merge dev into test #33
@@ -1,5 +1,7 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="MdgaApp" type="Application" factoryName="Application" singleton="false" nameIsGenerated="true">
|
||||
<option name="ALTERNATIVE_JRE_PATH" value="temurin-20" />
|
||||
<option name="ALTERNATIVE_JRE_PATH_ENABLED" value="true" />
|
||||
<option name="MAIN_CLASS_NAME" value="pp.mdga.client.MdgaApp" />
|
||||
<module name="Projekte.mdga.client.main" />
|
||||
<option name="VM_PARAMETERS" value="-Djava.util.logging.config.file=logging.properties -ea" />
|
||||
@@ -14,4 +16,4 @@
|
||||
<option name="Make" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
</component>
|
||||
</component>
|
||||
@@ -1,9 +1,9 @@
|
||||
package pp.mdga.client;
|
||||
|
||||
import com.jme3.app.SimpleApplication;
|
||||
import com.jme3.system.AppSettings;
|
||||
import com.simsilica.lemur.GuiGlobals;
|
||||
import pp.mdga.client.acoustic.AcousticHandler;
|
||||
import com.jme3.system.AppSettings;
|
||||
import pp.mdga.client.dialog.JoinDialog;
|
||||
import pp.mdga.client.view.*;
|
||||
|
||||
|
||||
@@ -107,8 +107,8 @@ public void selectTsk(Color color) {
|
||||
app.getGameLogic().selectTsk(color);
|
||||
}
|
||||
|
||||
public void unselectTsk() {
|
||||
app.getGameLogic().selectTsk(Color.NONE);
|
||||
public void unselectTsk(Color color) {
|
||||
app.getGameLogic().deselectTSK(color);
|
||||
}
|
||||
|
||||
public void rolledDice() {
|
||||
|
||||
@@ -60,7 +60,6 @@ private void handleLobby(Notification notification) {
|
||||
|
||||
if (notification instanceof TskSelectNotification n) {
|
||||
lobbyView.setTaken(n.getColor(), true, n.isSelf(), n.getName());
|
||||
lobbyView.setTaken(n.getColor(), true, false, n.getName());
|
||||
} else if (notification instanceof StartDialogNotification) {
|
||||
app.enter(MdgaState.MAIN);
|
||||
} else if (notification instanceof TskUnselectNotification n) {
|
||||
|
||||
@@ -7,46 +7,41 @@
|
||||
import java.util.*;
|
||||
import java.util.prefs.Preferences;
|
||||
|
||||
/**
|
||||
* Handles the acoustic functionality for the game, including music playback, sound effects,
|
||||
* volume management, and transitions between game states.
|
||||
*/
|
||||
public class AcousticHandler {
|
||||
private MdgaApp app; // Reference to the main application
|
||||
private MdgaState state = MdgaState.NONE; // Current state of the game
|
||||
private boolean playGame = false; // Whether the game tracks are currently playing
|
||||
private ArrayList<MusicAsset> gameTracks = new ArrayList<>(); // List of available game music tracks
|
||||
private NanoTimer trackTimer = new NanoTimer(); // Timer for managing track transitions
|
||||
private MdgaApp app;
|
||||
|
||||
private boolean fading = false; // Whether a fade transition is in progress
|
||||
private NanoTimer fadeTimer = new NanoTimer(); // Timer for fade transitions
|
||||
private static final float FADE_DURATION = 3.0f; // Duration of fade-out
|
||||
private static final float CROSSFADE_DURATION = 1.5f; // Duration of fade-in
|
||||
private GameMusic playing = null; // Currently playing music track
|
||||
private GameMusic scheduled = null; // Track scheduled to play next
|
||||
private GameMusic old = null; // Track being faded out
|
||||
private MdgaState state = MdgaState.NONE;
|
||||
|
||||
private float mainVolume = 0.0f; // Main volume level
|
||||
private float musicVolume = 1.0f; // Music volume level
|
||||
private float soundVolume = 1.0f; // Sound effects volume level
|
||||
private boolean playGame = false;
|
||||
private ArrayList<MusicAsset> gameTracks = new ArrayList<>();
|
||||
private NanoTimer trackTimer = new NanoTimer();
|
||||
|
||||
private ArrayList<GameSound> sounds = new ArrayList<>(); // List of active sound effects
|
||||
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class); // User preferences for volume settings
|
||||
private boolean fading = false; // Indicates if a fade is in progress
|
||||
private NanoTimer fadeTimer = new NanoTimer(); // Timer to track fade progress
|
||||
private static final float FADE_DURATION = 3.0f; // Duration for outfade
|
||||
private static final float CROSSFADE_DURATION = 1.5f; // Duration for infade
|
||||
private GameMusic playing = null; // Currently playing track
|
||||
private GameMusic scheduled = null; // Scheduled track to play next
|
||||
private GameMusic old = null; // Old track being faded out
|
||||
|
||||
private float mainVolume = 0.0f;
|
||||
private float musicVolume = 1.0f;
|
||||
private float soundVolume = 1.0f;
|
||||
|
||||
private ArrayList<GameSound> sounds = new ArrayList<>();
|
||||
|
||||
private Preferences prefs = Preferences.userNodeForPackage(AcousticHandler.class);
|
||||
|
||||
/**
|
||||
* Initializes the AcousticHandler with the main application and loads user volume settings.
|
||||
*
|
||||
* @param app The main application instance.
|
||||
*/
|
||||
public AcousticHandler(MdgaApp app) {
|
||||
this.app = app;
|
||||
|
||||
mainVolume = prefs.getFloat("mainVolume", 1.0f);
|
||||
musicVolume = prefs.getFloat("musicVolume", 1.0f);
|
||||
soundVolume = prefs.getFloat("soundVolume", 1.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the state of the AcousticHandler. Should be called every frame.
