229 Commits

Author SHA1 Message Date
Felix Koppe
c4e5b7f7c8 Merge main 2024-11-28 15:02:41 +01:00
Hanno Fleischer
cbbef16374 added two more todos 2024-11-27 09:20:22 +01:00
Hanno Fleischer
c9362a7a95 fixed bugs so the programm would start and added some Todo where code is missing or was fraudulent 2024-11-27 09:19:57 +01:00
Felix
35cf092d5c Merge commit 2024-11-27 08:44:29 +01:00
Felix
06e2d831ef Fix errors 2024-11-27 08:42:45 +01:00
Felix
75b53f8309 Fix model compile errors 2024-11-27 08:39:50 +01:00
Daniel Grigencha
20c9000d56 Merge remote-tracking branch 'origin/development' into development 2024-11-26 23:29:02 +01:00
Daniel Grigencha
5a911326ba minor changes to the server state automaton 2024-11-26 23:28:49 +01:00
Hanno Fleischer
621bb9efae fixed bugs inside of the client state machine and the message UpdateTSK 2024-11-26 20:31:16 +01:00
Felix
58f94e73db Merge commit 2024-11-26 20:23:23 +01:00
Fleischer Hanno
84c289cfd1 implemented all methods required for the state pattern in the client and adjusted the messages to work with player ids instead of names 2024-11-26 20:04:58 +01:00
Fleischer Hanno
f827757ad1 added next method for Color 2024-11-26 18:16:19 +01:00
Daniel Grigencha
e4a9b16fd5 Merge remote-tracking branch 'origin/development' into development 2024-11-26 18:12:32 +01:00
Daniel Grigencha
d63d0cc2a0 changed default constructor of 'Player' class 2024-11-26 18:12:08 +01:00
Hanno Fleischer
a127ee524a Merge remote-tracking branch 'origin/development' into development
# Conflicts:
#	Projekte/.run/MdgaApp.run.xml
2024-11-26 18:05:37 +01:00
Hanno Fleischer
5c2df2430d reworked the client state machine and removed the seperate classes for the statemachines
these machines are now directly included in the parent states
2024-11-26 18:04:56 +01:00
Daniel Grigencha
2e76c41d3a added new 'Disconnect' client message and updated 'Player' and 'Game' classes 2024-11-26 18:02:19 +01:00
Fleischer Hanno
46a6552bca refactored the whole client package structure 2024-11-26 11:12:58 +01:00
Fleischer Hanno
1d95146272 refactored the model to incoporate a correct folder structure 2024-11-26 11:12:56 +01:00
Benjamin Feyer
9859d52e02 edted some tests with null tests 2024-11-26 11:12:55 +01:00
Benjamin Feyer
e18ea15efa added javadocs 2024-11-26 11:12:54 +01:00
Benjamin Feyer
461a497353 added some more testmethods 2024-11-26 11:12:54 +01:00
Benjamin Feyer
4c3099ddf2 corrected testmethods in clientStateTest 2024-11-26 11:12:54 +01:00
Benjamin Feyer
b0ab870451 added tests in the serverStateTest
added the testmethods for rolldice and movepiece
2024-11-26 11:12:54 +01:00
Benjamin Feyer
993c94c306 edited some tests in ServerStateTest 2024-11-26 11:12:54 +01:00
Benjamin Feyer
e52af59cac minor changes 2024-11-26 11:12:54 +01:00
Benjamin Feyer
40f1bdb51f added some testmethods and corrected other in the clientStatemachineTests 2024-11-26 11:12:54 +01:00
Benjamin Feyer
436dae4ebc added some testmethods for the client testing the statechanges in the dialogs 2024-11-26 11:12:54 +01:00
Benjamin Feyer
1b2d4df96f added some mor testcases for the clientstatemachine 2024-11-26 11:12:54 +01:00
Benjamin Feyer
f3ca9f01c0 added the empty testmethods in serverstateTest and edited the testmethods for substates of choocePiece in Client into MovePiece 2024-11-26 11:12:54 +01:00
Benjamin Feyer
3c97cdae38 edited a test in the clientStateTest 2024-11-26 11:12:54 +01:00
Benjamin Feyer
227d4286e5 editet tests for the server and client statemachines 2024-11-26 11:12:54 +01:00
Benjamin Feyer
9939ec2861 added empty serverstatetests 2024-11-26 11:12:54 +01:00
Benjamin Feyer
1a6a460f9f initial test commit,
added all testclasses except Playertest, Viewtest, Cameratest, SettingsTest, SoundTest, ReactionTest and ClientStateTest. And filled all created testclasses with empty testmethods, except ServerStateTest.
2024-11-26 11:12:54 +01:00
Daniel Grigencha
ec58e9c85f added import statement with the refactored server messages 2024-11-26 11:12:54 +01:00
Daniel Grigencha
cf6777023f added mdga server controller 2024-11-26 11:12:54 +01:00
Daniel Grigencha
739279d3df added new server state chart 2024-11-26 11:12:52 +01:00
Daniel Grigencha
b6bf25671f reverted server messages 2024-11-26 11:12:50 +01:00
Daniel Grigencha
5a9fd2a939 deleted server state automaton 2024-11-26 11:12:49 +01:00
Hanno Fleischer
e1b21de718 added two Pieces in RequestPlayCard in order to differentiate between own and enemy pieces 2024-11-26 11:12:39 +01:00
Hanno Fleischer
f321608132 added two lists in PossiblePiece in order to differentiate between own and enemy pieces 2024-11-26 11:12:39 +01:00
Hanno Fleischer
dd7a27629b added static methods to construct a PlayCard message for each card type 2024-11-26 11:12:39 +01:00
Hanno Fleischer
eba681c350 added getter for ArrayList Player in Game and created a flag for ready status in Player 2024-11-26 11:12:39 +01:00
Daniel Grigencha
f97eea3e5e added default constructor for serialization purposes 2024-11-26 11:12:39 +01:00
Hanno Fleischer
1582038dfe added an ArrayList of Player in game and added the received methods in clientgamelogic 2024-11-26 11:12:39 +01:00
Daniel Grigencha
798e996a8d fixed sonarlint errors and deleted map playerConnectionID 2024-11-26 11:12:39 +01:00
Fleischer Hanno
472d87b0c9 refactored ceremony message 2024-11-26 11:12:39 +01:00
Fleischer Hanno
7cfb863e5c corrected refactoring mistake, ich which RankingResponce was renamed to RankingResponse 2024-11-26 11:12:35 +01:00
Fleischer Hanno
7e1d2e833e added getter for dialogstatemachine in dialogs 2024-11-26 11:12:30 +01:00
Fleischer Hanno
67a87ffa81 made all con structors of clients states public 2024-11-26 11:12:30 +01:00
Daniel Grigencha
12fbf4e77e added javadocs to all server messages 2024-11-26 11:12:30 +01:00
Daniel Grigencha
f6d16a81bf added javadocs to all client messages 2024-11-26 11:12:30 +01:00
Fleischer Hanno
6938ce16b7 added the constructors for all client states and their statemachines 2024-11-26 11:12:30 +01:00
Daniel Grigencha
85ea4d340c added more logic for the server state diagram 2024-11-26 11:12:30 +01:00
Fleischer Hanno
e3d5d8e2e9 added message contents to the messages
addedn the conentents for all messages regarding the BPMN diagramm and own interpretation.
also created an identifier for pieces to be used for network communication between server and client so that they talk about the same piece.
2024-11-26 11:12:30 +01:00
Daniel Grigencha
6dfb2980fa added more logic for the server state diagram 2024-11-26 11:12:26 +01:00
Fleischer Hanno
f3894a5058 added a method to check if a player has pieces in his waiting area 2024-11-26 11:11:51 +01:00
Hanno Fleischer
787d8b558c added the method tryMove and the methods used by it into serverstate 2024-11-26 11:11:51 +01:00
Daniel Grigencha
3949a00932 added more logic for the server state diagram 2024-11-26 11:11:51 +01:00
Fleischer Hanno
7eafa3da39 refactored the whole client package structure 2024-11-25 17:43:29 +01:00
Fleischer Hanno
7178935553 refactored the model to incoporate a correct folder structure 2024-11-25 16:41:44 +01:00
Daniel Grigencha
0b538efbfb Merge remote-tracking branch 'origin/development' into development 2024-11-25 16:36:53 +01:00
Daniel Grigencha
f2d5221328 added import statement with the refactored server messages 2024-11-25 16:36:40 +01:00
Daniel Grigencha
06195854d8 added mdga server controller 2024-11-25 16:35:49 +01:00
Daniel Grigencha
321909387d added new server state chart 2024-11-25 16:35:27 +01:00
Hanno Fleischer
933c7ecad7 Merge branch 'dev/test' into 'development'
merge for refactoring of project structure

See merge request progproj/gruppen-ht24/Gruppe-01!15
2024-11-25 15:34:42 +00:00
Felix
806a149bfc Merge dev/client_koppe 2024-11-25 16:33:04 +01:00
Benjamin Feyer
1803fb5549 edted some tests with null tests 2024-11-25 16:32:51 +01:00
Felix
96489f2454 Minor work 2024-11-25 16:32:16 +01:00
Felix
439231aecf Add rotateable cam 2024-11-25 16:15:59 +01:00
Daniel Grigencha
9759b6871b reverted server messages 2024-11-25 16:14:15 +01:00
Daniel Grigencha
52d9fff493 deleted server state automaton 2024-11-25 15:43:29 +01:00
Hanno Fleischer
31b449662f added two Pieces in RequestPlayCard in order to differentiate between own and enemy pieces 2024-11-25 15:09:24 +01:00
Hanno Fleischer
3be037d590 added two lists in PossiblePiece in order to differentiate between own and enemy pieces 2024-11-25 15:07:43 +01:00
Felix
8982662f5b Remove debug statement 2024-11-25 14:01:06 +01:00
Felix
d70efb32ea Fix audio settings 2024-11-25 13:59:55 +01:00
Hanno Fleischer
d15242f816 added static methods to construct a PlayCard message for each card type 2024-11-25 13:42:00 +01:00
Hanno Fleischer
4705512648 added getter for ArrayList Player in Game and created a flag for ready status in Player 2024-11-25 12:52:22 +01:00
Hanno Fleischer
7efb89c634 Merge remote-tracking branch 'origin/development' into development 2024-11-25 11:20:09 +01:00
Hanno Fleischer
15d1c36dad added an ArrayList of Player in game and added the received methods in clientgamelogic 2024-11-25 11:19:17 +01:00
Benjamin Feyer
ce528457a5 added javadocs 2024-11-25 02:30:43 +01:00
Benjamin Feyer
2cfa328c4c added some more testmethods 2024-11-25 01:50:02 +01:00
Benjamin Feyer
928304fb4b corrected testmethods in clientStateTest 2024-11-25 01:24:11 +01:00
Benjamin Feyer
aa88dff566 added tests in the serverStateTest
added the testmethods for rolldice and movepiece
2024-11-25 00:36:59 +01:00
Benjamin Feyer
f7bd9a0f38 edited some tests in ServerStateTest 2024-11-25 00:20:47 +01:00
Daniel Grigencha
cc800a8dd7 added default constructor for serialization purposes 2024-11-24 23:55:48 +01:00
Daniel Grigencha
7c5720cb9d fixed sonarlint errors and deleted map playerConnectionID 2024-11-24 23:06:30 +01:00
Benjamin Feyer
1821a222e9 minor changes 2024-11-24 22:24:39 +01:00
Benjamin Feyer
2e302ddc75 Merge branch 'development' into 'dev/test'
merge changes into the testbranch

See merge request progproj/gruppen-ht24/Gruppe-01!14
2024-11-24 21:23:23 +00:00
Fleischer Hanno
ed47883281 refactored ceremony message 2024-11-24 22:20:04 +01:00
Fleischer Hanno
599b3e8f47 corrected refactoring mistake, ich which RankingResponce was renamed to RankingResponse 2024-11-24 22:18:48 +01:00
Fleischer Hanno
040b8830ab added getter for dialogstatemachine in dialogs 2024-11-24 22:03:19 +01:00
Benjamin Feyer
6fa3e8c00d Merge branch 'development' into 'dev/test'
Development

See merge request progproj/gruppen-ht24/Gruppe-01!13
2024-11-24 20:58:39 +00:00
Fleischer Hanno
83c79af31a made all con structors of clients states public 2024-11-24 21:56:32 +01:00
Daniel Grigencha
653c3fb962 added javadocs to all server messages 2024-11-24 20:51:03 +01:00
Daniel Grigencha
8932c8a8cd added javadocs to all client messages 2024-11-24 19:56:51 +01:00
Benjamin Feyer
4c078ab0e2 added some testmethods and corrected other in the clientStatemachineTests 2024-11-24 19:37:03 +01:00
Benjamin Feyer
2a97ede985 added some testmethods for the client testing the statechanges in the dialogs 2024-11-24 19:03:19 +01:00
Benjamin Feyer
56492cdda6 added some mor testcases for the clientstatemachine 2024-11-24 18:40:10 +01:00
Benjamin Feyer
a71619612a added the empty testmethods in serverstateTest and edited the testmethods for substates of choocePiece in Client into MovePiece 2024-11-24 18:21:26 +01:00
Benjamin Feyer
f18a62b089 Merge branch 'development' into 'dev/test'
Testmerge

See merge request progproj/gruppen-ht24/Gruppe-01!12
2024-11-24 15:09:07 +00:00
Benjamin Feyer
c204984a74 edited a test in the clientStateTest 2024-11-24 16:03:12 +01:00
Fleischer Hanno
1d4048cf16 added the constructors for all client states and their statemachines 2024-11-24 16:02:04 +01:00
Benjamin Feyer
2095ea5866 editet tests for the server and client statemachines 2024-11-24 15:49:01 +01:00
Daniel Grigencha
f425eff26b added more logic for the server state diagram 2024-11-24 15:27:10 +01:00
Hanno Fleischer
cd22ece485 Merge branch 'dev/client' into 'development'
Merge results from dev/client into development

See merge request progproj/gruppen-ht24/Gruppe-01!11
2024-11-24 09:45:30 +00:00
Cedric Beck
16dc28013e merge development into dev/client 2024-11-24 10:39:28 +01:00
Cedric Beck
9ab71bfaf6 merge dev/client_koppe into dev/client 2024-11-24 10:34:48 +01:00
Cedric Beck
ccad47f95a Merge branch 'dev/client' into dev/client_koppe 2024-11-24 10:32:00 +01:00
Cedric Beck
f830aec8ce Merge branch 'dev/client_beck' into 'dev/client'
Added basic display of bonusCards for presentation on Monday

See merge request progproj/gruppen-ht24/Gruppe-01!10
2024-11-24 09:31:33 +00:00
Cedric Beck
c8c0188452 merge dev/client into dev/client_koppe 2024-11-24 10:30:37 +01:00
Cedric Beck
a5b7488e92 Merge branch 'dev/client' into dev/client_beck 2024-11-24 09:23:57 +01:00
Cedric Beck
11794b6ac7 added GuiHandler and showing bonuscards 2024-11-24 09:21:44 +01:00
Cedric Beck
a8d80fd3f4 Merge branch 'dev/client_beck' into 'dev/client'
Added all basic functionalitites to BoardHandler

See merge request progproj/gruppen-ht24/Gruppe-01!9
2024-11-23 21:12:14 +00:00
Fleischer Hanno
806f0d7d9d added message contents to the messages
addedn the conentents for all messages regarding the BPMN diagramm and own interpretation.
also created an identifier for pieces to be used for network communication between server and client so that they talk about the same piece.
2024-11-23 12:26:20 +01:00
Cedric Beck
7368014b10 merge dev/client into dev/client_beck 2024-11-22 20:38:00 +01:00
Cedric Beck
ebdedc6494 added working piece outline; added final tweaks for boardHandler 2024-11-22 19:53:32 +01:00
Benjamin Feyer
df2a7151f0 Merge branch 'development' into 'dev/test'
Merge Test to Development

See merge request progproj/gruppen-ht24/Gruppe-01!8
2024-11-22 12:56:51 +00:00
Cedric Beck
00014eeb09 tried fixing outline problem 2024-11-22 13:56:43 +01:00
Daniel Grigencha
89232901a7 added more logic for the server state diagram 2024-11-22 09:37:49 +01:00
Felix
a79a315f83 Minor work 2024-11-21 16:44:28 +01:00
Felix
c470c205e4 Add host&join menu and work on modelSyncronizer 2024-11-21 16:16:19 +01:00
Felix
982ca00b55 Make lobby buttons colored 2024-11-21 16:16:19 +01:00
Felix
c1f4ea480c Add host&join menu and work on modelSyncronizer 2024-11-21 16:14:06 +01:00
Cedric Beck
a8a725611f added highlighting -> bug all assets are transparent 2024-11-21 09:56:40 +01:00
Felix
02ce0df614 Make lobby buttons colored 2024-11-20 15:21:07 +01:00
Felix Koppe
6e57e309cc Merge branch 'dev/client_koppe' into 'dev/client'
Merge work

See merge request progproj/gruppen-ht24/Gruppe-01!7
2024-11-20 12:50:00 +00:00
Felix
d87acd46cc Fix camera init/shutdown 2024-11-20 13:48:59 +01:00
Felix
58395fe3cb Merge dev/client_beck 2024-11-20 13:42:10 +01:00
Felix
5f54eff038 Add inputHandler 2024-11-20 13:32:50 +01:00
Felix
184b565526 Add volume controll 2024-11-20 12:40:51 +01:00
Felix
176efc2aca Add settings menus 2024-11-20 09:24:01 +01:00
Felix
bb491a2682 Make button size dynamic 2024-11-19 19:27:04 +01:00
Felix
51e83c5ae4 Implement notificationSyncronizer 2024-11-19 19:01:52 +01:00
Felix
47f0e44d0a Merge development 2024-11-19 18:40:08 +01:00
Felix
80fab1ffdc Begin work on actionHandler 2024-11-19 18:36:49 +01:00
Felix
03eef66332 Finish buttons 2024-11-19 18:28:37 +01:00
Felix
34415bc9f2 Add left/right buttons 2024-11-19 14:16:01 +01:00
Felix
030842d251 Some work 2024-11-19 12:52:43 +01:00
Hanno Fleischer
a3a9f0d88d Merge branch 'development' into 'dev/test'
TestMerge 3

See merge request progproj/gruppen-ht24/Gruppe-01!6
2024-11-19 11:48:06 +00:00
Benjamin Feyer
6790be782e added empty serverstatetests 2024-11-19 12:42:11 +01:00
Cedric Beck
56256fb9c0 fixed rotation and added functionality für BoardHandler; added shiel visual 2024-11-18 21:30:30 +01:00
Felix
c6438d75cc Fix acousticHandler error 2024-11-18 16:40:01 +01:00
Felix
728530a8f2 Finish loop 2024-11-18 16:16:56 +01:00
Felix
7c09107d28 Work on Dialogs 2024-11-18 15:58:30 +01:00
Cedric Beck
2399bf2678 added world and trees for tree positioning 2024-11-18 12:40:40 +01:00
Cedric Beck
06d795b3e6 working on asset simplification 2024-11-18 12:03:42 +01:00
Cedric Beck
8d9a923970 added rotation for move piece, fixed problems because rotation on the z axis is reversed 2024-11-18 01:58:24 +01:00
Cedric Beck
c95beaeb14 working on pieceMovement 2024-11-17 23:57:36 +01:00
Daniel Grigencha
04501de11c Merge remote-tracking branch 'origin/development' into development 2024-11-17 21:18:38 +01:00
Fleischer Hanno
9cd9cc871c fixed a bug with use of addLast method for ArrayList which doesnot exist in Java 20 2024-11-17 21:18:19 +01:00
Fleischer Hanno
f69a2a9fda added a method to check if a player has pieces in his waiting area 2024-11-17 21:04:13 +01:00
Daniel Grigencha
e83ed1c835 Merge remote-tracking branch 'origin/development' into development 2024-11-17 20:17:29 +01:00
Daniel Grigencha
f379a6b638 added more logic for the server state diagram 2024-11-17 20:17:19 +01:00
Hanno Fleischer
90fb6e4133 added the method tryMove and the methods used by it into serverstate 2024-11-17 17:52:25 +01:00
Hanno Fleischer
9662e1f684 fixed a Bug where the import statement thought a package was a class because they where written the same 2024-11-17 15:34:39 +01:00
Daniel Grigencha
aae7ed9a87 added classes for client and server state machine
- a client state machine consits out of a 'ClientState' (every state of the machine) and a 'ClientStateMachine' (every state, which consists out of states), the machine starts with the ClientAutomaton
- analog for server
- started to implement logic for the server, transition from 'Lobby' to 'GameState'
2024-11-17 15:27:09 +01:00
Hanno Fleischer
07bd7dfa3d Merge branch 'development' into 'dev/test'
Testmerge

