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			19 Commits
		
	
	
		
			dev/model
			...
			b_Beck_Ced
		
	
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@@ -1,14 +0,0 @@
 | 
			
		||||
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
									
									
								
							
							
						
						@@ -1,59 +0,0 @@
 | 
			
		||||
# 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
 | 
			
		||||
							
								
								
									
										53
									
								
								.gitignore
									
									
									
									
										vendored
									
									
								
							
							
						
						@@ -1,45 +1,26 @@
 | 
			
		||||
 | 
			
		||||
.run/
 | 
			
		||||
# Gradle
 | 
			
		||||
.gradle
 | 
			
		||||
build/
 | 
			
		||||
#!gradle/wrapper/gradle-wrapper.jar
 | 
			
		||||
#!**/src/main/**/build/
 | 
			
		||||
#!**/src/test/**/build/
 | 
			
		||||
build
 | 
			
		||||
 | 
			
		||||
### IntelliJ IDEA ###
 | 
			
		||||
.idea
 | 
			
		||||
.idea/modules.xml
 | 
			
		||||
.idea/jarRepositories.xml
 | 
			
		||||
.idea/compiler.xml
 | 
			
		||||
.idea/libraries/
 | 
			
		||||
*.iws
 | 
			
		||||
# VSC
 | 
			
		||||
bin
 | 
			
		||||
 | 
			
		||||
# IntelliJ
 | 
			
		||||
*.iml
 | 
			
		||||
*.ipr
 | 
			
		||||
out/
 | 
			
		||||
#!**/src/main/**/out/
 | 
			
		||||
#!**/src/test/**/out/
 | 
			
		||||
.idea
 | 
			
		||||
out
 | 
			
		||||
 | 
			
		||||
### Eclipse ###
 | 
			
		||||
.apt_generated
 | 
			
		||||
# Eclipse
 | 
			
		||||
.classpath
 | 
			
		||||
.factorypath
 | 
			
		||||
.project
 | 
			
		||||
.settings
 | 
			
		||||
.springBeans
 | 
			
		||||
.sts4-cache
 | 
			
		||||
bin/
 | 
			
		||||
#!**/src/main/**/bin/
 | 
			
		||||
#!**/src/test/**/bin/
 | 
			
		||||
 | 
			
		||||
### NetBeans ###
 | 
			
		||||
/nbproject/private/
 | 
			
		||||
/nbbuild/
 | 
			
		||||
/dist/
 | 
			
		||||
/nbdist/
 | 
			
		||||
/.nb-gradle/
 | 
			
		||||
# Libraries
 | 
			
		||||
*.so
 | 
			
		||||
*.dylib
 | 
			
		||||
*.dll
 | 
			
		||||
*.jar
 | 
			
		||||
*.class
 | 
			
		||||
 | 
			
		||||
### VS Code ###
 | 
			
		||||
.vscode/
 | 
			
		||||
 | 
			
		||||
### Mac OS ###
 | 
			
		||||
.DS_Store
 | 
			
		||||
!Projekte/gradle/wrapper/gradle-wrapper.jar
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										3
									
								
								Projekte/.gitattributes
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,3 @@
 | 
			
		||||
*.bat           text eol=crlf
 | 
			
		||||
gradlew         text eol=lf
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										18
									
								
								Projekte/.run/BattleshipApp (Mac).run.xml
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,18 @@
 | 
			
		||||
<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>
 | 
			
		||||
							
								
								
									
										18
									
								
								Projekte/.run/BattleshipApp.run.xml
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,18 @@
 | 
			
		||||
<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>
 | 
			
		||||
							
								
								
									
										17
									
								
								Projekte/.run/BattleshipServer.run.xml
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,17 @@
 | 
			
		||||
<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>
 | 
			
		||||
@@ -1,19 +0,0 @@
 | 
			
		||||
<component name="ProjectRunConfigurationManager">
 | 
			
		||||
  <configuration default="false" name="MdgaApp" type="Application" factoryName="Application" singleton="false" nameIsGenerated="true">
 | 
			
		||||
    <option name="ALTERNATIVE_JRE_PATH" value="temurin-20" />
 | 
			
		||||
    <option name="ALTERNATIVE_JRE_PATH_ENABLED" value="true" />
 | 
			
		||||
    <option name="MAIN_CLASS_NAME" value="pp.mdga.client.MdgaApp" />
 | 
			
		||||
    <module name="Projekte.mdga.client.main" />
 | 
			
		||||
    <option name="VM_PARAMETERS" value="-Djava.util.logging.config.file=logging.properties -ea" />
 | 
			
		||||
    <option name="WORKING_DIRECTORY" value="$MODULE_WORKING_DIR$" />
 | 
			
		||||
    <extension name="coverage">
 | 
			
		||||
      <pattern>
 | 
			
		||||
        <option name="PATTERN" value="pp.mdga.client.board.outline.*" />
 | 
			
		||||
        <option name="ENABLED" value="true" />
 | 
			
		||||
      </pattern>
 | 
			
		||||
    </extension>
 | 
			
		||||
    <method v="2">
 | 
			
		||||
      <option name="Make" enabled="true" />
 | 
			
		||||
    </method>
 | 
			
		||||
  </configuration>
 | 
			
		||||
</component>
 | 
			
		||||
							
								
								
									
										24
									
								
								Projekte/.run/Projekte [test].run.xml
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,24 @@
 | 
			
		||||
<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>
 | 
			
		||||
							
								
								
									
										189
									
								
								Projekte/README.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,189 @@
 | 
			
		||||
# 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
 | 
			
		||||
							
								
								
									
										22
									
								
								Projekte/battleship/client/build.gradle
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,22 @@
 | 
			
		||||
plugins {
 | 
			
		||||
    id 'buildlogic.jme-application-conventions'
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
description = 'Battleship Client'
 | 
			
		||||
 | 
			
		||||
dependencies {
 | 
			
		||||
    implementation project(":jme-common")
 | 
			
		||||
    implementation project(":battleship:model")
 | 
			
		||||
 | 
			
		||||
    implementation libs.jme3.desktop
 | 
			
		||||
 | 
			
		||||
    runtimeOnly libs.jme3.awt.dialogs
 | 
			
		||||
    runtimeOnly libs.jme3.plugins
 | 
			
		||||
    runtimeOnly libs.jme3.jogg
 | 
			
		||||
    runtimeOnly libs.jme3.testdata
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
application {
 | 
			
		||||
    mainClass = 'pp.battleship.client.BattleshipApp'
 | 
			
		||||
    applicationName = 'battleship'
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										76
									
								
								Projekte/battleship/client/client.properties
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,76 @@
 | 
			
		||||
########################################
 | 
			
		||||
## 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, 0,\
 | 
			
		||||
              2, 1,\
 | 
			
		||||
              2, 2,\
 | 
			
		||||
              2, 3,\
 | 
			
		||||
              2, 4,\
 | 
			
		||||
              2, 5,\
 | 
			
		||||
              2, 6
 | 
			
		||||
#
 | 
			
		||||
# Delay in milliseconds between each shot fired by the RobotClient.
 | 
			
		||||
robot.delay=4000
 | 
			
		||||
#
 | 
			
		||||
# 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
 | 
			
		||||
							
								
								
									
										8
									
								
								Projekte/battleship/client/logging.properties
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,8 @@
 | 
			
		||||
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
 | 
			
		||||
							
								
								
									
										66
									
								
								Projekte/battleship/client/maps/map1.json
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,66 @@
 | 
			
		||||
{
 | 
			
		||||
  "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"
 | 
			
		||||
    }
 | 
			
		||||
  ]
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										66
									
								
								Projekte/battleship/client/maps/map2.json
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,66 @@
 | 
			
		||||
{
 | 
			
		||||
  "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"
 | 
			
		||||
    }
 | 
			
		||||
  ]
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,446 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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);
 | 
			
		||||
 | 
			
		||||
    private EffectHandler effectHandler;
 | 
			
		||||
 | 
			
		||||
    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());
 | 
			
		||||
        effectHandler = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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();
 | 
			
		||||
        effectHandler = new EffectHandler(this);
 | 
			
		||||
        serverConnection.connect();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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));
 | 
			
		||||
        attachGameMusic();
 | 
			
		||||
        attachGameSound();
 | 
			
		||||
        stateManager.attachAll(new EditorAppState(), new BattleAppState(), new SeaAppState());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Attaches the game sound state and sets its initial enabled state.
 | 
			
		||||
     */
 | 
			
		||||
    private void attachGameMusic() {
 | 
			
		||||
        final GameMusic gameMusic = new GameMusic();
 | 
			
		||||
        gameMusic.setEnabled(GameMusic.enabledInPreferences());
 | 
			
		||||
        stateManager.attach(gameMusic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public EffectHandler getEffectHandler() {
 | 
			
		||||
        return effectHandler;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,196 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,102 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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();
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,197 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.effect.ParticleEmitter;
 | 
			
		||||
import com.jme3.effect.ParticleMesh;
 | 
			
		||||
import com.jme3.material.Material;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.HashMap;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Map;
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * EffectHandler manages the creation and manipulation of particle effects in the Battleship application.
 | 
			
		||||
 */
 | 
			
		||||
public class EffectHandler {
 | 
			
		||||
    private final BattleshipApp app;
 | 
			
		||||
    private final Map<Battleship, List<ParticleEmitter>> effects;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs an EffectHandler with the specified BattleshipApp instance.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the BattleshipApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public EffectHandler(BattleshipApp app) {
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        effects = new HashMap<>();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a fire effect at the specified position for the given Battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param point the position where the fire effect will be created
 | 
			