|
||||
* This method updates the acousticHandler and should be called every frame
|
||||
*/
|
||||
public void update() {
|
||||
updateVolumeAndTrack();
|
||||
@@ -58,7 +53,9 @@ public void update() {
|
||||
Iterator<GameSound> iterator = sounds.iterator();
|
||||
while (iterator.hasNext()) {
|
||||
GameSound s = iterator.next();
|
||||
|
||||
s.update(getSoundVolumeTotal());
|
||||
|
||||
if (!s.isPlaying()) {
|
||||
iterator.remove();
|
||||
}
|
||||
@@ -66,76 +63,314 @@ public void update() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays a sound effect immediately.
|
||||
* This method instantly plays a sound
|
||||
*
|
||||
* @param sound The sound effect to play.
|
||||
* @param sound the sound to be played
|
||||
*/
|
||||
public void playSound(MdgaSound sound) {
|
||||
// Implementation for playing predefined sound effects based on game events
|
||||
ArrayList<SoundAssetDelayVolume> assets = new ArrayList<SoundAssetDelayVolume>();
|
||||
switch (sound) {
|
||||
case LOST:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.LOST, 1.0f, 0.0f));
|
||||
break;
|
||||
case VICTORY:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.VICTORY, 1.0f, 0.0f));
|
||||
break;
|
||||
case BUTTON_PRESSED:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.BUTTON_PRESS, 0.7f, 0.0f));
|
||||
break;
|
||||
case WRONG_INPUT:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.ERROR, 1.0f, 0.0f));
|
||||
break;
|
||||
case UI_CLICK:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_CLICK, 0.8f, 0.0f));
|
||||
break;
|
||||
case START:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.START, 0.8f, 0.5f));
|
||||
break;
|
||||
case THROW:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.LAUGHT, 1.0f, 0.2f));
|
||||
break;
|
||||
case POWERUP:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.POWERUP, 1.0f, 0.2f));
|
||||
break;
|
||||
case SELF_READY:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.ROBOT_READY, 1.0f, 0.0f));
|
||||
break;
|
||||
case OTHER_READY:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.UNIT_READY, 1.0f, 0.0f));
|
||||
break;
|
||||
case OTHER_CONNECTED:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.CONNECTED, 1.0f, 0.0f));
|
||||
break;
|
||||
case NOT_READY:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND, 1.0f, 0.0f));
|
||||
break;
|
||||
case LEAVE:
|
||||
assets.add(new SoundAssetDelayVolume(SoundAsset.UI_SOUND2, 0.6f, 0.0f));
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
for (SoundAssetDelayVolume sawd : assets) {
|
||||
GameSound gameSound = new GameSound(app, sawd.asset(), getSoundVolumeTotal(), sawd.subVolume(), sawd.delay());
|
||||
sounds.add(gameSound);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Transitions music playback to match the specified game state.
|
||||
* This method fades the played music to fit the state.
|
||||
*
|
||||
* @param state The new game state.
|
||||
* @param state the state of which the corresponding music should be played to be played
|
||||
*/
|
||||
public void playState(MdgaState state) {
|
||||
// Implementation for managing state-specific music playback
|
||||
if (this.state == state) {
|
||||
return;
|
||||
}
|
||||
MusicAsset asset = null;
|
||||
|
||||
switch (state) {
|
||||
case MAIN:
|
||||
playGame = false;
|
||||
asset = MusicAsset.MAIN_MENU;
|
||||
break;
|
||||
case LOBBY:
|
||||
playGame = false;
|
||||
asset = MusicAsset.LOBBY;
|
||||
break;
|
||||
case GAME:
|
||||
addGameTracks();
|
||||
playGame = true;
|
||||
assert (!gameTracks.isEmpty()) : "no more game music available";
|
||||
asset = gameTracks.remove(0);
|
||||
break;
|
||||
case CEREMONY:
|
||||
playGame = false;
|
||||
asset = MusicAsset.CEREMONY;
|
||||
break;
|
||||
case NONE:
|
||||
throw new RuntimeException("no music for state NONE");
|
||||
}
|
||||
|
||||
assert (null != asset) : "music sceduling went wrong";
|
||||
|
||||
scheduled = new GameMusic(app, asset, getMusicVolumeTotal(), asset.getSubVolume(), asset.getLoop(), 0.0f);
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs linear interpolation between two values.
|
||||
* Performs linear interpolation between two float values.
|
||||
*
|
||||
* @param start The starting value.
|
||||
* @param end The ending value.
|
||||
* @param t The interpolation factor (0 to 1).
|
||||
* @return The interpolated value.
|
||||
* @param t The interpolation factor, typically between 0 and 1.
|
||||
* @return The interpolated value between start and end.
|
||||
*/
|
||||
private float lerp(float start, float end, float t) {
|
||||
return start + t * (end - start);
|
||||
}
|
||||
|
||||
/**
|
||||
* Manages audio playback transitions and volume adjustments.
|
||||
* Updates the state of audio playback, handling track transitions and volume adjustments.
|
||||
*
|
||||
* This method ensures smooth transitions between tracks using fade-in and fade-out effects.
|
||||
* It also handles cases where no track is playing, starting a scheduled track immediately at full volume.
|
||||
* The method prioritizes the latest scheduled track if multiple scheduling occurs quickly.
|
||||
*
|
||||
* Behavior:
|
||||
* 1. If nothing is scheduled and no track is playing, it exits early.
|
||||
* 2. If a scheduled track exists and no track is playing, the scheduled track starts immediately at full volume.
