlap(msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * checks, whether a ship is out of the grid
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg is the message, where the map is in
 | 
			
		||||
     * @return true, if all ships are in bound
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyBounds(MapMessage msg, int playerID) {
 | 
			
		||||
        int mapWidth = getPlayerById(playerID).getMap().getWidth();
 | 
			
		||||
        int mapHeight = getPlayerById(playerID).getMap().getHeight();
 | 
			
		||||
    private boolean checkMap(MapMessage msg, int from) {
 | 
			
		||||
        int mapWidth = getPlayerById(from).getMap().getWidth();
 | 
			
		||||
        int mapHeight = getPlayerById(from).getMap().getHeight();
 | 
			
		||||
 | 
			
		||||
        if (mapHeight != 10 || mapWidth != 10)
 | 
			
		||||
            return false;
 | 
			
		||||
 | 
			
		||||
        // check if ship is out of bounds
 | 
			
		||||
        for (Battleship ship : msg.getShips()) {
 | 
			
		||||
            if (ship.getMaxX() > mapWidth || ship.getMinX() < 0 || ship.getMaxY() > mapHeight || ship.getMinY() < 0)
 | 
			
		||||
            if (ship.getMaxX() >= mapWidth || ship.getMinX() < 0 || ship.getMaxY() >= mapHeight || ship.getMinY() < 0) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Ship is out of bounds ({0})", ship.toString());
 | 
			
		||||
                return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * checks whether the ships overlap each other
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg is the message, where the map is in
 | 
			
		||||
     * @return true, if no ships overlap
 | 
			
		||||
     */
 | 
			
		||||
    private boolean verifyOverlap(MapMessage msg) {
 | 
			
		||||
        // check if ships overlap
 | 
			
		||||
        List<Battleship> ships = msg.getShips();
 | 
			
		||||
        for (Battleship ship : ships) {
 | 
			
		||||
            for (Battleship compareShip : ships) {
 | 
			
		||||
                if (!ship.equals(compareShip)) {
 | 
			
		||||
                    if (ship.collidesWith(compareShip)) return false;
 | 
			
		||||
                if (!(ship == compareShip)) {
 | 
			
		||||
                    if (ship.collidesWith(compareShip)) {
 | 
			
		||||
                        return false;
 | 
			
		||||
                    }
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
@@ -228,13 +223,11 @@ private boolean verifyOverlap(MapMessage msg) {
 | 
			
		||||
    public void received(ShootMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.BATTLE)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else {
 | 
			
		||||
        else
 | 
			
		||||
            for (Player player : players) {
 | 
			
		||||
                send(player, new AnimationStartMessage(msg.getPosition(), player == activePlayer));
 | 
			
		||||
                setState(ServerState.ANIMATION_WAIT_STATE);
 | 
			
		||||
                send(player, new StartAnimationMessage(msg.getPosition(), player == activePlayer));
 | 
			
		||||
                setState(ServerState.WAIT_ANIMATION);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
@@ -258,127 +251,86 @@ void playerReady(Player player, List<Battleship> ships) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the shooting action by the player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p        the player who shot
 | 
			
		||||
     * @param position the position of the shot
 | 
			
		||||
     * Handles what Effect should be triggered based on the shot
 | 
			
		||||
     * @param player the player receiving the message
 | 
			
		||||
     * @param position the position the shot hit
 | 
			
		||||
     */
 | 
			
		||||
    void shoot(Player p, IntPoint position) {
 | 
			
		||||
    void shoot(Player player, IntPoint position) {
 | 
			
		||||
        final Battleship selectedShip;
 | 
			
		||||
        selectedShip = getSelectedShip(p, position);
 | 
			
		||||
        selectedShip = getSelectedShip(player, position);
 | 
			
		||||
        if (selectedShip == null) {
 | 
			
		||||
            nullShip(p, position);
 | 
			
		||||
        } else {
 | 
			
		||||
            shootShip(p, position, selectedShip);
 | 
			
		||||
            shotMissed(player, position);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            shotHit(player, position, selectedShip);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * getter for the selected battleship through the shot
 | 
			
