22 Commits

Author SHA1 Message Date
Johannes Schmelz
0f44d37d4a Revert "states for shell logic implemented"
This reverts commit f248a77c81
2024-10-14 12:34:49 +00:00
Johannes Schmelz
f248a77c81 states for shell logic implemented 2024-10-14 03:38:04 +02:00
Johannes Schmelz
aa9c073931 added sinking animation for destroyed ships 2024-10-13 20:52:33 +02:00
Johannes Schmelz
1740988629 added a miss effect 2024-10-11 16:00:15 +02:00
Johannes Schmelz
dcc7cf9c20 added rudimentary effects when ships are hit 2024-10-11 00:43:22 +02:00
Johannes Schmelz
5501c0716d clients can now start server in thread 2024-10-09 16:29:59 +02:00
Johannes Schmelz
8261e1b3b2 clen up 2024-10-09 16:05:37 +02:00
Johannes Schmelz
5cca8f5c05 refactor and documentation 2024-10-08 19:57:37 +02:00
Johannes Schmelz
133921cfbb added background music 2024-10-08 17:32:37 +02:00
Johannes Schmelz
4cf14d02ee reverted commit 35f154aa 2024-10-06 18:33:20 +02:00
Johannes Schmelz
50bee91775 tweaked ship positions 2024-10-06 18:29:09 +02:00
Johannes Schmelz
a656ab5062 clean up 2024-10-06 18:21:55 +02:00
Johannes Schmelz
b2a6f86fc2 added 3d model for ship with length 2 2024-10-06 18:21:40 +02:00
Johannes Schmelz
9f90d92198 added 3d model for ship with length 3 2024-10-06 16:52:43 +02:00
Johannes Schmelz
3e913f636c added small boat 2024-10-06 15:39:06 +02:00
Johannes Schmelz
806c00c94a server now shuts down with invalid ship placement 2024-10-06 00:37:20 +02:00
Johannes Schmelz
4fff32c13e added server side map loading verification 2024-10-06 00:18:36 +02:00
Johannes Schmelz
1c99117ca0 reviced() did not update the OpponentPlayer ships list corretly 2024-10-05 23:46:08 +02:00
Johannes Schmelz
62421e87cc fixed ConcurrentModificationException in clear() 2024-10-05 20:53:07 +02:00
Johannes Schmelz
e343074240 fixed remove 2024-10-05 13:14:20 +02:00
Johannes Schmelz
35f154aa0f fixed clear 2024-10-05 13:13:48 +02:00
Johannes Schmelz
4488911e82 Fixing branch setup to match main 2024-10-05 11:58:12 +02:00
150 changed files with 96 additions and 8429 deletions

View File

@@ -34,7 +34,6 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private AudioNode splashSound; private AudioNode splashSound;
private AudioNode shipDestroyedSound; private AudioNode shipDestroyedSound;
private AudioNode explosionSound; private AudioNode explosionSound;
private AudioNode shellFlyingSound;
/** /**
* Checks if sound is enabled in the preferences. * Checks if sound is enabled in the preferences.
@@ -79,7 +78,6 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS shipDestroyedSound = loadSound(app, "Sound/Effects/sunken.wav"); //NON-NLS
splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS splashSound = loadSound(app, "Sound/Effects/splash.wav"); //NON-NLS
explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS explosionSound = loadSound(app, "Sound/Effects/explosion.wav"); //NON-NLS
shellFlyingSound = loadSound(app, "Sound/Effects/shell_flying.wav");
} }
/** /**
@@ -126,27 +124,12 @@ public class GameSound extends AbstractAppState implements GameEventListener {
shipDestroyedSound.playInstance(); shipDestroyedSound.playInstance();
} }
/**
* Plays the shell flying sound effect.
*/
public void shellFly() {
if (isEnabled() && shellFlyingSound != null) {
shellFlyingSound.playInstance();
}
}
/**
* Handles a recieved {@code SoundEvent} and plays the according sound.
*
* @param event the Sound event to be processed
*/
@Override @Override
public void receivedEvent(SoundEvent event) { public void receivedEvent(SoundEvent event) {
switch (event.sound()) { switch (event.sound()) {
case EXPLOSION -> explosion(); case EXPLOSION -> explosion();
case SPLASH -> splash(); case SPLASH -> splash();
case DESTROYED_SHIP -> shipDestroyed(); case DESTROYED_SHIP -> shipDestroyed();
case SHELL_FLYING -> shellFly();
} }
} }
} }

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@@ -14,9 +14,6 @@ import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData; import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode; import com.jme3.audio.AudioNode;
/**
* Handles the background music beeing played. Is able to start and stop the music. Set the Volume of the Audio.
*/
public class GameMusic extends AbstractAppState{ public class GameMusic extends AbstractAppState{
private static final Logger LOGGER = System.getLogger(GameMusic.class.getName()); private static final Logger LOGGER = System.getLogger(GameMusic.class.getName());
private static final Preferences PREFERENCES = getPreferences(GameMusic.class); private static final Preferences PREFERENCES = getPreferences(GameMusic.class);

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@@ -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 {
public static final float FIELD_SIZE = 40f; private 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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@@ -7,23 +7,14 @@
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
@@ -131,24 +122,4 @@ 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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@@ -20,7 +20,6 @@ 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;
@@ -40,7 +39,6 @@ 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
@@ -354,25 +352,4 @@ 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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@@ -1,57 +0,0 @@
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);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

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@@ -1,58 +0,0 @@
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);
}
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override
protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-specific behavior required for this control
}
}

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@@ -46,14 +46,6 @@ class SinkingControl extends AbstractControl {
} }
} }
/**
* This method is called during the rendering phase, but it does not perform any
* operations in this implementation as the control only influences the spatial's
* transformation, not its rendering process.
*
* @param rm the RenderManager rendering the controlled Spatial (not null)
* @param vp the ViewPort being rendered (not null)
*/
@Override @Override
protected void controlRender(RenderManager rm, ViewPort vp) { protected void controlRender(RenderManager rm, ViewPort vp) {
// No rendering-related code needed // No rendering-related code needed

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@@ -18,7 +18,6 @@ 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;
@@ -116,7 +115,6 @@ 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);
@@ -125,7 +123,6 @@ 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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@@ -45,12 +45,7 @@ public class ModelExporter extends SimpleApplication {
export("Models/BoatSmall/12219_boat_v2_L2.obj", "BoatSmall.j3o"); //NON-NLS export("Models/BoatSmall/12219_boat_v2_L2.obj", "BoatSmall.j3o"); //NON-NLS
export("Models/Battle/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj", "Battle.j3o"); //NON-NLS export("Models/Battle/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj", "Battle.j3o"); //NON-NLS
export("Models/CV/essex_scb-125_generic.obj", "CV.j3o"); //NON-NLS export("Models/CV/essex_scb-125_generic.obj", "CV.j3o"); //NON-NLS
export("Models/Figures/Würfel_blau.obj", "Würfel_blau.j30");
export("Models/Figures/Würfel_gelb.obj", "Würfel_gelb.j30");
export("Models/Figures/Würfel_grün.obj", "Würfel_grün.j30");
export("Models/Figures/Würfel_rosa.obj", "Würfel_rosa.j30");
export("Models/Figures/Würfel_rot.obj", "Würfel_rot.j30");
export("Models/Figures/Würfel_schwarz.obj", "Würfel_schwarz.j30");
stop(); stop();
} }