|
||||
* 3. If a scheduled track exists while a track is playing, it initiates a fade-out for the currently playing track
|
||||
* and prepares for the new track to fade in.
|
||||
* 4. If a track transition is in progress (fading), it processes the fade-out and fade-in states.
|
||||
* If a new track is scheduled during this process, it interrupts the current transition and prioritizes the new track.
|
||||
* 5. If no fading is needed and a track is playing, it ensures the track's volume is updated.
|
||||
*
|
||||
* Special cases:
|
||||
* - If no track is playing and a new track is scheduled, it starts the track immediately without fading.
|
||||
* - If a new track is scheduled during fading, it resets the transition to prioritize the new track.
|
||||
*/
|
||||
private void updateVolumeAndTrack() {
|
||||
// Implementation for handling fade-ins, fade-outs, and volume updates
|
||||
if (scheduled == null && !fading && playing == null) {
|
||||
// Nothing to do, early exit
|
||||
return;
|
||||
}
|
||||
|
||||
if (scheduled != null && playing == null && !fading) {
|
||||
// No current track, start scheduled track immediately at full volume
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play();
|
||||
playing.update(getMusicVolumeTotal()); // Set volume to full
|
||||
return;
|
||||
}
|
||||
|
||||
if (scheduled != null && !fading) {
|
||||
// Initiate a fade process if a new track is scheduled
|
||||
fading = true;
|
||||
fadeTimer.reset();
|
||||
old = playing; // The currently playing track becomes the old track
|
||||
playing = null; // Clear the playing track during the fade process
|
||||
}
|
||||
|
||||
if (fading) {
|
||||
handleFadeProcess();
|
||||
|
||||
// Handle any interruptions due to newly scheduled tracks
|
||||
if (scheduled != null && playing != null && playing != scheduled) {
|
||||
// Interrupt the current infade and switch to the new scheduled track
|
||||
old = playing; // Treat the currently infading track as the old track
|
||||
playing = null; // Reset playing to allow switching
|
||||
fadeTimer.reset(); // Restart fade timer for the new track
|
||||
}
|
||||
} else if (playing != null) {
|
||||
// Update volume for the currently playing track
|
||||
playing.update(getMusicVolumeTotal());
|
||||
} else if (scheduled != null) {
|
||||
// If no track is playing and one is scheduled, start it immediately at full volume
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play();
|
||||
playing.update(getMusicVolumeTotal()); // Set volume to full
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the fade-out and fade-in processes for audio transitions.
|
||||
* Manages the fading process during audio track transitions.
|
||||
*
|
||||
* This method handles the fade-out of the currently playing (old) track, manages any pause between the fade-out
|
||||
* and fade-in, and initiates the fade-in for the new track if applicable. It ensures smooth transitions between
|
||||
* tracks while maintaining the correct volume adjustments.
|
||||
*
|
||||
* Behavior:
|
||||
* 1. **Outfade:** Gradually decreases the volume of the `old` track over the duration of `FADE_DURATION`.
|
||||
* Once the outfade completes, the `old` track is paused and cleared.
|
||||
* 2. **Pause Handling:** Waits for a defined pause (if applicable) before initiating the infade for the next track.
|
||||
* 3. **Infade:** If a `scheduled` track exists and the outfade and pause are complete, it begins playing
|
||||
* the new track (`playing`) and initiates the infade process.
|
||||
*
|
||||
* Key Details:
|
||||
* - The outfade volume adjustment is interpolated linearly from full volume to zero using the `lerp` function.
|
||||
* - The pause duration is retrieved from the scheduled track if it is specified.
|
||||
* - If a new track is scheduled during the fade process, it is handled by external logic to prioritize transitions.
|
||||
*
|
||||
* Preconditions:
|
||||
* - `fading` is expected to be `true` when this method is called.
|
||||
* - The method is invoked as part of the `updateVolumeAndTrack` process.
|
||||
*/
|
||||
private void handleFadeProcess() {
|
||||
// Implementation for managing fade transitions
|
||||
float time = fadeTimer.getTimeInSeconds();
|
||||
|
||||
// Handle outfade for the old track
|
||||
if (old != null && time <= FADE_DURATION) {
|
||||
float t = Math.min(time / FADE_DURATION, 1.0f);
|
||||
float oldVolume = lerp(1.0f, 0.0f, t);
|
||||
old.update(getMusicVolumeTotal() * oldVolume);
|
||||
}
|
||||
|
||||
if (old != null && time > FADE_DURATION) {
|
||||
// Complete outfade
|
||||
old.pause();
|
||||
old = null;
|
||||
}
|
||||
|
||||
// Handle pause duration before infade
|
||||
float pause = (scheduled != null) ? scheduled.getPause() : 0.0f;
|
||||
if (time > FADE_DURATION + pause) {
|
||||
if (playing == null && scheduled != null) {
|
||||
// Begin infade for the new track
|
||||
playing = scheduled;
|
||||
scheduled = null;
|
||||
playing.play(); // Start playing the new track
|
||||
}
|
||||
handleInfade(time - FADE_DURATION - pause);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Manages the fade-in process for the currently playing track.
|
||||
*
|
||||
* @param infadeTime Time elapsed since the fade-in process started.
|
||||
* This method gradually increases the volume of the `playing` track from zero to full volume
|
||||
* over the duration of `CROSSFADE_DURATION`. It ensures a smooth transition into the new track.
|
||||
*
|
||||
* Behavior:
|
||||
* 1. If no track is set as `playing`, the method exits early, as there is nothing to fade in.
|
||||
* 2. Linearly interpolates the volume of the `playing` track from 0.0 to 1.0 based on the elapsed
|
||||
* `infadeTime` and the specified `CROSSFADE_DURATION`.