		||||
     * @param ship  the Battleship associated with the fire effect
 | 
			
		||||
     * @return a Node containing the fire effect
 | 
			
		||||
     */
 | 
			
		||||
    public Node createFire(Vector3f point, Battleship ship) {
 | 
			
		||||
        Node parent = new Node();
 | 
			
		||||
        parent.setLocalTranslation(point);
 | 
			
		||||
 | 
			
		||||
        ParticleEmitter fire = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/flame.png",
 | 
			
		||||
                2,2,
 | 
			
		||||
                new ColorRGBA(1f, 0f, 0f, 1f),
 | 
			
		||||
                new ColorRGBA(1f, 1f, 0f, 0.5f),
 | 
			
		||||
                new Vector3f(0, 1.5f, 0),
 | 
			
		||||
                50,
 | 
			
		||||
                .4f,
 | 
			
		||||
                0.05f,
 | 
			
		||||
                1f,
 | 
			
		||||
                2f,
 | 
			
		||||
                0.2f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        ParticleEmitter smoke = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Smoke/Smoke.png",
 | 
			
		||||
                15,
 | 
			
		||||
                1,
 | 
			
		||||
                new ColorRGBA(1f, 1f, 1f, 0f),
 | 
			
		||||
                new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f),
 | 
			
		||||
                new Vector3f(0, 1f, 0),
 | 
			
		||||
                600,
 | 
			
		||||
                .2f,
 | 
			
		||||
                0.1f,
 | 
			
		||||
                1f,
 | 
			
		||||
                5f,
 | 
			
		||||
                0.25f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        parent.attachChild(fire);
 | 
			
		||||
        parent.attachChild(smoke);
 | 
			
		||||
 | 
			
		||||
        List<ParticleEmitter> oldEffects = new ArrayList<>(effects.getOrDefault(ship, new ArrayList<>()));
 | 
			
		||||
        oldEffects.add(fire);
 | 
			
		||||
        oldEffects.add(smoke);
 | 
			
		||||
        effects.put(ship, oldEffects);
 | 
			
		||||
 | 
			
		||||
        return parent;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a water splash effect at the specified position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the water splash effect will be created
 | 
			
		||||
     * @return a Geometry representing the water splash effect
 | 
			
		||||
     */
 | 
			
		||||
    public Geometry waterSplash(Vector3f pos) {
 | 
			
		||||
        ParticleEmitter water = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/flash.png",
 | 
			
		||||
                2,2,
 | 
			
		||||
                new ColorRGBA(0.3f, 0.8f, 1f, 0f),
 | 
			
		||||
                new ColorRGBA(0f, 0f, 1f, 1f),
 | 
			
		||||
                new Vector3f(0, 3, 0),
 | 
			
		||||
                100,
 | 
			
		||||
                .6f,
 | 
			
		||||
                0.05f,
 | 
			
		||||
                1f,
 | 
			
		||||
                1.5f,
 | 
			
		||||
                0.3f,
 | 
			
		||||
                new Vector3f(0, 4f, 0)
 | 
			
		||||
        );
 | 
			
		||||
 | 
			
		||||
        water.setLocalTranslation(pos);
 | 
			
		||||
        water.emitAllParticles();
 | 
			
		||||
        water.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                deleteSplash(water);
 | 
			
		||||
            }
 | 
			
		||||
        }, 2000);
 | 
			
		||||
 | 
			
		||||
        return water;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a debris splash effect at the specified position.
 | 
			
		||||
     *
 | 
			
		||||
     * @param pos the position where the debris splash effect will be created
 | 
			
		||||
     * @return a Geometry representing the debris splash effect
 | 
			
		||||
     */
 | 
			
		||||
    public Geometry debrisSplash(Vector3f pos) {
 | 
			
		||||
        ParticleEmitter debris = initializeParticleEmitter(
 | 
			
		||||
                "Effects/Explosion/Debris.png",
 | 
			
		||||
                3,3,
 | 
			
		||||
                new ColorRGBA(0.1f, 0.1f, 0.1f, 0f),
 | 
			
		||||
                new ColorRGBA(0.5f, 0.5f, 0.5f, .8f),
 | 
			
		||||
                new Vector3f(0, 2f, 0),
 | 
			
		||||
                50,
 | 
			
		||||
                0.1f,
 | 
			
		||||
                0.5f,
 | 
			
		||||
                1f,
 | 
			
		||||
                1.5f,
 | 
			
		||||
                0.5f,
 | 
			
		||||
                new Vector3f(0, 0, 0)
 | 
			
		||||
        );
 | 
			
		||||
        debris.setLocalTranslation(pos);
 | 
			
		||||
 | 
			
		||||
        debris.emitAllParticles();
 | 
			
		||||
        debris.setParticlesPerSec(0);
 | 
			
		||||
 | 
			
		||||
        return debris;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Deletes the specified splash effect from the scene.
 | 
			
		||||
     *
 | 
			
		||||
     * @param splash the Geometry representing the splash effect to be deleted
 | 
			
		||||
     */
 | 
			
		||||
    private void deleteSplash(Geometry splash) {
 | 
			
		||||
        splash.getParent().detachChild(splash);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops all particle effects associated with the specified Battleship.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the Battleship whose effects are to be destroyed
 | 
			
		||||
     */
 | 
			
		||||
    public void destroyShip(Battleship ship) {
 | 
			
		||||
        for (ParticleEmitter emitter : effects.get(ship)) {
 | 
			
		||||
            emitter.setParticlesPerSec(0);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private ParticleEmitter initializeParticleEmitter(
 | 
			
		||||
            String texturePath, int imagesX, int imagesY, ColorRGBA endColor, ColorRGBA startColor, Vector3f initialVelocity,
 | 
			
		||||
            int particleCount, float startSize, float endSize, float lowLife, float highLife,
 | 
			
		||||
            float velocityVariation, Vector3f gravity
 | 
			
		||||
    ) {
 | 
			
		||||
        ParticleEmitter emitter = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, particleCount);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Particle.j3md");
 | 
			
		||||
        mat.setTexture("Texture", app.getAssetManager().loadTexture(texturePath));
 | 
			
		||||
        emitter.setMaterial(mat);
 | 
			
		||||
        emitter.setImagesX(imagesX);
 | 
			
		||||
        emitter.setImagesY(imagesY);
 | 
			
		||||
        emitter.setEndColor(endColor);
 | 
			
		||||
        emitter.setStartColor(startColor);
 | 
			
		||||
        emitter.getParticleInfluencer().setInitialVelocity(initialVelocity);
 | 
			
		||||
        emitter.setStartSize(startSize);
 | 
			
		||||
        emitter.setEndSize(endSize);
 | 
			
		||||
        emitter.setLowLife(lowLife);
 | 
			
		||||
        emitter.setHighLife(highLife);
 | 
			
		||||
        emitter.getParticleInfluencer().setVelocityVariation(velocityVariation);
 | 
			
		||||
        emitter.setGravity(gravity);
 | 
			
		||||
 | 
			
		||||
        return emitter;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,114 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.jme3.app.Application;
 | 
			
		||||
import com.jme3.app.state.AbstractAppState;
 | 
			
		||||
import com.jme3.app.state.AppStateManager;
 | 
			
		||||
import com.jme3.audio.AudioNode;
 | 
			
		||||
 | 
			
		||||
import java.util.prefs.Preferences;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.loadSound;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameMusic extends AbstractAppState {
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameMusic.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled";
 | 
			
		||||
    private static final String VOLUME_PREF = "volume";
 | 
			
		||||
 | 
			
		||||
    private static final String MUSIC_PATH = "Sound/background.wav";
 | 
			
		||||
 | 
			
		||||
    private AudioNode backgroundMusic;
 | 
			
		||||
    private float volume;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns whether the music is enabled in the user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if music is enabled, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public static boolean enabledInPreferences() {
 | 
			
		||||
        return PREFERENCES.getBoolean(ENABLED_PREF, true);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the music volume level stored in the user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the volume level as a float (default is 0.5f)
 | 
			
		||||
     */
 | 
			
		||||
    public static float volumeInPreferences() {
 | 
			
		||||
        return PREFERENCES.getFloat(VOLUME_PREF, 0.5f);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initializes the game music system
 | 
			
		||||
     *
 | 
			
		||||
     * @param stateManager the state manager of the game
 | 
			
		||||
     * @param app          the main application
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void initialize(AppStateManager stateManager, Application app) {
 | 
			
		||||
        super.initialize(stateManager, app);
 | 
			
		||||
        backgroundMusic = loadSound(app, MUSIC_PATH);
 | 
			
		||||
        setMusicVolume(volumeInPreferences());
 | 
			
		||||
        if (isEnabled()) playMusic();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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 (enabled && !isEnabled()) {
 | 
			
		||||
            playMusic();
 | 
			
		||||
        }
 | 
			
		||||
        else if (!enabled && isEnabled()) {
 | 
			
		||||
            stopMusic();
 | 
			
		||||
        }
 | 
			
		||||
        super.setEnabled(enabled);
 | 
			
		||||
        PREFERENCES.putBoolean(ENABLED_PREF, enabled);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void playMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.play();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Stops background music.
 | 
			
		||||
     */
 | 
			
		||||
    public void stopMusic() {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.stop();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the volume of the background music and saves the volume setting in user preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @param volume the volume level to set (0.0f to 1.0f)
 | 
			