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@@ -10,7 +10,6 @@ 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;
@@ -54,13 +53,16 @@ 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());
Shell shell = new Shell(msg.getShot()); affectedMap(msg).add(msg.getShot());
affectedMap(msg).add(shell); if (destroyedOpponentShip(msg))
logic.playSound(Sound.SHELL_FLYING); logic.getOpponentMap().add(msg.getDestroyedShip());
logic.setState(new ShootingState(logic, shell, myTurn, msg)); if (msg.isGameOver()) {
msg.getRemainingOpponentShips().forEach(logic.getOpponentMap()::add);
logic.setState(new GameOverState(logic));
}
} }
/** /**
@@ -72,4 +74,29 @@ 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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@@ -1,114 +0,0 @@
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;
@@ -39,7 +39,6 @@ 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.
@@ -136,6 +135,7 @@ 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
@@ -144,74 +144,59 @@ 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())) { Player cp = getPlayerById(from);
playerReady(getPlayerById(from), msg.getShips()); List<Battleship> ships = msg.getShips();
}
else { if (!validateShips(ships)) {
LOGGER.log(Level.WARNING, "Invalid Map sent from player {0}", from); //NON-NLS LOGGER.log(Level.ERROR, "Invalid ship placement by player {0}", from);
send(players.get(from), new GameDetails(config)); send(cp, null );
} return;
} }
playerReady(cp, ships);
} }
/**
* 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. * Validates a list of ships.
* Ensures that: * Validates the list, that no ships are out of bounds or overlap with each other
* <ul> *
* <li>The number of ships matches the configuration.</li> * @param ships list of ships to validate
* <li>Ships are within the map's boundaries.</li> * @return {@code true} if all ships positions are valid, {@code false} otherwise
* <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) { private boolean validateShips(List<Battleship> ships) {
int numShips = config.getShipNums().values().stream().mapToInt(Integer::intValue).sum(); Set<IntPoint> occupiedPoints = new HashSet<>();
if (numShips != ships.size()) return false;
for (Battleship ship : ships) {
List<IntPoint> occupied = new ArrayList<>(); if (!isWithinBounds(ship)) {
return false;
for (Battleship battleship : ships) { }
int x = battleship.getX();
int y = battleship.getY(); for (int x = ship.getMinX(); x <= ship.getMaxX(); x++) {
for (int i = 0; i < battleship.getLength(); i++) { for (int y = ship.getMinY(); y <= ship.getMaxY(); y++) {
if (x >= 0 && x < config.getMapWidth() && y >= 0 && y < config.getMapHeight() && !occupied.contains(new IntPoint(x, y))) { IntPoint point = new IntPoint(x, y);
occupied.add(new IntPoint(x, y)); if (!occupiedPoints.add(point)) {
x += battleship.getRot().dx(); return false;
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.
@@ -223,11 +208,8 @@ 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());
}
} }
/** /**

View File

@@ -26,11 +26,6 @@ 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.
*/ */

View File

@@ -7,7 +7,6 @@
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;
@@ -64,11 +63,6 @@ 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}.
* *

View File

@@ -1,7 +1,6 @@
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;
@@ -72,7 +71,6 @@ 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()));
} }
@@ -123,7 +121,6 @@ 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();
} }

View File

@@ -1,24 +0,0 @@
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);
}
}

View File

@@ -26,12 +26,4 @@ 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);
} }

View File

@@ -1,125 +0,0 @@
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);
}
}

View File

@@ -78,15 +78,6 @@ 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.

View File

@@ -28,12 +28,4 @@ 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);
} }

View File

@@ -25,10 +25,4 @@ 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);
} }

View File

@@ -22,9 +22,5 @@ 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
} }

View File

@@ -18,7 +18,6 @@ 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;
@@ -116,7 +115,6 @@ 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);
@@ -125,7 +123,6 @@ 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);
} }

View File

@@ -111,7 +111,7 @@ public class DialogManager {
* *
* @param dialog the dialog to open * @param dialog the dialog to open
*/ */
public void open(Dialog dialog) { void open(Dialog dialog) {
dialogStack.push(dialog); dialogStack.push(dialog);
dialog.update(); dialog.update();
app.getGuiNode().attachChild(dialog); app.getGuiNode().attachChild(dialog);
@@ -133,7 +133,7 @@ public class DialogManager {
* @param dialog the dialog to close * @param dialog the dialog to close
* @throws IllegalArgumentException if the specified dialog is not the top dialog * @throws IllegalArgumentException if the specified dialog is not the top dialog
*/ */
public void close(Dialog dialog) { void close(Dialog dialog) {
if (!isTop(dialog)) if (!isTop(dialog))
throw new IllegalArgumentException(dialog + " is not the top dialog"); throw new IllegalArgumentException(dialog + " is not the top dialog");
dialogStack.pop(); dialogStack.pop();

View File

@@ -1,8 +1,7 @@
// Styling of Lemur components // Styling of Lemur components
// For documentation, see: // For documentation, see
// https://github.com/jMonkeyEngine-Contributions/Lemur/wiki/Styling // https://github.com/jMonkeyEngine-Contributions/Lemur/wiki/Styling
import com.simsilica.lemur.*
import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.Button import com.simsilica.lemur.Button
import com.simsilica.lemur.Button.ButtonAction import com.simsilica.lemur.Button.ButtonAction
import com.simsilica.lemur.Command import com.simsilica.lemur.Command
@@ -11,17 +10,14 @@ import com.simsilica.lemur.Insets3f
import com.simsilica.lemur.component.QuadBackgroundComponent import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.component.TbtQuadBackgroundComponent import com.simsilica.lemur.component.TbtQuadBackgroundComponent
def bgColor = color(1, 1, 1, 1) def bgColor = color(0.25, 0.5, 0.5, 1)
def buttonEnabledColor = color(0, 0, 0, 1) def buttonEnabledColor = color(0.8, 0.9, 1, 1)
def buttonDisabledColor = color(0.8, 0.9, 1, 0.2) def buttonDisabledColor = color(0.8, 0.9, 1, 0.2)
def buttonBgColor = color(1, 1, 1, 1) def buttonBgColor = color(0, 0.75, 0.75, 1)
def sliderColor = color(0.6, 0.8, 0.8, 1) def sliderColor = color(0.6, 0.8, 0.8, 1)
def sliderBgColor = color(0.5, 0.75, 0.75, 1) def sliderBgColor = color(0.5, 0.75, 0.75, 1)
def gradientColor = color(0.5, 0.75, 0.85, 0.5) def gradientColor = color(0.5, 0.75, 0.85, 0.5)
def tabbuttonEnabledColor = color(0.4, 0.45, 0.5, 1) def tabbuttonEnabledColor = color(0.4, 0.45, 0.5, 1)
def solidWhiteBackground = new QuadBackgroundComponent(color(1, 1, 1, 1)) // Solid white
def gradient = TbtQuadBackgroundComponent.create( def gradient = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png", texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png",
@@ -31,14 +27,7 @@ def gradient = TbtQuadBackgroundComponent.create(
def doubleGradient = new QuadBackgroundComponent(gradientColor) def doubleGradient = new QuadBackgroundComponent(gradientColor)
doubleGradient.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png", doubleGradient.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false) generateMips: false)
def orangeBorder = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png", // Replace with an appropriate texture if needed
generateMips: false),
1, 1, 1, 126, 126,
1f, false)
orangeBorder.color = color(1, 0.5, 0, 1) // Orange color
selector("pp") { selector("pp") {
font = font("Interface/Fonts/Metropolis/Metropolis-Regular-32.fnt") font = font("Interface/Fonts/Metropolis/Metropolis-Regular-32.fnt")
@@ -57,7 +46,7 @@ selector("header", "pp") {
} }
selector("container", "pp") { selector("container", "pp") {
background = solidWhiteBackground.clone() background = gradient.clone()
background.setColor(bgColor) background.setColor(bgColor)
} }
@@ -126,7 +115,7 @@ selector("title", "pp") {
shadowOffset = vec3(2, -2, -1) shadowOffset = vec3(2, -2, -1)
background = new QuadBackgroundComponent(color(0.5, 0.75, 0.85, 1)) background = new QuadBackgroundComponent(color(0.5, 0.75, 0.85, 1))
background.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png", background.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false) generateMips: false)
insets = new Insets3f(2, 2, 2, 2) insets = new Insets3f(2, 2, 2, 2)
buttonCommands = stdButtonCommands buttonCommands = stdButtonCommands
@@ -134,14 +123,11 @@ selector("title", "pp") {
selector("button", "pp") { selector("button", "pp") {
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Orange border background = gradient.clone()
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // Inner button background color = buttonEnabledColor
background.setColor(buttonBgColor)
insets = new Insets3f(2, 2, 2, 2)
// Apply the outer border as the main background
background = outerBackground
// Use insets to create a margin/padding effect for the inner background
insets = new Insets3f(3, 3, 3, 3) // Adjust the border thickness
buttonCommands = stdButtonCommands buttonCommands = stdButtonCommands
} }
@@ -206,7 +192,7 @@ selector("tabbedPanel.container", "pp") {
} }
selector("tab.button", "pp") { selector("tab.button", "pp") {
background = solidWhiteBackground.clone() background = gradient.clone()
background.setColor(bgColor) background.setColor(bgColor)
color = tabbuttonEnabledColor color = tabbuttonEnabledColor
insets = new Insets3f(4, 2, 0, 2) insets = new Insets3f(4, 2, 0, 2)

View File

@@ -1,22 +0,0 @@
plugins {
id 'buildlogic.jme-application-conventions'
}
description = 'Monopoly Client'
dependencies {
implementation project(":jme-common")
implementation project(":monopoly: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.monopoly.client.MonopolyApp'
applicationName = 'monopoly'
}