|
||||
* 3. Once the fade-in is complete (when `infadeTime` exceeds `CROSSFADE_DURATION`), the method:
|
||||
* - Marks the fade process (`fading`) as complete.
|
||||
* - Ensures the `playing` track is updated to its full volume.
|
||||
*
|
||||
* Key Details:
|
||||
* - Uses the `lerp` function to calculate the volume level for the `playing` track during the fade-in.
|
||||
* - Ensures the volume is always a value between 0.0 and 1.0.
|
||||
* - The `infadeTime` parameter should be relative to the start of the fade-in process.
|
||||
*
|
||||
* Preconditions:
|
||||
* - The `playing` track must be initialized and actively fading in for this method to have an effect.
|
||||
* - The method is invoked as part of the `updateVolumeAndTrack` process.
|
||||
*
|
||||
* @param infadeTime The elapsed time (in seconds) since the fade-in process started.
|
||||
*/
|
||||
private void handleInfade(float infadeTime) {
|
||||
// Implementation for handling the fade-in process
|
||||
if (playing == null) {
|
||||
// Nothing to infade
|
||||
return;
|
||||
}
|
||||
|
||||
// Proceed with the infade for the current playing track
|
||||
float t = Math.min(infadeTime / CROSSFADE_DURATION, 1.0f);
|
||||
float newVolume = lerp(0.0f, 1.0f, t);
|
||||
playing.update(getMusicVolumeTotal() * newVolume);
|
||||
|
||||
if (infadeTime > CROSSFADE_DURATION) {
|
||||
// Infade is complete, finalize state
|
||||
fading = false;
|
||||
playing.update(getMusicVolumeTotal()); // Ensure full volume
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds and shuffles game music tracks.
|
||||
* Adds a list of game tracks to the gameTracks collection and shuffles them.
|
||||
* This method adds predefined game tracks to the track list and shuffles the order.
|
||||
*/
|
||||
private void addGameTracks() {
|
||||
// Adds predefined game music tracks to the list and shuffles them
|
||||
Random random = new Random();
|
||||
|
||||
for (int i = 1; i <= 6; i++) {
|
||||
gameTracks.add(MusicAsset.valueOf("GAME_" + i));
|
||||
}
|
||||
Collections.shuffle(gameTracks, random);
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the game music tracks, scheduling new ones as needed.
|
||||
* Updates the current game tracks. If the currently playing track is nearing its end,
|
||||
* a new track will be scheduled to play. If the list of game tracks is empty, it will be refreshed.
|
||||
*/
|
||||
private void updateGameTracks() {
|
||||
// Handles scheduling and transitioning between game tracks
|
||||
if(null == playing) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (playing.nearEnd(10)) {
|
||||
if (gameTracks.isEmpty()) {
|
||||
addGameTracks();
|
||||
}
|
||||
}
|
||||
|
||||
if (playing != null && playing.nearEnd(3) && trackTimer.getTimeInSeconds() > 20) {
|
||||
trackTimer.reset();
|
||||
|
||||
MusicAsset nextTrack = gameTracks.remove(0);
|
||||
|
||||
scheduled = new GameMusic(app, nextTrack, getMusicVolumeTotal(), nextTrack.getSubVolume(), nextTrack.getLoop(), 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the main volume level.
|
||||
* Retrieves the main volume level.
|
||||
*
|
||||
* @return The main volume level.
|
||||
* @return The current main volume level.
|
||||
*/
|
||||
public float getMainVolume() {
|
||||
return mainVolume;
|
||||
@@ -160,7 +395,7 @@ public float getSoundVolume() {
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the main volume level and saves the setting.
|
||||
* Sets the main volume level.
|
||||
*
|
||||
* @param mainVolume The desired main volume level.
|
||||
*/
|
||||
@@ -169,27 +404,6 @@ public void setMainVolume(float mainVolume) {
|
||||
prefs.putFloat("mainVolume", mainVolume);
|
||||
}
|
||||
|
||||
// Similar getters and setters for musicVolume and soundVolume...
|
||||
|
||||
/**
|
||||
* Calculates the total music volume (main volume × music volume).
|
||||
*
|
||||
* @return The total music volume.
|
||||
*/
|
||||
float getMusicVolumeTotal() {
|
||||
return musicVolume * mainVolume;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total sound volume (main volume × sound volume).
|
||||
*
|
||||
* @return The total sound volume.
|
||||
*/
|
||||
float getSoundVolumeTotal() {
|
||||
return soundVolume * mainVolume;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Sets the music volume level.
|
||||
*
|
||||
@@ -209,4 +423,23 @@ public void setSoundVolume(float soundVolume) {
|
||||
this.soundVolume = soundVolume;
|
||||
prefs.putFloat("soundVolume", soundVolume);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total music volume by multiplying the music volume by the main volume.
|
||||
*
|
||||
* @return The total music volume.
|
||||
*/
|
||||
float getMusicVolumeTotal() {
|
||||
|
||||
return getMusicVolume() * getMainVolume();
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the total sound volume by multiplying the sound volume by the main volume.
|
||||
*
|
||||
* @return The total sound volume.