See merge request progproj/gruppen-ht24/Gruppe-01!5
2024-11-17 14:20:53 +00:00
Felix
b15dd96a86 Improve music fade and mock 2024-11-17 14:28:48 +01:00
Felix
ada90e787d Improve mock 2024-11-17 13:03:54 +01:00
Felix
cbeb296a44 Mock differen Views 2024-11-17 12:42:20 +01:00
Hanno Fleischer
a9fd13caab Merge branch 'dev/client' into 'development'
Client work of the Week

See merge request progproj/gruppen-ht24/Gruppe-01!4
2024-11-17 11:24:45 +00:00
Hanno Fleischer
a926554709 adjusted for check style 2024-11-17 12:01:00 +01:00
Cedric Beck
bbd84dd961 added code + checkstyle 2024-11-17 11:26:45 +01:00
Cedric Beck
e22f675f8b fixed merge conflict 2024-11-17 11:07:53 +01:00
Cedric Beck
956e9dd2fd merge from dev/client 2024-11-17 10:57:05 +01:00
Hanno Fleischer
020aa92cab added 4 more Notifications for Model -> View interaction 2024-11-17 10:39:36 +01:00
Felix Koppe
bb55ba7273 Merge branch 'dev/client_koppe' into 'dev/client'
Work of the week

See merge request progproj/gruppen-ht24/Gruppe-01!3
2024-11-17 09:09:13 +00:00
Cedric Beck
a2c7b9e299 added all assets; added node array; added node/piece_control saving 2024-11-16 23:05:30 +01:00
Hanno Fleischer
0845aa80f9 adjusted the model infield creation to represent the current view postion regarding the placement of the teams on the board 2024-11-16 22:31:11 +01:00
Hanno Fleischer
44b623f9fd added all Notifications for the model view communication
added all required notifications with their content and getter methods.
2024-11-16 18:58:33 +01:00
Felix
bf678000b8 Minor changes 2024-11-16 18:21:02 +01:00
Felix
e128d9e4cc Add docs to Acoustic 2024-11-16 16:33:21 +01:00
Felix
8c10e69eff General improvements 2024-11-16 16:15:08 +01:00
Hanno Fleischer
6b2d775534 added 2 methods for Test usage in Board and PlayerData 2024-11-16 13:31:56 +01:00
Felix
b509ab772d Add subVolume and delay 2024-11-16 13:07:39 +01:00
Cedric Beck
d0be65323e added rotation compability to map.mdga 2024-11-15 22:47:23 +01:00
Cedric Beck
81facb869f added playerMap for location playerAssets 2024-11-15 21:26:23 +01:00
Felix
b317bb957a Add sound 2024-11-15 16:52:40 +01:00
Felix
202cd7c0e6 Add music credits 2024-11-15 14:57:36 +01:00
Felix
e345edc38e Add game_3 music 2024-11-15 14:42:52 +01:00
Felix
133bffbd6b Add game_6 music 2024-11-15 14:42:41 +01:00
Felix
2287fdc88f Add game_5 music 2024-11-15 14:42:27 +01:00
Felix
976002ddd0 Add game_2 music 2024-11-15 14:42:10 +01:00
Felix
205cb654c7 Add game_1 music 2024-11-15 14:41:52 +01:00
Felix
d8544cc042 Add game_4 music 2024-11-15 14:41:29 +01:00
Felix
0aa7e83d62 Add main menu music 2024-11-15 14:40:59 +01:00
Felix
289c285adf Add lobby music 2024-11-15 14:40:34 +01:00
Felix
a4ac52b591 Add ceremony music 2024-11-15 14:40:09 +01:00
Felix
0bb4706fda Add GameMusic 2024-11-15 14:39:10 +01:00
Felix
a3c5af58d7 Remove grid extend limits 2024-11-14 23:24:12 +01:00
Felix
28960e8961 Activate assertions 2024-11-14 23:10:36 +01:00
Felix
bb7baf44bd Add circle_map.mdga 2024-11-14 22:47:22 +01:00
Felix
206c0d543e Merge commit 2024-11-14 22:14:19 +01:00
Felix
a68ad80402 Remove state classes 2024-11-14 22:13:57 +01:00
Cedric Beck
1cca5a9c6b added MapLoader and map for map view 2024-11-14 21:21:01 +01:00
Hanno Fleischer
ee59807395 Replaced in the notifications Card with BonusCard 2024-11-14 19:58:26 +01:00
Hanno Fleischer
37511d6334 Merge branch 'dev/client_koppe' into 'development'
Dev/client_koppe

See merge request progproj/gruppen-ht24/Gruppe-01!1
2024-11-14 18:45:24 +00:00
Felix
c83baac763 Fix error 2024-11-14 19:36:53 +01:00
Felix
6c7b58b415 Add notification constructors 2024-11-14 19:33:03 +01:00
Benjamin Feyer
33dbbdbe5c initial test commit,
added all testclasses except Playertest, Viewtest, Cameratest, SettingsTest, SoundTest, ReactionTest and ClientStateTest. And filled all created testclasses with empty testmethods, except ServerStateTest.
2024-11-14 18:07:36 +01:00
Felix Koppe
5693817f9b Add notifications 2024-11-14 17:56:43 +01:00
Felix Koppe
94ee786dc8 Minor work 2024-11-14 17:13:56 +01:00
Felix Koppe
92941f903c Merge commit 2024-11-14 16:51:22 +01:00
Cedric Beck
499da6a7ad added new jmonkey version 2024-11-14 16:25:14 +01:00
Hanno Fleischer
9bafd749b6 removed card and fixed codes style
removed card because it was unnecessary and reworked all classes containing it to implement the change
2024-11-14 15:49:22 +01:00
Cedric Beck
b71449b7b4 Merge branch 'view_assets' of https://athene2.informatik.unibw-muenchen.de/progproj/gruppen-ht24/Gruppe-01 into view_assets 2024-11-14 15:44:31 +01:00
Cedric Beck
dfcfe3351e asset 2024-11-14 15:37:25 +01:00
Hanno Fleischer
c7b65d949a added java docs to model/game and wrote the remaining getter and setter 2024-11-14 15:32:27 +01:00
Felix
921933722a Minor work 2024-11-14 15:23:59 +01:00
Felix
7fa45f39c6 Merge remote-tracking branch 'origin/dev_client' into dev_client
# Conflicts:
#	Projekte/mdga/client/src/main/java/pp/mdga/client/Animation/Animation.java
#	Projekte/mdga/client/src/main/java/pp/mdga/client/Animation/AnimationHandler.java
2024-11-14 15:04:41 +01:00
Felix
6849a0a023 Minor work on animation 2024-11-14 14:58:54 +01:00
Daniel Grigencha
e96cd40302 improved code style 2024-11-14 14:51:29 +01:00
Felix
d9a827697d First steps 2024-11-13 19:52:29 +01:00
Felix
0f39ea0dcc Add files 2024-11-13 17:57:14 +01:00
Felix
6e844287dd Delete garbarge 2024-11-13 17:23:07 +01:00
Felix
3465cdaa19 Merge branch 'view_assets' into dev_client
# Conflicts:
#	Projekte/mdga/client/build.gradle
2024-11-13 17:21:24 +01:00
Felix
60adc39c8b Add run config 2024-11-13 17:12:02 +01:00
Felix
8502b97a95 Merge main 2024-11-13 17:10:14 +01:00
Felix
0e90041209 Add .gitattributes and move .gitignore 2024-11-13 17:09:05 +01:00
Felix
f3f63a3e2c Merge main 2024-11-13 17:02:38 +01:00
Cedric Beck
8d02a144eb added screenshot and resources 2024-11-13 14:55:05 +01:00
Felix Koppe
af4caad6be Add .editorconfig 2024-11-13 11:58:07 +01:00
Felix Koppe
d1a343aaa9 Add MdgaApp.java and run config 2024-11-13 11:55:09 +01:00
Cedric Beck
80d70e9a45 added structure for client View 2024-11-12 17:52:39 +01:00
Cedric Beck
516c7ca303 fixed gradle build 2024-11-12 17:41:20 +01:00
Cedric Beck
a684405891 added init for mdga with all states and messages 2024-11-12 17:26:10 +01:00
Daniel Grigencha
ef16a3f92b Revert main branch 2024-10-02 13:30:55 +02:00
Felix Koppe
3a2f20e45c Fix ShipMap.remove 2024-10-02 08:21:32 +02:00
479 changed files with 57671 additions and 494760 deletions

14
.editorconfig Normal file
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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
[*.java]
indent_style = space
indent_size = 4
[*.txt]
indent_style = tab

59
.gitattributes vendored Normal file
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# Git configuration files
.gitattributes text
.gitignore text
.gitconfig text
.gitmodules text
# Documentation
*.md text
*.txt text
AUTHORS text
CHANGELOG text
CHANGES text
CONTRIBUTING text
COPYING text
INSTALL text
LICENSE text
NEWS text
TODO text
# Java sources
*.java text diff=java
*.kt text diff=kotlin
*.groovy text diff=java
*.scala text diff=java
*.gradle text diff=java
*.gradle.kts text diff=kotlin
# Normalize text files (Convert crlf => lf)
*.css text diff=css
*.scss text diff=css
*.sass text
*.df text
*.htm text diff=html
*.html text diff=html
*.js text
*.mjs text
*.cjs text
*.jsp text
*.jspf text
*.jspx text
*.properties text
*.tld text
*.tag text
*.tagx text
*.xml text
# Binary files
# (binary is a macro for -text -diff)
*.class binary
*.dll binary
*.ear binary
*.jar binary
*.so binary
*.war binary
*.jks binary
# Build tool wrappers
mvnw text eol=lf
gradlew text eol=lf

51
.gitignore vendored
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# Gradle
.gradle
build
build/
#!gradle/wrapper/gradle-wrapper.jar
#!**/src/main/**/build/
#!**/src/test/**/build/
# VSC
bin
# IntelliJ
*.iml
### IntelliJ IDEA ###
.idea
out
.idea/modules.xml
.idea/jarRepositories.xml
.idea/compiler.xml
.idea/libraries/
*.iws
*.iml
*.ipr
out/
#!**/src/main/**/out/
#!**/src/test/**/out/
# Eclipse
### Eclipse ###
.apt_generated
.classpath
.factorypath
.project
.settings
.springBeans
.sts4-cache
bin/
#!**/src/main/**/bin/
#!**/src/test/**/bin/
# Libraries
*.so
*.dylib
*.dll
*.jar
*.class
### NetBeans ###
/nbproject/private/
/nbbuild/
/dist/
/nbdist/
/.nb-gradle/
### VS Code ###
.vscode/
### Mac OS ###
.DS_Store
!Projekte/gradle/wrapper/gradle-wrapper.jar

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*.bat text eol=crlf
gradlew text eol=lf

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<component name="ProjectRunConfigurationManager">
<configuration default="false" name="BattleshipApp (Mac)" type="Application" factoryName="Application"
singleton="false">
<option name="MAIN_CLASS_NAME" value="pp.battleship.client.BattleshipApp"/>
<module name="Projekte.battleship.client.main"/>
<option name="VM_PARAMETERS" value="-XstartOnFirstThread"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.battleship.client.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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@@ -1,18 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="BattleshipApp" type="Application" factoryName="Application" singleton="false"
nameIsGenerated="true">
<option name="MAIN_CLASS_NAME" value="pp.battleship.client.BattleshipApp"/>
<module name="Projekte.battleship.client.main"/>
<option name="VM_PARAMETERS" value="-Djava.util.logging.config.file=logging.properties"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.battleship.client.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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<component name="ProjectRunConfigurationManager">
<configuration default="false" name="BattleshipServer" type="Application" factoryName="Application"
nameIsGenerated="true">
<option name="MAIN_CLASS_NAME" value="pp.battleship.server.BattleshipServer"/>
<module name="Projekte.battleship.server.main"/>
<option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$"/>
<extension name="coverage">
<pattern>
<option name="PATTERN" value="pp.battleship.server.*"/>
<option name="ENABLED" value="true"/>
</pattern>
</extension>
<method v="2">
<option name="Make" enabled="true"/>
</method>
</configuration>
</component>

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@@ -1,24 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="Projekte [test]" type="GradleRunConfiguration" factoryName="Gradle">
<ExternalSystemSettings>
<option name="executionName" />
<option name="externalProjectPath" value="$PROJECT_DIR$" />
<option name="externalSystemIdString" value="GRADLE" />
<option name="scriptParameters" value="--continue" />
<option name="taskDescriptions">
<list />
</option>
<option name="taskNames">
<list>
<option value="test" />
</list>
</option>
<option name="vmOptions" />
</ExternalSystemSettings>
<ExternalSystemDebugServerProcess>true</ExternalSystemDebugServerProcess>
<ExternalSystemReattachDebugProcess>true</ExternalSystemReattachDebugProcess>
<DebugAllEnabled>false</DebugAllEnabled>
<RunAsTest>false</RunAsTest>
<method v="2" />
</configuration>
</component>

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@@ -1,189 +0,0 @@
# Beispielprogramme des Programmierprojekts
Hier ist der Quellcode für das in der Einarbeitungsphase genutzte Spiel
_Battleships_ zu finden. Die Quellen bestehen aus den folgenden
Gradle-Unterprojekten:
* _:battleship:server_
* _:battleship:client_
* _:battleship:model_
* _:battleship:converter_
* _:common_
* _:jme-common_
_Battleships_ ist ein netzwerkbasiertes Spiel und besteht aus einem Server- und
einem Clientanteil, die in den Unterprojekten _:battleship:server_ und
_:battleship:client_ realisiert sind. Beide nutzen das Unterprojekt
_:battleship:model_, das den gemeinsamen Modellanteil enthält.
Die Unterprojekte _:common_ und _:jme-common_ enthalten Hilfsklassen.
Das Unterprojekt _:battleship:converter_ wird für _Battleships_ selbst nicht
benötigt, sondern enthält lediglich den Code, um ein im Spiel verwendetes
3d-Modell eines Schlachtschiffs in eine _J3O_-Datei umzuwandeln, die von jME
einfacher geladen werden kann.
## 1 Vorbereitung
Für das Programmierprojekt empfehlen wir die Verwendung von Java 20. Unter Linux
sollte [_Eclipse Temurin_](https://adoptium.net/temurin/releases/?version=20)
als JDK verwendet werden, andere JDKs können unter Linux Probleme verursachen.
Auf anderen Betriebssystemen empfehlen wir aber ebenfalls Temurin. Im Folgenden
ist beschrieben, wie Sie Temurin installieren und die Umgebungsvariable
**JAVA_HOME** richtig setzen, damit Sie Gradle (siehe unten) verwenden können.
### 1.1 Installation von Temurin
Laden Sie [_Eclipse Temurin_](https://adoptium.net/temurin/releases/?version=20)
entsprechend Ihrem Betriebssystem und Ihrer Prozessorarchitektur herunter und
entpacken Sie das Archiv in einem Verzeichnis Ihrer Wahl auf Ihrem Rechner.
### 1.2 Setzen von JAVA_HOME
Zur Verwendung mit Gradle muss die Umgebungsvariable **JAVA_HOME** richtig
gesetzt werden. Folgen Sie dazu den nachfolgenden Anweisungen entsprechend Ihrem
Betriebssystem:
* **Windows:**
Öffnen Sie ihre Powershell (Core) bzw. ihr Windows Terminal mit Powershell
(Core). Überprüfen Sie, ob die Umgebungsvariable korrekt gesetzt ist:
`Get-ChildItem -Path Env:JAVA_HOME`
Falls kein oder ein falscher Pfad gesetzt ist, setzen Sie diesen mit dem
folgenden Kommando (in einer Zeile):
`[System.Environment]::SetEnvironmentVariable('JAVA_HOME','<Pfad zum SDK>',[System.EnvironmentVariableTarget]::User)`
Alternativ können Sie die GUI verwenden. Unter Windows 10 klicken Sie die
Windows-Taste und dann das Zahnrad um die Einstellungen zu öffnen. Dort wählen
Sie "System", dann "Info" (links unten) und nun
"Erweiterte Systemeinstellungen" (rechts) um den Dialog "Systemeigenschaften"
zu starten. Im Reiter "Erweitert" klicken Sie
"Umgebungsvariablen..." und klicken dann unter "Benutzervariablen" den Knopf
"Neu..." um JAVA_HOME anzulegen oder "Bearbeiten" um ihn zu ändern. Geben Sie
als Name `JAVA_HOME` und als Wert den Pfad ein. Schließen Sie mit "OK".
> **(!) Beachten Sie, dass Sie die jeweilige Applikation neu starten müssen**,
> um von der gesetzten Umgebungsvariablen Notiz zu nehmen.
> Dies betrifft auch die Shell, die Sie gerade verwenden.
* **UNIX (Linux/MacOS):**
Öffnen oder erstellen Sie die Datei `~/.profile` (wenn Sie die Bash verwenden;
bei anderen Shells sind es andere Dateien) und ergänzen Sie am Ende der Datei
die Zeile:
`export JAVA_HOME="<Pfad zum entpackten Archiv>"`
Ersetzen Sie dabei `<Pfad zum entpackten Archiv>` mit dem entsprechenden Pfad.
Zum Beispiel:
`export JAVA_HOME="/home/user/jdk-20.0.2"`
Fügen Sie dann die folgende Zeile hinzu:
`export PATH="$JAVA_HOME/bin:$PATH"`
## 2 Programmstart
Grundsätzlich kann man das gesamte Projekt einfach in IntelliJ öffnen. Details
dazu sind im Aufgabenblatt zur Einarbeitungsaufgabe zu finden. Im Folgenden ist
beschrieben, wie die _Batttleships_ unmittelbar von der Kommandozeile gestartet
werden können.
Um _Battleships_ spielen zu können, muss man zuerst das Server-Programm auf
einem Rechner und dann zweimal das Client-Programm auf beliebigen Rechnern
starten, die TCP/IP-Verbindungen zum Server erlauben. Natürlich ist es auch
möglich, alle drei Programme auf demselben Rechner zu starten.
Es empfiehlt sich der Start von der Kommandozeile. Will man alle drei Programme
auf demselben Rechner starten, sollte man dazu drei Shell-Instanzen öffnen und
in jeder eines der Programme starten. Auf diese Weise können die
Logging-Ausgaben der drei Programme voneinander unterschieden werden.
Das Server-Programm startet man unmittelbar mit Gradle mit
`./gradlew :battleship:server:run`
Unter Windows kann es je nach Shell (Eingabeaufforderung cmd) erforderlich sein,
`/` jeweils durch `\ ` zu ersetzen.
Im Verzeichnis `battleship/server` befindet sich die Datei `config.propeties`,
worüber sich der Server konfigurieren lässt. Mit der Zeile `port=1234` lässt
sich der verwendete Server-Port (hier 1234) einstellen. Außerdem befindet sich
dort die Datei `logging.properties`, womit das Logging des Servers konfiguriert
wird.
Das Client-Programm startet man unmittelbar mit Gradle mit
`./gradlew :battleship:client:run`
Die Datei `logging.properties` im Verzeichnis `battleship/client` konfiguriert
das Logging des Clients.
Alternativ kann man auch die Start-Skripte
* `./battleship/server/build/install/battleship-server/bin/battleship-server`
* `./battleship/client/build/install/battleship/bin/battleship`
direkt in der Kommandozeile starten. Allerdings müssen sie zuvor mittels
`./gradlew installDist`
erzeugt worden sein. Beachten Sie aber, dass nur im **aktuellen
Arbeitsverzeichnis** nach den Dateien `config.properties` und
`logging.properties` gesucht wird und diese geladen werden. Das heißt, dass die
vordefinierten Dateien in den Verzeichnissen `battleship/server` und
`battleship/client` nur dann gelesen werden, wenn Sie diese Verzeichnisse als
aktuelle Arbeitsverzeichnisse nutzen. Wie üblich müssen Sie dazu in der
Kommandozeile
`cd battleship/server`
bzw.
`cd battleship/client`
eingeben.
## 3 Hinweise zu _Battleships_
Der _Battleships_-Client hat ein Menü, in das man immer mit der
Esc-Taste kommt. Aus dem Menü heraus lässt sich das Programm auch schließen.
Beachte, dass sich beim Laden und Speichern eines Spiels kein Dateidialog
öffnet. Vielmehr muss man den Dateipfad in das Dialogfeld eingeben. Da
JSON-Dateien geschrieben werden, empfiehlt sich das Datei-Suffix _.json_.
## 4 Allgemeine Gradle-Tasks:
- `./gradlew clean`
Entfernt alle `build`-Verzeichnisse und alle erzeugten Dateien.
- `./gradlew classes`
Übersetzt den Quellcode und legt unter build den Bytecode sowie
Ressourcen ab.
- `./gradlew javadoc`
Erzeugt die Dokumentation aus den JavaDoc-Kommentaren im Verzeichnis
`build/docs/javadoc` des jeweiligen Unterprojekts.
- `./gradlew test`
Führt die JUnit-Tests durch. Ergebnisse sind im Verzeichnis
`build/reports/tests` des jeweiligen Unterprojekts zu finden.
- `./gradlew build`
Führt die JUnit-Tests durch und erstellt in `build/distributions`
gepackte Distributionsdateien
- `./gradlew installDist`
Erstellt unter `battleship/client/build/install` und
`battleship/server/build/install` Verzeichnisse, die jeweils eine ausführbare
Distribution samt Start-Skripten enthält (siehe oben).
---
Juli 2024