		||||
     *
 | 
			
		||||
     * @param p        the current player
 | 
			
		||||
     * @param position the position shot at
 | 
			
		||||
     * @return the battleship, on the position shot at
 | 
			
		||||
     * Returns the ship at a given position
 | 
			
		||||
     * @param player the player whose map will be checked for a ship
 | 
			
		||||
     * @param position the position to be checked for a ship
 | 
			
		||||
     * @return if there is a ship at the given position, returns the ship, else null
 | 
			
		||||
     */
 | 
			
		||||
    private Battleship getSelectedShip(Player p, IntPoint position) {
 | 
			
		||||
        return (p != activePlayer) ? p.getMap().findShipAt(position) : getOpponent(p).getMap().findShipAt(position);
 | 
			
		||||
    Battleship getSelectedShip(Player player, IntPoint position) {
 | 
			
		||||
        if (player != activePlayer) {
 | 
			
		||||
            return player.getMap().findShipAt(position);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            return getOpponent(player).getMap().findShipAt(position);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method handles the shot logic, if the shot misses
 | 
			
		||||
     *
 | 
			
		||||
     * @param p        the current player
 | 
			
		||||
     * @param position the position shot at
 | 
			
		||||
     * Sends a message to the client that the shot missed
 | 
			
		||||
     * @param player the player receiving the message
 | 
			
		||||
     * @param position the position at which the shot hit in the water
 | 
			
		||||
     */
 | 
			
		||||
    private void nullShip(Player p, IntPoint position) {
 | 
			
		||||
        if (p != activePlayer) {
 | 
			
		||||
            send(p, EffectMessage.miss(false, position));
 | 
			
		||||
        } else {
 | 
			
		||||
    void shotMissed(Player player, IntPoint position) {
 | 
			
		||||
        if (player != activePlayer) {
 | 
			
		||||
            send(player, EffectMessage.miss(false, position));
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
            send(activePlayer, EffectMessage.miss(true, position));
 | 
			
		||||
 | 
			
		||||
        if (p1AnimationFinished && p2AnimationFinished)
 | 
			
		||||
            if (player == activePlayer)
 | 
			
		||||
                activePlayer = getOpponent(player);
 | 
			
		||||
            else
 | 
			
		||||
                activePlayer = player;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sends a message to the client that the shot missed
 | 
			
		||||
     * @param player the player receiving the message
 | 
			
		||||
     * @param position the position at which the shot hit in the ship
 | 
			
		||||
     * @param ship the ship that has been hit
 | 
			
		||||
     */
 | 
			
		||||
    void shotHit(Player player, IntPoint position, Battleship ship) {
 | 
			
		||||
        ship.hit(position);
 | 
			
		||||
        if (getOpponent(activePlayer).getMap().getRemainingShips().isEmpty()) {
 | 
			
		||||
            if (player != activePlayer)
 | 
			
		||||
                send(player, EffectMessage.lost(position, ship, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
            else
 | 
			
		||||
                send(activePlayer, EffectMessage.won(position, ship));
 | 
			
		||||
 | 
			
		||||
            if (p1AnimationFinished && p2AnimationFinished) {
 | 
			
		||||
                setState(ServerState.GAME_OVER);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        //switches the active player, when both have finished their animation
 | 
			
		||||
        if (playerOneAnimationReady && playerTwoAnimationReady) {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "switched active player");
 | 
			
		||||
            if (p != activePlayer) {
 | 
			
		||||
                activePlayer = p;
 | 
			
		||||
            } else {
 | 
			
		||||
                activePlayer = getOpponent(p);
 | 
			
		||||
        else if (ship.isDestroyed()) {
 | 
			
		||||
            if (player != activePlayer)
 | 
			
		||||
                send(player, EffectMessage.shipDestroyed(false, position, ship));
 | 
			
		||||
            else
 | 
			
		||||
                send(activePlayer, EffectMessage.shipDestroyed(true, position, ship));
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            if (player != activePlayer) {
 | 
			