|
||||
*/
|
||||
float getSoundVolumeTotal() {
|
||||
return getSoundVolume() * getMainVolume();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,6 +144,8 @@ private void initializeSerializables() {
|
||||
Serializer.registerClass(StartNode.class);
|
||||
Serializer.registerClass(PlayerData.class);
|
||||
Serializer.registerClass(HomeNode.class);
|
||||
Serializer.registerClass(PlayerDataMessage.class);
|
||||
Serializer.registerClass(StartBriefingMessage.class);
|
||||
}
|
||||
|
||||
private void registerListeners() {
|
||||
|
||||
@@ -228,7 +228,7 @@ private void toggleTsk(Color color) {
|
||||
app.getModelSynchronize().selectTsk(color);
|
||||
break;
|
||||
case SELF:
|
||||
app.getModelSynchronize().unselectTsk();
|
||||
app.getModelSynchronize().unselectTsk(color);
|
||||
break;
|
||||
case OTHER:
|
||||
//nothing
|
||||
|
||||
@@ -193,6 +193,16 @@ public void received(ServerStartGameMessage msg) {
|
||||
@Override
|
||||
public void received(ShutdownMessage msg) {state.received(msg);}
|
||||
|
||||
@Override
|
||||
public void received(StartBriefingMessage msg) {
|
||||
state.received(msg);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(PlayerDataMessage msg) {
|
||||
state.received(msg);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(StartPieceMessage msg) {
|
||||
state.received(msg);
|
||||
@@ -239,6 +249,10 @@ public void selectTsk(Color color){
|
||||
state.selectTSK(color);
|
||||
}
|
||||
|
||||
public void deselectTSK(Color color){
|
||||
state.deselectTSK(color);
|
||||
}
|
||||
|
||||
public void selectDice(){
|
||||
state.selectDice();
|
||||
}
|
||||
|
||||
@@ -183,6 +183,15 @@ public void received(WaitPieceMessage msg) {
|
||||
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(StartBriefingMessage msg) {
|
||||
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
|
||||
}
|
||||
|
||||
public void received(PlayerDataMessage msg) {
|
||||
LOGGER.log(Level.DEBUG, "Received {0} not allowed.", msg);
|
||||
}
|
||||
|
||||
public void selectPiece(Piece piece) {
|
||||
LOGGER.log(Level.DEBUG, "Selecting piece not allowed.");
|
||||
}
|
||||
|
||||
@@ -144,6 +144,16 @@ public void received(ServerStartGameMessage msg){
|
||||
currentState.received(msg);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(PlayerDataMessage msg){
|
||||
currentState.received(msg);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(StartBriefingMessage msg){
|
||||
currentState.received(msg);
|
||||
}
|
||||
|
||||
public DialogStates getState() {
|
||||
return currentState;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,9 @@
|
||||
import pp.mdga.message.client.*;
|
||||
import pp.mdga.message.server.LobbyPlayerJoinedMessage;
|
||||
import pp.mdga.message.server.LobbyPlayerLeaveMessage;
|
||||
import pp.mdga.message.server.PlayerDataMessage;
|
||||
import pp.mdga.message.server.ServerStartGameMessage;
|
||||
import pp.mdga.message.server.StartBriefingMessage;
|
||||
import pp.mdga.message.server.UpdateReadyMessage;
|
||||
import pp.mdga.message.server.UpdateTSKMessage;
|
||||
import pp.mdga.notification.*;
|
||||
@@ -74,15 +76,24 @@ public void selectStart(){
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(ServerStartGameMessage msg){
|
||||
public void received(StartBriefingMessage msg){
|
||||
logic.getGame().setBoard(msg.getBoard());
|
||||
logic.addNotification(new GameNotification(logic.getGame().getPlayers().get(parent.getOwnPlayerId()).getColor()));
|
||||
for(Map.Entry<Color, PlayerData> entry : msg.getBoard().getPlayerData().entrySet()){
|
||||
List<UUID> pieceIds = new ArrayList<>();
|
||||
}
|
||||
|
||||
public void received(PlayerDataMessage msg){
|
||||
logic.getGame().getBoard().addPlayerData(msg.getColor(), msg.getPlayerData());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(ServerStartGameMessage msg){
|
||||
logic.addNotification(new GameNotification(logic.getGame().getPlayerById(parent.getOwnPlayerId()).getColor()));
|
||||
for (Map.Entry<Color, PlayerData> entry : logic.getGame().getBoard().getPlayerData().entrySet()) {
|
||||
List<UUID> pieceList = new ArrayList<>();
|
||||
for(Piece piece : entry.getValue().getPieces()){
|
||||
pieceIds.add(piece.getUuid());
|
||||
System.out.println(piece.getUuid());
|
||||
pieceList.add(piece.getUuid());
|
||||
}
|
||||
logic.addNotification(new PlayerInGameNotification(entry.getKey(), pieceIds, logic.getGame().getPlayerByColor(entry.getKey()).getName()));
|
||||
logic.addNotification(new PlayerInGameNotification(entry.getKey(), pieceList , logic.getGame().getPlayerByColor(entry.getKey()).getName()));
|
||||
}
|
||||
parent.startGame();
|
||||
}
|
||||
@@ -95,15 +106,20 @@ public void received(LobbyPlayerJoinedMessage msg){
|
||||
if (msg.isHost() && msg.getId() == parent.getOwnPlayerId()){
|
||||
logic.setHost(true);
|
||||
}
|
||||
logic.addNotification(new TskSelectNotification(msg.getPlayer().getColor(), msg.getPlayer().getName(), parent.getOwnPlayerId()== msg.getId()));
|
||||
|
||||
logic.addNotification(new TskSelectNotification(msg.getPlayer().getColor(), msg.getPlayer().getName(), msg.getPlayer().getName().equals(parent.getOwnPlayerName())));
|
||||
logic.getGame().getPlayers().put(msg.getId(), msg.getPlayer());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void received(UpdateTSKMessage msg){
|
||||
logic.addNotification(new TskUnselectNotification(logic.getGame().getPlayers().get(msg.getId()).getColor()));
|
||||
if(msg.isTaken()) {
|
||||
logic.addNotification(new TskSelectNotification(msg.getColor(), logic.getGame().getPlayers().get(msg.getId()).getName(), parent.getOwnPlayerId()== msg.getId()));
