added shell animation

This commit is contained in:
Johannes Schmelz 2024-10-16 20:33:15 +02:00
parent 6b2b917864
commit 113202278f
22 changed files with 541 additions and 81 deletions

View File

@ -28,7 +28,7 @@ import pp.util.Position;
* and interaction between the model and the view. * and interaction between the model and the view.
*/ */
class MapView { class MapView {
private static final float FIELD_SIZE = 40f; public static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f; private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f; private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f; private static final float GRID_DEPTH = -1f;

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@ -7,14 +7,23 @@
package pp.battleship.client.gui; 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.math.ColorRGBA;
import com.jme3.scene.Geometry; import com.jme3.scene.Geometry;
import com.jme3.scene.Node; import com.jme3.scene.Node;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Sphere;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.Shell;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
import pp.util.Position; import pp.util.Position;
import static com.jme3.material.Materials.UNSHADED;
/** /**
* Synchronizes the visual representation of the ship map with the game model. * 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 * It handles the rendering of ships and shots on the map view, updating the view
@ -122,4 +131,24 @@ class MapViewSynchronizer extends ShipMapSynchronizer {
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) { 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); return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
} }
/**
* 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;
}
} }

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@ -20,6 +20,7 @@ import com.jme3.scene.shape.Cylinder;
import pp.battleship.client.BattleshipApp; import pp.battleship.client.BattleshipApp;
import pp.battleship.model.Battleship; import pp.battleship.model.Battleship;
import pp.battleship.model.Rotation; import pp.battleship.model.Rotation;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.model.Shot; import pp.battleship.model.Shot;
@ -39,6 +40,7 @@ class SeaSynchronizer extends ShipMapSynchronizer {
private static final String BOAT_SMALL_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o"; //NON-NLS private static final String BOAT_SMALL_MODEL = "Models/BoatSmall/12219_boat_v2_L2.j3o"; //NON-NLS
private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS private static final String CV_MODEL = "Models/CV/CV.j3o"; //NON-NLS
private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS private static final String BATTLE_MODEL = "Models/Battle/Battle.j3o"; //NON-NLS
private static final String LIGHTING = "Common/MatDefs/Light/Lighting.j3md";
private static final String COLOR = "Color"; //NON-NLS private static final String COLOR = "Color"; //NON-NLS
private static final String SHIP = "ship"; //NON-NLS private static final String SHIP = "ship"; //NON-NLS
private static final String SHOT = "shot"; //NON-NLS private static final String SHOT = "shot"; //NON-NLS
@ -352,4 +354,25 @@ class SeaSynchronizer extends ShipMapSynchronizer {
case UP -> PI; case UP -> PI;
}; };
} }
/**
* 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;
}
} }

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@ -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
}
}

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@ -0,0 +1,50 @@
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.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 = new Vector3f(pos.z + 0.5f, pos.y, pos.x + 0.5f);
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
}
}

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@ -18,6 +18,7 @@ import pp.battleship.BattleshipConfig;
import pp.battleship.game.server.Player; import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic; import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender; import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage; import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
@ -115,6 +116,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
Serializer.registerClass(MapMessage.class); Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class); Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class); Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(AnimationFinishedMessage.class);
Serializer.registerClass(Battleship.class); Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class); Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class); Serializer.registerClass(Shot.class);
@ -123,6 +125,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
private void registerListeners() { private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class); myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class); myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addConnectionListener(this); myServer.addConnectionListener(this);
} }