		||||
     */
 | 
			
		||||
    public void setMusicVolume(float volume) {
 | 
			
		||||
        if (backgroundMusic != null) {
 | 
			
		||||
            backgroundMusic.setVolume(volume);
 | 
			
		||||
            this.volume = volume;
 | 
			
		||||
            PREFERENCES.putFloat(VOLUME_PREF, volume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns volume stored in class
 | 
			
		||||
     * @return volume
 | 
			
		||||
     */
 | 
			
		||||
    public float getVolume() {
 | 
			
		||||
        return this.volume;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,125 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.audio.AudioNode;
 | 
			
		||||
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.JmeUtil.loadSound;
 | 
			
		||||
import static pp.util.PreferencesUtils.getPreferences;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * An application state that plays sounds.
 | 
			
		||||
 */
 | 
			
		||||
public class GameSound extends AbstractAppState implements GameEventListener {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
 | 
			
		||||
    private static final Preferences PREFERENCES = getPreferences(GameSound.class);
 | 
			
		||||
    private static final String ENABLED_PREF = "enabled"; //NON-NLS
 | 
			
		||||
 | 
			
		||||
    private AudioNode splashSound;
 | 
			
		||||
    private AudioNode shipDestroyedSound;
 | 
			
		||||
    private AudioNode explosionSound;
 | 
			
		||||
    private AudioNode shellFlyingSound;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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);
 | 
			
		||||
        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
 | 
			
		||||
        shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Plays the shell flying sound effect.
 | 
			
		||||
     */
 | 
			
		||||
    public void shellFly() {
 | 
			
		||||
        if (isEnabled() && shellFlyingSound != null) {
 | 
			
		||||
            shellFlyingSound.playInstance();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedEvent(SoundEvent event) {
 | 
			
		||||
        switch (event.sound()) {
 | 
			
		||||
            case EXPLOSION -> explosion();
 | 
			
		||||
            case SPLASH -> splash();
 | 
			
		||||
            case DESTROYED_SHIP -> shipDestroyed();
 | 
			
		||||
            case SHELL_FLYING -> shellFly();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,154 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.Label;
 | 
			
		||||
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 final VolumeSlider volumeSlider;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs the Menu dialog for the Battleship application.
 | 
			
		||||
     *
 | 
			
		||||
     * @param app the BattleshipApp instance
 | 
			
		||||
     */
 | 
			
		||||
    public Menu(BattleshipApp app) {
 | 
			
		||||
        super(app.getDialogManager());
 | 
			
		||||
        this.app = app;
 | 
			
		||||
        volumeSlider = new VolumeSlider(app.getStateManager().getState(GameMusic.class));
 | 
			
		||||
 | 
			
		||||
        addChild(new Label(lookup("battleship.name"), new ElementId("header"))); //NON-NLS
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.sound-enabled"),
 | 
			
		||||
                              new StateCheckboxModel(app, GameSound.class)));
 | 
			
		||||
        addChild(new Checkbox(lookup("menu.music-enabled"), new StateCheckboxModel(app, GameMusic.class)));
 | 
			
		||||
        addChild(volumeSlider);
 | 
			
		||||
 | 
			
		||||
        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();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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());
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void update(float delta) {
 | 
			
		||||
        volumeSlider.update();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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"));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,200 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.clienthost.BattleshipServerClient;
 | 
			
		||||
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 Future<Object> serverFuture;
 | 
			
		||||
    private Dialog progressDialog;
 | 
			
		||||
    private BattleshipServerClient server;
 | 
			
		||||
    private final Checkbox clientHostCheckbox;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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);
 | 
			
		||||
 | 
			
		||||
        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);
 | 
			
		||||
        clientHostCheckbox = new Checkbox("Host Server");
 | 
			
		||||
        input.addChild(clientHostCheckbox);
 | 
			
		||||
        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 connect() {
 | 
			
		||||
        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();
 | 
			
		||||
 | 
			
		||||
            if (clientHostCheckbox.isChecked()) {
 | 
			
		||||
                serverFuture = network.getApp().getExecutor().submit(this::initServer);
 | 
			
		||||
 | 
			
		||||
                while (server == null || !server.isReady()) {
 | 
			
		||||
                    Thread.sleep(100);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
            connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
 | 
			
		||||
        }
 | 
			
		||||
        catch (NumberFormatException e) {
 | 
			
		||||
            network.getApp().errorDialog(lookup("port.must.be.integer"));
 | 
			
		||||
        }
 | 
			
		||||
        catch (InterruptedException e) {
 | 
			
		||||
            throw new RuntimeException(e);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Tries to initialize the server hosted by the client.
 | 
			
		||||
     *
 | 
			
		||||
     * @throws RuntimeException If an error occurs when starting the server.
 | 
			
		||||
     */
 | 
			
		||||
    private Object initServer() {
 | 
			
		||||
        try {
 | 
			
		||||
            server = new BattleshipServerClient();
 | 
			
		||||
            server.run(Integer.parseInt(port.getText()));
 | 
			
		||||
            return null;
 | 
			
		||||
        }
 | 
			
		||||
        catch (Exception e) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "Error while starting server", 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();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
        if (serverFuture != null && serverFuture.isDone()) {
 | 
			
		||||
            try {
 | 
			
		||||
                serverFuture.get();
 | 
			
		||||
            }
 | 
			
		||||
            catch (ExecutionException e) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "Failed to start server", e.getCause());
 | 
			
		||||
            }
 | 
			
		||||
            catch (InterruptedException e) {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Server thread was interrupted", e);
 | 
			
		||||
                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());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,152 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,38 @@
 | 
			
		||||
package pp.battleship.client;
 | 
			
		||||
 | 
			
		||||
import com.simsilica.lemur.Slider;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents a volume slider for controlling the background music volume in the Battleship game.
 | 
			
		||||
 * This class extends the {@link Slider} class and interfaces with the {@link GameMusic} instance
 | 
			
		||||
 * to adjust the volume settings based on user input.
 | 
			
		||||
 */
 | 
			
		||||
public class VolumeSlider extends Slider {
 | 
			
		||||
    private final GameMusic gameMusic;
 | 
			
		||||
    private float volume;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new VolumeSlider instance and initializes it with the current volume level
 | 
			
		||||
     * from the game music preferences.
 | 
			
		||||
     *
 | 
			
		||||
     * @param gameMusic the instance of {@link GameMusic} to control music volume
 | 
			
		||||
     */
 | 
			
		||||
    public VolumeSlider(GameMusic gameMusic) {
 | 
			
		||||
        super();
 | 
			
		||||
        this.gameMusic = gameMusic;
 | 
			
		||||
        volume = gameMusic.getVolume();
 | 
			
		||||
        getModel().setPercent(volume);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the volume setting based on the current slider position.
 | 
			
		||||
     * If the slider's percent value has changed, it updates the music volume
 | 
			
		||||
     * in the associated {@link GameMusic} instance.
 | 
			
		||||
     */
 | 
			
		||||
    public void update() {
 | 
			
		||||
        if (getModel().getPercent() != volume) {
 | 
			
		||||
            this.volume = (float) getModel().getPercent();
 | 
			
		||||
            gameMusic.setMusicVolume(volume);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,205 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
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.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
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 BattleshipServerClient implements MessageListener<HostedConnection>, ConnectionListener, ServerSender {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(BattleshipServerClient.class.getName());
 | 
			
		||||
    private static final File CONFIG_FILE = new File("server.properties");
 | 
			
		||||
 | 
			
		||||
    private final BattleshipConfig config = new BattleshipConfig();
 | 
			
		||||
    private Server myServer;
 | 
			
		||||
    private final ServerGameLogic logic;
 | 
			
		||||
    private final BlockingQueue<ReceivedMessageClient> 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 and reads the configuration from the specified file.
 | 
			
		||||
     * Initializes the game logic and sets up logging.
 | 
			
		||||
     */
 | 
			
		||||
    public BattleshipServerClient() {
 | 
			
		||||
        config.readFromIfExists(CONFIG_FILE);
 | 
			
		||||
        LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
 | 
			
		||||
        logic = new ServerGameLogic(this, config);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if the server is ready.
 | 
			
		||||
     *
 | 
			
		||||
     * @return true if the server is running, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isReady() {
 | 
			
		||||
        return myServer != null && myServer.isRunning();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server and continuously processes incoming messages.
 | 
			
		||||
     */
 | 
			
		||||
    public void run(int port) {
 | 
			
		||||
        startServer(port);
 | 
			
		||||
        while (true)
 | 
			
		||||
            processNextMessage();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Starts the server by creating a network server on the specified port.
 | 
			
		||||
     */
 | 
			
		||||
    private void startServer(int port) {
 | 
			
		||||
        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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Processes the next message in the queue.
 | 
			
		||||
     */
 | 
			
		||||
    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();
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers all serializable message classes for network transmission.
 | 
			
		||||
     */
 | 
			
		||||
    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(AnimationFinishedMessage.class);
 | 
			
		||||
        Serializer.registerClass(Battleship.class);
 | 
			
		||||
        Serializer.registerClass(IntPoint.class);
 | 
			
		||||
        Serializer.registerClass(Shot.class);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Registers the message and connection listeners for the server.
 | 
			
		||||
     */
 | 
			
		||||
    private void registerListeners() {
 | 
			
		||||
        myServer.addMessageListener(this, MapMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, ShootMessage.class);
 | 
			