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@@ -1,73 +0,0 @@
########################################
## Programming project code
## UniBw M, 2022, 2023, 2024
## www.unibw.de/inf2
## (c) Mark Minas (mark.minas@unibw.de)
########################################
#
# Battleship client configuration
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
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.
map.own=maps/map1.json
#
# Coordinates of the shots fired by the RobotClient in the order listed.
# Example:
# 2, 0,\
# 2, 1,\
# 2, 2,\
# 2, 3
# defines four shots, namely at the coordinates
# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
robot.targets=2, 3,\
2, 4,\
2, 5,\
2, 8
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
map.width=10
map.height=10
#
# The number of ships of each length available in single mode.
# The value is a comma-separated list where each element corresponds to the number of ships
# with a specific length. For example:
# ship.nums=4, 3, 2, 1
# This configuration means:
# - 4 ships of length 1
# - 3 ships of length 2
# - 2 ships of length 3
# - 1 ship of length 4
ship.nums=4, 3, 2, 1
#
# Screen settings
#
# Color of the text displayed at the top of the overlay.
# The format is (red, green, blue, alpha) where each value ranges from 0 to 1.
overlay.top.color=1, 1, 1, 1
#
# Application settings configuration
# Determines whether the settings window is shown at startup.
settings.show=false
#
# Specifies the width of the application window in pixels.
settings.resolution.width=1200
#
# Specifies the height of the application window in pixels.
settings.resolution.height=800
#
# Determines whether the application runs in full-screen mode.
settings.full-screen=false
#
# Enables or disables gamma correction to improve color accuracy.
settings.use-gamma-correction=true
#
# Indicates whether the statistics window is displayed during gameplay.
statistics.show=false

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@@ -1,8 +0,0 @@
handlers=java.util.logging.ConsoleHandler
.level=INFO
pp.level=FINE
com.jme3.network.level=INFO
;com.jme3.util.TangentBinormalGenerator.level=SEVERE
java.util.logging.ConsoleHandler.level=FINER
java.util.logging.ConsoleHandler.formatter=java.util.logging.SimpleFormatter
;java.util.logging.SimpleFormatter.format=[%4$s %2$s] %5$s%n

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@@ -1,66 +0,0 @@
{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 2,
"y": 8,
"rot": "RIGHT"
},
{
"length": 3,
"x": 2,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 5,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 4,
"rot": "RIGHT"
},
{
"length": 2,
"x": 7,
"y": 4,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 2,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

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@@ -1,66 +0,0 @@
{
"width": 10,
"height": 10,
"ships": [
{
"length": 4,
"x": 0,
"y": 5,
"rot": "DOWN"
},
{
"length": 3,
"x": 0,
"y": 9,
"rot": "DOWN"
},
{
"length": 3,
"x": 2,
"y": 6,
"rot": "RIGHT"
},
{
"length": 2,
"x": 4,
"y": 8,
"rot": "RIGHT"
},
{
"length": 2,
"x": 2,
"y": 4,
"rot": "DOWN"
},
{
"length": 2,
"x": 2,
"y": 1,
"rot": "DOWN"
},
{
"length": 1,
"x": 6,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 2,
"rot": "RIGHT"
},
{
"length": 1,
"x": 6,
"y": 0,
"rot": "RIGHT"
},
{
"length": 1,
"x": 8,
"y": 0,
"rot": "RIGHT"
}
]
}

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@@ -1,242 +0,0 @@
package pp.battleship.client;
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;
public class BackgroundMusic implements GameEventListener {
private static final String VOLUME_PREF = "volume";
private static final String MUSIC_ENABLED_PREF = "musicEnabled";
private static final Preferences PREFS = Preferences.userNodeForPackage(BackgroundMusic.class);
static final Logger LOGGER = System.getLogger(BackgroundMusic.class.getName());
private static final String MENU_MUSIC = "Music/MainMenu/Dark_Intro.ogg";
private static final String BATTLE_MUSIC = "Music/BattleTheme/boss_battle_#2_metal_loop.wav";
private static final String GAME_OVER_MUSIC_L = "Music/GameOver/Lose/Lose.ogg";
private static final String GAME_OVER_MUSIC_V = "Music/GameOver/Victory/Victory.wav";
private final AudioNode menuMusic;
private final AudioNode battleMusic;
private final AudioNode gameOverMusicL;
private final AudioNode gameOverMusicV;
private String lastNodePlayed;
private boolean musicEnabled;
private float volume;
private final BattleshipApp app;
/**
* Initializes and controls the BackgroundMusic
*
* @param app The main Application
*/
public BackgroundMusic(BattleshipApp app) {
this.volume = PREFS.getFloat(VOLUME_PREF, 1.0f);
this.musicEnabled = PREFS.getBoolean(MUSIC_ENABLED_PREF, true);
this.app = app;
menuMusic = createAudioNode(MENU_MUSIC);
battleMusic = createAudioNode(BATTLE_MUSIC);
gameOverMusicL = createAudioNode(GAME_OVER_MUSIC_L);
gameOverMusicV = createAudioNode(GAME_OVER_MUSIC_V);
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
lastNodePlayed = menuMusic.getName();
if(musicEnabled) {
play(menuMusic);
}
}
/**
* This method will be used to create the audio node containing the music
*
* @param musicFilePath the file path to the music
* @return the created audio node
*/
private AudioNode createAudioNode(String musicFilePath) {
AudioNode audioNode = new AudioNode(app.getAssetManager(), musicFilePath, DataType.Stream);
audioNode.setVolume(volume * app.getMainVolumeControl().getMainVolume());
audioNode.setPositional(false);
audioNode.setLooping(true);
audioNode.setName(musicFilePath);
return audioNode;
}
/**
* sets the give audio node to play
*
* @param audioNode the audio node which should start to play
*/
public void play(AudioNode audioNode) {
if (musicEnabled && (audioNode.getStatus() == Status.Stopped || audioNode.getStatus() == Status.Paused)) {
audioNode.play();
lastNodePlayed = audioNode.getName();
}
}
/**
* stops the given audio node from playing
*
* @param audioNode the audio node to be stopped
*/
public void stop(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.stop();
}
}
/**
* pauses the given audi node
*
* @param audioNode the audio node to be paused
*/
public void pause(AudioNode audioNode) {
if (audioNode.getStatus() == Status.Playing) {
audioNode.pause();
}
}
/**
* Toggle Method to control the music to switch it on or off
*/
public void toggleMusic() {
this.musicEnabled = !this.musicEnabled;
if (musicEnabled) {
switch (lastNodePlayed){
case MENU_MUSIC:
play(menuMusic);
break;
case BATTLE_MUSIC:
play(battleMusic);
break;
case GAME_OVER_MUSIC_L:
play(gameOverMusicL);
break;
case GAME_OVER_MUSIC_V:
play(gameOverMusicV);
break;
}
} else {
pause(menuMusic);
pause(battleMusic);
pause(gameOverMusicL);
pause(gameOverMusicV);
}
PREFS.putBoolean(MUSIC_ENABLED_PREF, musicEnabled);
}
/**
* this method is used when the main volume changes
*/
public void setVolume(){
setVolume(PREFS.getFloat(VOLUME_PREF, 1.0f));
}
/**
* Method to set the volume for the music
*
* @param volume float to transfer the new volume
*/
public void setVolume(float volume) {
this.volume = volume;
float mainVolume = app.getMainVolumeControl().getMainVolume();
menuMusic.setVolume(volume * mainVolume);
battleMusic.setVolume(volume * mainVolume);
gameOverMusicL.setVolume(volume * mainVolume);
gameOverMusicV.setVolume(volume * mainVolume);
PREFS.putFloat(VOLUME_PREF, volume);
}
/**
* This method retuns 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;
}
/**
* changes the music to the specified music if it isn't already playing
*
* @param music the music to play
*/
public void changeMusic(Music music) {
if(music == Music.MENU_THEME && !lastNodePlayed.equals(MENU_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(battleMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(menuMusic);
lastNodePlayed = menuMusic.getName();
} else if (music == Music.BATTLE_THEME && !lastNodePlayed.equals(BATTLE_MUSIC)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(gameOverMusicL);
stop(gameOverMusicV);
play(battleMusic);
lastNodePlayed = battleMusic.getName();
} else if (music == Music.GAME_OVER_THEME_L && !lastNodePlayed.equals(GAME_OVER_MUSIC_L)) {
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicV);
play(gameOverMusicL);
lastNodePlayed = gameOverMusicL.getName();
} else if (music == Music.GAME_OVER_THEME_V && !lastNodePlayed.equals(GAME_OVER_MUSIC_V)){
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
stop(menuMusic);
stop(battleMusic);
stop(gameOverMusicL);
play(gameOverMusicV);
lastNodePlayed = gameOverMusicV.getName();
}
}
/**
* the method which receives the Event
*
* @param music the received Event
*/
@Override
public void receivedEvent (MusicEvent music){
LOGGER.log(Level.INFO, "Received Music change Event {0}", music.toString());
switch (music.music()){
case MENU_THEME:
changeMusic(Music.MENU_THEME);
break;
case BATTLE_THEME:
changeMusic(Music.BATTLE_THEME);
break;
case GAME_OVER_THEME_L:
changeMusic(Music.GAME_OVER_THEME_L);
break;
case GAME_OVER_THEME_V:
changeMusic(Music.GAME_OVER_THEME_V);
break;
}
}
}

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@@ -1,461 +0,0 @@
////////////////////////////////////////
// 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;
import com.jme3.app.SimpleApplication;
import com.jme3.app.StatsAppState;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import pp.battleship.client.gui.BattleAppState;
import pp.battleship.client.gui.EditorAppState;
import pp.battleship.client.gui.SeaAppState;
import pp.battleship.game.client.BattleshipClient;
import pp.battleship.game.client.ClientGameLogic;
import pp.battleship.game.client.ServerConnection;
import pp.battleship.game.singlemode.BattleshipClientConfig;
import pp.battleship.game.singlemode.ServerConnectionMockup;
import pp.battleship.notification.ClientStateEvent;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.InfoTextEvent;
import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import static pp.battleship.Resources.lookup;
/**
* The main class for the Battleship client application.
* It manages the initialization, input setup, GUI setup, and game states for the client.
*/
public class BattleshipApp extends SimpleApplication implements BattleshipClient, GameEventListener {
/**
* Logger for logging messages within the application.
*/
private static final Logger LOGGER = System.getLogger(BattleshipApp.class.getName());
/**
* Path to the styles script for GUI elements.
*/
private static final String STYLES_SCRIPT = "Interface/Lemur/pp-styles.groovy"; //NON-NLS
/**
* Path to the font resource used in the GUI.
*/
private static final String FONT = "Interface/Fonts/Default.fnt"; //NON-NLS
/**
* Path to the client configuration file, if one exists.
*/
private static final File CONFIG_FILE = new File("client.properties");
/**
* Input mapping name for mouse clicks.
*/
public static final String CLICK = "CLICK";
/**
* Input mapping name for the Escape key.
*/
private static final String ESC = "ESC";
/**
* Manager for handling dialogs within the application.
*/
private final DialogManager dialogManager = new DialogManager(this);
/**
* The server connection instance, used for communicating with the game server.
*/
private final ServerConnection serverConnection;
/**
* Instance of the {@link Draw} class for rendering graphics.
*/
private Draw draw;
/**
* Text display at the top of the GUI for showing information to the user.
*/
private BitmapText topText;
/**
* Executor service for handling asynchronous tasks within the application.
*/
private ExecutorService executor;
/**
* Handler for managing the client's game logic.
*/
private final ClientGameLogic logic;
/**
* Configuration settings for the Battleship client application.
*/
private final BattleshipAppConfig config;
/**
* Listener for handling actions triggered by the Escape key.
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
/**
* The Object which handles the background music
*/
private BackgroundMusic backgroundMusic;
/**
* The object that handles the main volume
*/
private MainVolume mainVolume;
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Starts the Battleship application.
*
* @param args Command-line arguments for launching the application.
*/
public static void main(String[] args) {
new BattleshipApp().start();
}
/**
* Constructs a new {@code BattleshipApp} instance.
* Initializes the configuration, server connection, and game logic listeners.
*/
private BattleshipApp() {
config = new BattleshipAppConfig();
config.readFromIfExists(CONFIG_FILE);
serverConnection = makeServerConnection();
logic = new ClientGameLogic(serverConnection);
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
}
/**
* Creates and configures application settings from the client configuration.
*
* @return A configured {@link AppSettings} object.
*/
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle(lookup("battleship.name"));
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
settings.setUseRetinaFrameBuffer(config.useRetinaFrameBuffer());
settings.setGammaCorrection(config.useGammaCorrection());
return settings;
}
/**
* Factory method for creating a server connection based on the current
* client configuration.
*
* @return A {@link ServerConnection} instance, which could be a real or mock server.
*/
private ServerConnection makeServerConnection() {
if (config.isSingleMode())
return new ServerConnectionMockup(this);
return new NetworkSupport(this);
}
/**
* Returns the dialog manager responsible for managing in-game dialogs.
*
* @return The {@link DialogManager} instance.
*/
DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the game logic handler for the client.
*
* @return The {@link ClientGameLogic} instance.
*/
@Override
public ClientGameLogic getGameLogic() {
return logic;
}
/**
* Returns the current configuration settings for the Battleship client.
*
* @return The {@link BattleshipClientConfig} instance.
*/
@Override
public BattleshipAppConfig getConfig() {
return config;
}
/**
* Initializes the application.
* Sets up input mappings, GUI, game states, and connects to the server.
*/
@Override
public void simpleInitApp() {
setPauseOnLostFocus(false);
draw = new Draw(assetManager);
setupInput();
setupStates();
setupGui();
serverConnection.connect();
mainVolume = new MainVolume(this);
backgroundMusic = new BackgroundMusic(this);
logic.addListener(backgroundMusic);
}
/**
* Sets up the graphical user interface (GUI) for the application.
*/
private void setupGui() {
GuiGlobals.initialize(this);
BaseStyles.loadStyleResources(STYLES_SCRIPT);
GuiGlobals.getInstance().getStyles().setDefaultStyle("pp"); //NON-NLS
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
topText = new BitmapText(normalFont);
final int height = context.getSettings().getHeight();
topText.setLocalTranslation(10f, height - 10f, 0f);
topText.setColor(config.getTopColor());
guiNode.attachChild(topText);
}
/**
* Configures input mappings and sets up listeners for user interactions.
*/
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(false);
inputManager.addMapping(ESC, new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(escapeListener, ESC);
}
/**
* Initializes and attaches the necessary application states for the game.
*/
private void setupStates() {
if (config.getShowStatistics()) {
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
final StatsAppState stats = new StatsAppState(guiNode, normalFont);
stateManager.attach(stats);
}
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
attachGameSound();
stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameSound() {
final GameSound gameSound = new GameSound();
logic.addListener(gameSound);
gameSound.setEnabled(GameSound.enabledInPreferences());
stateManager.attach(gameSound);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.
*
* @param tpf Time per frame in seconds.
*/
@Override
public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
dialogManager.update(tpf);
logic.update(tpf);
}
/**
* Handles the Escape key action to either close the top dialog or show the main menu.
*
* @param isPressed Indicates whether the Escape key is pressed.
*/
private void escape(boolean isPressed) {
if (!isPressed) return;
if (dialogManager.showsDialog())
dialogManager.escape();
else
new Menu(this).open();
}
/**
* Returns the {@link Draw} instance used for rendering graphical elements in the game.
*
* @return The {@link Draw} instance.
*/
public Draw getDraw() {
return draw;
}
/**
* Handles a request to close the application.
* If the request is initiated by pressing ESC, this parameter is true.
*
* @param esc If true, the request is due to the ESC key being pressed.
*/
@Override
public void requestClose(boolean esc) { /* do nothing */ }
/**
* Closes the application, displaying a confirmation dialog if the client is connected to a server.
*/
public void closeApp() {
if (serverConnection.isConnected())
confirmDialog(lookup("confirm.leaving"), this::close);
else
close();
}
/**
* Closes the application, disconnecting from the server and stopping the application.
*/
private void close() {
serverConnection.disconnect();
stop();
}
/**
* Updates the informational text displayed in the GUI.
*
* @param text The information text to display.
*/
void setInfoText(String text) {
LOGGER.log(Level.DEBUG, "setInfoText {0}", text); //NON-NLS
topText.setText(text);
}
/**
* Updates the informational text in the GUI based on the key received in an {@link InfoTextEvent}.
*
* @param event The {@link InfoTextEvent} containing the key for the text to display.
*/
@Override
public void receivedEvent(InfoTextEvent event) {
LOGGER.log(Level.DEBUG, "received info text {0}", event.key()); //NON-NLS
setInfoText(lookup(event.key()));
}
/**
* Handles client state events to update the game states accordingly.
*
* @param event The {@link ClientStateEvent} representing the state change.
*/
@Override
public void receivedEvent(ClientStateEvent event) {
stateManager.getState(EditorAppState.class).setEnabled(logic.showEditor());
stateManager.getState(BattleAppState.class).setEnabled(logic.showBattle());
stateManager.getState(SeaAppState.class).setEnabled(logic.showBattle());
}
/**
* Returns the executor service used for handling multithreaded tasks.
*
* @return The {@link ExecutorService} instance.
*/
public ExecutorService getExecutor() {
if (executor == null)
executor = Executors.newCachedThreadPool();
return executor;
}
/**
* Stops the application, shutting down the executor service and halting execution.
*
* @param waitFor If true, waits for the application to stop before returning.
*/
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
super.stop(waitFor);
}
/**
* Displays a confirmation dialog with a specified question and action for the "Yes" button.
*
* @param question The question to display in the dialog.
* @param yesAction The action to perform if "Yes" is selected.
*/
void confirmDialog(String question, Runnable yesAction) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), yesAction)
.setNoButton(lookup("button.no"))
.build()
.open();
}
/**
* Displays an error dialog with the specified error message.
*
* @param errorMessage The error message to display in the dialog.
*/
void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"))
.build()
.open();
}
/**
* this method returns the object which handles the background music
*
* @return BackgroundMusic
*/
public BackgroundMusic getBackgroundMusic(){
return backgroundMusic;
}
/**
* this method returns the object which handles the main volume
*
* @return an object of MainVolume
*/
public MainVolume getMainVolumeControl(){
return mainVolume;
}
}