View File

@@ -1,73 +0,0 @@
########################################
## Programming project code
## UniBw M, 2022, 2023, 2024
## www.unibw.de/inf2
## (c) Mark Minas (mark.minas@unibw.de)
########################################
#
# Battleship client configuration
#
# Specifies the map used by the opponent in single mode.
# Single mode is activated if this property is set.
#map.opponent=maps/map2.json
#
# Specifies the map used by the player in single mode.
# The player must define their own map if this property is not set.
map.own=maps/map1.json
#
# Coordinates of the shots fired by the RobotClient in the order listed.
# Example:
# 2, 0,\
# 2, 1,\
# 2, 2,\
# 2, 3
# defines four shots, namely at the coordinates
# (x=2, y=0), (x=2, y=1), (x=2, y=2), and (x=2, y=3)
robot.targets=2, 0,\
2, 1,\
2, 2,\
2, 3
#
# Delay in milliseconds between each shot fired by the RobotClient.
robot.delay=500
#
# The dimensions of the game map used in single mode.
# 'map.width' defines the number of columns, and 'map.height' defines the number of rows.
map.width=10
map.height=10
#
# The number of ships of each length available in single mode.
# The value is a comma-separated list where each element corresponds to the number of ships
# with a specific length. For example:
# ship.nums=4, 3, 2, 1
# This configuration means:
# - 4 ships of length 1
# - 3 ships of length 2
# - 2 ships of length 3
# - 1 ship of length 4
ship.nums=4, 3, 2, 1
#
# Screen settings
#
# Color of the text displayed at the top of the overlay.
# The format is (red, green, blue, alpha) where each value ranges from 0 to 1.
overlay.top.color=1, 1, 1, 1
#
# Application settings configuration
# Determines whether the settings window is shown at startup.
settings.show=false
#
# Specifies the width of the application window in pixels.
settings.resolution.width=1200
#
# Specifies the height of the application window in pixels.
settings.resolution.height=800
#
# Determines whether the application runs in full-screen mode.
settings.full-screen=false
#
# Enables or disables gamma correction to improve color accuracy.
settings.use-gamma-correction=true
#
# Indicates whether the statistics window is displayed during gameplay.
statistics.show=false

View File

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

View File

@@ -1,129 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.SoundEvent;
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;
/**
* 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);
}
/**
* Loads a sound from the specified file.
*
* @param app The application
* @param name The name of the sound file.
* @return The loaded AudioNode.
*/
private AudioNode loadSound(Application app, String name) {
try {
final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
sound.setLooping(false);
sound.setPositional(false);
return sound;
}
catch (AssetLoadException | AssetNotFoundException ex) {
LOGGER.log(Level.ERROR, ex.getMessage(), ex);
}
return null;
}
/**
* Plays the splash sound effect.
*/
public void splash() {
if (isEnabled() && splashSound != null)
splashSound.playInstance();
}
/**
* Plays the explosion sound effect.
*/
public void explosion() {
if (isEnabled() && explosionSound != null)
explosionSound.playInstance();
}
/**
* Plays sound effect when a ship has been destroyed.
*/
public void shipDestroyed() {
if (isEnabled() && shipDestroyedSound != null)
shipDestroyedSound.playInstance();
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
}
}
}

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@@ -1,51 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import java.util.prefs.Preferences;
import pp.dialog.Dialog;
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 MonopolyApp app;
/**
* Constructs the Menu dialog for the Battleship application.
*
* @param app the BattleshipApp instance
*/
public Menu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
}
/**
* Updates the state of the load and save buttons based on the game logic.
*/
@Override
public void update() {
}
/**
* As an escape action, this method closes the menu if it is the top dialog.
*/
@Override
public void escape() {
close();
}
}

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@@ -1,209 +0,0 @@
package pp.monopoly.client;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.jme3.app.SimpleApplication;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.style.BaseStyles;
import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import pp.monopoly.client.gui.SettingsMenu;
import pp.monopoly.client.gui.TestWorld;
import pp.monopoly.game.client.ClientGameLogic;
import pp.monopoly.game.client.MonopolyClient;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.InfoTextEvent;
public class MonopolyApp extends SimpleApplication implements MonopolyClient, GameEventListener {
private BitmapText topText;
private final ServerConnection serverConnection;
private final ClientGameLogic logic;
private final MonopolyAppConfig config;
private final ActionListener escapeListener = (name, isPressed, tpf) -> handleEscape(isPressed);
private final DialogManager dialogManager = new DialogManager(this);
private final ExecutorService executor = Executors.newCachedThreadPool();
private final Draw draw;
private SettingsMenu settingsMenu;
private TestWorld testWorld;
private boolean isSettingsMenuOpen = false;
private boolean inputBlocked = false;
/**
* 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
public static void main(String[] args) {
new MonopolyApp().start();
}
public MonopolyApp() {
this.draw = new Draw(assetManager);
config = new MonopolyAppConfig();
serverConnection = new NetworkSupport(this);
logic = new ClientGameLogic(serverConnection);
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
}
@Override
public MonopolyAppConfig getConfig() {
return config;
}
@Override
public ClientGameLogic getGameLogic() {
return logic;
}
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle("Monopoly Game");
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
return settings;
}
@Override
public void simpleInitApp() {
GuiGlobals.initialize(this);
BaseStyles.loadStyleResources(STYLES_SCRIPT);
GuiGlobals.getInstance().getStyles().setDefaultStyle("pp"); //NON-NLS
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
setupInput();
setupGui();
// Zeige das Startmenü
StartMenu.createStartMenu(this);
}
private void setupGui() {
BitmapFont normalFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
topText = new BitmapText(normalFont);
topText.setLocalTranslation(10, settings.getHeight() - 10, 0);
guiNode.attachChild(topText);
}
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(true);
inputManager.addMapping("ESC", new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addListener(escapeListener, "ESC");
}
private void handleEscape(boolean isPressed) {
if (isPressed) {
if (settingsMenu != null && isSettingsMenuOpen) {
// Schließe das SettingsMenu
System.out.println("Schließe SettingsMenu...");
settingsMenu.close();
settingsMenu = null;
setSettingsMenuOpen(false);
} else {
// Öffne das SettingsMenu
System.out.println("Öffne SettingsMenu...");
settingsMenu = new SettingsMenu(this);
settingsMenu.open();
setSettingsMenuOpen(true);
}
}
}
private void blockInputs() {
if (!inputBlocked) {
System.out.println("Blockiere Eingaben...");
inputManager.setCursorVisible(true); // Cursor sichtbar machen
inputManager.clearMappings(); // Alle Mappings entfernen
inputBlocked = true;
}
}
public void unblockInputs() {
if (inputBlocked) {
System.out.println("Aktiviere Eingaben...");
setupInput(); // Standard-Eingaben neu registrieren
inputBlocked = false;
}
}
public void setInfoText(String text) {
topText.setText(text);
}
@Override
public void receivedEvent(InfoTextEvent event) {
setInfoText(event.key());
}
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
serverConnection.disconnect();
super.stop(waitFor);
}
public DialogManager getDialogManager() {
return dialogManager;
}
public Draw getDraw() {
return draw;
}
public ExecutorService getExecutor() {
return executor;
}
public void closeApp() {
stop();
}
public void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle("Fehler")
.setText(errorMessage)
.setOkButton("OK")
.build()
.open();
}
public void setSettingsMenuOpen(boolean isOpen) {
this.isSettingsMenuOpen = isOpen;
}
@Override
public void simpleUpdate(float tpf) {
if (testWorld != null) {
testWorld.update(tpf); // Aktualisiere die Kamera in der TestWorld
}
}
public void startTestWorld() {
guiNode.detachAllChildren(); // Entferne GUI
testWorld = new TestWorld(this); // Erstelle eine Instanz von TestWorld
testWorld.initializeScene(); // Initialisiere die Szene
}
public void returnToMenu() {
guiNode.detachAllChildren(); // Entferne die GUI
StartMenu.createStartMenu(this); // Zeige das Startmenü erneut
}
}