		||||
        myServer.addMessageListener(this, AnimationFinishedMessage.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 ReceivedMessageClient(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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Shuts down the server and closes all active connections.
 | 
			
		||||
     *
 | 
			
		||||
     * @param exitValue the exit code to terminate the program with
 | 
			
		||||
     */
 | 
			
		||||
    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
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,17 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.client.clienthost;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.ClientMessage;
 | 
			
		||||
 | 
			
		||||
record ReceivedMessageClient(ClientMessage message, int from) {
 | 
			
		||||
    void process(ClientInterpreter interpreter) {
 | 
			
		||||
        message.accept(interpreter, from);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,122 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,173 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,191 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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 {
 | 
			
		||||
    public 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,153 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.material.RenderState.BlendMode;
 | 
			
		||||
import com.jme3.math.ColorRGBA;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Sphere;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
import static com.jme3.material.Materials.UNSHADED;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * 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 SHELL_DEPTH = 1f;
 | 
			
		||||
    private static final float INDENT = 4f;
 | 
			
		||||
 | 
			
		||||
    // 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;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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) {
 | 
			
		||||
        // 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;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and returns a Spatial representation of the given {@code Shell} object
 | 
			
		||||
     * for 2D visualization in the game. The shell is represented as a circle.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the shell on the map.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final ColorRGBA color = ColorRGBA.Black;
 | 
			
		||||
        Geometry ellipse = new Geometry("ellipse", new Sphere(50, 50, MapView.FIELD_SIZE / 2 * 0.8f));
 | 
			
		||||
        Material mat = new Material(view.getApp().getAssetManager(), UNSHADED); //NON-NLS
 | 
			
		||||
        mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        mat.getAdditionalRenderState().setFaceCullMode(RenderState.FaceCullMode.Off);
 | 
			
		||||
        mat.setColor("Color", color);
 | 
			
		||||
        ellipse.setMaterial(mat);
 | 
			
		||||
        ellipse.addControl(new Shell2DControl(view, shell));
 | 
			
		||||
        return ellipse;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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) {
 | 
			
		||||
        return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,203 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,269 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.renderer.queue.RenderQueue.ShadowMode;
 | 
			
		||||
import com.jme3.scene.Geometry;
 | 
			
		||||
import com.jme3.scene.Node;
 | 
			
		||||
import com.jme3.scene.Spatial;
 | 
			
		||||
import com.jme3.scene.shape.Box;
 | 
			
		||||
import com.jme3.scene.shape.Cylinder;
 | 
			
		||||
import pp.battleship.client.BattleshipApp;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static java.util.Objects.requireNonNull;
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
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 LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
 | 
			
		||||
    private static final String COLOR = "Color"; //NON-NLS
 | 
			
		||||
    private static final String SHIP = "ship"; //NON-NLS
 | 
			
		||||
    private static final String SHOT = "shot"; //NON-NLS
 | 
			
		||||
    private static final ColorRGBA BOX_COLOR = ColorRGBA.Gray;
 | 
			
		||||
    private static final ColorRGBA SPLASH_COLOR = new ColorRGBA(0f, 0f, 1f, 0.4f);
 | 
			
		||||
    private static final ColorRGBA HIT_COLOR = new ColorRGBA(1f, 0f, 0f, 0.4f);
 | 
			
		||||
 | 
			
		||||
    private final 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;
 | 
			
		||||
        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) : handleMiss(shot);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private Spatial handleMiss(Shot shot) {
 | 
			
		||||
        return app.getEffectHandler().waterSplash(mapToWorldCord(shot.getX(), shot.getY()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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");
 | 
			
		||||
        shipNode.getControl(ShipControl.class).hit(shot);
 | 
			
		||||
        if (ship.isDestroyed()) {
 | 
			
		||||
            shipNode.getControl(ShipControl.class).destroyed();
 | 
			
		||||
 | 
			
		||||
            new Timer().schedule(new TimerTask() {
 | 
			
		||||
                @Override
 | 
			
		||||
                public void run() {
 | 
			
		||||
                    handleShipDestroy(shipNode);
 | 
			
		||||
                }
 | 
			
		||||
            }, 10000);
 | 
			
		||||
        }
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void handleShipDestroy(Node shipNode) {
 | 
			
		||||
        shipNode.getParent().detachChild(shipNode);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a cylinder geometry representing the specified shot.
 | 
			
		||||
     * The appearance of the cylinder depends on whether the shot is a hit or a miss.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot the shot to be represented
 | 
			
		||||
     * @return the geometry representing the shot
 | 
			
		||||
     */
 | 
			
		||||
    private Geometry createCylinder(Shot shot) {
 | 
			
		||||
        final ColorRGBA color = shot.isHit() ? HIT_COLOR : SPLASH_COLOR;
 | 
			
		||||
        final float height = shot.isHit() ? 1.2f : 0.1f;
 | 
			
		||||
 | 
			
		||||
        final Cylinder cylinder = new Cylinder(2, 20, 0.45f, height, true);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHOT, cylinder);
 | 
			
		||||
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(color));
 | 
			
		||||
        geometry.rotate(HALF_PI, 0f, 0f);
 | 
			
		||||
        // compute the center of the shot in world coordinates
 | 
			
		||||
        geometry.setLocalTranslation(shot.getY() + 0.5f, 0f, shot.getX() + 0.5f);
 | 
			
		||||
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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, node, app.getEffectHandler()));
 | 
			
		||||
        return node;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates and returns a 3D model representation of the given {@code Shell} object
 | 
			
		||||
     * for visualization in the game.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} object to be visualized.
 | 
			
		||||
     * @return A {@code Spatial} object representing the 3D model of the shell.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public Spatial visit(Shell shell) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel("Models/Shell/shell.j3o");
 | 
			
		||||
        model.setLocalScale(.05f);
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
        mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture("Models/Shell/shell_color.png"));
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
 | 
			
		||||
        model.addControl(new ShellControl(shell));
 | 
			
		||||
        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 -> createBattleship(ship, ShipModel.SHIP1);
 | 
			
		||||
            case 2 -> createBattleship(ship, ShipModel.SHIP2);
 | 
			
		||||
            case 3 -> createBattleship(ship, ShipModel.SHIP3);
 | 
			
		||||
            case 4 -> createBattleship(ship, ShipModel.SHIP4);
 | 
			
		||||
            default -> createBox(ship);
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a simple box to represent a battleship that is not of the "King George V" type.
 | 
			
		||||
     *
 | 
			
		||||
     * @param ship the battleship to be represented
 | 
			
		||||
     * @return the geometry representing the battleship as a box
 | 
			
		||||
     */
 | 
			
		||||
    private Spatial createBox(Battleship ship) {
 | 
			
		||||
        final Box box = new Box(0.5f * (ship.getMaxY() - ship.getMinY()) + 0.3f,
 | 
			
		||||
                                0.3f,
 | 
			
		||||
                                0.5f * (ship.getMaxX() - ship.getMinX()) + 0.3f);
 | 
			
		||||
        final Geometry geometry = new Geometry(SHIP, box);
 | 
			
		||||
        geometry.setMaterial(createColoredMaterial(BOX_COLOR));
 | 
			
		||||
        geometry.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        return geometry;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates a new {@link Material} with the specified color.
 | 
			
		||||
     * If the color includes transparency (i.e., alpha value less than 1),
 | 
			
		||||
     * the material's render state is set to use alpha blending, allowing for
 | 
			
		||||
     * semi-transparent rendering.
 | 
			
		||||
     *
 | 
			
		||||
     * @param color the {@link ColorRGBA} to be applied to the material. If the alpha value
 | 
			
		||||
     *              of the color is less than 1, the material will support transparency.
 | 
			
		||||
     * @return a {@link Material} instance configured with the specified color and,
 | 
			
		||||
     * if necessary, alpha blending enabled.
 | 
			
		||||
     */
 | 
			
		||||
    private Material createColoredMaterial(ColorRGBA color) {
 | 
			
		||||
        final Material material = new Material(app.getAssetManager(), UNSHADED);
 | 
			
		||||
        if (color.getAlpha() < 1f)
 | 
			
		||||
            material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
 | 
			
		||||
        material.setColor(COLOR, color);
 | 
			
		||||
        return material;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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, ShipModel shipModel) {
 | 
			
		||||
        final Spatial model = app.getAssetManager().loadModel(shipModel.getPath());
 | 
			
		||||
 | 
			
		||||
        model.rotate(-HALF_PI, calculateRotationAngle(ship.getRot()), 0f);
 | 
			
		||||
        model.scale(shipModel.getScale());
 | 
			
		||||
        model.setLocalTranslation(shipModel.getTranslation());
 | 
			
		||||
        model.setShadowMode(ShadowMode.CastAndReceive);
 | 
			
		||||
 | 
			
		||||
        Material mat = new Material(app.getAssetManager(), LIGHTING);
 | 
			
		||||
 | 
			
		||||
        String colorPath = shipModel.getColorPath();
 | 
			
		||||
        String bumpPath = shipModel.getBumpPath();
 | 
			
		||||
        if (colorPath != null) mat.setTexture("DiffuseMap", app.getAssetManager().loadTexture(colorPath));
 | 
			
		||||
        if (bumpPath != null) mat.setTexture("NormalMap", app.getAssetManager().loadTexture(bumpPath));
 | 
			
		||||
 | 
			
		||||
        mat.setReceivesShadows(true);
 | 
			
		||||
        model.setMaterial(mat);
 | 
			
		||||
        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;
 | 
			
		||||
        };
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,49 @@
 | 
			
		||||
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.model.Shell;
 | 
			
		||||
import pp.util.Position;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the 2D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * based on the shell's current state in the game model. The {@code Shell2DControl} class
 | 
			