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@@ -1,196 +0,0 @@
////////////////////////////////////////
// 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;
import pp.battleship.game.singlemode.BattleshipClientConfig;
/**
* Provides access to the Battleship application configuration.
* Extends {@link BattleshipClientConfig} to include additional properties specific to the client,
* particularly those related to screen settings and visual customization.
* <p>
* <b>Note:</b> Attributes of this class should not be marked as {@code final}
* to ensure proper functionality when reading from a properties file.
* </p>
*/
public class BattleshipAppConfig extends BattleshipClientConfig {
/**
* Converts a string value found in the properties file into an object of the specified type.
* Extends the superclass method to support conversion to {@link ColorRGBA}.
*
* @param value the string value to be converted
* @param targetType the target type into which the value string is converted
* @return the converted object of the specified type
*/
@Override
protected Object convertToType(String value, Class<?> targetType) {
if (targetType == ColorRGBA.class)
return makeColorRGBA(value);
return super.convertToType(value, targetType);
}
/**
* Converts the specified string value to a corresponding {@link ColorRGBA} object.
*
* @param value the color in the format "red, green, blue, alpha" with all values in the range [0..1]
* @return a {@link ColorRGBA} object representing the color
* @throws IllegalArgumentException if the input string is not in the expected format
*/
private static ColorRGBA makeColorRGBA(String value) {
String[] split = value.split(",", -1);
try {
if (split.length == 4)
return new ColorRGBA(Float.parseFloat(split[0]),
Float.parseFloat(split[1]),
Float.parseFloat(split[2]),
Float.parseFloat(split[3]));
}
catch (NumberFormatException e) {
// deliberately left empty
}
throw new IllegalArgumentException(value + " should consist of exactly 4 numbers");
}
/**
* The width of the game view resolution in pixels.
*/
@Property("settings.resolution.width") //NON-NLS
private int resolutionWidth = 1200;
/**
* The height of the game view resolution in pixels.
*/
@Property("settings.resolution.height") //NON-NLS
private int resolutionHeight = 800;
/**
* Specifies whether the game should start in full-screen mode.
*/
@Property("settings.full-screen") //NON-NLS
private boolean fullScreen = false;
/**
* Specifies whether gamma correction should be enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
* <p>
* Requires a GPU that supports GL_ARB_framebuffer_sRGB; otherwise, this setting will be ignored.
* </p>
*/
@Property("settings.use-gamma-correction") //NON-NLS
private boolean useGammaCorrection = true;
/**
* Specifies whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*/
@Property("settings.use-retina-framebuffer") //NON-NLS
private boolean useRetinaFrameBuffer = false;
/**
* Specifies whether the settings window should be shown for configuring the game.
*/
@Property("settings.show") //NON-NLS
private boolean showSettings = false;
/**
* Specifies whether the JME statistics window should be shown in the lower left corner of the screen.
*/
@Property("statistics.show") //NON-NLS
private boolean showStatistics = false;
/**
* The color of the top text during gameplay, represented as a {@link ColorRGBA} object.
*/
@Property("overlay.top.color") //NON-NLS
private ColorRGBA topColor = ColorRGBA.White;
/**
* Creates a default {@code BattleshipAppConfig} with predefined values.
*/
public BattleshipAppConfig() {
// Default constructor
}
/**
* Returns the width of the game view resolution in pixels.
*
* @return the width of the game view resolution in pixels
*/
public int getResolutionWidth() {
return resolutionWidth;
}
/**
* Returns the height of the game view resolution in pixels.
*
* @return the height of the game view resolution in pixels
*/
public int getResolutionHeight() {
return resolutionHeight;
}
/**
* Returns whether the game should start in full-screen mode.
*
* @return {@code true} if the game should start in full-screen mode; {@code false} otherwise
*/
public boolean fullScreen() {
return fullScreen;
}
/**
* Returns whether gamma correction is enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
*
* @return {@code true} if gamma correction is enabled; {@code false} otherwise
*/
public boolean useGammaCorrection() {
return useGammaCorrection;
}
/**
* Returns whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*
* @return {@code true} if full resolution framebuffers should be used on Retina displays; {@code false} otherwise
*/
public boolean useRetinaFrameBuffer() {
return useRetinaFrameBuffer;
}
/**
* Returns whether the settings window should be shown for configuring the game.
*
* @return {@code true} if the settings window should be shown; {@code false} otherwise
*/
public boolean getShowSettings() {
return showSettings;
}
/**
* Returns whether the JME statistics window should be shown in the lower left corner of the screen.
*
* @return {@code true} if the statistics window should be shown; {@code false} otherwise
*/
public boolean getShowStatistics() {
return showStatistics;
}
/**
* Returns the color of the top text during gameplay as a {@link ColorRGBA} object.
*
* @return the color of the top text during gameplay
*/
public ColorRGBA getTopColor() {
return topColor;
}
}

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@@ -1,102 +0,0 @@
////////////////////////////////////////
// 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;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.battleship.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Battleship game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
*/
public abstract class BattleshipAppState extends AbstractAppState {
private BattleshipApp app;
/**
* Creates a new BattleshipAppState that is initially disabled.
*
* @see #setEnabled(boolean)
*/
protected BattleshipAppState() {
setEnabled(false);
}
/**
* Initializes the state manager and application.
*
* @param stateManager The state manager
* @param application The application instance
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
this.app = (BattleshipApp) application;
if (isEnabled()) enableState();
}
/**
* Returns the BattleshipApp instance associated with this BattleshipAppState.
*
* @return The BattleshipApp instance.
*/
public BattleshipApp getApp() {
return app;
}
/**
* Returns the client game logic handler.
*
* @return the client game logic handler
*/
public ClientGameLogic getGameLogic() {
return app.getGameLogic();
}
/**
* Checks if any dialog is currently displayed.
*
* @return true if any dialog is currently shown, false otherwise
*/
public boolean showsDialog() {
return app.getDialogManager().showsDialog();
}
/**
* Sets the enabled state of the BattleshipAppState.
* If the new state is the same as the current state, the method returns.
*
* @param enabled The new enabled state.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
if (app != null) {
if (enabled)
enableState();
else
disableState();
}
}
/**
* This method is called when the state is enabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is enabled.
*/
protected abstract void enableState();
/**
* This method is called when the state is disabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is disabled.
*/
protected abstract void disableState();
}

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@@ -1,199 +0,0 @@
////////////////////////////////////////
// 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;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import com.jme3.audio.AudioSource;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.SoundEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
* An application state that plays sounds.
*/
public class GameSound extends AbstractAppState implements GameEventListener {
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 static final String SOUND_VOLUME_PREF = "volume";
private float volume;
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
private AudioNode rocketSound;
private BattleshipApp app;
/**
* Checks if sound is enabled in the preferences.
*
* @return {@code true} if sound is enabled, {@code false} otherwise.
*/
public static boolean enabledInPreferences() {
return PREFERENCES.getBoolean(ENABLED_PREF, true);
}
/**
* Toggles the game sound on or off.
*/
public void toggleSound() {
setEnabled(!isEnabled());
}
/**
* Sets the enabled state of this AppState.
* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
*
* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
*/
@Override
public void setEnabled(boolean enabled) {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
PREFERENCES.putBoolean(ENABLED_PREF, enabled);
}
/**
* Initializes the sound effects for the game.
* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
*
* @param stateManager The state manager
* @param app The application
*/
@Override
public void initialize(AppStateManager stateManager, Application app) {
super.initialize(stateManager, app);
this.app = (BattleshipApp) 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.wav");
volume = PREFERENCES.getFloat(SOUND_VOLUME_PREF, 1.0f);
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the splash sound effect.
*/
public void splash() {
if (isEnabled() && splashSound != null)
splashSound.playInstance();
}
/**
* Plays the explosion sound effect.
*/
public void explosion() {
if (isEnabled() && explosionSound != null)
explosionSound.playInstance();
}
/**
* Plays sound effect when a ship has been destroyed.
*/
public void shipDestroyed() {
if (isEnabled() && shipDestroyedSound != null)
shipDestroyedSound.playInstance();
}
/**
* Plays sound effect when a rocket starts
*/
public void rocket() {
if (isEnabled() && rocketSound != null)
rocketSound.playInstance();
}
/**
* this method sets the sound volume of the sounds
*
* @param volume the volume to be set to
*/
public void setSoundVolume(float volume) {
float mainVolume = app.getMainVolumeControl().getMainVolume();
float calculatedVolume = volume * mainVolume;
shipDestroyedSound.setVolume(calculatedVolume);
splashSound.setVolume(calculatedVolume);
explosionSound.setVolume(calculatedVolume);
this.volume = volume;
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method will be used if the main volume changes
*/
public void setSoundVolume() {
float mainVolume = app.getMainVolumeControl().getMainVolume();
shipDestroyedSound.setVolume(volume * mainVolume);
splashSound.setVolume(volume * mainVolume);
explosionSound.setVolume(volume * mainVolume);
rocketSound.setVolume(volume * mainVolume);
PREFERENCES.putFloat(SOUND_VOLUME_PREF, volume);
}
/**
* this method returns the sound
*
* @return
*/
public float getVolume(){
return volume;
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
case EXPLOSION :
explosion();
break;
case SPLASH :
splash();
break;
case DESTROYED_SHIP:
shipDestroyed();
break;
case ROCKET_FIRED:
rocket();
break;
}
}
}

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package pp.battleship.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
public class MainVolume {
private static final Preferences PREFS = Preferences.userNodeForPackage(MainVolume.class);
private static final String MAIN_VOLUME_PREFS = "MainVolume";
static final Logger LOGGER = System.getLogger(MainVolume.class.getName());
private float mainVolume;
private BattleshipApp app;
public MainVolume(BattleshipApp app) {
this.mainVolume = PREFS.getFloat(MAIN_VOLUME_PREFS, 1.0f);
this.app = app;
}
public void setMainVolume(float mainVolume) {
LOGGER.log(Level.DEBUG, "setMainVolume: mainVolume = {0}", mainVolume);
app.getBackgroundMusic().setVolume();
app.getStateManager().getState(GameSound.class).setSoundVolume();
this.mainVolume = mainVolume;
PREFS.putFloat(MAIN_VOLUME_PREFS, mainVolume);
}
public float getMainVolume() {
return mainVolume;
}
}

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////////////////////////////////////////
// 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;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.DefaultRangedValueModel;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.Slider;
import com.simsilica.lemur.core.VersionedReference;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
/**
* The Menu class represents the main menu in the Battleship game application.
* It extends the Dialog class and provides functionalities for loading, saving,
* returning to the game, and quitting the application.
*/
class Menu extends Dialog {
private static final Preferences PREFERENCES = getPreferences(Menu.class);
private static final String LAST_PATH = "last.file.path";
private final BattleshipApp app;
private final Button loadButton = new Button(lookup("menu.map.load"));
private final Button saveButton = new Button(lookup("menu.map.save"));
private static final double SLIDER_DELTA = 0.1;
private static final double SLIDER_MIN_VALUE = 0.0;
private static final double SLIDER_MAX_VALUE = 2.0;
private final VersionedReference<Double> volumeRef;
private final VersionedReference<Double> soundVolumeRef;
private final VersionedReference<Double> mainVolumeRef;
/**
* Constructs the Menu dialog for the Battleship application.
*
* @param app the BattleshipApp instance
*/
public Menu(BattleshipApp app) {
super(app.getDialogManager());
this.app = app;
addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
addChild(new Label(lookup("menu.main.volume"), new ElementId("label")));
Slider mainVolumeSlider = createSlider(app.getMainVolumeControl().getMainVolume());
addChild(mainVolumeSlider);
mainVolumeRef = mainVolumeSlider.getModel().createReference();
addChild(new Label(lookup("menu.sound.volume"), new ElementId("label")));
addChild(new Checkbox(lookup("menu.sound-enabled"),
new StateCheckboxModel(app, GameSound.class)));
Slider soundSlider = createSlider(app.getStateManager().getState(GameSound.class).getVolume());
addChild(soundSlider);
soundVolumeRef = soundSlider.getModel().createReference();
addChild(new Label(lookup("menu.volume"), new ElementId("label")));
Checkbox musicToggle = new Checkbox(lookup("menu.music.toggle"));
musicToggle.setChecked(app.getBackgroundMusic().isMusicEnabled());
musicToggle.addClickCommands(s -> toggleMusic());
addChild(musicToggle);
Slider volumeSlider = createSlider(app.getBackgroundMusic().getVolume());
addChild(volumeSlider);
volumeRef = volumeSlider.getModel().createReference();
addChild(loadButton)
.addClickCommands(s -> ifTopDialog(this::loadDialog));
addChild(saveButton)
.addClickCommands(s -> ifTopDialog(this::saveDialog));
addChild(new Button(lookup("menu.return-to-game")))
.addClickCommands(s -> ifTopDialog(this::close));
addChild(new Button(lookup("menu.quit")))
.addClickCommands(s -> ifTopDialog(app::closeApp));
update();
}
/**
* this method creates a slider to be used in the menu
*
* @param relativePosition the position of the regulator on the slider
* @return the creates slider
*/
private Slider createSlider(double relativePosition){
Slider slider = new Slider();
slider.setModel(new DefaultRangedValueModel(SLIDER_MIN_VALUE, SLIDER_MAX_VALUE, relativePosition));
slider.setDelta(SLIDER_DELTA);
return slider;
}
/**
* this method is used update the volume when there is a change in the slider
* @param tpf time per frame
*/
@Override
public void update(float tpf){
if(volumeRef.update()){
double newVolume = volumeRef.get();
adjustMusicVolume(newVolume);
}
else if (soundVolumeRef.update()) {
double newSoundVolume = soundVolumeRef.get();
adjustSoundVolume(newSoundVolume);
} else if (mainVolumeRef.update()) {
double newMainVolume = mainVolumeRef.get();
adjustMainVolume(newMainVolume);
}
}
/**
* this method adjusts the main volume
*
* @param newVolume the volume to be set as main volume
*/
private void adjustMainVolume(double newVolume) {
app.getMainVolumeControl().setMainVolume((float) newVolume);
}
/**
* this method adjust the volume for the background music
*
* @param volume is the double value of the volume
*/
private void adjustMusicVolume(double volume) {
app.getBackgroundMusic().setVolume((float) volume);
}
/**
* this method adjusts the volume for the sound
*
* @param volume is a double value of the sound volume
*/
private void adjustSoundVolume(double volume) {
app.getStateManager().getState(GameSound.class).setSoundVolume((float) volume);
}
/**
* this method 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.
*/
@Override
public void update() {
loadButton.setEnabled(app.getGameLogic().mayLoadMap());
saveButton.setEnabled(app.getGameLogic().maySaveMap());
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/
@Override
public void escape() {
close();
}
/**
* Functional interface for file actions.
*/
@FunctionalInterface
private interface FileAction {
/**
* Executes a file action.
*
* @param file the file to be processed
* @throws IOException if an I/O error occurs
*/
void run(File file) throws IOException;
}
/**
* Handles the file action for the provided dialog.
*
* @param fileAction the file action to be executed
* @param dialog the dialog providing the file input
*/
private void handle(FileAction fileAction, TextInputDialog dialog) {
try {
final String path = dialog.getInput().getText();
PREFERENCES.put(LAST_PATH, path);
fileAction.run(new File(path));
dialog.close();
}
catch (IOException e) {
app.errorDialog(e.getLocalizedMessage());
}
}
/**
* Shows a file dialog for loading or saving files.
*
* @param fileAction the action to perform with the selected file
* @param label the label for the dialog
*/
private void fileDialog(FileAction fileAction, String label) {
final TextInputDialog dialog =
TextInputDialog.builder(app.getDialogManager())
.setLabel(lookup("label.file"))
.setFocus(TextInputDialog::getInput)
.setTitle(label)
.setOkButton(lookup("button.ok"), d -> handle(fileAction, d))
.setNoButton(lookup("button.cancel"))
.setOkClose(false)
.build();
final String path = PREFERENCES.get(LAST_PATH, null);
if (path != null)
dialog.getInput().setText(path.trim());
dialog.open();
}
/**
* Shows the load dialog for loading maps.
*/
private void loadDialog() {
fileDialog(app.getGameLogic()::loadMap, lookup("menu.map.load"));
}
/**
* Shows the save dialog for saving maps.
*/
private void saveDialog() {
fileDialog(app.getGameLogic()::saveMap, lookup("menu.map.save"));
}
}

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////////////////////////////////////////
// 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;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.battleship.client.server.BattleshipServer;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import static pp.battleship.Resources.lookup;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
* Allows users to specify the host and port for connecting to a game server.
*/
class NetworkDialog extends SimpleDialog {
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //NON-NLS
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Dialog progressDialog;
private boolean hostServer = false;
/**
* Constructs a new NetworkDialog.
*
* @param network The NetworkSupport instance to be used for network operations.
*/
NetworkDialog(NetworkSupport network) {
super(network.getApp().getDialogManager());
this.network = network;
host.setSingleLine(true);
host.setPreferredWidth(400f);
port.setSingleLine(true);
Checkbox serverHost = new Checkbox(lookup("host.own.server"));
serverHost.setChecked(false);
serverHost.addClickCommands(s -> toggleServerHost());
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);
input.addChild(serverHost);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connect())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
.build(this);
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
*/
private void connectServer() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
}
}
/**
* This method will start a server or just connect to one based on the boolean hostServer
*/
private void connect() {
if(hostServer){
startServer();
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, e.getMessage(), e);
}
connectServer();
} else {
connectServer();
}
}
/**
* This method starts a server in a new thread
*/
private void startServer() {
new Thread(() -> {
try{
BattleshipServer battleshipServer = new BattleshipServer(Integer.parseInt(port.getText()));
battleshipServer.run();
} catch (Exception e) {
LOGGER.log(Level.ERROR, e.getMessage(), e);
}
}).start();
}
private void toggleServerHost(){
hostServer = !hostServer;
}
/**
* Creates a dialog indicating that the connection is in progress.
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText(lookup("label.connecting"))
.build();
progressDialog.open();
}
/**
* Tries to initialize the network connection.
*
* @throws RuntimeException If an error occurs when creating the client.
*/
private Object initNetwork() {
try {
network.initNetwork(hostname, portNumber);
return null;
}
catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
* updating this dialog. T
*/
@Override
public void update(float delta) {
if (connectionFuture != null && connectionFuture.isDone())
try {
connectionFuture.get();
success();
}
catch (ExecutionException e) {
failure(e.getCause());
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
Thread.currentThread().interrupt();
}
}
/**
* Handles a successful connection to the game server.
*/
private void success() {
connectionFuture = null;
progressDialog.close();
this.close();
network.getApp().setInfoText(lookup("wait.for.an.opponent"));
}
/**
* Handles a failed connection attempt.
*
* @param e The cause of the failure.
*/
private void failure(Throwable e) {
connectionFuture = null;
progressDialog.close();
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().setInfoText(e.getLocalizedMessage());
}
}

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////////////////////////////////////////
// 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;
import com.jme3.network.ClientStateListener;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import pp.battleship.game.client.ServerConnection;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.server.ServerMessage;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.Resources.lookup;
/**
* Manages the network connection for the Battleship application.
* Handles connecting to and disconnecting from the server, and sending messages.
*/
class NetworkSupport implements MessageListener<Client>, ClientStateListener, ServerConnection {
private static final Logger LOGGER = System.getLogger(NetworkSupport.class.getName());
private final BattleshipApp app;
private Client client;
/**
* Constructs a NetworkSupport instance for the given Battleship application.
*
* @param app The Battleship application instance.
*/
public NetworkSupport(BattleshipApp app) {
this.app = app;
}
/**
* Returns the Battleship application instance.
*
* @return Battleship application instance
*/
BattleshipApp getApp() {
return app;
}
/**
* Checks if there is a connection to the game server.
*
* @return true if there is a connection to the game server, false otherwise.
*/
@Override
public boolean isConnected() {
return client != null && client.isConnected();
}
/**
* Attempts to join the game if there is no connection yet.
* Opens a dialog for the user to enter the host and port information.
*/
@Override
public void connect() {
if (client == null)
new NetworkDialog(this).open();
}
/**
* Closes the client connection.
*/
@Override
public void disconnect() {
if (client == null) return;
client.close();
client = null;
LOGGER.log(Level.INFO, "client closed"); //NON-NLS
}
/**
* Initializes the network connection.
*
* @param host The server's address.
* @param port The server's port.
* @throws IOException If an I/O error occurs when creating the client.
*/
void initNetwork(String host, int port) throws IOException {
if (client != null)
throw new IllegalStateException("trying to join a game again");
client = Network.connectToServer(host, port);
client.start();
client.addMessageListener(this);
client.addClientStateListener(this);
}
/**
* Called when a message is received from the server.
*
* @param client The client instance that received the message.
* @param message The message received from the server.
*/
@Override
public void messageReceived(Client client, Message message) {
LOGGER.log(Level.INFO, "message received from server: {0}", message); //NON-NLS
if (message instanceof ServerMessage serverMessage)
app.enqueue(() -> serverMessage.accept(app.getGameLogic()));
}
/**
* Called when the client has successfully connected to the server.
*
* @param client The client that connected to the server.
*/
@Override
public void clientConnected(Client client) {
LOGGER.log(Level.INFO, "Client connected: {0}", client); //NON-NLS
}
/**
* Called when the client is disconnected from the server.
*
* @param client The client that was disconnected.
* @param disconnectInfo Information about the disconnection.
*/
@Override
public void clientDisconnected(Client client, DisconnectInfo disconnectInfo) {
LOGGER.log(Level.INFO, "Client {0} disconnected: {1}", client, disconnectInfo); //NON-NLS
if (this.client != client)
throw new IllegalArgumentException("parameter value must be client");
LOGGER.log(Level.INFO, "client still connected: {0}", client.isConnected()); //NON-NLS
this.client = null;
disconnect();
app.enqueue(() -> app.setInfoText(lookup("lost.connection.to.server")));
}
/**
* Sends the specified message to the server.
*
* @param message The message to be sent to the server.
*/
@Override
public void send(ClientMessage message) {
LOGGER.log(Level.INFO, "sending {0}", message); //NON-NLS
if (client == null)
app.errorDialog(lookup("lost.connection.to.server"));
else
client.send(message);
}
}