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package pp.monopoly.client;
import com.jme3.math.ColorRGBA;
import pp.monopoly.game.client.MonopolyClientConfig;
/**
* Provides access to the Monopoly application configuration.
* Extends {@link MonopolyClientConfig} 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 MonopolyAppConfig extends MonopolyClientConfig {
/**
* 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 MonopolyAppConfig} with predefined values.
*/
public MonopolyAppConfig() {
// Default constructor
}
/**
* Returns the width of the game view resolution in pixels.
*
* @return the width of the game view resolution in pixels
*/
public int getResolutionWidth() {
return resolutionWidth;
}
/**
* Returns the height of the game view resolution in pixels.
*
* @return the height of the game view resolution in pixels
*/
public int getResolutionHeight() {
return resolutionHeight;
}
/**
* Returns whether the game should start in full-screen mode.
*
* @return {@code true} if the game should start in full-screen mode; {@code false} otherwise
*/
public boolean fullScreen() {
return fullScreen;
}
/**
* Returns whether gamma correction is enabled.
* If enabled, the main framebuffer is configured for sRGB colors,
* and sRGB images are linearized.
*
* @return {@code true} if gamma correction is enabled; {@code false} otherwise
*/
public boolean useGammaCorrection() {
return useGammaCorrection;
}
/**
* Returns whether full resolution framebuffers should be used on Retina displays.
* This setting is ignored on non-Retina platforms.
*
* @return {@code true} if full resolution framebuffers should be used on Retina displays; {@code false} otherwise
*/
public boolean useRetinaFrameBuffer() {
return useRetinaFrameBuffer;
}
/**
* Returns whether the settings window should be shown for configuring the game.
*
* @return {@code true} if the settings window should be shown; {@code false} otherwise
*/
public boolean getShowSettings() {
return showSettings;
}
/**
* Returns whether the JME statistics window should be shown in the lower left corner of the screen.
*
* @return {@code true} if the statistics window should be shown; {@code false} otherwise
*/
public boolean getShowStatistics() {
return showStatistics;
}
/**
* Returns the color of the top text during gameplay as a {@link ColorRGBA} object.
*
* @return the color of the top text during gameplay
*/
public ColorRGBA getTopColor() {
return topColor;
}
}

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package pp.monopoly.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.monopoly.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Monopoly game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
*/
public abstract class MonopolyAppState extends AbstractAppState {
private MonopolyApp app;
/**
* Creates a new MonopolyAppState that is initially disabled.
*/
protected MonopolyAppState() {
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 = (MonopolyApp) application;
if (isEnabled()) {
enableState();
}
}
/**
* Returns the MonopolyApp instance associated with this MonopolyAppState.
*
* @return The MonopolyApp instance.
*/
public MonopolyApp getApp() {
return app;
}
/**
* Returns the client game logic handler.
*
* @return the client game logic handler
*/
public ClientGameLogic getGameLogic() {
return app.getGameLogic();
}
/**
* Sets the enabled state of the MonopolyAppState.
* 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();
}
}
}
/**
* Called when the state is enabled. Override to define specific behavior.
*/
protected abstract void enableState();
/**
* Called when the state is disabled. Override to define specific behavior.
*/
protected abstract void disableState();
}

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package pp.monopoly.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
/**
* Represents a dialog for setting up a network connection in the Monopoly 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";
private static final String DEFAULT_PORT = "1234";
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
private String hostname;
private int portNumber;
private Future<Object> connectionFuture;
private Dialog progressDialog;
/**
* 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;
initializeDialog();
}
/**
* Initializes the dialog with input fields and connection buttons.
*/
private void initializeDialog() {
final MonopolyApp app = network.getApp();
Container inputContainer = new Container();
// Titel und Eingabefelder für Host und Port
inputContainer.addChild(new Label("Server-Adresse"));
inputContainer.addChild(host);
inputContainer.addChild(new Label("Port"));
inputContainer.addChild(port);
Button connectButton = inputContainer.addChild(new Button("Verbinden"));
connectButton.addClickCommands(source -> connect());
Button cancelButton = inputContainer.addChild(new Button("Abbrechen"));
cancelButton.addClickCommands(source -> app.closeApp());
app.getGuiNode().attachChild(inputContainer);
}
/**
* Initiates the connection attempt based on the entered host and port.
*/
private void connect() {
LOGGER.log(Level.INFO, "Connecting to host={0}, port={1}", host, port);
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
} catch (NumberFormatException e) {
network.getApp().errorDialog("Port muss eine Zahl sein.");
}
}
/**
* Opens a progress dialog while connecting.
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText("Verbinde zum Server...")
.build();
progressDialog.open();
}
/**
* Attempts 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);
}
}
/**
* Updates the connection status and handles completion or failure.
*/
@Override
public void update(float delta) {
if (connectionFuture != null && connectionFuture.isDone()) {
try {
connectionFuture.get();
onSuccess();
} catch (ExecutionException e) {
onFailure(e.getCause());
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Connection interrupted.", e);
Thread.currentThread().interrupt();
}
}
}
/**
* Handles a successful connection to the game server.
*/
private void onSuccess() {
connectionFuture = null;
progressDialog.close();
this.close();
network.getApp().setInfoText("Warte auf einen Gegner...");
}
/**
* Handles a failed connection attempt.
*
* @param e The cause of the failure.
*/
private void onFailure(Throwable e) {
connectionFuture = null;
progressDialog.close();
network.getApp().errorDialog("Verbindung zum Server fehlgeschlagen.");
network.getApp().setInfoText(e.getLocalizedMessage());
}
}

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@@ -1,144 +0,0 @@
package pp.monopoly.client;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
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.monopoly.game.client.ServerConnection;
import pp.monopoly.message.client.ClientMessage;
import pp.monopoly.message.server.ServerMessage;
/**
* Manages the network connection for the Monopoly 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 MonopolyApp app;
private Client client;
/**
* Constructs a NetworkSupport instance for the Monopoly application.
*
* @param app The Monopoly application instance.
*/
public NetworkSupport(MonopolyApp app) {
this.app = app;
}
/**
* Returns the Monopoly application instance.
*
* @return Monopoly application instance
*/
MonopolyApp 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 connection closed.");
}
/**
* 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("Already connected to the game server.");
}
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);
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, "Successfully connected to server: {0}", client);
}
/**
* 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, "Disconnected from server: {0}", disconnectInfo);
this.client = null;
app.enqueue(() -> app.setInfoText("Verbindung zum Server verloren."));
}
/**
* 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 message to server: {0}", message);
if (client == null) {
app.errorDialog("Verbindung zum Server verloren.");
} else {
client.send(message);
}
}
}

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package pp.monopoly.client;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Axis;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.HAlignment;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.dialog.Dialog;
import pp.monopoly.client.gui.CreateGameMenu;
import pp.monopoly.client.gui.SettingsMenu;
/**
* Constructs the startup menu dialog for the Monopoly application.
import pp.monopoly.client.gui.GameMenu;
*/
public class StartMenu extends Dialog {
private final MonopolyApp app;
private Container logoContainer;
private Container unibwLogoContainer;
/**
* Constructs the Startup Menu dialog for the Monopoly application.
*
* @param app the MonopolyApp instance
*/
public StartMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
}
/**
* Creates and displays the Start Menu with buttons for starting the game,
* opening settings, and quitting the application.
*/
public static void createStartMenu(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Set up the background image
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(screenWidth, screenHeight);
Geometry background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, -1); // Ensure it is behind other GUI elements
app.getGuiNode().attachChild(background);
createMonopolyLogo(app);
createUnibwLogo(app);
// Center container for title and play button
Container centerMenu = new Container(new SpringGridLayout(Axis.Y, Axis.X));
Button startButton = new Button("Spielen");
startButton.setPreferredSize(new Vector3f(190, 60, 0)); // Increase button size (width, height)
startButton.setFontSize(40); // Set the font size for the button text
startButton.setTextHAlignment(HAlignment.Center); // Center the text horizontally
startButton.addClickCommands(source -> startGame(app));
centerMenu.addChild(startButton);
// Position the center container in the middle of the screen
centerMenu.setLocalTranslation(new Vector3f(screenWidth / 2f - centerMenu.getPreferredSize().x / 2f,
screenHeight / 2f - 280 + centerMenu.getPreferredSize().y / 2f,
0));
app.getGuiNode().attachChild(centerMenu);
// Lower-left container for "Spiel beenden" button
Container lowerLeftMenu = new Container();
lowerLeftMenu.setLocalTranslation(new Vector3f(100, 90, 0));
Button quitButton = new Button("Spiel beenden");
quitButton.setPreferredSize(new Vector3f(130, 40, 0)); // Increase button size slightly (width, height)
quitButton.setFontSize(18);
quitButton.addClickCommands(source -> quitGame());
lowerLeftMenu.addChild(quitButton);
app.getGuiNode().attachChild(lowerLeftMenu);
// Lower-right container for "Einstellungen" button
Container lowerRightMenu = new Container();
lowerRightMenu.setLocalTranslation(new Vector3f(screenWidth - 200, 90, 0));
Button settingsButton = new Button("Einstellungen");
settingsButton.setPreferredSize(new Vector3f(130, 40, 0)); // Increase button size slightly (width, height)
settingsButton.setFontSize(18); // Increase the font size for the text
settingsButton.addClickCommands(source -> openSettings(app));
lowerRightMenu.addChild(settingsButton);
app.getGuiNode().attachChild(lowerRightMenu);
}
/**
* Creates and positions the Monopoly logo container in the center of the screen.
*/
private static void createMonopolyLogo(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Load the Monopoly logo as a texture
Texture logoTexture = app.getAssetManager().loadTexture("Pictures/logo-monopoly.png");
// Create a container for the logo
Container logoContainer = new Container();
QuadBackgroundComponent logoBackground = new QuadBackgroundComponent(logoTexture);
logoContainer.setBackground(logoBackground);
// Set the size of the container to fit the logo
float logoWidth = 512; // Adjust these values based on the logo dimensions
float logoHeight = 128; // Adjust these values based on the logo dimensions
logoContainer.setPreferredSize(new Vector3f(logoWidth, logoHeight, 0));
// Position the container at the center of the screen
logoContainer.setLocalTranslation(new Vector3f(
screenWidth / 2f - logoWidth / 2f,
screenHeight / 2f + 200, // Adjust this value for vertical position
0
));
// Attach the container to the GUI node
app.getGuiNode().attachChild(logoContainer);
}
/**
* Creates and positions the Unibw logo container in the center of the screen.
*/
private static void createUnibwLogo(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Load the Unibw logo as a texture
Texture unibwTexture = app.getAssetManager().loadTexture("Pictures/logo-unibw.png");
// Create a container for the Unibw logo
Container unibwContainer = new Container();
QuadBackgroundComponent unibwBackground = new QuadBackgroundComponent(unibwTexture);
unibwContainer.setBackground(unibwBackground);
// Set the size of the container to fit the Unibw logo
float unibwWidth = 512; // Adjust these values based on the logo dimensions
float unibwHeight = 128; // Adjust these values based on the logo dimensions
unibwContainer.setPreferredSize(new Vector3f(unibwWidth, unibwHeight, 0));
// Position the container slightly below the Monopoly logo
unibwContainer.setLocalTranslation(new Vector3f(
screenWidth / 2f - unibwWidth / 2f,
screenHeight / 2f + 100, // Adjust this value for vertical position
0
));
// Attach the container to the GUI node
app.getGuiNode().attachChild(unibwContainer);
}
/**
* Starts the game by transitioning to the CreateGameMenu.
*/
private static void startGame(MonopolyApp app) {
app.getGuiNode().detachAllChildren();
new CreateGameMenu(app);
}
/**
* Opens the settings menu.
*/
private static void openSettings(MonopolyApp app) {
app.getGuiNode().detachAllChildren();
new SettingsMenu(app);
}
/**
* Quits the game application.
*/
private static void quitGame() {
System.exit(0);
}
}