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@ -10,6 +10,7 @@ package pp.battleship.game.client;
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage; import pp.battleship.message.server.EffectMessage;
import pp.battleship.model.IntPoint; import pp.battleship.model.IntPoint;
import pp.battleship.model.Shell;
import pp.battleship.model.ShipMap; import pp.battleship.model.ShipMap;
import pp.battleship.notification.Sound; import pp.battleship.notification.Sound;
@ -53,16 +54,13 @@ class BattleState extends ClientState {
@Override @Override
public void receivedEffect(EffectMessage msg) { public void receivedEffect(EffectMessage msg) {
ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS ClientGameLogic.LOGGER.log(Level.INFO, "report effect: {0}", msg); //NON-NLS
playSound(msg);
myTurn = msg.isMyTurn(); myTurn = msg.isMyTurn();
logic.setInfoText(msg.getInfoTextKey()); logic.setInfoText(msg.getInfoTextKey());
affectedMap(msg).add(msg.getShot()); Shell shell = new Shell(msg.getShot());
if (destroyedOpponentShip(msg)) affectedMap(msg).add(shell);
logic.getOpponentMap().add(msg.getDestroyedShip()); logic.playSound(Sound.SHELL_FLYING);
if (msg.isGameOver()) { logic.setState(new ShootingState(logic, shell, myTurn, msg));
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic));
}
} }
/** /**
@ -74,29 +72,4 @@ class BattleState extends ClientState {
private ShipMap affectedMap(EffectMessage msg) { private ShipMap affectedMap(EffectMessage msg) {
return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap(); return msg.isOwnShot() ? logic.getOpponentMap() : logic.getOwnMap();
} }
/**
* Checks if the opponent's ship was destroyed by the player's shot.
*
* @param msg the effect message received from the server
* @return true if the shot destroyed an opponent's ship, false otherwise
*/
private boolean destroyedOpponentShip(EffectMessage msg) {
return msg.getDestroyedShip() != null && msg.isOwnShot();
}
/**
* Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
* or destruction of a ship.
*
* @param msg the effect message containing the result of the shot
*/
private void playSound(EffectMessage msg) {
if (!msg.getShot().isHit())
logic.playSound(Sound.SPLASH);
else if (msg.getDestroyedShip() == null)
logic.playSound(Sound.EXPLOSION);
else
logic.playSound(Sound.DESTROYED_SHIP);
}
} }

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@ -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);
}
}

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@ -8,8 +8,8 @@
package pp.battleship.game.server; package pp.battleship.game.server;
import pp.battleship.BattleshipConfig; import pp.battleship.BattleshipConfig;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientInterpreter; import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage; import pp.battleship.message.server.EffectMessage;
@ -39,6 +39,7 @@ public class ServerGameLogic implements ClientInterpreter {
private final ServerSender serverSender; private final ServerSender serverSender;
private Player activePlayer; private Player activePlayer;
private ServerState state = ServerState.WAIT; private ServerState state = ServerState.WAIT;
private Set<Player> waitPlayers = new HashSet<>();
/** /**
* Constructs a ServerGameLogic with the specified sender and configuration. * Constructs a ServerGameLogic with the specified sender and configuration.
@ -135,7 +136,6 @@ public class ServerGameLogic implements ClientInterpreter {
/** /**
* Handles the reception of a MapMessage. * Handles the reception of a MapMessage.
* Also tests if Map is in correct format
* *
* @param msg the received MapMessage * @param msg the received MapMessage
* @param from the ID of the sender client * @param from the ID of the sender client
@ -144,60 +144,75 @@ public class ServerGameLogic implements ClientInterpreter {
public void received(MapMessage msg, int from) { public void received(MapMessage msg, int from) {
if (state != ServerState.SET_UP) if (state != ServerState.SET_UP)
LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS 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));
}
}
}
Player cp = getPlayerById(from); /**
List<Battleship> ships = msg.getShips(); * Handles the reception of a AnimationFinishedMessage.
*
if (!validateShips(ships)) { * @param msg the received MapMessage
LOGGER.log(Level.ERROR, "Invalid ship placement by player {0}", from); * @param from the ID of the sender client
send(cp, null ); */
@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; return;
} }
if (waitPlayers.size() == 2) {
playerReady(cp, ships); waitPlayers = new HashSet<>();
setState(ServerState.BATTLE);
}
}
} }
/** /**
* Validates a list of ships. * Validates the placement of battleships on the map.
* Validates the list, that no ships are out of bounds or overlap with each other * 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 list of ships to validate * @param ships the list of {@link Battleship} objects to validate
* @return {@code true} if all ships positions are valid, {@code false} otherwise * @return {@code true} if all ships are placed correctly; {@code false} otherwise
*/ */
private boolean validateShips(List<Battleship> ships) { private boolean checkMap(List<Battleship> ships) {
Set<IntPoint> occupiedPoints = new HashSet<>(); int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum();
if (numShips != ships.size()) return false;
for (Battleship ship : ships) { List<IntPoint> occupied = new ArrayList<>();
if (!isWithinBounds(ship)) {
return false;
}
for (int x = ship.getMinX(); x <= ship.getMaxX(); x++) { for (Battleship battleship : ships) {
for (int y = ship.getMinY(); y <= ship.getMaxY(); y++) { int x = battleship.getX();
IntPoint point = new IntPoint(x, y); int y = battleship.getY();
if (!occupiedPoints.add(point)) { for (int i = 0; i < battleship.getLength(); i++) {
return false; 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; return true;
} }
/**
* Test if a ship is inside the map
* @param ship the ship to validate
* @return {@code true} if a ship is within bounds, {@code false} otherwise
*/
private boolean isWithinBounds(Battleship ship) {
return ship.getMinX() >= 0 && ship.getMaxX() < config.getMapWidth() &&
ship.getMinY() >= 0 && ship.getMaxY() < config.getMapHeight();
}
/** /**
* Handles the reception of a ShootMessage. * Handles the reception of a ShootMessage.
* *
@ -208,10 +223,13 @@ public class ServerGameLogic implements ClientInterpreter {
public void received(ShootMessage msg, int from) { public void received(ShootMessage msg, int from) {
if (state != ServerState.BATTLE) if (state != ServerState.BATTLE)
LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS LOGGER.log(Level.ERROR, "shoot not allowed in {0}", state); //NON-NLS
else else{
setState(ServerState.ANIMATION);
shoot(getPlayerById(from), msg.getPosition()); shoot(getPlayerById(from), msg.getPosition());
} }
}
/** /**
* Marks the player as ready and sets their ships. * Marks the player as ready and sets their ships.
* Transitions the state to PLAY if both players are ready. * Transitions the state to PLAY if both players are ready.