		||||
 * is responsible for translating the shell's 3D position to a 2D view position within
 | 
			
		||||
 * the game's map view.
 | 
			
		||||
 */
 | 
			
		||||
public class Shell2DControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final MapView view;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code Shell2DControl} to manage the 2D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param view  The {@code MapView} used to get information about the map to display.
 | 
			
		||||
     * @param shell The {@code Shell} being visualized.
 | 
			
		||||
     */
 | 
			
		||||
    public Shell2DControl(MapView view, Shell shell){
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.view = view;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the position of the shell's 2D representation based on the shell's current
 | 
			
		||||
     * 3D position in the game model. The position is mapped from model space to view space
 | 
			
		||||
     * coordinates and translated to the appropriate location within the {@code MapView}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the time elapsed since the last frame.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f shellPos = shell.getPosition();
 | 
			
		||||
        Position viewPos = view.modelToView(shellPos.x, shellPos.z);
 | 
			
		||||
        spatial.setLocalTranslation(viewPos.getX() + MapView.FIELD_SIZE / 2, viewPos.getY() + MapView.FIELD_SIZE / 2, 0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,51 @@
 | 
			
		||||
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.model.Shell;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.PI;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the 3D representation of a {@code Shell} in the game, updating its position
 | 
			
		||||
 * and rotation based on the shell's current state in the game model. The {@code ShellControl}
 | 
			
		||||
 * class ensures that the spatial associated with the shell is positioned and oriented correctly
 | 
			
		||||
 * within the world.
 | 
			
		||||
 */
 | 
			
		||||
public class ShellControl extends AbstractControl {
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code ShellControl} to manage the 3D visualization of the given {@code Shell}.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell The {@code Shell} being visualized and controlled.
 | 
			
		||||
     */
 | 
			
		||||
    public ShellControl(Shell shell){
 | 
			
		||||
        super();
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the 3D position and rotation of the shell based on its current state.
 | 
			
		||||
     * Converts map coordinates to world coordinates and applies the shell's orientation.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, representing the elapsed time since the last update.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        Vector3f pos = shell.getPosition();
 | 
			
		||||
        Vector3f fixed = mapToWorldCord(pos.x, pos.z);
 | 
			
		||||
        fixed.setY(pos.y);
 | 
			
		||||
        spatial.setLocalTranslation(fixed);
 | 
			
		||||
        spatial.setLocalRotation(shell.getRotation());
 | 
			
		||||
        spatial.rotate(PI/2,0,0);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required for this control
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,167 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.Node;
 | 
			
		||||
import com.jme3.scene.control.AbstractControl;
 | 
			
		||||
import pp.battleship.client.EffectHandler;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Rotation;
 | 
			
		||||
import pp.battleship.model.Shot;
 | 
			
		||||
 | 
			
		||||
import java.util.Timer;
 | 
			
		||||
import java.util.TimerTask;
 | 
			
		||||
 | 
			
		||||
import static pp.JmeUtil.mapToWorldCord;
 | 
			
		||||
import static pp.util.FloatMath.DEG_TO_RAD;
 | 
			
		||||
import static pp.util.FloatMath.TWO_PI;
 | 
			
		||||
import static pp.util.FloatMath.sin;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the pitch oscillation and sinking behavior of a {@code Battleship} model in the game.
 | 
			
		||||
 * The ship tilts back and forth to simulate movement on water, and can also be animated to sink
 | 
			
		||||
 * when destroyed.
 | 
			
		||||
 */
 | 
			
		||||
class ShipControl extends AbstractControl {
 | 
			
		||||
    private static final float SINK_SPEED = 0.04f;
 | 
			
		||||
    private static final float SINK_ROT_SPEED = 0.1f;
 | 
			
		||||
 | 
			
		||||
    // The axis of rotation for the ship's pitch (tilting).
 | 
			
		||||
    private final Vector3f axis;
 | 
			
		||||
 | 
			
		||||
    // The duration of one oscillation cycle in seconds.
 | 
			
		||||
    private final float cycle;
 | 
			
		||||
 | 
			
		||||
    // The amplitude of the pitch oscillation in radians.
 | 
			
		||||
    private final float amplitude;
 | 
			
		||||
 | 
			
		||||
    // Quaternion representing the ship's pitch rotation.
 | 
			
		||||
    private final Quaternion pitch = new Quaternion();
 | 
			
		||||
 | 
			
		||||
    // The current time within the oscillation cycle.
 | 
			
		||||
    private float time;
 | 
			
		||||
 | 
			
		||||
    // Flag indicating if the ship is sinking.
 | 
			
		||||
    private boolean sinking;
 | 
			
		||||
 | 
			
		||||
    // The battleship being controlled.
 | 
			
		||||
    private final Battleship battleship;
 | 
			
		||||
 | 
			
		||||
    // Node representing the ship in the scene graph.
 | 
			
		||||
    private final Node shipNode;
 | 
			
		||||
 | 
			
		||||
    // Handles visual effects for the ship.
 | 
			
		||||
    private final EffectHandler effectHandler;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new {@code ShipControl} instance to manage the effects for a specified {@code Battleship}.
 | 
			
		||||
     * The ship's orientation determines the axis of rotation, and its length affects the oscillation cycle
 | 
			
		||||
     * and amplitude.
 | 
			
		||||
     *
 | 
			
		||||
     * @param battleship    The {@code Battleship} being controlled.
 | 
			
		||||
     * @param shipNode      The scene graph node representing the ship.
 | 
			
		||||
     * @param effectHandler The {@code EffectHandler} for creating visual effects.
 | 
			
		||||
     */
 | 
			
		||||
    public ShipControl(Battleship battleship, Node shipNode, EffectHandler effectHandler) {
 | 
			
		||||
        this.battleship = battleship;
 | 
			
		||||
        this.shipNode = shipNode;
 | 
			
		||||
        this.effectHandler = effectHandler;
 | 
			
		||||
 | 
			
		||||
        sinking = false;
 | 
			
		||||
        // Determine the axis of rotation based on the ship's orientation.
 | 
			
		||||
        axis = switch (battleship.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 / battleship.getLength();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the ship's motion. If the ship is sinking, it animates the sinking process.
 | 
			
		||||
     * Otherwise, it oscillates the ship to simulate wave motion.
 | 
			
		||||
     *
 | 
			
		||||
     * @param tpf Time per frame, used to update the ship's motion.
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlUpdate(float tpf) {
 | 
			
		||||
        if (sinking) {
 | 
			
		||||
            handleSinking(tpf);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            handlePitch(tpf);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the sinking animation.
 | 
			
		||||
    private void handleSinking(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        spatial.setLocalTranslation(spatial.getLocalTranslation().add(new Vector3f(0, -1, 0).mult(tpf * SINK_SPEED)));
 | 
			
		||||
        if (battleship.getRot() == Rotation.UP || battleship.getRot() == Rotation.DOWN) {
 | 
			
		||||
            spatial.rotate(tpf * SINK_ROT_SPEED, 0, 0);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            spatial.rotate(0, 0, tpf * SINK_ROT_SPEED);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Handles the pitch oscillation to simulate wave movement.
 | 
			
		||||
    private void handlePitch(float tpf) {
 | 
			
		||||
        if (spatial == null) return;
 | 
			
		||||
 | 
			
		||||
        // Update time in the oscillation cycle.
 | 
			
		||||
        time = (time + tpf) % cycle;
 | 
			
		||||
 | 
			
		||||
        // Calculate the pitch angle.
 | 
			
		||||
        float angle = amplitude * sin(time * TWO_PI / cycle);
 | 
			
		||||
 | 
			
		||||
        // Update pitch rotation.
 | 
			
		||||
        pitch.fromAngleAxis(angle, axis);
 | 
			
		||||
 | 
			
		||||
        // Apply rotation to the spatial.
 | 
			
		||||
        spatial.setLocalRotation(pitch);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    protected void controlRender(RenderManager rm, ViewPort vp) {
 | 
			
		||||
        // No rendering-specific behavior required.
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Initiates the ship's sinking animation and schedules its destruction.
 | 
			
		||||
     */
 | 
			
		||||
    public void destroyed() {
 | 
			
		||||
        sinking = true;
 | 
			
		||||
        shipNode.attachChild(effectHandler.debrisSplash(shipNode.getLocalTranslation()));
 | 
			
		||||
        new Timer().schedule(new TimerTask() {
 | 
			
		||||
            @Override
 | 
			
		||||
            public void run() {
 | 
			
		||||
                effectHandler.destroyShip(battleship);
 | 
			
		||||
            }
 | 
			
		||||
        }, 4000);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Triggers an effect when the ship is hit by a shot, creating a fire effect at the impact location.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shot The shot that hit the ship.
 | 
			
		||||
     */
 | 
			
		||||
    public void hit(Shot shot) {
 | 
			
		||||
        Vector3f shipNodePos = shipNode.getLocalTranslation();
 | 
			
		||||
        Vector3f shotWorld = mapToWorldCord(shot.getX(), shot.getY());
 | 
			
		||||
        Vector3f firePos = shotWorld.subtract(shipNodePos);
 | 
			
		||||
        shipNode.attachChild(effectHandler.createFire(firePos, battleship));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,89 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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());
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,82 @@
 | 
			