|
||||
} else {
|
||||
logic.addNotification(new TskUnselectNotification(logic.getGame().getPlayers().get(msg.getId()).getColor()));
|
||||
}
|
||||
|
||||
logic.getGame().getPlayers().get(msg.getId()).setColor(msg.getColor());
|
||||
logic.addNotification(new TskSelectNotification(msg.getColor(), logic.getGame().getPlayers().get(msg.getId()).getName(), parent.getOwnPlayerId()== msg.getId()));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -14,34 +14,6 @@ public NetworkDialogState(ClientState parent, ClientGameLogic logic) {
|
||||
this.parent = (DialogsState) parent;
|
||||
}
|
||||
|
||||
private boolean checkIP(String IP){
|
||||
String[] parts = IP.split("\\.");
|
||||
|
||||
// Step 2: Check if there are exactly 4 parts
|
||||
if (parts.length != 4) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Step 3: Check each part for valid number
|
||||
for (String part : parts) {
|
||||
try {
|
||||
// Step 4: Convert each part into a number
|
||||
int num = Integer.parseInt(part);
|
||||
|
||||
// Step 5: Check whether the number lies in between 0 and 255
|
||||
if (num < 0 || num > 255) {
|
||||
return false;
|
||||
}
|
||||
} catch (NumberFormatException e) {
|
||||
// If parsing fails, it's not a valid number
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// If all checks passed, return true
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void enter() {
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@ public DetermineStartPlayerState(ClientState parent, ClientGameLogic logic) {
|
||||
|
||||
@Override
|
||||
public void enter() {
|
||||
state = rollRankingDiceState;
|
||||
this.setState(this.rollRankingDiceState);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -12,17 +12,17 @@ public class Piece {
|
||||
/**
|
||||
* The shield state of the piece.
|
||||
*/
|
||||
private int shield;
|
||||
private ShieldState shield;
|
||||
|
||||
/**
|
||||
* The current state of the piece.
|
||||
*/
|
||||
private int state;
|
||||
private PieceState state;
|
||||
|
||||
/**
|
||||
* The color of the piece.
|
||||
*/
|
||||
private final int color;
|
||||
private final Color color;
|
||||
|
||||
/**
|
||||
* The unique identifier of the piece.
|
||||
@@ -36,15 +36,15 @@ public class Piece {
|
||||
* @param state the state of the piece
|
||||
*/
|
||||
public Piece(Color color, PieceState state, int id) {
|
||||
this.color = color.ordinal();
|
||||
this.state = state.ordinal();
|
||||
shield = ShieldState.NONE.ordinal();
|
||||
this.color = color;
|
||||
this.state = state;
|
||||
shield = ShieldState.NONE;
|
||||
}
|
||||
|
||||
private Piece() {
|
||||
color = Color.NONE.ordinal();
|
||||
state = PieceState.WAITING.ordinal();
|
||||
shield = ShieldState.NONE.ordinal();
|
||||
color = Color.NONE;
|
||||
state = PieceState.WAITING;
|
||||
shield = ShieldState.NONE;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -53,7 +53,7 @@ private Piece() {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public void setShield(ShieldState shield) {
|
||||
this.shield = shield.ordinal();
|
||||
this.shield = shield;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -62,7 +62,7 @@ public void setShield(ShieldState shield) {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public ShieldState getShield() {
|
||||
return ShieldState.values()[shield];
|
||||
return shield;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -71,7 +71,7 @@ public ShieldState getShield() {
|
||||
* @param state the state of the piece
|
||||
*/
|
||||
public void setState(PieceState state) {
|
||||
this.state = state.ordinal();
|
||||
this.state = state;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -80,7 +80,7 @@ public void setState(PieceState state) {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public PieceState getState() {
|
||||
return PieceState.values()[state];
|
||||
return state;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -89,7 +89,7 @@ public PieceState getState() {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public boolean isShielded() {
|
||||
return shield == ShieldState.ACTIVE.ordinal();
|
||||
return shield == ShieldState.ACTIVE;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -98,7 +98,7 @@ public boolean isShielded() {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public boolean isSuppressed() {
|
||||
return shield == ShieldState.SUPPRESSED.ordinal();
|
||||
return shield == ShieldState.SUPPRESSED;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -107,7 +107,7 @@ public boolean isSuppressed() {
|
||||
* @return the color of the piece
|
||||
*/
|
||||
public Color getColor() {
|
||||
return Color.values()[color];
|
||||
return color;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -43,10 +43,23 @@ public PlayerData(Color color) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
private PlayerData() {
|
||||
homeNodes = null;
|
||||
waitingArea = null;
|
||||
pieces = null;
|
||||
homeNodes = new HomeNode[4];
|
||||
waitingArea = new Piece[4];
|
||||
pieces = new Piece[4];
|
||||
}
|
||||
|
||||
/**
|
||||
* This method will be used to check if the player is finished.
|
||||
* ToDo: Currently return always false. Implement logic!
|
||||
*
|
||||
* @return true or false.
|
||||
*/
|
||||
public boolean isFinished() {
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -10,7 +10,7 @@ public class StartNode extends Node {
|
||||
/**
|
||||
* The color of the node.
|
||||
*/
|
||||
private int color;
|
||||
private Color color;
|
||||
|
||||
/**
|
||||
* Creates a new start node with the given color.