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@ -26,6 +26,11 @@ enum ServerState {
*/ */
BATTLE, 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. * The game has ended because all the ships of one player have been destroyed.
*/ */

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@ -7,6 +7,7 @@
package pp.battleship.game.singlemode; package pp.battleship.game.singlemode;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientInterpreter; import pp.battleship.message.client.ClientInterpreter;
import pp.battleship.message.client.ClientMessage; import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
@ -63,6 +64,11 @@ class Copycat implements ClientInterpreter {
copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList()); copiedMessage = new MapMessage(msg.getShips().stream().map(Copycat::copy).toList());
} }
@Override
public void received(AnimationFinishedMessage msg, int from) {
copiedMessage = msg;
}
/** /**
* Creates a copy of the provided {@link Battleship}. * Creates a copy of the provided {@link Battleship}.
* *

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@ -1,6 +1,7 @@
package pp.battleship.game.singlemode; package pp.battleship.game.singlemode;
import pp.battleship.game.client.BattleshipClient; import pp.battleship.game.client.BattleshipClient;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
import pp.battleship.message.server.EffectMessage; import pp.battleship.message.server.EffectMessage;
@ -71,6 +72,7 @@ class RobotClient implements ServerInterpreter {
* Makes the RobotClient take a shot by sending a ShootMessage with the target position. * Makes the RobotClient take a shot by sending a ShootMessage with the target position.
*/ */
private void robotShot() { private void robotShot() {
connection.sendRobotMessage(new ShootMessage(getShotPosition())); connection.sendRobotMessage(new ShootMessage(getShotPosition()));
} }
@ -121,6 +123,7 @@ class RobotClient implements ServerInterpreter {
@Override @Override
public void received(EffectMessage msg) { public void received(EffectMessage msg) {
LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS LOGGER.log(Level.INFO, "Received EffectMessage: {0}", msg); //NON-NLS
connection.sendRobotMessage(new AnimationFinishedMessage());
if (msg.isMyTurn()) if (msg.isMyTurn())
shoot(); shoot();
} }