		||||
package pp.battleship.client.gui;
 | 
			
		||||
 | 
			
		||||
import com.jme3.math.Vector3f;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Enum representing different ship models for the Battleship game.
 | 
			
		||||
 * Each ship model has a corresponding 3D model path, scale, translation, color texture, and optional bump texture.
 | 
			
		||||
 */
 | 
			
		||||
public enum ShipModel {
 | 
			
		||||
    SHIP1("Models/Ships/1/ship1.j3o", 0.15f, new Vector3f(0f, 0f, 0f), "Models/Ships/1/ship1_color.png", null),
 | 
			
		||||
    SHIP2("Models/Ships/2/ship2.j3o", 0.03f, new Vector3f(0f, 0.2f, 0f), "Models/Ships/2/ship2.jpg", null),
 | 
			
		||||
    SHIP3("Models/Ships/3/ship3.j3o", 0.47f, new Vector3f(0f, -0.2f, 0f), "Models/Ships/3/ship3_color.jpg", null),
 | 
			
		||||
    SHIP4("Models/Ships/4/ship4.j3o", 1.48f, new Vector3f(0f, 0f, 0f), "Models/Ships/4/ship4_color.jpg", "Models/Ships/4/ship4_bump.jpg");
 | 
			
		||||
 | 
			
		||||
    private final String modelPath;
 | 
			
		||||
    private final float modelScale;
 | 
			
		||||
    private final Vector3f translation;
 | 
			
		||||
    private final String colorPath;
 | 
			
		||||
    private final String bumpPath;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a new ShipModel with the specified parameters.
 | 
			
		||||
     *
 | 
			
		||||
     * @param modelPath   the path to the 3D model of the ship
 | 
			
		||||
     * @param modelScale  the scale factor to be applied to the model
 | 
			
		||||
     * @param translation the translation to be applied to the model
 | 
			
		||||
     * @param colorPath   the path to the color texture of the model
 | 
			
		||||
     * @param bumpPath    the optional path to the bump texture of the model (may be null)
 | 
			
		||||
     */
 | 
			
		||||
    ShipModel(String modelPath, float modelScale, Vector3f translation, String colorPath, String bumpPath) {
 | 
			
		||||
        this.modelPath = modelPath;
 | 
			
		||||
        this.modelScale = modelScale;
 | 
			
		||||
        this.translation = translation;
 | 
			
		||||
        this.colorPath = colorPath;
 | 
			
		||||
        this.bumpPath = bumpPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the bump texture of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the bump texture path, or null if no bump texture is defined
 | 
			
		||||
     */
 | 
			
		||||
    public String getBumpPath() {
 | 
			
		||||
        return bumpPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the color texture of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the color texture path
 | 
			
		||||
     */
 | 
			
		||||
    public String getColorPath() {
 | 
			
		||||
        return colorPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the scale factor of the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the scale factor
 | 
			
		||||
     */
 | 
			
		||||
    public float getScale() {
 | 
			
		||||
        return modelScale;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the path to the 3D model of the ship.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the model path
 | 
			
		||||
     */
 | 
			
		||||
    public String getPath() {
 | 
			
		||||
        return modelPath;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the translation to be applied to the ship model.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the translation vector
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getTranslation() {
 | 
			
		||||
        return translation;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 46 KiB  | 
| 
		 After Width: | Height: | Size: 63 KiB  | 
| 
		 After Width: | Height: | Size: 2.0 KiB  | 
| 
		 After Width: | Height: | Size: 16 KiB  | 
| 
		 After Width: | Height: | Size: 32 KiB  | 
| 
		 After Width: | Height: | Size: 1.8 KiB  | 
| 
		 After Width: | Height: | Size: 28 KiB  | 
| 
		 After Width: | Height: | Size: 43 KiB  | 
@@ -0,0 +1 @@
 | 
			
		||||
"Fishing Boat" (https://skfb.ly/6UGtr) by JasperTobias is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
 | 
			
		||||
@@ -0,0 +1,22 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Boat
 | 
			
		||||
Ns 0.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship1_color.png
 | 
			
		||||
 | 
			
		||||
newmtl Boat_2
 | 
			
		||||
Ns 0.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship1_color.png
 | 
			
		||||
| 
		 After Width: | Height: | Size: 87 KiB  | 
| 
		 After Width: | Height: | Size: 360 KiB  | 
@@ -0,0 +1,82 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl Battleship
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship2.jpg
 | 
			
		||||
 | 
			
		||||
newmtl blinn2SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.356400 0.356400 0.366253
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn3SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn4SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn5SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn6SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.349118 0.346704 0.358854
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn7SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.346704 0.346704 0.356400
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
 | 
			
		||||
newmtl blinn8SG
 | 
			
		||||
Ns 250.000000
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Kd 0.351533 0.346704 0.361307
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.450000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
							
								
								
									
										104952
									
								
								Projekte/battleship/client/src/main/resources/Models/Ships/2/ship2.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,15 @@
 | 
			
		||||
# 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
 | 
			
		||||
	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 ship3_color.jpg
 | 
			
		||||
	map_Kd ship3_color.jpg
 | 
			
		||||
							
								
								
									
										203098
									
								
								Projekte/battleship/client/src/main/resources/Models/Ships/3/ship3.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 168 KiB  | 
@@ -0,0 +1,13 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'None'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl _King_George_V
 | 
			
		||||
Ns 60.000008
 | 
			
		||||
Ka 1.000000 1.000000 1.000000
 | 
			
		||||
Ks 0.450000 0.450000 0.450000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.500000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 2
 | 
			
		||||
map_Kd ship4_color.jpg
 | 
			
		||||
map_Bump -bm 1.000000 ship4_bump.jpg
 | 
			
		||||
							
								
								
									
										29326
									
								
								Projekte/battleship/client/src/main/resources/Models/Ships/4/ship4.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						| 
		 After Width: | Height: | Size: 94 KiB  | 
| 
		 After Width: | Height: | Size: 235 KiB  | 
@@ -0,0 +1,4 @@
 | 
			
		||||
based on:
 | 
			
		||||
water 002
 | 
			
		||||
by Katsukagi on 29/11/2018
 | 
			
		||||
https://3dtextures.me/2018/11/29/water-002/
 | 
			
		||||
@@ -0,0 +1,14 @@
 | 
			
		||||
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
 | 
			
		||||
     }
 | 
			
		||||
}
 | 
			
		||||
| 
		 After Width: | Height: | Size: 15 KiB  | 
| 
		 After Width: | Height: | Size: 207 KiB  | 
| 
		 After Width: | Height: | Size: 88 KiB  | 
| 
		 After Width: | Height: | Size: 31 KiB  | 
| 
		 After Width: | Height: | Size: 70 KiB  | 
							
								
								
									
										16
									
								
								Projekte/battleship/converter/build.gradle
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,16 @@
 | 
			
		||||
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'
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,69 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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("shell.obj", "shell.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
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										42
									
								
								Projekte/battleship/converter/src/main/resources/shell.mtl
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -0,0 +1,42 @@
 | 
			
		||||
# Blender 3.6.5 MTL File: 'untitled.blend'
 | 
			
		||||
# www.blender.org
 | 
			
		||||
 | 
			
		||||
newmtl base
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000000 0.000000 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl ring
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.031430 0.012811 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl tip
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.032954 0.004269 0.000000
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
 | 
			
		||||
newmtl top
 | 
			
		||||
Ns 467.358765
 | 
			
		||||
Ka 0.636364 0.636364 0.636364
 | 
			
		||||
Kd 0.000489 0.006614 0.000950
 | 
			
		||||
Ks 0.500000 0.500000 0.500000
 | 
			
		||||
Ke 0.000000 0.000000 0.000000
 | 
			
		||||
Ni 1.000000
 | 
			
		||||
d 1.000000
 | 
			
		||||
illum 3
 | 
			
		||||
							
								
								
									
										8628
									
								
								Projekte/battleship/converter/src/main/resources/shell.obj
									
									
									
									
									
										Normal file
									
								
							
							
						
						@@ -2,11 +2,11 @@
 | 
			
		||||
    id 'buildlogic.java-library-conventions'
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
description = 'MDGA common model'
 | 
			
		||||
description = 'Battleship common model'
 | 
			
		||||
 | 
			
		||||
dependencies {
 | 
			
		||||
    api project(":common")
 | 
			
		||||
    api libs.jme3.networking
 | 
			
		||||
    implementation libs.gson
 | 
			
		||||
    testImplementation libs.mockito.core
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,103 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,40 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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 */ }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,75 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.EffectMessage;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the state of the client where players take turns to attack each other's ships.
 | 
			
		||||
 */
 | 
			
		||||
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);
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @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));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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(Level.INFO, "report effect: {0}", msg); //NON-NLS
 | 
			
		||||
 | 
			
		||||
        myTurn = msg.isMyTurn();
 | 
			
		||||
        logic.setInfoText(msg.getInfoTextKey());
 | 
			
		||||
        Shell shell = new Shell(msg.getShot());
 | 
			
		||||
        affectedMap(msg).add(shell);
 | 
			
		||||
        logic.playSound(Sound.SHELL_FLYING);
 | 
			
		||||
        logic.setState(new ShootingState(logic, shell, myTurn, msg));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,38 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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);
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,355 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerInterpreter;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
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.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);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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
 | 
			
		||||
     */
 | 
			
		||||
    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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,22 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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);
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,202 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
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
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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 */ }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,267 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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 static pp.battleship.Resources.lookup;
 | 
			