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package pp.monopoly.client.gui;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.monopoly.model.Board;
import pp.monopoly.model.Item;
import pp.monopoly.model.Visitor;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.ItemAddedEvent;
import pp.monopoly.notification.ItemRemovedEvent;
import pp.view.ModelViewSynchronizer;
/**
* Abstract base class for synchronizing the visual representation of a {@link Board} with its model state.
* This class handles the addition and removal of items from the map, ensuring that changes in the model
* are accurately reflected in the view.
*/
abstract class BoardSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
protected final Board board;
/**
* Constructs a new BoardSynchronizer.
*
* @param board the game board to synchronize
* @param root the root node to which the view representations of the board items are attached
*/
protected BoardSynchronizer(Board board, Node root) {
super(root);
this.board = board;
}
/**
* Translates a model item into its corresponding visual representation.
*
* @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 board to the view during initialization.
*/
protected void addExisting() {
board.getItems().forEach(this::add);
}
/**
* Handles the event when an item is removed from the board.
*
* @param event the event indicating that an item has been removed from the board
*/
@Override
public void receivedEvent(ItemRemovedEvent event) {
if (board == event.getBoard()) {
delete(event.getItem());
}
}
/**
* Handles the event when an item is added to the board.
*
* @param event the event indicating that an item has been added to the board
*/
@Override
public void receivedEvent(ItemAddedEvent event) {
if (board == event.getBoard()) {
add(event.getItem());
}
}
}

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package pp.monopoly.client.gui;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
/**
* Steuert die Kamerabewegung in der Szene.
*/
public class CameraController {
private final Camera camera;
private final Vector3f center; // Fokuspunkt der Kamera
private final float radius; // Radius der Kreisbewegung
private final float height; // Höhe der Kamera über dem Spielfeld
private final float speed; // Geschwindigkeit der Kamerabewegung
private float angle; // Aktueller Winkel in der Kreisbewegung
/**
* Konstruktor für den CameraController.
*
* @param camera Die Kamera, die gesteuert werden soll
* @param center Der Mittelpunkt der Kreisbewegung (Fokuspunkt)
* @param radius Der Radius der Kreisbewegung
* @param height Die Höhe der Kamera über dem Fokuspunkt
* @param speed Die Geschwindigkeit der Kamerabewegung
*/
public CameraController(Camera camera, Vector3f center, float radius, float height, float speed) {
this.camera = camera;
this.center = center;
this.radius = radius;
this.height = height;
this.speed = speed;
this.angle = 0; // Starte bei Winkel 0
}
/**
* Aktualisiert die Kameraposition und -ausrichtung.
*
* @param tpf Zeit pro Frame
*/
public void update(float tpf) {
// Aktualisiere den Winkel basierend auf der Geschwindigkeit
angle += speed * tpf;
if (angle >= FastMath.TWO_PI) {
angle -= FastMath.TWO_PI; // Winkel zurücksetzen, um Überläufe zu vermeiden
}
// Berechne die neue Position der Kamera
float x = center.x + radius * FastMath.cos(angle);
float z = center.z + radius * FastMath.sin(angle);
float y = center.y + height;
// Setze die Kameraposition
camera.setLocation(new Vector3f(x, y, z));
// Lasse die Kamera auf den Fokuspunkt blicken
camera.lookAt(center, Vector3f.UNIT_Y);
}
}