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@ -0,0 +1,24 @@
package pp.battleship.message.client;
import com.jme3.network.serializing.Serializable;
/**
* Represents a message indicating that an animation has finished on the client side.
*/
@Serializable
public class AnimationFinishedMessage extends ClientMessage {
public AnimationFinishedMessage() {
super();
}
/**
* Accepts a visitor to process this message.
*
* @param interpreter the visitor to process this message
* @param from the connection ID from which the message was received
*/
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

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@ -26,4 +26,12 @@ public interface ClientInterpreter {
* @param from the connection ID from which the message was received * @param from the connection ID from which the message was received
*/ */
void received(MapMessage msg, int from); void received(MapMessage msg, int from);
/**
* Processes a received AnimationFinishedMessage.
*
* @param msg the MapMessage to be processed
* @param from the connection ID from which the message was received
*/
void received(AnimationFinishedMessage msg, int from);
} }

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@ -0,0 +1,125 @@
package pp.battleship.model;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
/**
* The {@code Shell} class represents a projectile fired by a ship in the Battleship game.
* It models the position and rotation of the projectile and allows for its movement along
* a Bezier curve.
*/
public class Shell implements Item {
/**
* Initial position of the shell
*/
private final static Vector3f INIT_POS = new Vector3f(-3, 7, -3);
/**
* The overshot difference vector used to get a shallower flight path
*/
private final static Vector3f OVER_SHOT_DIFF = new Vector3f(-1, -1, -1);
// Target shot position
private final Vector3f shotPosition;
// Position on top of shotPosition used for Bezier curve
private final Vector3f overShotPosition;
// Current position of the shell
private Vector3f position;
// Current rotation of the shell
private final Quaternion rotation;
/**
* Constructs a new {@code Shell} object using the given {@code Shot} target.
* The initial position, target position, and overshot position are calculated.
*
* @param shot The target {@code Shot} object containing the destination coordinates.
*/
public Shell(Shot shot) {
this.shotPosition = new Vector3f(shot.getX(), 0, shot.getY());
this.overShotPosition = new Vector3f(shotPosition.x, INIT_POS.y, shotPosition.z).add(OVER_SHOT_DIFF);
this.position = INIT_POS;
this.rotation = new Quaternion();
}
/**
* Gets the current position of the shell.
*
* @return The current position as a {@code Vector3f}.
*/
public Vector3f getPosition() {
return this.position;
}
/**
* Gets the current rotation of the shell.
*
* @return The current rotation as a {@code Quaternion}.
*/
public Quaternion getRotation() {
return this.rotation;
}
/**
* Moves the shell along a Bezier curve based on the given time factor {@code t}.
* The position and rotation of the shell are updated.
*
* @param t The time factor between 0 and 1, representing the progress of the shell's flight.
*/
public void move(float t) {
if (t > 1f) t = 1f;
Vector3f newPosition = bezInt(INIT_POS, overShotPosition, shotPosition, t);
updateRotation(position, newPosition);
this.position = newPosition;
}
/**
* Performs a quadratic Bezier interpolation between three points based on the time factor {@code t}.
*
* @param p1 The start position.
* @param p2 The overshot position.
* @param p3 The target position.
* @param t The time factor for interpolation.
* @return The interpolated position as a {@code Vector3f}.
*/
private Vector3f bezInt(Vector3f p1, Vector3f p2, Vector3f p3, float t) {
Vector3f inA = linInt(p1, p2, t);
Vector3f inB = linInt(p2, p3, t);
return linInt(inA, inB, t);
}
/**
* Performs linear interpolation between two points {@code p1} and {@code p2} based on the time factor {@code t}.
*
* @param p1 The start position.
* @param p2 The end position.
* @param t The time factor for interpolation.
* @return The interpolated position as a {@code Vector3f}.
*/
private Vector3f linInt(Vector3f p1, Vector3f p2, float t) {
float x = p1.getX() + t * (p2.getX() - p1.getX());
float y = p1.getY() + t * (p2.getY() - p1.getY());
float z = p1.getZ() + t * (p2.getZ() - p1.getZ());
return new Vector3f(x, y, z);
}
/**
* Updates the rotation of the shell to face the new position along its flight path.
*
* @param oldPos The previous position of the shell.
* @param newPos The new position of the shell.
*/
private void updateRotation(Vector3f oldPos, Vector3f newPos) {
Vector3f direction = newPos.subtract(oldPos).normalize();
if (direction.lengthSquared() > 0) {
this.rotation.lookAt(direction, Vector3f.UNIT_Y);
}
}
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
@Override
public void accept(VoidVisitor visitor) {
visitor.visit(this);
}
}