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////////////////////////////////////////
// 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.input.controls.ActionListener;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import pp.battleship.client.BattleshipAppState;
import pp.battleship.model.IntPoint;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.client.BattleshipApp.CLICK;
/**
* Represents the state responsible for managing the battle interface within the Battleship game.
* This state handles the display and interaction of the battle map, including the opponent's map.
* It manages GUI components, input events, and the layout of the interface when this state is enabled.
*/
public class BattleAppState extends BattleshipAppState {
private static final Logger LOGGER = System.getLogger(BattleAppState.class.getName());
private static final float DEPTH = 0f;
private static final float GAP = 20f;
/**
* A listener for handling click events in the battle interface.
* When a click is detected, it triggers the corresponding actions on the opponent's map.
*/
private final ActionListener clickListener = (name, isPressed, tpf) -> click(isPressed);
/**
* The root node for all GUI components in the battle state.
*/
private final Node battleNode = new Node("Battle"); //NON-NLS
/**
* A view representing the opponent's map in the GUI.
*/
private MapView opponentMapView;
/**
* Enables the battle state by initializing, laying out, and adding GUI components.
* Attaches the components to the GUI node and registers input listeners.
*/
@Override
protected void enableState() {
battleNode.detachAllChildren();
initializeGuiComponents();
layoutGuiComponents();
addGuiComponents();
getApp().getGuiNode().attachChild(battleNode);
getApp().getInputManager().addListener(clickListener, CLICK);
}
/**
* Disables the battle state by removing GUI components and unregistering input listeners.
* Also handles cleanup of resources, such as the opponent's map view.
*/
@Override
protected void disableState() {
getApp().getGuiNode().detachChild(battleNode);
getApp().getInputManager().removeListener(clickListener);
if (opponentMapView != null) {
opponentMapView.unregister();
opponentMapView = null;
}
}
/**
* Initializes the GUI components used in the battle state.
* Creates the opponent's map view and adds a grid overlay to it.
*/
private void initializeGuiComponents() {
opponentMapView = new MapView(getGameLogic().getOpponentMap(), getApp());
opponentMapView.addGrid();
}
/**
* Adds the initialized GUI components to the battle node.
* Currently, it attaches the opponent's map view to the node.
*/
private void addGuiComponents() {
battleNode.attachChild(opponentMapView.getNode());
}
/**
* Lays out the GUI components within the window, positioning them appropriately.
* The opponent's map view is positioned based on the window's dimensions and a specified gap.
*/
private void layoutGuiComponents() {
final AppSettings s = getApp().getContext().getSettings();
final float mapWidth = opponentMapView.getWidth();
final float mapHeight = opponentMapView.getHeight();
final float windowWidth = s.getWidth();
final float windowHeight = s.getHeight();
opponentMapView.getNode().setLocalTranslation(windowWidth - mapWidth - GAP,
windowHeight - mapHeight - GAP,
DEPTH);
}
/**
* Handles click events in the battle interface. If the event indicates a click (not a release),
* it translates the cursor position to the model's coordinate system and triggers the game logic
* for interacting with the opponent's map.
*
* @param isPressed whether the mouse button is currently pressed (true) or released (false)
*/
private void click(boolean isPressed) {
if (!isPressed || showsDialog())
return;
final IntPoint cursorPos = opponentMapView.mouseToModel(getApp().getInputManager().getCursorPosition());
LOGGER.log(Level.DEBUG, "click: {0}", cursorPos); //NON-NLS
getGameLogic().clickOpponentMap(cursorPos);
}
}

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@@ -1,173 +0,0 @@
////////////////////////////////////////
// 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.input.controls.ActionListener;
import com.jme3.math.Vector2f;
import com.jme3.scene.Node;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import pp.battleship.client.BattleshipAppState;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.battleship.Resources.lookup;
import static pp.battleship.client.BattleshipApp.CLICK;
/**
* EditorState manages the editor mode in the Battleship game,
* allowing players to place and rotate ships.
*/
public class EditorAppState extends BattleshipAppState {
private static final Logger LOGGER = System.getLogger(EditorAppState.class.getName());
private static final float DEPTH = 0f;
private static final float GAP = 20f;
private final ActionListener clickListener = (name, isPressed, tpf) -> click(isPressed);
private final Node editorNode = new Node("Editor"); //NON-NLS
private Container buttonContainer;
private Button rotateButton;
private Button readyButton;
private MapView ownMapView;
private MapView harborView;
private Vector2f oldCursorPosition;
/**
* Enables the editor state by attaching necessary nodes and listeners.
*/
@Override
protected void enableState() {
editorNode.detachAllChildren();
initializeGuiComponents();
addGuiComponents();
layoutGuiComponents();
getApp().getGuiNode().attachChild(editorNode);
getApp().getInputManager().addListener(clickListener, CLICK);
}
/**
* Disables the editor state by detaching nodes and removing listeners.
*/
@Override
protected void disableState() {
getApp().getGuiNode().detachChild(editorNode);
getApp().getInputManager().removeListener(clickListener);
if (ownMapView != null) {
ownMapView.unregister();
ownMapView = null;
}
if (harborView != null) {
harborView.unregister();
harborView = null;
}
}
/**
* Updates the editor state, handling cursor movement and enabling buttons.
*
* @param tpf Time per frame
*/
@Override
public void update(float tpf) {
super.update(tpf);
cursorMovement();
enableButtons();
}
/**
* Enables or disables buttons based on the logic state.
*/
private void enableButtons() {
readyButton.setEnabled(getGameLogic().isMapComplete());
rotateButton.setEnabled(getGameLogic().movingShip());
}
/**
* Handles cursor movement for previewing ship placement.
*/
private void cursorMovement() {
if (!getGameLogic().movingShip() || ownMapView == null || showsDialog())
return;
final Vector2f cursorPosition = getApp().getInputManager().getCursorPosition();
if (!cursorPosition.equals(oldCursorPosition)) {
oldCursorPosition = new Vector2f(cursorPosition);
getGameLogic().movePreview(ownMapView.mouseToModel(cursorPosition));
}
}
/**
* Initializes the GUI components for the editor.
*/
private void initializeGuiComponents() {
ownMapView = new MapView(getGameLogic().getOwnMap(), getApp());
harborView = new MapView(getGameLogic().getHarbor(), getApp());
ownMapView.addGrid();
rotateButton = new Button(lookup("button.rotate"));
readyButton = new Button(lookup("button.ready"));
rotateButton.addClickCommands(e -> {
if (!showsDialog())
getGameLogic().rotateShip();
});
readyButton.addClickCommands(e -> {
if (!showsDialog())
getGameLogic().mapFinished();
});
buttonContainer = new Container();
}
/**
* Adds the GUI components to the editor node.
*/
private void addGuiComponents() {
buttonContainer.addChild(rotateButton, 0, 0);
buttonContainer.addChild(readyButton, 0, 1);
editorNode.attachChild(ownMapView.getNode());
editorNode.attachChild(harborView.getNode());
editorNode.attachChild(buttonContainer);
}
/**
* Lays out the GUI components on the screen.
*/
private void layoutGuiComponents() {
final AppSettings s = getApp().getContext().getSettings();
final float harborWidth = harborView.getWidth();
final float harborHeight = harborView.getHeight();
final float ownMapWidth = ownMapView.getWidth();
final float ownMapHeight = ownMapView.getHeight();
final float windowWidth = s.getWidth();
final float windowHeight = s.getHeight();
ownMapView.getNode()
.setLocalTranslation(0.5f * (windowWidth - harborWidth - ownMapWidth - GAP),
0.5f * (windowHeight - ownMapHeight),
DEPTH);
harborView.getNode()
.setLocalTranslation(0.5f * (windowWidth - harborWidth + ownMapWidth + GAP),
0.5f * (windowHeight - harborHeight),
DEPTH);
buttonContainer.setLocalTranslation(0.5f * (windowWidth - harborWidth - ownMapWidth - GAP),
0.5f * (windowHeight - ownMapHeight - GAP),
DEPTH);
}
/**
* Handles click events to place or rotate ships on the maps.
*/
private void click(boolean isPressed) {
if (!isPressed || showsDialog()) return;
final Vector2f cursorPos = getApp().getInputManager().getCursorPosition();
LOGGER.log(Level.DEBUG, "click: {0}", cursorPos); //NON-NLS
getGameLogic().clickHarbor(harborView.mouseToModel(cursorPos));
getGameLogic().clickOwnMap(ownMapView.mouseToModel(cursorPos));
}
}

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@@ -1,179 +0,0 @@
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;
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;
import java.util.Timer;
import java.util.TimerTask;
/**
* This class is used to handle the effects for impacts
*/
public class EffectHandler {
private final AssetManager assetManager;
static final Logger LOGGER = System.getLogger(EffectHandler.class.getName());
private Material particleMat;
/**
* the constructor is used to get the asset manager from the app
*
* @param app the main application
*/
public EffectHandler(Application app) {
assetManager = app.getAssetManager();
particleMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
}
/**
* creates a new HitEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createHitEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode,shot, "HitEffect", 30, 0.45f, 0.1f, -0.5f, 1f , 2f, false);
}
/**
* creates a new FireEffect
*
* @param battleshipNode the node of the ship
* @param shot the shot which triggered the effect
*/
public void createFireEffect(Node battleshipNode, Shot shot) {
createFieryEffect(battleshipNode, shot, "FireEffect", 30, 0.1f, 0.05f, -0.9f, 1f , 2f, true);
}
/**
* creates a fiery type hit effect
*
* @param battleshipNode the ship to which the effect should be attached
* @param shot the shot that triggered the effect
* @param name the name of the particle emitter
* @param numOfParticle the overall numberOfParticles
* @param startSize the start size of the particles
* @param endSize the end size of the particles
* @param gravity the gravity of the particles
* @param lowLife the lowest lifetime of a particle
* @param highLife the maximum lifetime of a particle
* @param loop if the effect should be looped
*/
public void createFieryEffect(Node battleshipNode, Shot shot, String name, int numOfParticle, float startSize, float endSize, float gravity,
float lowLife, float highLife, boolean loop) {
ParticleEmitter fieryEffect = new ParticleEmitter(name, Type.Triangle, numOfParticle);
fieryEffect.setMaterial(particleMat);
fieryEffect.setImagesX(2);
fieryEffect.setImagesY(2);
fieryEffect.setStartColor(ColorRGBA.Orange);
fieryEffect.setEndColor(ColorRGBA.Red);
fieryEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0,1,0));
fieryEffect.setStartSize(startSize);
fieryEffect.setEndSize(endSize);
fieryEffect.setGravity(0, gravity, 0);
fieryEffect.setLowLife(lowLife);
fieryEffect.setHighLife(highLife);
if(!loop) {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.setParticlesPerSec(0);
fieryEffect.emitAllParticles();
} else {
fieryEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
fieryEffect.getLocalTranslation().subtractLocal(battleshipNode.getLocalTranslation());
fieryEffect.setParticlesPerSec(10);
}
battleshipNode.attachChild(fieryEffect);
LOGGER.log(Level.DEBUG, "Created {0} at {1}", name ,fieryEffect.getLocalTranslation().toString());
fieryEffect.addControl(new EffectControl(fieryEffect, battleshipNode));
}
/**
* This method is used to create a miss effect at a certain location
*/
public ParticleEmitter createMissEffect(Shot shot) {
ParticleEmitter missEffect = new ParticleEmitter("MissEffect", Type.Triangle, 15);
missEffect.setMaterial(particleMat);
missEffect.setImagesX(2);
missEffect.setImagesY(2);
missEffect.setStartColor(ColorRGBA.Blue); // Water color
missEffect.setEndColor(ColorRGBA.Cyan);
missEffect.getParticleInfluencer().setInitialVelocity(new Vector3f(0, 1, 0));
missEffect.setStartSize(0.3f);
missEffect.setEndSize(0.05f);
missEffect.setGravity(0, -0.1f, 0);
missEffect.setLowLife(0.5f);
missEffect.setHighLife(1.5f);
missEffect.setParticlesPerSec(0);
missEffect.setLocalTranslation(shot.getY() + 0.5f, 0 , shot.getX() + 0.5f);
missEffect.emitAllParticles();
missEffect.addControl(new EffectControl(missEffect));
return missEffect;
}
/**
* This inner class is used to control the effects
*/
private static class EffectControl extends AbstractControl {
private final ParticleEmitter emitter;
private final Node parentNode;
/**
* this constructor is used to when the effect should be attached to a specific 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;
}
/**
* This constructor is used when the effect shouldn't be attached to
* a specific node
*
* @param emitter the Particle emitter to be controlled
*/
public EffectControl(ParticleEmitter emitter){
this.emitter = emitter;
this.parentNode = null;
}
/**
* The method which 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) {}
}
}

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@@ -1,191 +0,0 @@
////////////////////////////////////////
// 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.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.shape.Quad;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.util.FloatPoint;
import pp.util.Position;
/**
* Represents the visual view of a {@link ShipMap}, used to display the map structure such as the player's map, harbor,
* and opponent's map. This class handles the graphical representation of the map, including background setup, grid lines,
* and interaction between the model and the view.
*/
class MapView {
private static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f;
private static final ColorRGBA BACKGROUND_COLOR = new ColorRGBA(0, 0.05f, 0.05f, 0.5f);
private static final ColorRGBA GRID_COLOR = ColorRGBA.Green;
// Reference to the main application and the ship map being visualized
private final BattleshipApp app;
private final Node mapNode = new Node("map"); // NON-NLS
private final ShipMap map;
private final MapViewSynchronizer synchronizer;
/**
* Constructs a new MapView for a given {@link ShipMap} and {@link BattleshipApp}.
* Initializes the view by setting up the background and registering a synchronizer to listen to changes in the map.
*
* @param map the ship map to visualize
* @param app the main application instance
*/
MapView(ShipMap map, BattleshipApp app) {
this.map = map;
this.app = app;
this.synchronizer = new MapViewSynchronizer(this);
setupBackground();
app.getGameLogic().addListener(synchronizer);
}
/**
* Unregisters the {@link MapViewSynchronizer} from the listener list of the ClientGameLogic,
* stopping the view from receiving updates when the underlying {@link ShipMap} changes.
* After calling this method, this MapView instance should no longer be used.
*/
void unregister() {
app.getGameLogic().removeListener(synchronizer);
}
/**
* Gets the {@link ShipMap} associated with this view.
*
* @return the ship map
*/
public ShipMap getMap() {
return map;
}
/**
* Gets the {@link BattleshipApp} instance associated with this view.
*
* @return the main application instance
*/
public BattleshipApp getApp() {
return app;
}
/**
* Sets up the background of the map view using a quad geometry.
* The background is configured with a semi-transparent color and placed at a specific depth.
*/
private void setupBackground() {
final Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); // NON-NLS
mat.setColor("Color", BACKGROUND_COLOR); // NON-NLS
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
final Position corner = modelToView(map.getWidth(), map.getHeight());
final Geometry background = new Geometry("MapBackground", new Quad(corner.getX(), corner.getY()));
background.setMaterial(mat);
background.setLocalTranslation(0f, 0f, BACKGROUND_DEPTH);
background.setCullHint(CullHint.Never);
mapNode.attachChild(background);
}
/**
* Adds grid lines to the map view to visually separate the fields within the map.
* The grid lines are drawn based on the dimensions of the ship map.
*/
public void addGrid() {
for (int x = 0; x <= map.getWidth(); x++) {
final Position f = modelToView(x, 0);
final Position t = modelToView(x, map.getHeight());
mapNode.attachChild(gridLine(f, t));
}
for (int y = 0; y <= map.getHeight(); y++) {
final Position f = modelToView(0, y);
final Position t = modelToView(map.getWidth(), y);
mapNode.attachChild(gridLine(f, t));
}
}
/**
* Gets the root node containing all visual elements in this map view.
*
* @return the root node for the map view
*/
public Node getNode() {
return mapNode;
}
/**
* Gets the total width of the map in view coordinates.
*
* @return the width of the map in view coordinates
*/
public float getWidth() {
return FIELD_SIZE * map.getWidth();
}
/**
* Gets the total height of the map in view coordinates.
*
* @return the height of the map in view coordinates
*/
public float getHeight() {
return FIELD_SIZE * map.getHeight();
}
/**
* Converts coordinates from view coordinates to model coordinates.
*
* @param x the x-coordinate in view space
* @param y the y-coordinate in view space
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint viewToModel(float x, float y) {
return new IntPoint((int) Math.floor(x / FIELD_SIZE), (int) Math.floor(y / FIELD_SIZE));
}
/**
* Converts coordinates from model coordinates to view coordinates.
*
* @param x the x-coordinate in model space
* @param y the y-coordinate in model space
* @return the corresponding view coordinates as a {@link Position}
*/
public Position modelToView(float x, float y) {
return new FloatPoint(x * FIELD_SIZE, y * FIELD_SIZE);
}
/**
* Converts the mouse position to model coordinates.
* This method takes into account the map's transformation in the 3D scene.
*
* @param pos the 2D vector representing the mouse position in the view
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint mouseToModel(Vector2f pos) {
final Vector3f world = new Vector3f(pos.getX(), pos.getY(), 0f);
final Vector3f view = mapNode.getWorldTransform().transformInverseVector(world, null);
return viewToModel(view.getX(), view.getY());
}
/**
* Creates a visual representation of a grid line between two positions.
*
* @param p1 the start position of the grid line
* @param p2 the end position of the grid line
* @return a {@link Geometry} representing the grid line
*/
private Geometry gridLine(Position p1, Position p2) {
return app.getDraw().makeFatLine(p1, p2, GRID_DEPTH, GRID_COLOR, GRID_LINE_WIDTH);
}
}