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package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Axis;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.client.StartMenu;
/**
* CreateGameMenu class represents the menu for creating a new game.
*/
public class CreateGameMenu {
private final MonopolyApp app;
private final Container menuContainer;
private Geometry background;
/**
* Konstruktor für das CreateGameMenu.
*
* @param app Die Hauptanwendung (MonopolyApp)
*/
public CreateGameMenu(MonopolyApp app) {
this.app = app;
// Hintergrundbild laden und hinzufügen
addBackgroundImage();
// Hauptcontainer für das Menü
menuContainer = new Container(new SpringGridLayout(Axis.Y, Axis.X));
menuContainer.setPreferredSize(new Vector3f(600, 400, 0)); // Feste Größe des Containers
// Titel
Label title = menuContainer.addChild(new Label("Neues Spiel"));
title.setFontSize(48);
// Eingabefelder-Container
Container inputContainer = menuContainer.addChild(new Container(new SpringGridLayout(Axis.Y, Axis.X)));
inputContainer.setPreferredSize(new Vector3f(200, 150, 0)); // Eingabefelder nicht ganz so breit
inputContainer.setLocalTranslation(20, 0, 0); // Abstand vom Rand
inputContainer.addChild(new Label("Server-Adresse:"));
TextField serverAddressField = inputContainer.addChild(new TextField("localhost"));
serverAddressField.setPreferredWidth(400); // Breite des Textfelds
inputContainer.addChild(new Label("Port:"));
TextField portField = inputContainer.addChild(new TextField("42069"));
portField.setPreferredWidth(400); // Breite des Textfelds
// Button-Container
Container buttonContainer = menuContainer.addChild(new Container(new SpringGridLayout(Axis.X, Axis.Y)));
buttonContainer.setPreferredSize(new Vector3f(400, 50, 0));
buttonContainer.setLocalTranslation(20, 0, 0); // Abstand vom Rand
// "Abbrechen"-Button
Button cancelButton = buttonContainer.addChild(new Button("Abbrechen"));
cancelButton.setPreferredSize(new Vector3f(120, 40, 0));
cancelButton.addClickCommands(source -> goBackToStartMenu());
// "Spiel hosten"-Button
Button hostButton = buttonContainer.addChild(new Button("Spiel hosten"));
hostButton.setPreferredSize(new Vector3f(120, 40, 0));
hostButton.addClickCommands(source -> {
closeCreateGameMenu(); // Schließt das Menü
app.startTestWorld(); // Starte die TestWorld im selben Fenster
});
// "Beitreten"-Button
Button joinButton = buttonContainer.addChild(new Button("Beitreten"));
joinButton.setPreferredSize(new Vector3f(120, 40, 0));
// Placeholder für die Beitrittslogik
// Zentrierung des Containers
menuContainer.setLocalTranslation(
(app.getCamera().getWidth() - menuContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + menuContainer.getPreferredSize().y) / 2,
1 // Höhere Z-Ebene für den Vordergrund
);
app.getGuiNode().attachChild(menuContainer);
}
/**
* Lädt das Hintergrundbild und fügt es als geometrische Ebene hinzu.
*/
private void addBackgroundImage() {
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(0, 0, -1); // Hintergrundebene
app.getGuiNode().attachChild(background);
}
/**
* Geht zum Startmenü zurück, wenn "Abbrechen" angeklickt wird.
*/
private void goBackToStartMenu() {
closeCreateGameMenu(); // Schließt das Menü
StartMenu.createStartMenu(app); // Zeige das Startmenü
}
/**
* Entfernt das CreateGameMenu und dessen Hintergrund.
*/
private void closeCreateGameMenu() {
app.getGuiNode().detachChild(menuContainer); // Entfernt den Menü-Container
app.getGuiNode().detachChild(background); // Entfernt das Hintergrundbild
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.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 pp.monopoly.client.MonopolyApp;
import pp.monopoly.game.server.PlayerColor;
import pp.monopoly.model.Board;
import pp.monopoly.model.Figure;
import pp.monopoly.model.Rotation;
import static pp.util.FloatMath.HALF_PI;
import static pp.util.FloatMath.PI;
/**
* The {@code GameBoardSynchronizer} 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 BoardSynchronizer} to provide specific synchronization
* logic for the sea map.
*/
class GameBoardSynchronizer extends BoardSynchronizer {
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 FIGURE = "figure"; //NON-NLS
private final MonopolyApp app;
private final ParticleEffectFactory particleFactory;
/**
* Constructs a {@code GameBoardSynchronizer} 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 GameBoardSynchronizer(MonopolyApp app, Node root, Board board) {
super(board, root);
this.app = app;
this.particleFactory = new ParticleEffectFactory(app);
addExisting();
}
/**
* 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
*/
public Spatial visit(Figure figure) {
final Node node = new Node(FIGURE);
node.attachChild(createBox(figure));
// compute the center of the ship in world coordinates
final float x = 1;
final float z = 1;
node.setLocalTranslation(x, 0f, z);
return node;
}
/**
* 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(Figure figure) {
final Box box = new Box(0.5f * (figure.getMaxY() - figure.getMinY()) + 0.3f,
0.3f,
0.5f * (figure.getMaxX() - figure.getMinX()) + 0.3f);
final Geometry geometry = new Geometry(FIGURE, box);
geometry.setMaterial(createColoredMaterial(PlayerColor.PINK.getColor()));
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;
}
/**
* Calculates the rotation angle for the specified rotation.
*
* @param rot the rotation of the battleship
* @return the rotation angle in radians
*/
private static float calculateRotationAngle(Rotation rot) {
return switch (rot) {
case RIGHT -> HALF_PI;
case DOWN -> 0f;
case LEFT -> -HALF_PI;
case UP -> PI;
};
}
}

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package pp.monopoly.client.gui;
import com.jme3.math.ColorRGBA;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.MonopolyApp;
public class GameMenu extends Dialog {
private final MonopolyApp app;
/**
* Constructs the SettingsMenu dialog for the Monopoly application.
*
* @param app the MonopolyApp instance
*/
public GameMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
// Add a title label for Settings
Label settingsTitle = new Label("Einstellungen", new ElementId("settings-title"));
settingsTitle.setFontSize(48); // Set font size for the title
settingsTitle.setColor(ColorRGBA.White);
// Add any settings-related components here, such as volume control, toggles, etc.
// Add a back button to return to StartMenu
Button backButton = new Button("Zurück", new ElementId("menu-button"));
backButton.setColor(ColorRGBA.White);
backButton.setFontSize(24);
backButton.addClickCommands(source -> returnToStartMenu());
// Add components to this dialog
addChild(settingsTitle);
addChild(backButton);
// You can add more settings components here, like checkboxes or sliders.
}
/**
* Returns to the StartMenu when the back button is clicked.
*/
private void returnToStartMenu() {
app.getDialogManager().close(this); // Close the current settings dialog
//TODO return zum Ausgangsmenü
}
}

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package pp.monopoly.client.gui;
import com.jme3.material.Material;
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.CullHint;
import com.jme3.scene.shape.Quad;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.model.Board;
/**
* Represents the visual view of a {@link Board}, used to display the map structure and elements.
* This class handles the graphical representation of the board, including background setup and grid lines.
*/
class MapView {
private static final float FIELD_SIZE = 40f;
private static final float BACKGROUND_DEPTH = -4f;
private static final ColorRGBA BACKGROUND_COLOR = new ColorRGBA(0, 0.05f, 0.05f, 0.5f);
private final MonopolyApp app;
private final Node mapNode = new Node("map");
private final Board board;
private final MapViewSynchronizer synchronizer;
/**
* Constructs a new MapView for a given {@link Board} and {@link MonopolyApp}.
*
* @param board the board to visualize
* @param app the main application instance
*/
MapView(Board board, MonopolyApp app) {
this.board = board;
this.app = app;
this.synchronizer = new MapViewSynchronizer(this);
setupBackground();
app.getGameLogic().addListener(synchronizer);
}
/**
* Unregisters the {@link MapViewSynchronizer} from listening to board changes.
*/
void unregister() {
app.getGameLogic().removeListener(synchronizer);
}
/**
* Sets up the background of the map view using a quad geometry.
*/
private void setupBackground() {
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", BACKGROUND_COLOR);
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
Geometry background = new Geometry("MapBackground", new Quad(board.getWidth() * FIELD_SIZE, board.getHeight() * FIELD_SIZE));
background.setMaterial(mat);
background.setLocalTranslation(0f, 1f, BACKGROUND_DEPTH);
background.setCullHint(CullHint.Never);
mapNode.attachChild(background);
}
/**
* 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;
}
public Board getBoard() {
return board;
}
}

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package pp.monopoly.client.gui;
import com.jme3.scene.Spatial;
import pp.monopoly.model.Figure;
/**
* Synchronizes the visual representation of the board with the game model.
* Handles updates for items on the board.
*/
class MapViewSynchronizer extends BoardSynchronizer {
private final MapView view;
/**
* Constructs a new MapViewSynchronizer for the given MapView.
*
* @param view the MapView to synchronize with the game model
*/
public MapViewSynchronizer(MapView view) {
super(view.getBoard(), view.getNode());
this.view = view;
addExisting();
}
/**
* Enables the state by performing initial setup, such as adding any items to the view.
*/
protected void enableState() {
// Platz für zusätzliche Initialisierungen
}
/**
* Disables the state by clearing the view.
*/
protected void disableState() {
view.getNode().detachAllChildren(); // Entfernt alle visuellen Elemente vom Knoten
}
public Spatial visit(Figure figure) {
return figure.accept(this);
}
}

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package pp.monopoly.client.gui;
import com.jme3.effect.ParticleMesh.Type;
import pp.monopoly.client.MonopolyApp;
/**
* Factory class responsible for creating particle effects used in the game.
* This centralizes the creation of various types of particle emitters.
*/
public class ParticleEffectFactory {
private static final int COUNT_FACTOR = 1;
private static final float COUNT_FACTOR_F = 1f;
private static final boolean POINT_SPRITE = true;
private static final Type EMITTER_TYPE = POINT_SPRITE ? Type.Point : Type.Triangle;
private final MonopolyApp app;
ParticleEffectFactory(MonopolyApp app) {
this.app = app;
}
}