		||||
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) {
 | 
			
		||||
        ClientGameLogic.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) {
 | 
			
		||||
        ClientGameLogic.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) {
 | 
			
		||||
        ClientGameLogic.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() {
 | 
			
		||||
        ClientGameLogic.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"));
 | 
			
		||||
        ownMap().clear();
 | 
			
		||||
        dto.getShips().forEach(ownMap()::add);
 | 
			
		||||
        harbor().clear();
 | 
			
		||||
        preview = null;
 | 
			
		||||
        selectedInHarbor = null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,32 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * 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) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,65 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,32 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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();
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,114 @@
 | 
			
		||||
package pp.battleship.game.client;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.Shell;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.notification.Sound;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the shooting state of the game where a shell is fired at the opponent.
 | 
			
		||||
 */
 | 
			
		||||
public class ShootingState extends ClientState {
 | 
			
		||||
    private float shootValue;
 | 
			
		||||
    private final static float SHELL_SPEED = 0.3f;
 | 
			
		||||
    private final Shell shell;
 | 
			
		||||
    private final boolean myTurn;
 | 
			
		||||
    private final EffectMessage msg;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a shooting state with the specified game logic.
 | 
			
		||||
     *
 | 
			
		||||
     * @param logic  the game logic
 | 
			
		||||
     * @param shell  the shell being shot
 | 
			
		||||
     * @param myTurn indicates if it is the player's turn
 | 
			
		||||
     * @param msg    the effect message associated with the shooting action
 | 
			
		||||
     */
 | 
			
		||||
    public ShootingState(ClientGameLogic logic, Shell shell, boolean myTurn, EffectMessage msg) {
 | 
			
		||||
        super(logic);
 | 
			
		||||
        this.msg = msg;
 | 
			
		||||
        this.myTurn = myTurn;
 | 
			
		||||
        this.shell = shell;
 | 
			
		||||
        this.shootValue = 0;
 | 
			
		||||
        shell.move(shootValue);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public boolean showBattle() {
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the shooting state by moving the shell based on the elapsed time.
 | 
			
		||||
     *
 | 
			
		||||
     * @param delta the time in seconds since the last update
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    void update(float delta) {
 | 
			
		||||
        super.update(delta);
 | 
			
		||||
        if (shootValue > 1) {
 | 
			
		||||
            endState();
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            shootValue += delta * SHELL_SPEED;
 | 
			
		||||
            shell.move(shootValue);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Ends the shooting state and processes the effects of the shot.
 | 
			
		||||
     */
 | 
			
		||||
    private void endState() {
 | 
			
		||||
        playSound(msg);
 | 
			
		||||
        affectedMap(msg).add(msg.getShot());
 | 
			
		||||
        affectedMap(msg).remove(shell);
 | 
			
		||||
 | 
			
		||||
        if (destroyedOpponentShip(msg))
 | 
			
		||||
            logic.getOpponentMap().add(msg.getDestroyedShip());
 | 
			
		||||
        if (msg.isGameOver()) {
 | 
			
		||||
            for (Battleship ship : msg.getRemainingOpponentShips()) {
 | 
			
		||||
                logic.getOpponentMap().add(ship);
 | 
			
		||||
            }
 | 
			
		||||
            logic.setState(new GameOverState(logic));
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        logic.send(new AnimationFinishedMessage());
 | 
			
		||||
        logic.setState(new BattleState(logic, myTurn));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Checks if an opponent's ship was destroyed by the shot.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing the shot details
 | 
			
		||||
     * @return true if an opponent's ship was destroyed, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean destroyedOpponentShip(EffectMessage msg) {
 | 
			
		||||
        return msg.getDestroyedShip() != null && msg.isOwnShot();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Retrieves the affected map based on whether the shot was owned by the player or the opponent.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg the effect message containing shot details
 | 
			
		||||
     * @return the ShipMap that was affected by the shot
 | 
			
		||||
     */
 | 
			
		||||
    private ShipMap affectedMap(EffectMessage msg) {
 | 
			
		||||
        return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 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);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,49 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// 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()));
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public void receivedGameDetails(GameDetails details) {
 | 
			
		||||
        ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
 | 
			
		||||
        logic.setInfoText("invalid.map");
 | 
			
		||||
        logic.setState(new EditorState(logic));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,54 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.model.ShipMap;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Class representing a player
 | 
			
		||||
 */
 | 
			
		||||
public class Player {
 | 
			
		||||
    private final ShipMap map;
 | 
			
		||||
    private final String name;
 | 
			
		||||
    private final int id;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Creates new Player
 | 
			
		||||
     *
 | 
			
		||||
     * @param id     the id of the connection to the client represented by this player
 | 
			
		||||
     * @param name   the human-readable name of this player
 | 
			
		||||
     * @param config model holding the player
 | 
			
		||||
     */
 | 
			
		||||
    Player(int id, String name, BattleshipConfig config) {
 | 
			
		||||
        this.id = id;
 | 
			
		||||
        this.name = name;
 | 
			
		||||
        map = new ShipMap(config.getMapWidth(), config.getMapHeight(), null);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the id of the connection to the client represented by this player.
 | 
			
		||||
     *
 | 
			
		||||
     * @return the id
 | 
			
		||||
     */
 | 
			
		||||
    public int getId() {
 | 
			
		||||
        return id;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    @Override
 | 
			
		||||
    public String toString() {
 | 
			
		||||
        return String.format("Player(%s,%s)", name, id); //NON-NLS
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @return map containing own ships and shots
 | 
			
		||||
     */
 | 
			
		||||
    public ShipMap getMap() {
 | 
			
		||||
        return map;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,291 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.BattleshipConfig;
 | 
			
		||||
import pp.battleship.message.client.AnimationFinishedMessage;
 | 
			
		||||
import pp.battleship.message.client.ClientInterpreter;
 | 
			
		||||
import pp.battleship.message.client.MapMessage;
 | 
			
		||||
import pp.battleship.message.client.ShootMessage;
 | 
			
		||||
import pp.battleship.message.server.EffectMessage;
 | 
			
		||||
import pp.battleship.message.server.GameDetails;
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
import pp.battleship.message.server.StartBattleMessage;
 | 
			
		||||
import pp.battleship.model.Battleship;
 | 
			
		||||
import pp.battleship.model.IntPoint;
 | 
			
		||||
 | 
			
		||||
import java.lang.System.Logger;
 | 
			
		||||
import java.lang.System.Logger.Level;
 | 
			
		||||
import java.util.ArrayList;
 | 
			
		||||
import java.util.HashSet;
 | 
			
		||||
import java.util.List;
 | 
			
		||||
import java.util.Set;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Controls the server-side game logic for Battleship.
 | 
			
		||||
 * Manages game states, player interactions, and message handling.
 | 
			
		||||
 */
 | 
			
		||||
public class ServerGameLogic implements ClientInterpreter {
 | 
			
		||||
    private static final Logger LOGGER = System.getLogger(ServerGameLogic.class.getName());
 | 
			
		||||
 | 
			
		||||
    private final BattleshipConfig config;
 | 
			
		||||
    private final List<Player> players = new ArrayList<>(2);
 | 
			
		||||
    private final Set<Player> readyPlayers = new HashSet<>();
 | 
			
		||||
    private final ServerSender serverSender;
 | 
			
		||||
    private Player activePlayer;
 | 
			
		||||
    private ServerState state = ServerState.WAIT;
 | 
			
		||||
    private Set<Player> waitPlayers = new HashSet<>();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Constructs a ServerGameLogic with the specified sender and configuration.
 | 
			
		||||
     *
 | 
			
		||||
     * @param serverSender the sender used to send messages to clients
 | 
			
		||||
     * @param config       the game configuration
 | 
			
		||||
     */
 | 
			
		||||
    public ServerGameLogic(ServerSender serverSender, BattleshipConfig config) {
 | 
			
		||||
        this.serverSender = serverSender;
 | 
			
		||||
        this.config = config;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the  state of the game.
 | 
			
		||||
     */
 | 
			
		||||
    ServerState getState() {
 | 
			
		||||
        return state;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sets the new state of the game and logs the state transition.
 | 
			
		||||
     *
 | 
			
		||||
     * @param newState the new state to set
 | 
			
		||||
     */
 | 
			
		||||
    void setState(ServerState newState) {
 | 
			
		||||
        LOGGER.log(Level.DEBUG, "state transition {0} --> {1}", state, newState); //NON-NLS
 | 
			
		||||
        state = newState;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the opponent of the specified player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p the player
 | 
			
		||||
     * @return the opponent of the player
 | 
			
		||||
     */
 | 
			
		||||
    Player getOpponent(Player p) {
 | 
			
		||||
        if (players.size() != 2)
 | 
			
		||||
            throw new RuntimeException("trying to find opponent without having 2 players");
 | 
			
		||||
        final int index = players.indexOf(p);
 | 
			
		||||
        if (index < 0)
 | 
			
		||||
            throw new RuntimeException("Nonexistent player " + p);
 | 
			
		||||
        return players.get(1 - index);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Returns the player representing the client with the specified connection ID.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id the ID of the client
 | 
			
		||||
     * @return the player associated with the client ID, or null if not found
 | 
			
		||||
     */
 | 
			
		||||
    public Player getPlayerById(int id) {
 | 
			
		||||
        for (Player player : players)
 | 
			
		||||
            if (player.getId() == id)
 | 
			
		||||
                return player;
 | 
			
		||||
        LOGGER.log(Level.ERROR, "no player found with connection {0}", id); //NON-NLS
 | 
			