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@@ -1,157 +0,0 @@
////////////////////////////////////////
// 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.math.ColorRGBA;
import com.jme3.scene.Geometry;
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;
/**
* Synchronizes the visual representation of the ship map with the game model.
* It handles the rendering of ships and shots on the map view, updating the view
* whenever changes occur in the model.
*/
class MapViewSynchronizer extends ShipMapSynchronizer {
// 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_SIZE = 0.75f;
private static final float SHELL_CENTERED_IN_MAP_GRID = 0.0625f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
private static final ColorRGBA MISS_COLOR = ColorRGBA.Blue;
private static final ColorRGBA SHIP_BORDER_COLOR = ColorRGBA.White;
private static final ColorRGBA PREVIEW_COLOR = ColorRGBA.Gray;
private static final ColorRGBA ERROR_COLOR = ColorRGBA.Red;
// 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.
*
* @param view the MapView to synchronize with the game model
*/
public MapViewSynchronizer(MapView view) {
super(view.getMap(), view.getNode());
this.view = view;
addExisting();
}
/**
* Creates a visual representation of a shot on the map.
* A hit shot is represented in red, while a miss is represented in blue.
*
* @param shot the Shot object representing the shot in the model
* @return a Spatial representing the shot on the map
*/
@Override
public Spatial visit(Shot shot) {
LOGGER.log(Logger.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);
}
/**
* Creates a visual representation of a battleship on the map.
* The ship's border color depends on its status: normal, valid preview, or invalid preview.
*
* @param ship the Battleship object representing the ship in the model
* @return a Spatial representing the ship on the map
*/
@Override
public Spatial visit(Battleship ship) {
// Create a node to represent the ship
final Node shipNode = new Node("ship"); //NON-NLS
// Convert the ship's model coordinates to view coordinates
final Position p1 = view.modelToView(ship.getMinX(), ship.getMinY());
final Position p2 = view.modelToView(ship.getMaxX() + 1, ship.getMaxY() + 1);
// Calculate the coordinates for the ship's bounding box
final float x1 = p1.getX() + INDENT;
final float y1 = p1.getY() + INDENT;
final float x2 = p2.getX() - INDENT;
final float y2 = p2.getY() - INDENT;
// Determine the color based on the ship's status
final ColorRGBA color = switch (ship.getStatus()) {
case NORMAL -> SHIP_BORDER_COLOR;
case VALID_PREVIEW -> PREVIEW_COLOR;
case INVALID_PREVIEW -> ERROR_COLOR;
};
// Add the ship's borders to the node
shipNode.attachChild(shipLine(x1, y1, x2, y1, color));
shipNode.attachChild(shipLine(x1, y2, x2, y2, color));
shipNode.attachChild(shipLine(x1, y1, x1, y2, color));
shipNode.attachChild(shipLine(x2, y1, x2, y2, color));
// Return the complete ship representation
return shipNode;
}
/**
* this method will create a representation of a shell in the map
*
* @param shell the Shell element to visit
* @return the node the representation is attached to
*/
@Override
public Spatial visit(Shell shell) {
LOGGER.log(Logger.Level.DEBUG, "Visiting {0}", shell);
final Node shellNode = new Node("shell");
final Position p1 = view.modelToView(shell.getX(), shell.getY());
final Position p2 = view.modelToView(shell.getX() + SHELL_SIZE, shell.getY() + SHELL_SIZE);
final Position startPosition = view.modelToView(SHELL_CENTERED_IN_MAP_GRID, SHELL_CENTERED_IN_MAP_GRID);
shellNode.attachChild(view.getApp().getDraw().makeRectangle(startPosition.getX(), startPosition.getY(), SHELL_DEPTH, p2.getX() - p1.getX(), p2.getY() - p1.getY(), ColorRGBA.Black));
shellNode.setLocalTranslation(startPosition.getX(), startPosition.getY(), SHELL_DEPTH);
shellNode.addControl(new ShellMapControl(p1, view.getApp(), new IntPoint(shell.getX(), shell.getY())));
return shellNode;
}
/**
* Creates a line geometry representing part of the ship's border.
*
* @param x1 the starting x-coordinate of the line
* @param y1 the starting y-coordinate of the line
* @param x2 the ending x-coordinate of the line
* @param y2 the ending y-coordinate of the line
* @param color the color of the line
* @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);
}
}

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@@ -1,203 +0,0 @@
////////////////////////////////////////
// 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.app.Application;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetManager;
import com.jme3.light.AmbientLight;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
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.shadow.DirectionalLightShadowRenderer;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.texture.Texture;
import com.jme3.util.SkyFactory;
import com.jme3.util.TangentBinormalGenerator;
import pp.battleship.client.BattleshipAppState;
import pp.battleship.model.ShipMap;
import pp.util.FloatMath;
import static pp.util.FloatMath.TWO_PI;
import static pp.util.FloatMath.cos;
import static pp.util.FloatMath.sin;
import static pp.util.FloatMath.sqrt;
/**
* Manages the rendering and visual aspects of the sea and sky in the Battleship game.
* This state is responsible for setting up and updating the sea, sky, and lighting
* conditions, and controls the camera to create a dynamic view of the game environment.
*/
public class SeaAppState extends BattleshipAppState {
/**
* The path to the sea texture material.
*/
private static final String SEA_TEXTURE = "Textures/Terrain/Water/Water.j3m"; //NON-NLS
private static final float ABOVE_SEA_LEVEL = 4f;
private static final float INCLINATION = 2.5f;
/**
* The root node for all visual elements in this state.
*/
private final Node viewNode = new Node("view"); //NON-NLS
/**
* The node containing the scene elements, such as the sea surface.
*/
private final Node sceneNode = new Node("scene"); //NON-NLS
/**
* Synchronizes the sea's visual representation with the game logic.
*/
private SeaSynchronizer synchronizer;
/**
* The current angle of the camera around the center of the map.
*/
private float cameraAngle;
/**
* Initializes the state by setting up the sky, lights, and other visual components.
* This method is called when the state is first attached to the state manager.
*
* @param stateManager the state manager
* @param application the application
*/
@Override
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
viewNode.attachChild(sceneNode);
setupLights();
setupSky();
}
/**
* Enables the sea and sky state, setting up the scene and registering any necessary listeners.
* This method is called when the state is set to active.
*/
@Override
protected void enableState() {
sceneNode.detachAllChildren();
setupScene();
if (synchronizer == null) {
synchronizer = new SeaSynchronizer(getApp(), sceneNode, getGameLogic().getOwnMap());
getGameLogic().addListener(synchronizer);
}
getApp().getRootNode().attachChild(viewNode);
}
/**
* Disables the sea and sky state, removing visual elements from the scene and unregistering listeners.
* This method is called when the state is set to inactive.
*/
@Override
protected void disableState() {
getApp().getRootNode().detachChild(viewNode);
if (synchronizer != null) {
getGameLogic().removeListener(synchronizer);
synchronizer = null;
}
}
/**
* Updates the state each frame, moving the camera to simulate it circling around the map.
*
* @param tpf the time per frame (seconds)
*/
@Override
public void update(float tpf) {
super.update(tpf);
cameraAngle += TWO_PI * 0.05f * tpf;
adjustCamera();
}
/**
* Sets up the lighting for the scene, including directional and ambient lights.
* Also configures shadows to enhance the visual depth of the scene.
*/
private void setupLights() {
final AssetManager assetManager = getApp().getAssetManager();
final DirectionalLightShadowRenderer shRend = new DirectionalLightShadowRenderer(assetManager, 2048, 3);
shRend.setLambda(0.55f);
shRend.setShadowIntensity(0.6f);
shRend.setEdgeFilteringMode(EdgeFilteringMode.Bilinear);
getApp().getViewPort().addProcessor(shRend);
final DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-1f, -0.7f, -1f).normalizeLocal());
viewNode.addLight(sun);
shRend.setLight(sun);
final AmbientLight ambientLight = new AmbientLight(new ColorRGBA(0.3f, 0.3f, 0.3f, 0f));
viewNode.addLight(ambientLight);
}
/**
* Sets up the sky in the scene using a skybox with textures for all six directions.
* This creates a realistic and immersive environment for the sea.
*/
private void setupSky() {
final AssetManager assetManager = getApp().getAssetManager();
final Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); //NON-NLS
final Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); //NON-NLS
final Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); //NON-NLS
final Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); //NON-NLS
final Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); //NON-NLS
final Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg"); //NON-NLS
final Spatial sky = SkyFactory.createSky(assetManager, west, east, north, south, up, down);
sky.rotate(0f, FloatMath.PI, 0f);
viewNode.attachChild(sky);
}
/**
* Sets up the sea surface in the scene. This includes creating the sea mesh,
* applying textures, and enabling shadows.
*/
private void setupScene() {
final ShipMap ownMap = getGameLogic().getOwnMap();
final float x = 0.5f * ownMap.getWidth();
final float y = 0.5f * ownMap.getHeight();
final Box seaMesh = new Box(y + 0.5f, 0.1f, x + 0.5f);
final Geometry seaGeo = new Geometry("sea", seaMesh); //NON-NLS
seaGeo.setLocalTranslation(new Vector3f(y, -0.1f, x));
seaMesh.scaleTextureCoordinates(new Vector2f(4f, 4f));
final Material seaMat = getApp().getAssetManager().loadMaterial(SEA_TEXTURE);
seaGeo.setMaterial(seaMat);
seaGeo.setShadowMode(ShadowMode.CastAndReceive);
TangentBinormalGenerator.generate(seaGeo);
sceneNode.attachChild(seaGeo);
}
/**
* Adjusts the camera position and orientation to create a circular motion around
* the center of the map. This provides a dynamic view of the sea and surrounding environment.
*/
private void adjustCamera() {
final ShipMap ownMap = getGameLogic().getOwnMap();
final float mx = 0.5f * ownMap.getWidth();
final float my = 0.5f * ownMap.getHeight();
final float radius = 2f * sqrt(mx * mx + my + my);
final float cos = radius * cos(cameraAngle);
final float sin = radius * sin(cameraAngle);
final float x = mx - cos;
final float y = my - sin;
final Camera camera = getApp().getCamera();
camera.setLocation(new Vector3f(y, ABOVE_SEA_LEVEL, x));
camera.getRotation().lookAt(new Vector3f(sin, -INCLINATION, cos),
Vector3f.UNIT_Y);
camera.update();
}
}

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////////////////////////////////////////
// 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.material.Material;
import com.jme3.material.RenderState;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.client.BattleshipApp;
import pp.battleship.model.*;
import static java.util.Objects.requireNonNull;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
/**
* The {@code SeaSynchronizer} class is responsible for synchronizing the graphical
* representation of the ships and shots on the sea map with the underlying data model.
* It extends the {@link ShipMapSynchronizer} to provide specific synchronization
* logic for the sea map.
*/
class SeaSynchronizer extends ShipMapSynchronizer {
private static final String UNSHADED = "Common/MatDefs/Misc/Unshaded.j3md"; //NON-NLS
private static final String KING_GEORGE_V_MODEL = "Models/KingGeorgeV/KingGeorgeV.j3o";
private static final String UBOAT = "Models/UBoat/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj"; //NON-NLS
private static final String BATTLE_SHIP_MODERN = "Models/BattleShipModern/Destroyer.j3o";
private static final String BATTLE_SHIP_MODERN_TEXTURE = "Models/BattleShipModern/BattleshipC.jpg";
private static final String PATROL_BOAT = "Models/PatrolBoat/12219_boat_v2_L2.obj";
private static final String SHELL_ROCKET = "Models/Rocket/Rocket.obj";
private static final String SHIP = "ship"; //NON-NLS
private static final String SHELL = "shell";
private final EffectHandler effectHandler;
private final ShipMap map;
private final BattleshipApp app;
/**
* Constructs a {@code SeaSynchronizer} object with the specified application, root node, and ship map.
*
* @param app the Battleship application
* @param root the root node to which graphical elements will be attached
* @param map the ship map containing the ships and shots
*/
public SeaSynchronizer(BattleshipApp app, Node root, ShipMap map) {
super(app.getGameLogic().getOwnMap(), root);
this.app = app;
this.map = map;
effectHandler = new EffectHandler(app);
addExisting();
}
/**
* Visits a {@link Shot} and creates a graphical representation of it.
* If the shot is a hit, it attaches the representation to the ship node.
*
* @param shot the shot to be represented
* @return the graphical representation of the shot, or null if the shot is a hit
* and the representation has been attached to the ship node
*/
@Override
public Spatial visit(Shot shot) {
return shot.isHit() ? handleHit(shot) : effectHandler.createMissEffect(shot);
}
/**
* Handles a hit by attaching its representation to the node that
* contains the ship model as a child so that it moves with the ship.
*
* @param shot a hit
* @return always null to prevent the representation from being attached
* to the items node as well
*/
private Spatial handleHit(Shot shot) {
final Battleship ship = requireNonNull(map.findShipAt(shot), "Missing ship");
final Node shipNode = requireNonNull((Node) getSpatial(ship), "Missing ship node");
effectHandler.createHitEffect(shipNode, shot);
effectHandler.createFireEffect(shipNode, shot);
return null;
}
/**
* Visits a {@link Battleship} and creates a graphical representation of it.
* The representation is either a 3D model or a simple box depending on the
* type of battleship.
*
* @param ship the battleship to be represented
* @return the node containing the graphical representation of the battleship
*/
@Override
public Spatial visit(Battleship ship) {
final Node node = new Node(SHIP);
node.attachChild(createShip(ship));
// compute the center of the ship in world coordinates
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));
return node;
}
/**
* Visits a shell and creates a graphical representation
*
* @param shell the Shell element to visit
* @return the node containing the graphical representation
*/
@Override
public Spatial visit(Shell shell){
final Node node = new Node(SHELL);
node.attachChild(createRocket());
final float x = shell.getY();
final float z = shell.getX();
node.setLocalTranslation(x + 0.5f, 10f, z + 0.5f);
ShellControl shellControl = new ShellControl(shell, app);
node.addControl(shellControl);
return node;
}
/**
* creates the spatial representation of a rocket
*
* @return a spatial the rocket
*/
private Spatial createRocket() {
final Spatial model = app.getAssetManager().loadModel(SHELL_ROCKET);
model.rotate(PI, 0f, 0f);
model.scale(0.002f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, 0, 0);
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.
*
* @param ship the battleship to be represented
* @return the spatial representing the battleship
*/
private Spatial createShip(Battleship ship) {
return switch (ship.getLength()) {
case 1 -> createPatrolBoat(ship);
case 2 -> createModernBattleship(ship);
case 3 -> createUBoat(ship);
case 4 -> createBattleship(ship);
default -> throw new IllegalArgumentException("Ship length must be between 1 and 4 units long");
};
}
/**
* Creates a detailed 3D model to represent a "King George V" battleship.
*
* @param ship the battleship to be represented
* @return the spatial representing the "King George V" battleship
*/
private Spatial createBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(KING_GEORGE_V_MODEL);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(1.48f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* creates a detailed 3D model to represent an UBoat
*
* @param ship the ship to be represented
* @return the spatial representing the Uboat
*/
private Spatial createUBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(UBOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.5f);
model.setShadowMode(ShadowMode.CastAndReceive);
model.move(0, -0.3f, 0);
return model;
}
/**
* creates a detailed 3D model to represent the modern battleship
*
* @param ship the ship to be represented
* @return the spatial representing the Modern Battleship
*/
private Spatial createModernBattleship(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(BATTLE_SHIP_MODERN);
Material mat = new Material(app.getAssetManager(), UNSHADED);
mat.setTexture("ColorMap", app.getAssetManager().loadTexture(BATTLE_SHIP_MODERN_TEXTURE));
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
model.setMaterial(mat);
model.setQueueBucket(RenderQueue.Bucket.Opaque);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.08f);
model.setLocalTranslation(0f, 0.2f, 0f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* creates a detailed 3D model to represent the patrol boat
*
* @param ship the ship to be represented
* @return the spatial representing the patrol boat
*/
private Spatial createPatrolBoat(Battleship ship) {
final Spatial model = app.getAssetManager().loadModel(PATROL_BOAT);
model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
model.scale(0.0005f);
model.setShadowMode(ShadowMode.CastAndReceive);
return model;
}
/**
* Calculates the rotation angle for the specified rotation.
*
* @param rot the rotation of the battleship
* @return the rotation angle in radians
*/
private static float calculateRotationAngle(Rotation rot) {
return switch (rot) {
case RIGHT -> HALF_PI;
case DOWN -> 0f;
case LEFT -> -HALF_PI;
case UP -> PI;
};
}
}

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package pp.battleship.client.gui;
import com.jme3.math.Quaternion;
import com.jme3.renderer.RenderManager;
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.model.IntPoint;
import pp.battleship.model.Shell;
import java.lang.System.Logger;
/**
* This class controls a 3D representation of a shell
*/
public class ShellControl extends AbstractControl {
private final Shell shell;
private final BattleshipApp app;
private static final float MOVE_SPEED = 8.0f;
static final Logger LOGGER = System.getLogger(ShellControl.class.getName());
/**
* Constructor to create a new ShellControl object
*
* @param shell the shell to be displayed
* @param app the main application
*/
public ShellControl(Shell shell, BattleshipApp app) {
this.shell = shell;
this.app = app;
}
/**
* this method moves the representation towards it destination
* and deletes it if it reaches its target
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(0, -MOVE_SPEED * tpf, 0);
spatial.rotate(0f, 0.05f, 0f);
//LOGGER.log(System.Logger.Level.DEBUG, "moved rocket {0}", spatial.getLocalTranslation().getY());
if (spatial.getLocalTranslation().getY() <= 1.5){
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(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) {
}
}

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package pp.battleship.client.gui;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
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.model.IntPoint;
import pp.util.Position;
/**
* This class controls a ShellMap element
*/
public class ShellMapControl extends AbstractControl {
private final Position position;
private final IntPoint pos;
private static final Vector3f VECTOR = new Vector3f();
private final BattleshipApp app;
/**
* constructs a new ShellMapControl object
*
* @param position the position where the shell should move to on the map
* @param app the main application
* @param pos the position the then to render shot goes to
*/
public ShellMapControl(Position position, BattleshipApp app, IntPoint pos) {
super();
this.position = position;
this.pos = pos;
this.app = app;
VECTOR.set(new Vector3f(position.getX(), position.getY(), 0));
}
/**
* this method moves the shell representation to its correct spot and removes it after
* it arrived at its destination
*
* @param tpf time per frame (in seconds)
*/
@Override
protected void controlUpdate(float tpf) {
spatial.move(VECTOR.mult(tpf));
if (spatial.getLocalTranslation().getX() >= position.getX() && spatial.getLocalTranslation().getY() >= position.getY()) {
spatial.getParent().detachChild(spatial);
app.getGameLogic().send(new AnimationEndMessage(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) {
}
}

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////////////////////////////////////////
// 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.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.control.AbstractControl;
import pp.battleship.model.Battleship;
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;
/**
* Controls the oscillating pitch motion of a battleship model in the game.
* The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
*/
class ShipControl extends AbstractControl {
/**
* The axis of rotation for the ship's pitch (tilting forward and backward).
*/
private final Vector3f axis;
/**
* The duration of one complete oscillation cycle in seconds.
*/
private final float cycle;
/**
* The amplitude of the pitch oscillation in radians, determining how much the ship tilts.
*/
private final float amplitude;
/**
* A quaternion representing the ship's current pitch rotation.
*/
private final Quaternion pitch = new Quaternion();
/**
* the speed at which ships sink
*/
private static final float SINKING_SPEED = -0.05f;
/**
* the threshold when ships should be removed from the scene if they sink below the value
*/
private static final float SHIP_SINKING_REMOVE_THRESHOLD = -0.6f;
/**
* The current time within the oscillation cycle, used to calculate the ship's pitch angle.
*/
private float time;
/**
* The ship to be controlled
*/
private final Battleship battleship;
static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
/**
* Constructs a new ShipControl instance for the specified Battleship.
* The ship's orientation determines the axis of rotation, while its length influences
* the cycle duration and amplitude of the oscillation.
*
* @param ship the Battleship object to control
*/
public ShipControl(Battleship ship) {
battleship = ship;
// Determine the axis of rotation based on the ship's orientation
axis = switch (ship.getRot()) {
case LEFT, RIGHT -> Vector3f.UNIT_X;
case UP, DOWN -> Vector3f.UNIT_Z;
};
// Set the cycle duration and amplitude based on the ship's length
cycle = battleship.getLength() * 2f;
amplitude = 5f * DEG_TO_RAD / ship.getLength();
}
/**
* Updates the ship's pitch oscillation each frame. The ship's pitch is adjusted
* to create a continuous tilting motion, simulating the effect of waves.
* And lets the ship sink if it is destroyed and removes it from the scene when it has completely sunk
*
* @param tpf time per frame (in seconds), used to calculate the new pitch angle
*/
@Override
protected void controlUpdate(float tpf) {
// If spatial is null, do nothing
if (spatial == null) return;
if (battleship.isDestroyed() && spatial.getLocalTranslation().getY() <= SHIP_SINKING_REMOVE_THRESHOLD) {
LOGGER.log(Level.INFO, "Ship removed {0}", spatial.getName());
spatial.getParent().detachChild(spatial);
} else if (battleship.isDestroyed()) {
spatial.move(0, SINKING_SPEED * 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 pitch Quaternion with the new angle
pitch.fromAngleAxis(angle, axis);
// Apply the pitch rotation to the spatial
spatial.setLocalRotation(pitch);
}
}
/**
* 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) {
// No rendering logic is needed for this control
}
}