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package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.Slider;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.MonopolyApp;
/**
* SettingsMenu ist ein Overlay-Menü, das durch ESC aufgerufen werden kann.
*/
public class SettingsMenu extends Dialog {
private final MonopolyApp app;
private final Geometry overlayBackground;
private final Container settingsContainer;
public SettingsMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
// Halbtransparentes Overlay hinzufügen
overlayBackground = createOverlayBackground();
app.getGuiNode().attachChild(overlayBackground);
// Hauptcontainer für das Menü
settingsContainer = new Container();
settingsContainer.setBackground(new QuadBackgroundComponent(new ColorRGBA(0.1f, 0.1f, 0.1f, 0.9f)));
// Titel
Label settingsTitle = settingsContainer.addChild(new Label("Einstellungen", new ElementId("settings-title")));
settingsTitle.setFontSize(48);
// Effekt-Sound: Slider und Checkbox
Container effectSoundContainer = settingsContainer.addChild(new Container());
effectSoundContainer.addChild(new Label("Effekt Sound", new ElementId("label")));
effectSoundContainer.addChild(new Slider());
effectSoundContainer.addChild(new Checkbox("Aktivieren")).setChecked(true);
// Hintergrundmusik: Slider und Checkbox
Container backgroundMusicContainer = settingsContainer.addChild(new Container());
backgroundMusicContainer.addChild(new Label("Hintergrund Musik", new ElementId("label")));
backgroundMusicContainer.addChild(new Slider());
backgroundMusicContainer.addChild(new Checkbox("Aktivieren")).setChecked(true);
// Beenden-Button
Button quitButton = settingsContainer.addChild(new Button("Beenden", new ElementId("menu-button")));
quitButton.setFontSize(32);
quitButton.addClickCommands(source -> app.stop());
// Zentriere das Menü
settingsContainer.setLocalTranslation(
(app.getCamera().getWidth() - settingsContainer.getPreferredSize().x) / 2,
(app.getCamera().getHeight() + settingsContainer.getPreferredSize().y) / 2,
1
);
app.getGuiNode().attachChild(settingsContainer);
}
/**
* Erstellt einen halbtransparenten Hintergrund für das Menü.
*
* @return Geometrie des Overlays
*/
private Geometry createOverlayBackground() {
Quad quad = new Quad(app.getCamera().getWidth(), app.getCamera().getHeight());
Geometry overlay = new Geometry("Overlay", quad);
Material material = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
material.setColor("Color", new ColorRGBA(0, 0, 0, 0.5f)); // Halbtransparent
material.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
overlay.setMaterial(material);
overlay.setLocalTranslation(0, 0, 0);
return overlay;
}
/**
* Schließt das Menü und entfernt die GUI-Elemente.
*/
@Override
public void close() {
System.out.println("Schließe SettingsMenu..."); // Debugging-Ausgabe
app.getGuiNode().detachChild(settingsContainer); // Entferne das Menü
app.getGuiNode().detachChild(overlayBackground); // Entferne das Overlay
app.setSettingsMenuOpen(false); // Menü als geschlossen markieren
app.unblockInputs(); // Eingaben wieder aktivieren
System.out.println("SettingsMenu geschlossen."); // Debugging-Ausgabe
}
}

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@@ -1,107 +0,0 @@
package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.texture.Texture;
import pp.monopoly.client.MonopolyApp;
/**
* TestWorld zeigt eine einfache Szene mit einem texturierten Quadrat.
* Die Kamera wird durch den CameraController gesteuert.
*/
public class TestWorld {
private final MonopolyApp app;
private CameraController cameraController; // Steuert die Kamera
private Geometry cube; // Spielfigur
/**
* Konstruktor für TestWorld.
*
* @param app Die Hauptanwendung (MonopolyApp)
*/
public TestWorld(MonopolyApp app) {
this.app = app;
}
/**
* Initialisiert die Szene und startet die Kamerabewegung.
*/
public void initializeScene() {
app.getGuiNode().detachAllChildren(); // Entferne GUI
app.getRootNode().detachAllChildren(); // Entferne andere Szenenobjekte
setSkyColor(); // Setze den Himmel auf hellblau
createBoard(); // Erstelle das Spielfeld
createCube(); // Füge den Würfel hinzu
// Erstelle den CameraController
cameraController = new CameraController(
app.getCamera(), // Die Kamera der App
Vector3f.ZERO, // Fokus auf die Mitte des Spielfelds
5, // Radius des Kreises
3, // Höhe der Kamera
0.5f // Geschwindigkeit der Bewegung
);
// Füge die Toolbar hinzu
new Toolbar(app, cube);
}
/**
* Aktualisiert die Kameraposition.
*
* @param tpf Zeit pro Frame
*/
public void update(float tpf) {
if (cameraController != null) {
cameraController.update(tpf);
}
}
/**
* Setzt die Hintergrundfarbe der Szene auf hellblau.
*/
private void setSkyColor() {
app.getViewPort().setBackgroundColor(new ColorRGBA(0.5f, 0.7f, 1.0f, 1.0f)); // Hellblauer Himmel
}
/**
* Erstelle das Spielfeld.
*/
private void createBoard() {
// Erstelle ein Quadrat
Box box = new Box(1, 0.01f, 1); // Dünnes Quadrat für die Textur
Geometry geom = new Geometry("Board", box);
// Setze das Material mit Textur
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
Texture texture = app.getAssetManager().loadTexture("Pictures/board.png");
mat.setTexture("ColorMap", texture);
geom.setMaterial(mat);
app.getRootNode().attachChild(geom);
}
/**
* Erstellt den Würfel (Spielfigur) in der Szene.
*/
private void createCube() {
Box box = new Box(0.05f, 0.05f, 0.05f); // Kleinere Größe für Spielfigur
cube = new Geometry("Cube", box);
// Setze das Material für den Würfel
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", ColorRGBA.Blue); // Blau gefärbter Würfel
cube.setMaterial(mat);
// Setze den Startpunkt des Würfels
cube.setLocalTranslation(0.8999999f, 0.1f, -0.9f);
app.getRootNode().attachChild(cube);
}
}

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package pp.monopoly.client.gui;
import java.util.Random;
import com.jme3.font.BitmapText;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.simsilica.lemur.Axis;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.monopoly.client.MonopolyApp;
/**
* Toolbar Klasse, die am unteren Rand der Szene angezeigt wird.
* Die Buttons bewegen den Würfel auf dem Spielfeld.
*/
public class Toolbar {
private final MonopolyApp app;
private final Container toolbarContainer;
private final Geometry cube; // Referenz auf den Würfel
private final BitmapText positionText; // Anzeige für die aktuelle Position
private final float boardLimit = 0.95f; // Grenzen des Bretts
private final float stepSize = 0.18f; // Schrittgröße pro Bewegung
private int currentPosition = 0; // Aktuelle Position auf dem Spielfeld
private final int positionsPerSide = 10; // Anzahl der Positionen pro Seite
private final Random random = new Random(); // Zufallsgenerator für den Würfelwurf
/**
* Konstruktor für die Toolbar.
*
* @param app Die Hauptanwendung (MonopolyApp)
* @param cube Der Würfel, der bewegt werden soll
*/
public Toolbar(MonopolyApp app, Geometry cube) {
this.app = app;
this.cube = cube;
// Erstelle die Toolbar
toolbarContainer = new Container(new SpringGridLayout(Axis.X, Axis.Y));
// Setze die Position am unteren Rand und die Breite
toolbarContainer.setLocalTranslation(
0, // Links bündig
100, // Höhe über dem unteren Rand
0 // Z-Ebene
);
toolbarContainer.setPreferredSize(new Vector3f(app.getCamera().getWidth(), 100, 0)); // Volle Breite
// Füge Buttons zur Toolbar hinzu
initializeButtons();
// Füge die Toolbar zur GUI hinzu
app.getGuiNode().attachChild(toolbarContainer);
// Erstelle die Position-Anzeige
positionText = createPositionDisplay();
updatePositionDisplay(); // Initialisiere die Anzeige mit der Startposition
}
/**
* Initialisiert die Buttons in der Toolbar.
*/
private void initializeButtons() {
addButton("Vorwärts", 1); // Bewegung nach vorne
addButton("Rückwärts", -1); // Bewegung nach hinten
addDiceRollButton(); // Würfel-Button
}
/**
* Fügt einen Button mit einer Bewegung hinzu.
*
* @param label Der Text des Buttons
* @param step Schrittweite (+1 für vorwärts, -1 für rückwärts)
*/
private void addButton(String label, int step) {
Button button = new Button(label);
button.setPreferredSize(new Vector3f(150, 50, 0)); // Größe der Buttons
button.addClickCommands(source -> moveCube(step));
toolbarContainer.addChild(button);
}
/**
* Fügt den Würfel-Button hinzu, der die Figur entsprechend der gewürfelten Zahl bewegt.
*/
private void addDiceRollButton() {
Button diceButton = new Button("Würfeln");
diceButton.setPreferredSize(new Vector3f(150, 50, 0)); // Größe des Buttons
diceButton.addClickCommands(source -> rollDice());
toolbarContainer.addChild(diceButton);
}
/**
* Simuliert einen Würfelwurf und bewegt die Figur entsprechend.
*/
private void rollDice() {
int diceRoll = random.nextInt(6) + 1; // Zahl zwischen 1 und 6
System.out.println("Gewürfelt: " + diceRoll);
moveCube(diceRoll); // Bewege die Figur um die gewürfelte Zahl
}
/**
* Bewegt den Würfel basierend auf der aktuellen Position auf dem Brett.
*
* @param step Schrittweite (+1 für vorwärts, -1 für rückwärts oder andere Werte)
*/
private void moveCube(int step) {
currentPosition = (currentPosition + step + 4 * positionsPerSide) % (4 * positionsPerSide);
Vector3f newPosition = calculatePosition(currentPosition);
cube.setLocalTranslation(newPosition);
updatePositionDisplay(); // Aktualisiere die Positionsanzeige
System.out.println("Würfelposition: " + newPosition + " (Feld-ID: " + currentPosition + ")");
}
/**
* Berechnet die neue Position des Würfels basierend auf der aktuellen Brettseite und Position.
*
* @param position Aktuelle Position auf dem Spielfeld
* @return Die berechnete Position als Vector3f
*/
private Vector3f calculatePosition(int position) {
int side = position / positionsPerSide; // Seite des Bretts (0 = unten, 1 = rechts, 2 = oben, 3 = links)
int offset = position % positionsPerSide; // Position auf der aktuellen Seite
switch (side) {
case 0: // Unten (positive x-Achse)
return new Vector3f(-boardLimit + offset * stepSize, 0.1f, -boardLimit + 0.05f);
case 1: // Rechts (positive z-Achse)
return new Vector3f(boardLimit - 0.05f, 0.1f, -boardLimit + offset * stepSize);
case 2: // Oben (negative x-Achse)
return new Vector3f(boardLimit - offset * stepSize, 0.1f, boardLimit - 0.05f);
case 3: // Links (negative z-Achse)
return new Vector3f(-boardLimit + 0.05f, 0.1f, boardLimit - offset * stepSize);
default:
throw new IllegalArgumentException("Ungültige Position: " + position);
}
}
/**
* Erstellt die Anzeige für die aktuelle Position.
*
* @return Das BitmapText-Objekt für die Anzeige
*/
private BitmapText createPositionDisplay() {
BitmapText text = new BitmapText(app.getAssetManager().loadFont("Interface/Fonts/Default.fnt"), false);
text.setSize(20); // Schriftgröße
text.setLocalTranslation(10, app.getCamera().getHeight() - 10, 0); // Oben links
app.getGuiNode().attachChild(text);
return text;
}
/**
* Aktualisiert die Anzeige für die aktuelle Position.
*/
private void updatePositionDisplay() {
positionText.setText("Feld-ID: " + currentPosition);
}
/**
* Entfernt die Toolbar.
*/
public void remove() {
app.getGuiNode().detachChild(toolbarContainer);
app.getGuiNode().detachChild(positionText);
}
}