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@ -78,6 +78,15 @@ public class ShipMap {
addItem(ship); addItem(ship);
} }
/**
* Registers a shot on the map and triggers an item addition event.
*
* @param shell the shell to be registered on the map
*/
public void add(Shell shell) {
addItem(shell);
}
/** /**
* Registers a shot on the map, updates the state of the affected ship (if any), * Registers a shot on the map, updates the state of the affected ship (if any),
* and triggers an item addition event. * and triggers an item addition event.

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@ -28,4 +28,12 @@ public interface Visitor<T> {
* @return the result of visiting the Battleship element * @return the result of visiting the Battleship element
*/ */
T visit(Battleship ship); T visit(Battleship ship);
/**
* Visits a Shell element
*
* @param shell the Shell element to visit
* @return the result of visitung the Battleship element
*/
T visit(Shell shell);
} }

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@ -25,4 +25,10 @@ public interface VoidVisitor {
* @param ship the Battleship element to visit * @param ship the Battleship element to visit
*/ */
void visit(Battleship ship); void visit(Battleship ship);
/**
* Visits a Shell element
* @param shell the Shell element to visit
*/
void visit(Shell shell);
} }

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@ -22,5 +22,9 @@ public enum Sound {
/** /**
* Sound of a ship being destroyed. * Sound of a ship being destroyed.
*/ */
DESTROYED_SHIP DESTROYED_SHIP,
/**
* Sound of a shell flying
*/
SHELL_FLYING
} }

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@ -18,6 +18,7 @@ import pp.battleship.BattleshipConfig;
import pp.battleship.game.server.Player; import pp.battleship.game.server.Player;
import pp.battleship.game.server.ServerGameLogic; import pp.battleship.game.server.ServerGameLogic;
import pp.battleship.game.server.ServerSender; import pp.battleship.game.server.ServerSender;
import pp.battleship.message.client.AnimationFinishedMessage;
import pp.battleship.message.client.ClientMessage; import pp.battleship.message.client.ClientMessage;
import pp.battleship.message.client.MapMessage; import pp.battleship.message.client.MapMessage;
import pp.battleship.message.client.ShootMessage; import pp.battleship.message.client.ShootMessage;
@ -115,6 +116,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
Serializer.registerClass(MapMessage.class); Serializer.registerClass(MapMessage.class);
Serializer.registerClass(ShootMessage.class); Serializer.registerClass(ShootMessage.class);
Serializer.registerClass(EffectMessage.class); Serializer.registerClass(EffectMessage.class);
Serializer.registerClass(AnimationFinishedMessage.class);
Serializer.registerClass(Battleship.class); Serializer.registerClass(Battleship.class);
Serializer.registerClass(IntPoint.class); Serializer.registerClass(IntPoint.class);
Serializer.registerClass(Shot.class); Serializer.registerClass(Shot.class);
@ -123,6 +125,7 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
private void registerListeners() { private void registerListeners() {
myServer.addMessageListener(this, MapMessage.class); myServer.addMessageListener(this, MapMessage.class);
myServer.addMessageListener(this, ShootMessage.class); myServer.addMessageListener(this, ShootMessage.class);
myServer.addMessageListener(this, AnimationFinishedMessage.class);
myServer.addConnectionListener(this); myServer.addConnectionListener(this);
} }