|
||||
@@ -18,11 +18,11 @@ public class StartNode extends Node {
|
||||
* @param color the color of the node
|
||||
*/
|
||||
public StartNode(Color color) {
|
||||
this.color = color.ordinal();
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
private StartNode() {
|
||||
color = Color.NONE.ordinal();
|
||||
color = Color.NONE;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -31,7 +31,7 @@ private StartNode() {
|
||||
* @return the color of the node
|
||||
*/
|
||||
public Color getColor() {
|
||||
return Color.values()[color];
|
||||
return color;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -40,6 +40,6 @@ public Color getColor() {
|
||||
* @param color the new color of the node
|
||||
*/
|
||||
public void setColor(Color color) {
|
||||
this.color = color.ordinal();
|
||||
this.color = color;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,40 @@
|
||||
package pp.mdga.message.server;
|
||||
|
||||
import com.jme3.network.serializing.Serializable;
|
||||
import pp.mdga.game.Color;
|
||||
import pp.mdga.game.PlayerData;
|
||||
|
||||
@Serializable
|
||||
public class PlayerDataMessage extends ServerMessage{
|
||||
|
||||
private final PlayerData playerData;
|
||||
private final Color color;
|
||||
|
||||
public PlayerDataMessage(PlayerData playerData, Color color){
|
||||
super();
|
||||
this.playerData = playerData;
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
private PlayerDataMessage(){
|
||||
this(null, null);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void accept(ServerInterpreter interpreter) {
|
||||
interpreter.received(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getInfoTextKey() {
|
||||
return "";
|
||||
}
|
||||
|
||||
public PlayerData getPlayerData(){
|
||||
return playerData;
|
||||
}
|
||||
|
||||
public Color getColor(){
|
||||
return color;
|
||||
}
|
||||
}
|
||||
@@ -214,4 +214,8 @@ public interface ServerInterpreter {
|
||||
* @param shutdownMessage the SelectTSK message received.
|
||||
*/
|
||||
void received(ShutdownMessage shutdownMessage);
|
||||
|
||||
void received(StartBriefingMessage msg);
|
||||
|
||||
void received(PlayerDataMessage msg);
|
||||
}
|
||||
|
||||
@@ -8,28 +8,13 @@
|
||||
*/
|
||||
@Serializable
|
||||
public class ServerStartGameMessage extends ServerMessage {
|
||||
/**
|
||||
* Create ServerStartGameMessage attributes.
|
||||
*/
|
||||
private final Board board;
|
||||
|
||||
/**
|
||||
* Constructs a new ServerStartGame instance.
|
||||
*/
|
||||
public ServerStartGameMessage() {
|
||||
super();
|
||||
this.board = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*
|
||||
* @param board as the complete board of this game as a Board object.
|
||||
*/
|
||||
public ServerStartGameMessage(Board board) {
|
||||
this.board = board;
|
||||
}
|
||||
|
||||
/**
|
||||
* Accepts a visitor to process this message.
|
||||
*
|
||||
@@ -40,15 +25,6 @@ public void accept(ServerInterpreter interpreter) {
|
||||
interpreter.received(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* This method will be used to return board attribute of ServerStartGameMessage class.
|
||||
*
|
||||
* @return board as a Board object.
|
||||
*/
|
||||
public Board getBoard() {
|
||||
return this.board;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a string representation of this message.
|
||||
*
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
package pp.mdga.message.server;
|
||||
|
||||
import com.jme3.network.serializing.Serializable;
|
||||
import pp.mdga.game.Board;
|
||||
|
||||
@Serializable
|
||||
public class StartBriefingMessage extends ServerMessage {
|
||||
|
||||
private final Board board;
|
||||
|
||||
public StartBriefingMessage(Board board) {
|
||||
super();
|
||||
this.board = board;
|
||||
}
|
||||
|
||||
private StartBriefingMessage() {
|
||||
this(null);
|
||||
}
|
||||
|
||||
public Board getBoard() {
|
||||
return this.board;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void accept(ServerInterpreter interpreter) {
|
||||
interpreter.received(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getInfoTextKey() {
|
||||
return "";
|
||||
}
|
||||
}
|
||||
@@ -18,23 +18,26 @@ public class UpdateTSKMessage extends ServerMessage {
|
||||
*/
|
||||
private final Color color;
|
||||
|
||||
private final boolean isTaken;
|
||||
|
||||
/**
|
||||
* Constructs a new UpdateTSK instance with the specified id and color.
|
||||
*
|
||||
* @param id the name associated with the update
|
||||
* @param color the color associated with the update
|
||||
*/
|
||||
public UpdateTSKMessage(int id, Color color) {
|
||||
public UpdateTSKMessage(int id, Color color, boolean isTaken) {
|
||||
super();
|
||||
this.id = id;
|
||||
this.color = color;
|
||||
this.isTaken = isTaken;
|
||||
}
|
||||
|
||||
/**
|
||||
* Default constructor for serialization purposes.
|
||||
*/
|
||||
private UpdateTSKMessage() {
|
||||
this(0, null);
|
||||
this(0, null, false);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -84,4 +87,8 @@ public String toString() {
|
||||
public String getInfoTextKey() {
|
||||
return "";
|
||||
}
|
||||
|
||||
public boolean isTaken() {
|
||||
return isTaken;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,17 +11,19 @@ public class RollDiceNotification extends Notification{
|
||||
private int eyes;
|
||||
private boolean turbo;
|
||||
private int multiplier;
|
||||
private boolean isRanking;
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
* @param color the color of the player that rolled the die.
|
||||
* @param eyes the number of eyes that were rolled.