		||||
        return null;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Sends a message to the specified player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param player the player to send the message to
 | 
			
		||||
     * @param msg    the message to send
 | 
			
		||||
     */
 | 
			
		||||
    void send(Player player, ServerMessage msg) {
 | 
			
		||||
        LOGGER.log(Level.INFO, "sending to {0}: {1}", player, msg); //NON-NLS
 | 
			
		||||
        serverSender.send(player.getId(), msg);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Adds a new player to the game if there are less than two players.
 | 
			
		||||
     * Transitions the state to SET_UP if two players are present.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id the connection ID of the new player
 | 
			
		||||
     * @return the player added to the game, or null if the game is not in the right state
 | 
			
		||||
     */
 | 
			
		||||
    public Player addPlayer(int id) {
 | 
			
		||||
        if (state != ServerState.WAIT) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "addPlayer not allowed in {0}", state); //NON-NLS
 | 
			
		||||
            return null;
 | 
			
		||||
        }
 | 
			
		||||
        final int n = players.size() + 1;
 | 
			
		||||
        final Player player = new Player(id, "player " + n, config); //NON-NLS
 | 
			
		||||
        LOGGER.log(Level.INFO, "adding {0}", player); //NON-NLS
 | 
			
		||||
        players.add(player);
 | 
			
		||||
        if (players.size() == 2) {
 | 
			
		||||
            activePlayer = players.get(0);
 | 
			
		||||
            for (Player p : players)
 | 
			
		||||
                send(p, new GameDetails(config));
 | 
			
		||||
            setState(ServerState.SET_UP);
 | 
			
		||||
        }
 | 
			
		||||
        return player;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a MapMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received MapMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(MapMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.SET_UP)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else {
 | 
			
		||||
            if (checkMap(msg.getShips())) {
 | 
			
		||||
                playerReady(getPlayerById(from), msg.getShips());
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS
 | 
			
		||||
                send(players.get(from), new GameDetails(config));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a AnimationFinishedMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received MapMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(AnimationFinishedMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.ANIMATION) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "animation finished not allowed in {0}", state);
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            LOGGER.log(Level.DEBUG, "anim received from {0}", getPlayerById(from));
 | 
			
		||||
            Player player = getPlayerById(from);
 | 
			
		||||
            if (!waitPlayers.add(player)) {
 | 
			
		||||
                LOGGER.log(Level.ERROR, "{0} already sent animation finished", player); //NON-NLS
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            if (waitPlayers.size() == 2) {
 | 
			
		||||
                waitPlayers = new HashSet<>();
 | 
			
		||||
                setState(ServerState.BATTLE);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Validates the placement of battleships on the map.
 | 
			
		||||
     * Ensures that:
 | 
			
		||||
     * <ul>
 | 
			
		||||
     *   <li>The number of ships matches the configuration.</li>
 | 
			
		||||
     *   <li>Ships are within the map's boundaries.</li>
 | 
			
		||||
     *   <li>Ships do not overlap.</li>
 | 
			
		||||
     * </ul>
 | 
			
		||||
     *
 | 
			
		||||
     * @param ships the list of {@link Battleship} objects to validate
 | 
			
		||||
     * @return {@code true} if all ships are placed correctly; {@code false} otherwise
 | 
			
		||||
     */
 | 
			
		||||
    private boolean checkMap(List<Battleship> ships) {
 | 
			
		||||
        int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
 | 
			
		||||
        if (numShips != ships.size()) return false;
 | 
			
		||||
 | 
			
		||||
        List<IntPoint> occupied = new ArrayList<>();
 | 
			
		||||
 | 
			
		||||
        for (Battleship battleship : ships) {
 | 
			
		||||
            int x = battleship.getX();
 | 
			
		||||
            int y = battleship.getY();
 | 
			
		||||
            for (int i = 0; i < battleship.getLength(); i++) {
 | 
			
		||||
                if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) {
 | 
			
		||||
                    occupied.add(new IntPoint(x, y));
 | 
			
		||||
                    x += battleship.getRot().dx();
 | 
			
		||||
                    y += battleship.getRot().dy();
 | 
			
		||||
                }
 | 
			
		||||
                else return false;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        return true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the reception of a ShootMessage.
 | 
			
		||||
     *
 | 
			
		||||
     * @param msg  the received ShootMessage
 | 
			
		||||
     * @param from the ID of the sender client
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public void received(ShootMessage msg, int from) {
 | 
			
		||||
        if (state != ServerState.BATTLE)
 | 
			
		||||
            LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
 | 
			
		||||
        else{
 | 
			
		||||
            setState(ServerState.ANIMATION);
 | 
			
		||||
            shoot(getPlayerById(from), msg.getPosition());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Marks the player as ready and sets their ships.
 | 
			
		||||
     * Transitions the state to PLAY if both players are ready.
 | 
			
		||||
     *
 | 
			
		||||
     * @param player the player who is ready
 | 
			
		||||
     * @param ships  the list of ships placed by the player
 | 
			
		||||
     */
 | 
			
		||||
    void playerReady(Player player, List<Battleship> ships) {
 | 
			
		||||
        if (!readyPlayers.add(player)) {
 | 
			
		||||
            LOGGER.log(Level.ERROR, "{0} was already ready", player); //NON-NLS
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
        ships.forEach(player.getMap()::add);
 | 
			
		||||
        if (readyPlayers.size() == 2) {
 | 
			
		||||
            for (Player p : players)
 | 
			
		||||
                send(p, new StartBattleMessage(p == activePlayer));
 | 
			
		||||
            setState(ServerState.BATTLE);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Handles the shooting action by the player.
 | 
			
		||||
     *
 | 
			
		||||
     * @param p   the player who shot
 | 
			
		||||
     * @param pos the position of the shot
 | 
			
		||||
     */
 | 
			
		||||
    void shoot(Player p, IntPoint pos) {
 | 
			
		||||
        if (p != activePlayer) return;
 | 
			
		||||
        final Player otherPlayer = getOpponent(activePlayer);
 | 
			
		||||
        final Battleship selectedShip = otherPlayer.getMap().findShipAt(pos);
 | 
			
		||||
        if (selectedShip == null) {
 | 
			
		||||
            // shot missed
 | 
			
		||||
            send(activePlayer, EffectMessage.miss(true, pos));
 | 
			
		||||
            send(otherPlayer, EffectMessage.miss(false, pos));
 | 
			
		||||
            activePlayer = otherPlayer;
 | 
			
		||||
        }
 | 
			
		||||
        else {
 | 
			
		||||
            // shot hit a ship
 | 
			
		||||
            selectedShip.hit(pos);
 | 
			
		||||
            if (otherPlayer.getMap().getRemainingShips().isEmpty()) {
 | 
			
		||||
                // game is over
 | 
			
		||||
                send(activePlayer, EffectMessage.won(pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.lost(pos, selectedShip, activePlayer.getMap().getRemainingShips()));
 | 
			
		||||
                setState(ServerState.GAME_OVER);
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
            else if (selectedShip.isDestroyed()) {
 | 
			
		||||
                // ship has been destroyed, but game is not yet over
 | 
			
		||||
                send(activePlayer, EffectMessage.shipDestroyed(true, pos, selectedShip));
 | 
			
		||||
                send(otherPlayer, EffectMessage.shipDestroyed(false, pos, selectedShip));
 | 
			
		||||
            }
 | 
			
		||||
            else {
 | 
			
		||||
                // ship has been hit, but it hasn't been destroyed
 | 
			
		||||
                send(activePlayer, EffectMessage.hit(true, pos));
 | 
			
		||||
                send(otherPlayer, EffectMessage.hit(false, pos));
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,23 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
import pp.battleship.message.server.ServerMessage;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Interface for sending messages to a client.
 | 
			
		||||
 */
 | 
			
		||||
public interface ServerSender {
 | 
			
		||||
    /**
 | 
			
		||||
     * Send the specified message to the client.
 | 
			
		||||
     *
 | 
			
		||||
     * @param id      the id of the client that shall receive the message
 | 
			
		||||
     * @param message the message
 | 
			
		||||
     */
 | 
			
		||||
    void send(int id, ServerMessage message);
 | 
			
		||||
}
 | 
			
		||||
@@ -0,0 +1,38 @@
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
// Programming project code
 | 
			
		||||
// UniBw M, 2022, 2023, 2024
 | 
			
		||||
// www.unibw.de/inf2
 | 
			
		||||
// (c) Mark Minas (mark.minas@unibw.de)
 | 
			
		||||
////////////////////////////////////////
 | 
			
		||||
 | 
			
		||||
package pp.battleship.game.server;
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Represents the different states of the Battleship server during the game lifecycle.
 | 
			
		||||
 */
 | 
			
		||||
enum ServerState {
 | 
			
		||||
    /**
 | 
			
		||||
     * The server is waiting for clients to connect.
 | 
			
		||||
     */
 | 
			
		||||
    WAIT,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server is waiting for clients to set up their maps.
 | 
			
		||||
     */
 | 
			
		||||
    SET_UP,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The battle of the game where players take turns to attack each other's ships.
 | 
			
		||||
     */
 | 
			
		||||
    BATTLE,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The server is waiting for all clients to finish the shoot animation.
 | 
			
		||||
     */
 | 
			
		||||
    ANIMATION,
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * The game has ended because all the ships of one player have been destroyed.
 | 
			
		||||
     */
 | 
			
		||||
    GAME_OVER
 | 
			
		||||
}
 | 
			
		||||