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////////////////////////////////////////
// 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.scene.Node;
import com.jme3.scene.Spatial;
import pp.battleship.model.Item;
import pp.battleship.model.ShipMap;
import pp.battleship.model.Visitor;
import pp.battleship.notification.GameEventListener;
import pp.battleship.notification.ItemAddedEvent;
import pp.battleship.notification.ItemRemovedEvent;
import pp.view.ModelViewSynchronizer;
/**
* Abstract base class for synchronizing the visual representation of a {@link ShipMap} with its model state.
* This class handles the addition and removal of items from the ship map, ensuring that changes in the model
* are accurately reflected in the view.
* <p>
* Subclasses are responsible for providing the specific implementation of how each item in the map
* is represented visually by implementing the {@link Visitor} interface.
* </p>
*/
abstract class ShipMapSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
// The ship map that this synchronizer is responsible for
private final ShipMap shipMap;
/**
* Constructs a new ShipMapSynchronizer.
* Initializes the synchronizer with the provided ship map and the root node for attaching view representations.
*
* @param map the ship map to be synchronized
* @param root the root node to which the view representations of the ship map items are attached
*/
protected ShipMapSynchronizer(ShipMap map, Node root) {
super(root);
this.shipMap = map;
}
/**
* Translates a model item into its corresponding visual representation.
* The specific visual representation is determined by the concrete implementation of the {@link Visitor} interface.
*
* @param item the item from the model to be translated
* @return the visual representation of the item as a {@link Spatial}
*/
@Override
protected Spatial translate(Item item) {
return item.accept(this);
}
/**
* Adds the existing items from the ship map to the view.
* This method should be called during initialization to ensure that all current items in the ship map
* are visually represented.
*/
protected void addExisting() {
shipMap.getItems().forEach(this::add);
}
/**
* Handles the event when an item is removed from the ship map.
* Removes the visual representation of the item from the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been removed from the ship map
*/
@Override
public void receivedEvent(ItemRemovedEvent event) {
if (shipMap == event.map())
delete(event.item());
}
/**
* Handles the event when an item is added to the ship map.
* Adds the visual representation of the new item to the view if it belongs to the synchronized ship map.
*
* @param event the event indicating that an item has been added to the ship map
*/
@Override
public void receivedEvent(ItemAddedEvent event) {
if (shipMap == event.map())
add(event.item());
}
}

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@@ -1,177 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
import com.jme3.network.ConnectionListener;
import com.jme3.network.HostedConnection;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import com.jme3.network.Server;
import com.jme3.network.serializing.Serializer;
import pp.battleship.BattleshipConfig;
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.MapMessage;
import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.*;
import pp.battleship.model.Battleship;
import pp.battleship.model.IntPoint;
import pp.battleship.model.Shot;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.logging.LogManager;
/**
* Server implementing the visitor pattern as MessageReceiver for ClientMessages
*/
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 final ServerGameLogic logic;
private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Creates the server.
*/
public BattleshipServer(int port) {
config.readFromIfExists(CONFIG_FILE);
BattleshipServer.port = port;
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
}
public void run() {
startServer();
while (true)
processNextMessage();
}
private void startServer() {
try {
LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
myServer = Network.createServer(port);
initializeSerializables();
myServer.start();
registerListeners();
LOGGER.log(Level.INFO, "Server started: {0}", myServer.isRunning()); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.ERROR, "Couldn't start server: {0}", e.getMessage()); //NON-NLS
exit(1);
}
}
private void processNextMessage() {
try {
pendingMessages.take().process(logic);
}
catch (InterruptedException ex) {
LOGGER.log(Level.INFO, "Interrupted while waiting for messages"); //NON-NLS
Thread.currentThread().interrupt();
}
}
private void initializeSerializables() {
Serializer.registerClass(GameDetails.class);
Serializer.registerClass(StartBattleMessage.class);
Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class);
Serializer.registerClass(AnimationEndMessage.class);
Serializer.registerClass(AnimationStartMessage.class);
Serializer.registerClass(SwitchBattleState.class);
}
private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationEndMessage.class);
myServer.addConnectionListener(this);
}
@Override
public void messageReceived(HostedConnection source, Message message) {
LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
if (message instanceof ClientMessage clientMessage)
pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
}
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(hostedConnection.getId());
}
@Override
public void connectionRemoved(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
final Player player = logic.getPlayerById(hostedConnection.getId());
if (player == null)
LOGGER.log(Level.INFO, "closed connection does not belong to an active player"); //NON-NLS
else { //NON-NLS
LOGGER.log(Level.INFO, "closed connection belongs to {0}", player); //NON-NLS
exit(0);
}
}
private void exit(int exitValue) { //NON-NLS
LOGGER.log(Level.INFO, "close request"); //NON-NLS
if (myServer != null)
for (HostedConnection client : myServer.getConnections()) //NON-NLS
if (client != null) client.close("Game over"); //NON-NLS
System.exit(exitValue);
}
/**
* Send the specified message to the specified connection.
*
* @param id the connection id
* @param message the message
*/
public void send(int id, ServerMessage message) {
if (myServer == null || !myServer.isRunning()) {
LOGGER.log(Level.ERROR, "no server running when trying to send {0}", message); //NON-NLS
return;
}
final HostedConnection connection = myServer.getConnection(id);
if (connection != null)
connection.send(message);
else
LOGGER.log(Level.ERROR, "there is no connection with id={0}", id); //NON-NLS
}
}

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@@ -1,17 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.client.server;
import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
record ReceivedMessage(ClientMessage message, int from) {
void process(ClientInterpreter interpreter) {
message.accept(interpreter, from);
}
}

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@@ -1,73 +0,0 @@
newmtl Battleship
illum 4
Kd 0.00 0.00 0.00
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
map_Kd BattleshipC.jpg
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn1SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn2SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.00 0.00 0.00
Ns 256.00
newmtl blinn3SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn4SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn5SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn6SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn7SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00
newmtl blinn8SG
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
Ks 0.50 0.50 0.50
Ns 256.00

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based on:
https://free3d.com/3d-model/battleship-v1--611736.html
License: Free Personal Use Only

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based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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@@ -1,104 +0,0 @@
# 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

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@@ -1,3 +0,0 @@
based on:
https://free3d.com/3d-model/boat-v2--225787.html
License: Free Personal Use Only

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#
# Generated by Sweet Home 3D - ven. janv. 02 20:37:08 CET 2015
# http://www.sweethome3d.com/
#
newmtl FrontColorNoCulling
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 0.0
newmtl ForegroundColor
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white
illum 1
Ka 0.48235294 0.5019608 0.5803922
Kd 0.48235294 0.5019608 0.5803922
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_5
illum 1
Ka 0.47843137 0.49803922 0.5764706
Kd 0.47843137 0.49803922 0.5764706
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_10
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl FrontColorNoCulling_11
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl ForegroundColor_12
illum 1
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Mesh_13
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 0.0
newmtl Cube_1_1_1
illum 1
Ka 0.0 0.0 0.0
Kd 0.0 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_7_7
illum 1
Ka 0.4 0.4 0.4
Kd 0.4 0.4 0.4
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_10_10
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_11_11
illum 2
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl 12_12
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_1_1_Cube_1_1_1_38
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 1.0
newmtl white_Cylinder_58
illum 1
Ka 0.1882353 0.27058825 0.58431375
Kd 0.1882353 0.27058825 0.58431375
Ks 0.0 0.0 0.0
Ns 0.0
newmtl white_Cylinder_59
illum 1
Ka 0.3137255 0.14901961 0.011764706
Kd 0.3137255 0.14901961 0.011764706
Ks 0.0 0.0 0.0
Ns 0.0
newmtl 1_1
illum 2
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.5 0.5 0.5
Ns 64.0
Ni 1.0
d 0.48000002
map_Kd Missile_AIM-120_D_[AMRAAM]_1_1.png
newmtl Cube_1_2_2
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_4_4
illum 2
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_5_5
illum 2
Ka 0.8 0.8 0.0
Kd 0.8 0.8 0.0
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_6_6
illum 2
Ka 0.8784314 0.8745098 0.8901961
Kd 0.8784314 0.8745098 0.8901961
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_10_10_Cylinder_10_10_73
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl 11_11
illum 1
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_1_1_Cube_1_1_1_76
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
Ni 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_1_1_Cube_1_1_1_76.png
newmtl Cylinder_2_2
illum 2
Ka 0.6 0.6 0.6
Kd 0.6 0.6 0.6
Ks 0.5 0.5 0.5
Ns 64.0
newmtl Cylinder_3_3
illum 1
Ka 0.4 0.4 0.0
Kd 0.4 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_4_4_Cylinder_4_4_79
illum 1
Ka 0.0 0.0 0.0
Kd 0.0 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_5_5
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_5_5.png
newmtl Cube_1_6_6
illum 1
Ka 0.2 0.2 0.2
Kd 1.0 1.0 1.0
Ks 0.0 0.0 0.0
Ns 1.0
Ni 1.0
map_Kd Missile_AIM-120_D_[AMRAAM]_Cube_1_6_6.png
newmtl Cylinder_1_1
illum 1
Ka 0.4 0.4 0.4
Kd 0.4 0.4 0.4
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_5_5_Cube_1_5_5_86
illum 1
Ka 0.2 0.2 0.2
Kd 0.2 0.2 0.2
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cube_1_6_6_Cube_1_6_6_87
illum 1
Ka 0.8 0.0 0.0
Kd 0.8 0.0 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_7_7_Cylinder_7_7_88
illum 1
Ka 0.8 0.4 0.0
Kd 0.8 0.4 0.0
Ks 0.0 0.0 0.0
Ns 1.0
newmtl Cylinder_8_8
illum 1
Ka 0.4 0.6 0.0
Kd 0.4 0.6 0.0
Ks 0.0 0.0 0.0
Ns 1.0

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based on:
https://free3d.com/de/3d-model/aim-120d-missile-51025.html
License: Free Personal Use Only

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@@ -1,16 +0,0 @@
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 29.03.2012 14:25:39
newmtl default
Ns 35.0000
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 0.5400 0.5400 0.5400
Ke 0.0000 0.0000 0.0000
map_Ka 14084_WWII_ship_German_Type_II_U-boat_diff.jpg
map_Kd 14084_WWII_ship_German_Type_II_U-boat_diff.jpg

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@@ -1,3 +0,0 @@
based on:
https://free3d.com/3d-model/wwii-ship-german-type-ii-uboat-v2--700733.html
License: Free Personal Use Only

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@@ -1,3 +0,0 @@
based on
https://opengameart.org/content/boss-battle-2-symphonic-metal
License: CC0 (public domain)

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based on
https://opengameart.org/content/game-over-instrumental
License: CC0 (public domain)

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based on
https://opengameart.org/content/victory-fanfare-short
License: CC0 (public domain)

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based on
https://opengameart.org/content/dark-intro
License: CC0 (public domain)

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based on:
water 002
by Katsukagi on 29/11/2018
https://3dtextures.me/2018/11/29/water-002/

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Material Water : Common/MatDefs/Light/Lighting.j3md {
MaterialParameters {
Shininess : 64
DiffuseMap : Repeat Textures/Terrain/Water/Water_002_COLOR.jpg
NormalMap : Repeat Textures/Terrain/Water/Water_002_NORM.jpg
SpecularMap : Repeat Textures/Terrain/Water/Water_002_ROUGH.jpg
ParallaxMap : Repeat Textures/Terrain/Water/Water_002_DISP.png
// PackedNormalParallax : true
// UseMaterialColors : true
Ambient : 0.5 0.5 0.5 1.0
Diffuse : 1.0 1.0 1.0 1.0
Specular : 1.0 1.0 1.0 1.0
}
}

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plugins {
id 'buildlogic.jme-application-conventions'
}
description = 'Battleship converter for resources'
dependencies {
implementation libs.jme3.core
runtimeOnly libs.jme3.desktop
runtimeOnly libs.jme3.plugins
}
application {
mainClass = 'pp.battleship.exporter.ModelExporter'
}

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@@ -1,69 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.exporter;
import com.jme3.app.SimpleApplication;
import com.jme3.export.JmeExporter;
import com.jme3.export.binary.BinaryExporter;
import com.jme3.scene.Spatial;
import com.jme3.system.JmeContext;
import com.jme3.util.TangentBinormalGenerator;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
/**
* This class transforms models into j3o format.
*/
public class ModelExporter extends SimpleApplication {
private static final Logger LOGGER = System.getLogger(ModelExporter.class.getName());
/**
* The main method of the converter
*
* @param args input args
*/
public static void main(String[] args) {
ModelExporter application = new ModelExporter();
application.start(JmeContext.Type.Headless);
}
/**
* Overrides {@link com.jme3.app.SimpleApplication#simpleInitApp()}.
* It initializes a simple app by exporting robots and rocks.
*/
@Override
public void simpleInitApp() {
export("Models/KingGeorgeV/King_George_V.obj", "KingGeorgeV.j3o"); //NON-NLS
stop();
}
/**
* Exports spatial into a file
*
* @param fileName the file name of the model
* @param exportFileName the name of the file where the .j3o file is going to be stored
*/
private void export(String fileName, String exportFileName) {
final File file = new File(exportFileName);
JmeExporter exporter = BinaryExporter.getInstance();
try {
final Spatial model = getAssetManager().loadModel(fileName);
TangentBinormalGenerator.generate(model);
exporter.save(model, file);
}
catch (IOException exception) {
LOGGER.log(Level.ERROR, "write to {0} failed", file); //NON-NLS
throw new RuntimeException(exception);
}
LOGGER.log(Level.INFO, "wrote file {0}", file); //NON-NLS
}
}

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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 16.03.2012 14:15:53
newmtl _King_George_V
Ns 60.0000
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 0.4500 0.4500 0.4500
Ke 0.0000 0.0000 0.0000
map_Ka King_George_V.jpg
map_Kd King_George_V.jpg
map_bump King_George_V_bump.jpg
bump King_George_V_bump.jpg

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based on:
https://free3d.com/3d-model/wwii-ship-uk-king-george-v-class-battleship-v1--185381.html
License: Free Personal Use Only

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////////////////////////////////////////
// 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;
import java.util.Map;
import java.util.TreeMap;
import static java.lang.Math.max;
/**
* Provides access to the configuration settings for the Battleship game.
* <p>
* This class allows for loading configuration settings from a properties file,
* including the server port, map dimensions, and the number of ships of various lengths.
* </p>
* <p>
* <b>Note:</b> Attributes of this class are not marked as {@code final} to allow
* for proper initialization when reading from a properties file.
* </p>
*/
public class BattleshipConfig extends Config {
/**
* The default port number for the Battleship server.
*/
@Property("port")
private int port = 1234;
/**
* The width of the game map in terms of grid units.
*/
@Property("map.width")
private int mapWidth = 10;
/**
* The height of the game map in terms of grid units.
*/
@Property("map.height")
private int mapHeight = 10;
/**
* An array representing the number of ships available for each length.
* The index corresponds to the ship length minus one, and the value at each index
* is the number of ships of that length.
*/
@Property("ship.nums")
private int[] shipNums = {4, 3, 2, 1};
/**
* Creates an instance of {@code BattleshipConfig} with default settings.
*/
public BattleshipConfig() {
// Default constructor
}
/**
* Returns the port number configured for the Battleship server.
*
* @return the port number
*/
public int getPort() {
return port;
}
/**
* Returns the width of the game map. The width is guaranteed to be at least 2 units.
*
* @return the width of the game map
*/
public int getMapWidth() {
return max(mapWidth, 2);
}
/**
* Returns the height of the game map. The height is guaranteed to be at least 2 units.
*
* @return the height of the game map
*/
public int getMapHeight() {
return max(mapHeight, 2);
}
/**
* Returns a map representing the number of ships for each length.
* The keys are ship lengths, and the values are the corresponding number of ships.
*
* @return a map of ship lengths to the number of ships
*/
public Map<Integer, Integer> getShipNums() {
final TreeMap<Integer, Integer> ships = new TreeMap<>();
for (int i = 0; i < shipNums.length; i++)
if (shipNums[i] > 0)
ships.put(i + 1, shipNums[i]);
return ships;
}
}

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////////////////////////////////////////
// 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;
/**
* Provides access to the resource bundle of the game.
*
* @see #BUNDLE
*/
public class Resources {
/**
* The resource bundle for the Battleship game.
*/
public static final ResourceBundle BUNDLE = ResourceBundle.getBundle("battleship"); //NON-NLS
/**
* Gets a string for the given key from the resource bundle in {@linkplain #BUNDLE}.
*
* @param key the key for the desired string
* @return the string for the given key
* @throws NullPointerException if {@code key} is {@code null}
* @throws java.util.MissingResourceException if no object for the given key can be found
* @throws ClassCastException if the object found for the given key is not a string
*/
public static String lookup(String key) {
return BUNDLE.getString(key);
}
/**
* Private constructor to prevent instantiation.
*/
private Resources() { /* do not instantiate */ }
}

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package pp.battleship.game.client;
import pp.battleship.message.server.EffectMessage;
import pp.battleship.message.server.SwitchBattleState;
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;
public class AnimationState extends ClientState {
private boolean myTurn;
/**
* creates an object of AnimationState
*
* @param logic the client logic
* @param myTurn a boolean containing if it is the clients turn
* @param position the position a shell should be created
*/
public AnimationState(ClientGameLogic logic, boolean myTurn, IntPoint position) {
super(logic);
logic.playMusic(Music.BATTLE_THEME);
this.myTurn = myTurn;
if(myTurn) {
logic.getOpponentMap().add(new Shell(position));
}else {
logic.getOwnMap().add(new Shell(position));
logic.playSound(Sound.ROCKET_FIRED);
}
}
/**
* This method 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.
*
* @param msg the message containing the effect of the shot
*/
@Override
public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(System.Logger.Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey());
affectedMap(msg).add(msg.getShot());
if (destroyedOpponentShip(msg)) {
logic.getOpponentMap().add(msg.getDestroyedShip());
}
if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic, msg.isGameLost()));
}
}
/**
* this method is used to change the client to the battle state again
*
* @param msg the message to process
*/
@Override
public void receivedSwitchBattleState(SwitchBattleState msg) {
logic.setState(new BattleState(logic, msg.isTurn()));
}
/**
* Determines which map (own or opponent's) should be affected by the shot based on the message.
*
* @param msg the effect message received from the server
* @return the map (either the opponent's or player's own map) that is affected by the shot
*/
private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
}
/**
* Checks if the opponent's ship was destroyed by the player's shot.
*
* @param msg the effect message received from the server
* @return true if the shot destroyed an opponent's ship, false otherwise
*/
private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship.
*
* @param msg the effect message containing the result of the shot
*/
private void playSound(EffectMessage msg) {
if (!msg.getShot().isHit())
logic.playSound(Sound.SPLASH);
else if (msg.getDestroyedShip() == null)
logic.playSound(Sound.EXPLOSION);
else
logic.playSound(Sound.DESTROYED_SHIP);
}
}

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////////////////////////////////////////
// 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.model.IntPoint;
import pp.battleship.notification.Music;
/**
* Represents the state of the client where players take turns to attack each other's ships.
*/
class BattleState extends ClientState {
private boolean myTurn;
/**
* Constructs a new instance of {@link BattleState}.
*
* @param logic the game logic
* @param myTurn true if it is my turn
*/
public BattleState(ClientGameLogic logic, boolean myTurn) {
super(logic);
logic.playMusic(Music.BATTLE_THEME);
this.myTurn = myTurn;
}
/**
* This method makes sure the client renders the correct view
*
* @return true
*/
@Override
public boolean showBattle() {
return true;
}
@Override
public void clickOpponentMap(IntPoint pos) {
if (!myTurn)
logic.setInfoText("wait.its.not.your.turn");
else if (logic.getOpponentMap().isValid(pos))
logic.send(new ShootMessage(pos));
}
@Override
public void receivedAnimationStart(AnimationStartMessage msg){
logic.setState(new AnimationState(logic, msg.isMyTurn(), msg.getPosition()));
}
}

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////////////////////////////////////////
// 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.game.singlemode.BattleshipClientConfig;
/**
* Interface representing a Battleship client.
* Provides methods to access game logic, configuration, and to enqueue tasks.
*/
public interface BattleshipClient {
/**
* Returns the game logic associated with this client.
*
* @return the ClientGameLogic instance
*/
ClientGameLogic getGameLogic();
/**
* Returns the configuration associated with this client.
*
* @return the BattleshipConfig instance
*/
BattleshipClientConfig getConfig();
/**
* Enqueues a task to be executed by the client.
*
* @param runnable the task to be executed
*/
void enqueue(Runnable runnable);
}