|
||||
*/
|
||||
public RollDiceNotification(Color color, int eyes) {
|
||||
public RollDiceNotification(Color color, int eyes, boolean isRanking) {
|
||||
this.color = color;
|
||||
this.eyes = eyes;
|
||||
this.turbo = false;
|
||||
this.multiplier = -1;
|
||||
this.isRanking = isRanking;
|
||||
}
|
||||
|
||||
public RollDiceNotification(Color color, int eyes, boolean turbo, int multiplier) {
|
||||
@@ -29,6 +31,7 @@ public RollDiceNotification(Color color, int eyes, boolean turbo, int multiplier
|
||||
this.eyes = eyes;
|
||||
this.turbo = turbo;
|
||||
this.multiplier = multiplier;
|
||||
this.isRanking = false;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -54,4 +57,6 @@ public int getMultiplier() {
|
||||
public boolean isTurbo() {
|
||||
return turbo;
|
||||
}
|
||||
|
||||
public boolean isRanking() { return isRanking; }
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
import pp.mdga.message.server.*;
|
||||
import pp.mdga.server.ServerGameLogic;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Map;
|
||||
|
||||
/**
|
||||
@@ -48,7 +49,7 @@ public void exit() {
|
||||
* This method will be used to initialize the game and all necessary objects.
|
||||
*/
|
||||
public void initializeGame() {
|
||||
for (Map.Entry<Integer, Player> entry: this.logic.getGame().getPlayers().entrySet()) {
|
||||
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
|
||||
this.logic.getGame().getBoard().addPlayerData(entry.getValue().getColor(), new PlayerData(entry.getValue().getColor()));
|
||||
}
|
||||
}
|
||||
@@ -63,7 +64,7 @@ public void initializeGame() {
|
||||
@Override
|
||||
public void received(JoinedLobbyMessage msg, int from) {
|
||||
Player player = new Player(msg.getName());
|
||||
player.setColor(Color.getColorByIndex(this.logic.getGame().getPlayers().size()));
|
||||
player.setColor(Color.NONE);
|
||||
this.logic.getGame().addPlayer(from, player);
|
||||
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
|
||||
this.logic.getServerSender().broadcast(new LobbyPlayerJoinedMessage(entry.getKey(), entry.getValue(), entry.getKey() == this.logic.getGame().getHost()));
|
||||
@@ -84,8 +85,13 @@ public void received(SelectTSKMessage msg, int from) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.logic.getGame().getPlayerById(from).getColor() != Color.NONE) {
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, this.logic.getGame().getPlayerById(from).getColor(), false));
|
||||
}
|
||||
|
||||
this.logic.getGame().getPlayerById(from).setColor(msg.getColor());
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, msg.getColor()));
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, msg.getColor(), true));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -98,7 +104,7 @@ public void received(SelectTSKMessage msg, int from) {
|
||||
@Override
|
||||
public void received(DeselectTSKMessage msg, int from) {
|
||||
this.logic.getGame().getPlayerById(from).setColor(Color.NONE);
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, Color.NONE));
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, Color.NONE, false));
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -110,6 +116,28 @@ public void received(DeselectTSKMessage msg, int from) {
|
||||
*/
|
||||
@Override
|
||||
public void received(LobbyReadyMessage msg, int from) {
|
||||
//assign a free color
|
||||
if (this.logic.getGame().getPlayerById(from).getColor() == Color.NONE) {
|
||||
ArrayList<Color> colors = new ArrayList<>();
|
||||
colors.add(Color.ARMY);
|
||||
colors.add(Color.AIRFORCE);
|
||||
colors.add(Color.NAVY);
|
||||
colors.add(Color.CYBER);
|
||||
|
||||
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
|
||||
if (colors.contains(entry.getValue().getColor())) {
|
||||
colors.remove(entry.getValue().getColor());
|
||||
}
|
||||
}
|
||||
|
||||
if (colors.size() < 1) {
|
||||
throw new RuntimeException("can not assign a color");
|
||||
}
|
||||
|
||||
this.logic.getGame().getPlayerById(from).setColor(colors.get(0));
|
||||
this.logic.getServerSender().broadcast(new UpdateTSKMessage(from, colors.get(0), true));
|
||||
}
|
||||
|
||||
this.logic.getGame().getPlayerById(from).setReady(true);
|
||||
this.logic.getServerSender().broadcast(new UpdateReadyMessage(from, true));
|
||||
for (Map.Entry<Integer, Player> entry : this.logic.getGame().getPlayers().entrySet()) {
|
||||
@@ -120,8 +148,12 @@ public void received(LobbyReadyMessage msg, int from) {
|
||||
|
||||
this.logic.getGame().setAllReady(true);
|
||||
if (this.logic.getGame().allReady()) {
|
||||
this.logic.getServerSender().broadcast(new StartBriefingMessage(this.logic.getGame().getBoard()));
|
||||
this.initializeGame();
|
||||
this.logic.getServerSender().broadcast(new ServerStartGameMessage(this.logic.getGame().getBoard()));
|
||||
for (Map.Entry<Color, PlayerData> entry : logic.getGame().getBoard().getPlayerData().entrySet()) {
|
||||
this.logic.getServerSender().broadcast(new PlayerDataMessage(entry.getValue(), entry.getKey()));
|
||||
}
|
||||
this.logic.getServerSender().broadcast(new ServerStartGameMessage());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -167,7 +199,7 @@ public void received(LeaveGameMessage msg, int from) {
|
||||
public void received(StartGameMessage msg, int from) {
|
||||
if (msg.isForceStartGame() || this.logic.getGame().allReady()) {
|
||||
this.initializeGame();
|
||||
this.logic.getServerSender().broadcast(new ServerStartGameMessage(this.logic.getGame().getBoard()));
|
||||
this.logic.getServerSender().broadcast(new ServerStartGameMessage());
|
||||
this.logic.setCurrentState(this.logic.getGameState());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user