		||||
                send(player, EffectMessage.hit(false, position));
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                send(activePlayer, EffectMessage.hit(true, position));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * this method handles the shot logic, if the shot misses
 | 
			
		||||
     *
 | 
			
		||||
     * @param p            the current player
 | 
			
		||||
     * @param position     the position shot at
 | 
			
		||||
     * @param selectedShip the ship shot at
 | 
			
		||||
     */
 | 
			
		||||
    private void shootShip(Player p, IntPoint position, Battleship selectedShip) {
 | 
			
		||||
        selectedShip.hit(position);
 | 
			
		||||
        if (isGameOver(getOpponent(p))) {
 | 
			
		||||
            gameOver(p, position, selectedShip);
 | 
			
		||||
        } else if (selectedShip.isDestroyed()) {
 | 
			
		||||
            shipDestroys(p, position, selectedShip);
 | 
			
		||||
        } else {
 | 
			
		||||
            shipHit(p, position);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * checks, if the given player ends the game, bc he has no ships
 | 
			
		||||
     *
 | 
			
		||||
     * @param p the player
 | 
			
		||||
     * @return true, if the given player has no shi left
 | 
			
		||||
     */
 | 
			
		||||
    private boolean isGameOver(Player p) {
 | 
			
		||||
        return p.getMap().getRemainingShips().isEmpty();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * handles the shot logic,if the game is over
 | 
			
		||||
     *
 | 
			
		||||
     * @param p            the player
 | 
			
		||||
     * @param position     the position shot at
 | 
			
		||||
     * @param selectedShip the current ship, shot at
 | 
			
		||||
     */
 | 
			
		||||
    private void gameOver(Player p, IntPoint position, Battleship selectedShip) {
 | 
			
		||||
        if (p != activePlayer) {
 | 
			
		||||
            send(p, EffectMessage.lost(position, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
        } else {
 | 
			
		||||
            send(activePlayer, EffectMessage.won(position, selectedShip));
 | 
			
		||||
        }
 | 
			
		||||
        if (playerOneAnimationReady && playerTwoAnimationReady) {
 | 
			
		||||
            setState(ServerState.GAME_OVER);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * handles the logic,if the ship is destroyed and it's not gameOver
 | 
			
		||||
     *
 | 
			
		||||
     * @param p            the player
 | 
			
		||||
     * @param position     the position shot at
 | 
			
		||||
     * @param selectedShip the ship shot at
 | 
			
		||||
     */
 | 
			
		||||
    private void shipDestroys(Player p, IntPoint position, Battleship selectedShip) {
 | 
			
		||||
        if (p != activePlayer) {
 | 
			
		||||
            send(p, EffectMessage.shipDestroyed(false, position, selectedShip));
 | 
			
		||||
        } else {
 | 
			
		||||
            send(activePlayer, EffectMessage.shipDestroyed(true, position, selectedShip));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * handles the logic,if the ship is hit and it's not gameOver
 | 
			
		||||
     *
 | 
			
		||||
     * @param p        the player
 | 
			
		||||
     * @param position the position shot at
 | 
			
		||||
     */
 | 
			
		||||
    private void shipHit(Player p, IntPoint position) {
 | 
			
		||||
        if (p != activePlayer) {
 | 
			
		||||
            send(p, EffectMessage.hit(false, position));
 | 
			
		||||
        } else {
 | 
			
		||||
            send(activePlayer, EffectMessage.hit(true, position));
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,9 +1,4 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
@@ -27,12 +22,12 @@ enum ServerState {
 | 
			
		||||
    BATTLE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     * Waits for the Animation to finish
 | 
			
		||||
     */
 | 
			
		||||
    GAME_OVER,
 | 
			
		||||
    WAIT_ANIMATION,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has paused, cause the clients need time to play their respective animations
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     */
 | 
			
		||||
    ANIMATION_WAIT_STATE
 | 
			
		||||
    GAME_OVER
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -1,10 +1,3 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.singlemode;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
 
 | 
			
		||||