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////////////////////////////////////////
// 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.model.IntPoint;
import pp.battleship.model.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import pp.battleship.notification.ClientStateEvent;
import pp.battleship.notification.GameEvent;
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;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List;
import static java.lang.Math.max;
/**
* Controls the client-side game logic for Battleship.
* Manages the player's ship placement, interactions with the map, and response to server messages.
*/
public class ClientGameLogic implements ServerInterpreter, GameEventBroker {
static final Logger LOGGER = System.getLogger(ClientGameLogic.class.getName());
private final ClientSender clientSender;
private final List<GameEventListener> listeners = new ArrayList<>();
private GameDetails details;
private ShipMap ownMap;
private ShipMap harbor;
private ShipMap opponentMap;
private ClientState state = new InitialState(this);
/**
* Constructs a ClientGameLogic with the specified sender object.
*
* @param clientSender the object used to send messages to the server
*/
public ClientGameLogic(ClientSender clientSender) {
this.clientSender = clientSender;
}
/**
* Returns the current state of the game logic.
*/
ClientState getState() {
return state;
}
/**
* Sets the current state of the game logic.
*
* @param newState the new state to be set
*/
void setState(ClientState newState) {
LOGGER.log(Level.DEBUG, "state transition {0} --> {1}", state.getName(), newState.getName()); //NON-NLS
state = newState;
notifyListeners(new ClientStateEvent());
state.entry();
}
/**
* Returns the game details.
*
* @return the game details
*/
GameDetails getDetails() {
return details;
}
/**
* Returns the player's own map.
*
* @return the player's own map
*/
public ShipMap getOwnMap() {
return ownMap;
}
/**
* Returns the opponent's map.
*
* @return the opponent's map
*/
public ShipMap getOpponentMap() {
return opponentMap;
}
/**
* Returns the harbor map.
*
* @return the harbor map
*/
public ShipMap getHarbor() {
return harbor;
}
/**
* Checks if the editor should be shown.
*
* @return true if the editor should be shown, false otherwise
*/
public boolean showEditor() {
return state.showEditor();
}
/**
* Checks if the battle state should be shown.
*
* @return true if the battle state should be shown, false otherwise
*/
public boolean showBattle() {
return state.showBattle();
}
/**
* Sets the game details provided by the server.
*
* @param details the game details including map size and ships
*/
@Override
public void received(GameDetails details) {
state.receivedGameDetails(details);
}
/**
* Moves the preview ship to the specified position.
*
* @param pos the new position for the preview ship
*/
public void movePreview(IntPoint pos) {
state.movePreview(pos);
}
/**
* Handles a click on the player's own map.
*
* @param pos the position where the click occurred
*/
public void clickOwnMap(IntPoint pos) {
state.clickOwnMap(pos);
}
/**
* Handles a click on the harbor map.
*
* @param pos the position where the click occurred
*/
public void clickHarbor(IntPoint pos) {
state.clickHarbor(pos);
}
/**
* Handles a click on the opponent's map.
*
* @param pos the position where the click occurred
*/
public void clickOpponentMap(IntPoint pos) {
state.clickOpponentMap(pos);
}
/**
* Rotates the preview ship.
*/
public void rotateShip() {
state.rotateShip();
}
/**
* Marks the player's map as finished.
*/
public void mapFinished() {
state.mapFinished();
}
/**
* Checks if the player's map is complete (i.e., all ships are placed).
*
* @return true if all ships are placed, false otherwise
*/
public boolean isMapComplete() {
return state.isMapComplete();
}
/**
* Checks if there is currently a preview ship.
*
* @return true if there is currently a preview ship, false otherwise
*/
public boolean movingShip() {
return state.movingShip();
}
/**
* Starts the battle based on the server message.
*
* @param msg the message indicating whose turn it is to shoot
*/
@Override
public void received(StartBattleMessage msg) {
state.receivedStartBattle(msg);
}
/**
* Reports the effect of a shot based on the server message.
*
* @param msg the message containing the effect of the shot
*/
@Override
public void received(EffectMessage msg) {
state.receivedEffect(msg);
}
/**
* Reports that the client should start an animation
*
* @param msg the AnimationStartMessage received
*/
@Override
public void received(AnimationStartMessage msg) {
state.receivedAnimationStart(msg);
}
/**
* Reports that the client should move to the battle state
*
* @param msg the SwitchBattleState received
*/
@Override
public void received(SwitchBattleState msg) {
state.receivedSwitchBattleState(msg);
}
/**
* Initializes the player's own map, opponent's map, and harbor based on the game details.
*
* @param details the game details including map size and ships
*/
void initializeMaps(GameDetails details) {
this.details = details;
final int numShips = details.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
final int maxLength = details.getShipNums().keySet().stream().mapToInt(Integer::intValue).max().orElse(2);
ownMap = new ShipMap(details.getWidth(), details.getHeight(), this);
opponentMap = new ShipMap(details.getWidth(), details.getHeight(), this);
harbor = new ShipMap(max(maxLength, 2), max(numShips, details.getHeight()), this);
}
/**
* Sets the informational text to be displayed to the player.
*
* @param key the key for the info text
*/
void setInfoText(String key) {
notifyListeners(new InfoTextEvent(key));
}
/**
* Emits an event to play the specified sound.
*
* @param sound the sound to be played.
*/
public void playSound(Sound sound) {
notifyListeners(new SoundEvent(sound));
}
/**
* Emits an event to play the specified music
*
* @param music the music to be played
*/
public void playMusic(Music music) {
notifyListeners(new MusicEvent(music));
}
/**
* Loads a map from the specified file.
*
* @param file the file to load the map from
* @throws IOException if an I/O error occurs
*/
public void loadMap(File file) throws IOException {
state.loadMap(file);
}
/**
* Checks if the player's own map may be loaded from a file.
*
* @return true if the own map may be loaded from file, false otherwise
*/
public boolean mayLoadMap() {
return state.mayLoadMap();
}
/**
* Checks if the player's own map may be saved to a file.
*
* @return true if the own map may be saved to file, false otherwise
*/
public boolean maySaveMap() {
return state.maySaveMap();
}
/**
* Saves the player's own map to the specified file.
*
* @param file the file to save the map to
* @throws IOException if the map cannot be saved in the current state
*/
public void saveMap(File file) throws IOException {
if (ownMap != null && maySaveMap())
new ShipMapDTO(ownMap).saveTo(file);
else
throw new IOException("You are not allowed to save the map in this state of the game");
}
/**
* Sends a message to the server.
*
* @param msg the message to be sent
*/
public void send(ClientMessage msg) {
if (clientSender == null)
LOGGER.log(Level.ERROR, "trying to send {0} with sender==null", msg); //NON-NLS
else
clientSender.send(msg);
}
/**
* Adds a listener to receive game events.
*
* @param listener the listener to add
*/
public synchronized void addListener(GameEventListener listener) {
listeners.add(listener);
}
/**
* Removes a listener from receiving game events.
*
* @param listener the listener to remove
*/
public synchronized void removeListener(GameEventListener listener) {
listeners.remove(listener);
}
/**
* Notifies all listeners of a game event.
*
* @param event the game event to notify listeners of
*/
@Override
public void notifyListeners(GameEvent event) {
final List<GameEventListener> copy;
synchronized (this) {
copy = new ArrayList<>(listeners);
}
for (GameEventListener listener : copy)
event.notifyListener(listener);
}
/**
* Called once per frame by the update loop.
*
* @param delta time in seconds since the last update call
*/
public void update(float delta) {
state.update(delta);
}
}

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////////////////////////////////////////
// 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;
/**
* Interface for sending messages to the server.
*/
public interface ClientSender {
/**
* Send the specified message to the server.
*
* @param message the message
*/
void send(ClientMessage message);
}

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////////////////////////////////////////
// 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.model.IntPoint;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger.Level;
/**
* Defines the behavior and state transitions for the client-side game logic.
* Different states of the game logic implement this interface to handle various game events and actions.
*/
abstract class ClientState {
/**
* The game logic object.
*/
final ClientGameLogic logic;
/**
* Constructs a client state of the specified game logic.
*
* @param logic the game logic
*/
ClientState(ClientGameLogic logic) {
this.logic = logic;
}
/**
* Method to be overridden by subclasses for post-transition initialization.
* By default, it does nothing, but it can be overridden in derived states.
*/
void entry() {
// Default implementation does nothing
}
/**
* Returns the name of the current state.
*
* @return the name of the current state
*/
String getName() {
return getClass().getSimpleName();
}
/**
* Checks if the editor should be shown.
*
* @return true if the editor should be shown, false otherwise
*/
boolean showEditor() {
return false;
}
/**
* Checks if the battle state should be shown.
*
* @return true if the battle state should be shown, false otherwise
*/
boolean showBattle() {
return false;
}
/**
* Checks if the player's map is complete (i.e., all ships are placed).
*
* @return true if all ships are placed, false otherwise
*/
boolean isMapComplete() {
return false;
}
/**
* Checks if there is currently a preview ship.
*
* @return true if there is currently a preview ship, false otherwise
*/
boolean movingShip() {
return false;
}
/**
* Handles a click on the player's own map.
*
* @param pos the position where the click occurred
*/
void clickOwnMap(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "clickOwnMap has no effect in {0}", getName()); //NON-NLS
}
/**
* Handles a click on the harbor map.
*
* @param pos the position where the click occurred
*/
void clickHarbor(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "clickHarbor has no effect in {0}", getName()); //NON-NLS
}
/**
* Handles a click on the opponent's map.
*
* @param pos the position where the click occurred
*/
void clickOpponentMap(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "clickOpponentMap has no effect in {0}", getName()); //NON-NLS
}
/**
* Moves the preview ship to the specified position.
*
* @param pos the new position for the preview ship
*/
void movePreview(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "movePreview has no effect in {0}", getName()); //NON-NLS
}
/**
* Rotates the preview ship.
*/
void rotateShip() {
ClientGameLogic.LOGGER.log(Level.DEBUG, "rotateShip has no effect in {0}", getName()); //NON-NLS
}
/**
* The user has marked the map as finished.
*/
void mapFinished() {
ClientGameLogic.LOGGER.log(Level.ERROR, "mapFinished not allowed in {0}", getName()); //NON-NLS
}
/**
* Sets the game details provided by the server.
*
* @param details the game details including map size and ships
*/
void receivedGameDetails(GameDetails details) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedGameDetails not allowed in {0}", getName()); //NON-NLS
}
/**
* Starts the battle based on the server message.
*
* @param msg the message indicating whose turn it is to shoot
*/
void receivedStartBattle(StartBattleMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedStartBattle not allowed in {0}", getName()); //NON-NLS
}
/**
* Reports the effect of a shot based on the server message.
*
* @param msg the message containing the effect of the shot
*/
void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName()); //NON-NLS
}
/**
* Reports that the client should start an animation
*
* @param msg the AnimationStartMessage received
*/
void receivedAnimationStart(AnimationStartMessage msg){
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedEffect not allowed in {0}", getName());
}
/**
* Reports that the client should move to the battle state
*
* @param msg the SwitchBattleState received
*/
void receivedSwitchBattleState(SwitchBattleState msg){
ClientGameLogic.LOGGER.log(Level.ERROR, "receivedSwitchBattleState not allowed in {0}", getName());
}
/**
* Loads a map from the specified file.
*
* @param file the file to load the map from
* @throws IOException if the map cannot be loaded in the current state
*/
void loadMap(File file) throws IOException {
throw new IOException("You are not allowed to load a map in this state of the game");
}
/**
* Checks if the own map may be loaded from file.
*
* @return true if the own map may be loaded from file, false otherwise
*/
boolean mayLoadMap() {
return false;
}
/**
* Checks if the own map may be saved to file.
*
* @return true if the own map may be saved to file, false otherwise
*/
boolean maySaveMap() {
return true;
}
/**
* Called once per frame by the update loop if this state is active.
*
* @param delta time in seconds since the last update call
*/
void update(float delta) { /* do nothing by default */ }
}

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@@ -1,307 +0,0 @@
////////////////////////////////////////
// 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.ShipMap;
import pp.battleship.model.dto.ShipMapDTO;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger.Level;
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;
import static pp.battleship.model.Rotation.RIGHT;
/**
* Represents the state of the client setting up the ship map.
*/
class EditorState extends ClientState {
private Battleship preview;
private Battleship selectedInHarbor;
/**
* Constructs a new EditorState with the specified ClientGameLogic.
*
* @param logic the ClientGameLogic associated with this state
*/
public EditorState(ClientGameLogic logic) {
super(logic);
}
/**
* Returns true to indicate that the editor should be shown.
*
* @return true if the editor should be shown
*/
@Override
public boolean showEditor() {
return true;
}
/**
* Moves the preview ship to the specified position.
*
* @param pos the new position for the preview ship
*/
@Override
public void movePreview(IntPoint pos) {
LOGGER.log(Level.DEBUG, "move preview to {0}", pos); //NON-NLS
if (preview == null || !ownMap().isValid(pos)) return;
preview.moveTo(pos);
setPreviewStatus(preview);
ownMap().remove(preview);
ownMap().add(preview);
}
/**
* Handles a click on the player's own map.
*
* @param pos the position where the click occurred
*/
@Override
public void clickOwnMap(IntPoint pos) {
LOGGER.log(Level.DEBUG, "click at {0} in own map", pos); //NON-NLS
if (!ownMap().isValid(pos)) return;
if (preview == null)
modifyShip(pos);
else
placeShip(pos);
}
/**
* Modifies a ship on the map at the specified position.
*
* @param cursor the position of the ship to modify
*/
private void modifyShip(IntPoint cursor) {
preview = ownMap().findShipAt(cursor);
if (preview == null)
return;
preview.moveTo(cursor);
setPreviewStatus(preview);
ownMap().remove(preview);
ownMap().add(preview);
selectedInHarbor = new Battleship(preview.getLength(), 0, freeY(), RIGHT);
selectedInHarbor.setStatus(VALID_PREVIEW);
harbor().add(selectedInHarbor);
}
/**
* Places the preview ship at the specified position.
*
* @param cursor the position to place the ship
*/
private void placeShip(IntPoint cursor) {
ownMap().remove(preview);
preview.moveTo(cursor);
if (ownMap().isValid(preview)) {
preview.setStatus(NORMAL);
ownMap().add(preview);
harbor().remove(selectedInHarbor);
preview = null;
selectedInHarbor = null;
}
else {
preview.setStatus(INVALID_PREVIEW);
ownMap().add(preview);
}
}
/**
* Handles a click on the harbor map.
*
* @param pos the position where the click occurred
*/
@Override
public void clickHarbor(IntPoint pos) {
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) {
ownMap().remove(preview);
selectedInHarbor.setStatus(NORMAL);
harbor().remove(selectedInHarbor);
harbor().add(selectedInHarbor);
preview = null;
selectedInHarbor = null;
}
else if (shipAtCursor != null) {
selectedInHarbor = shipAtCursor;
selectedInHarbor.setStatus(VALID_PREVIEW);
harbor().remove(selectedInHarbor);
harbor().add(selectedInHarbor);
preview = new Battleship(selectedInHarbor.getLength(), 0, 0, RIGHT);
setPreviewStatus(preview);
ownMap().add(preview);
}
}
/**
* Rotates the preview ship.
*/
@Override
public void rotateShip() {
LOGGER.log(Level.DEBUG, "pushed rotate"); //NON-NLS
if (preview == null) return;
preview.rotated();
ownMap().remove(preview);
ownMap().add(preview);
}
/**
* Finds a free position in the harbor to place a ship.
*
* @return the y coordinate of a free position in the harbor
*/
private int freeY() {
for (int i = 0; i < harbor().getHeight(); i++)
if (harbor().findShipAt(0, i) == null)
return i;
throw new RuntimeException("Cannot find a free slot in harbor");
}
/**
* Updates the status of the specified ship based on its validity.
*/
private void setPreviewStatus(Battleship ship) {
ship.setStatus(ownMap().isValid(ship) ? VALID_PREVIEW : INVALID_PREVIEW);
}
/**
* The user has marked the map as finished.
*/
@Override
public void mapFinished() {
if (!harbor().getItems().isEmpty()) return;
logic.send(new MapMessage(ownMap().getRemainingShips()));
logic.setInfoText("wait.for.opponent");
logic.setState(new WaitState(logic));
}
/**
* Checks if the player's map is complete (i.e., all ships are placed).
*
* @return true if all ships are placed, false otherwise
*/
@Override
public boolean isMapComplete() {
return harbor().getItems().isEmpty();
}
/**
* Checks if there is currently a preview ship.
*
* @return true if there is currently a preview ship, false otherwise
*/
@Override
public boolean movingShip() {
return preview != null;
}
/**
* Returns the player's own map.
*
* @return the player's own map
*/
private ShipMap ownMap() {
return logic.getOwnMap();
}
/**
* Returns the harbor map.
*
* @return the harbor map
*/
private ShipMap harbor() {
return logic.getHarbor();
}
/**
* Loads a map from the specified file.
*
* @param file the file to load the map from
* @throws IOException if the map cannot be loaded
*/
@Override
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"));
else if (!checkMapToLoad(dto)) {
throw new IOException(lookup("ships.dont.fit.the.map"));
}
ownMap().clear();
dto.getShips().forEach(ownMap()::add);
harbor().clear();
preview = null;
selectedInHarbor = null;
}
/**
* This method is used to check if the loaded map is correct
*
* @param dto the data transfer object to check
* @return boolean if map is correct or not
*/
private boolean checkMapToLoad(ShipMapDTO dto) {
int mapWidth = dto.getWidth();
int mapHeight = dto.getHeight();
// 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==compareShip)){
if(ship.collidesWith(compareShip)){
return false;
}
}
}
}
return true;
}
/**
* Checks if the player's own map may be loaded from a file.
*
* @return true if the own map may be loaded from file, false otherwise
*/
@Override
public boolean mayLoadMap() {
return true;
}
/**
* Checks if the player's own map may be saved to a file.
*
* @return true if the own map may be saved to file, false otherwise
*/
@Override
public boolean maySaveMap() {
return harbor().getItems().isEmpty();
}
}

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@@ -1,39 +0,0 @@
////////////////////////////////////////
// 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.
*/
class GameOverState extends ClientState {
/**
* Constructs a new instance of GameOverState.
*
* @param logic the client game logic
*/
GameOverState(ClientGameLogic logic, boolean lost) {
super(logic);
if (lost){
logic.playMusic(Music.GAME_OVER_THEME_L);
} else {
logic.playMusic(Music.GAME_OVER_THEME_V);
}
}
/**
* Returns true to indicate that the battle state should be shown.
*
* @return true if the battle state should be shown
*/
@Override
public boolean showBattle() {
return true;
}
}

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@@ -1,65 +0,0 @@
////////////////////////////////////////
// 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.GameDetails;
import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation;
import java.util.Map.Entry;
/**
* Represents the state of the client waiting for the
* {@linkplain pp.battleship.message.server.GameDetails}
* from the server.
*/
class InitialState extends ClientState {
/**
* Creates a new initial state.
*
* @param logic the game logic
*/
public InitialState(ClientGameLogic logic) {
super(logic);
}
/**
* Sets the game details provided by the server.
*
* @param details the game details including map size and ships
*/
@Override
public void receivedGameDetails(GameDetails details) {
logic.initializeMaps(details);
fillHarbor(details);
logic.setInfoText(details.getInfoTextKey());
logic.setState(new EditorState(logic));
}
/**
* Fills the harbor with ships as specified by the game details.
*
* @param details the game details including map size and ships
*/
private void fillHarbor(GameDetails details) {
int y = 0;
for (Entry<Integer, Integer> entry : details.getShipNums().entrySet()) {
final int len = entry.getKey();
final int num = entry.getValue();
for (int i = 0; i < num; i++) {
final Battleship ship = new Battleship(len, 0, y++, Rotation.RIGHT);
logic.getHarbor().add(ship);
}
}
}
@Override
public boolean maySaveMap() {
return false;
}
}

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@@ -1,32 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.battleship.game.client;
/**
* Interface representing a connection to the server.
* Extends ClientSender to allow sending messages to the server.
*/
public interface ServerConnection extends ClientSender {
/**
* Checks if the client is currently connected to the server.
*
* @return true if connected, false otherwise.
*/
boolean isConnected();
/**
* Establishes a connection to the server.
*/
void connect();
/**
* Disconnects from the server.
*/
void disconnect();
}

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@@ -1,54 +0,0 @@
////////////////////////////////////////
// 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.GameDetails;
import pp.battleship.message.server.StartBattleMessage;
import java.lang.System.Logger.Level;
class WaitState extends ClientState {
/**
* Creates a new instance of {@link WaitState}.
*
* @param logic the game logic
*/
public WaitState(ClientGameLogic logic) {
super(logic);
}
@Override
public boolean showEditor() {
return true;
}
/**
* Starts the battle based on the server message.
*
* @param msg the message indicating whose turn it is to shoot
*/
@Override
public void receivedStartBattle(StartBattleMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "start battle, {0} turn", msg.isMyTurn() ? "my" : "other's"); //NON-NLS
logic.setInfoText(msg.getInfoTextKey());
logic.setState(new BattleState(logic, msg.isMyTurn()));
}
/**
* This method will revert the client from wait state to editor state
* in case a wrong map was submitted
*
* @param details the game details including map size and ships
*/
@Override
public void receivedGameDetails(GameDetails details){
logic.setInfoText("invalid.map");
logic.setState(new EditorState(logic));
}
}

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