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plugins {
id 'buildlogic.java-library-conventions'
}
description = 'Monopoly common model'
dependencies {
api project(":common")
api libs.jme3.networking
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly;
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 Monopoly game.
* <p>
* This class allows for loading configuration settings from a properties file,
* including the server port, map dimensions
* </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 MonopolyConfig extends Config {
/**
* The default port number for the Monopoly 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;
/**
* Creates an instance of {@code MonopolyConfig} with default settings.
*/
public MonopolyConfig() {
// Default constructor
}
/**
* Returns the port number configured for the Monopoly 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);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly;
import java.util.ResourceBundle;
/**
* Provides access to the resource bundle of the game.
*
* @see #BUNDLE
*/
public class Resources {
/**
* The resource bundle for the Monopoly game.
*/
public static final ResourceBundle BUNDLE = ResourceBundle.getBundle("monopoly"); //NON-NLS
/**
* Gets a string for the given key from the resource bundle in {@linkplain #BUNDLE}.
*
* @param key the key for the desired string
* @return the string for the given key
* @throws NullPointerException if {@code key} is {@code null}
* @throws java.util.MissingResourceException if no object for the given key can be found
* @throws ClassCastException if the object found for the given key is not a string
*/
public static String lookup(String key) {
return BUNDLE.getString(key);
}
/**
* Private constructor to prevent instantiation.
*/
private Resources() { /* do not instantiate */ }
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
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 pp.monopoly.message.client.ClientMessage;
import pp.monopoly.message.server.BuyPropertyResponse;
import pp.monopoly.message.server.DiceResult;
import pp.monopoly.message.server.EventDrawCard;
import pp.monopoly.message.server.GameOver;
import pp.monopoly.message.server.GameStart;
import pp.monopoly.message.server.JailEvent;
import pp.monopoly.message.server.PlayerStatusUpdate;
import pp.monopoly.message.server.ServerInterpreter;
import pp.monopoly.message.server.TimeOutWarning;
import pp.monopoly.message.server.TradeReply;
import pp.monopoly.message.server.TradeRequest;
import pp.monopoly.message.server.ViewAssetsResponse;
import pp.monopoly.model.Board;
import pp.monopoly.model.IntPoint;
import pp.monopoly.notification.ClientStateEvent;
import pp.monopoly.notification.GameEvent;
import pp.monopoly.notification.GameEventBroker;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.InfoTextEvent;
import pp.monopoly.notification.Sound;
import pp.monopoly.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;
/**
* Controls the client-side game logic for Monopoly.
* Manages the player's 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 Board board;
private ClientState state = new ClientState(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 player's own map.
*
* @return the player's own map
*/
public Board getBoard() {
return board;
}
/**
* Moves the preview figure to the specified position.
*
* @param pos the new position for the preview figure
*/
public void movePreview(IntPoint pos) {
state.movePreview(pos);
}
/**
* 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);
}
/**
* 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);
}
@Override
public void received(BuyPropertyResponse msg) {
if (msg.isSuccessful()) {
setInfoText("You successfully bought " + msg.getPropertyName() + "!");
playSound(Sound.MONEY_LOST);
} else {
setInfoText("Unable to buy " + msg.getPropertyName() + ". Reason: " + msg.getReason());
}
}
@Override
public void received(DiceResult msg) {
setInfoText("You rolled a " + msg.calcTotal() + "!");
playSound(Sound.DICE_ROLL);
}
@Override
public void received(EventDrawCard msg) {
setInfoText("Event card drawn: " + msg.getCardDescription());
playSound(Sound.EVENT_CARD);
}
@Override
public void received(GameOver msg) {
if (msg.isWinner()) {
setInfoText("Congratulations! You have won the game!");
playSound(Sound.WINNER);
} else {
setInfoText("Game over. Better luck next time!");
playSound(Sound.LOSER);
}
}
@Override
public void received(GameStart msg) {
setInfoText("The game has started! Good luck!");
}
@Override
public void received(JailEvent msg) {
if (msg.isGoingToJail()) {
setInfoText("You are sent to jail!");
playSound(Sound.GULAG);
} else {
setInfoText("You are out of jail!");
}
}
@Override
public void received(PlayerStatusUpdate msg) {
setInfoText("Player " + msg.getPlayerName() + " status updated: " + msg.getStatus());
}
@Override
public void received(TimeOutWarning msg) {
setInfoText("Warning! Time is running out. You have " + msg.getRemainingTime() + " seconds left.");
}
@Override
public void received(ViewAssetsResponse msg) {
setInfoText("Your current assets are being displayed.");
}
@Override
public void received(TradeReply msg) {
}
@Override
public void received(TradeRequest msg) {
}
}

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@@ -1,22 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
import pp.monopoly.message.client.ClientMessage;
/**
* Interface for sending messages to the server.
*/
public interface ClientSender {
/**
* Send the specified message to the server.
*
* @param message the message
*/
void send(ClientMessage message);
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
import pp.monopoly.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 battle state should be shown.
*
* @return true if the battle state should be shown, false otherwise
*/
boolean showTurn() {
return false;
}
/**
* Moves the preview figure to the specified position.
*
* @param pos the new position for the preview figure
*/
void movePreview(IntPoint pos) {
ClientGameLogic.LOGGER.log(Level.DEBUG, "movePreview has no effect 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");
}
/**
* Called once per frame by the update loop if this state is active.
*
* @param delta time in seconds since the last update call
*/
void update(float delta) { /* do nothing by default */ }
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
/**
* Interface representing a Monopoly client.
* Provides methods to access game logic, configuration, and to enqueue tasks.
*/
public interface MonopolyClient {
/**
* Returns the game logic associated with this client.
*
* @return the ClientGameLogic instance
*/
ClientGameLogic getGameLogic();
/**
* Returns the configuration associated with this client.
*
* @return the MonopolyConfig instance
*/
MonopolyClientConfig getConfig();
/**
* Enqueues a task to be executed by the client.
*
* @param runnable the task to be executed
*/
void enqueue(Runnable runnable);
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
import java.io.File;
import pp.monopoly.MonopolyConfig;
/**
* Class providing access to the Monopoly client configuration.
* Extends {@link MonopolyConfig} to include additional properties specific to the client.
* This class manages configuration settings related to the RobotClient's behavior
* and the game maps used in single mode.
* <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 MonopolyClientConfig extends MonopolyConfig {
/**
* Path to the file representing the map.
*/
@Property("map")
private String map;
/**
* Creates a default {@code MonopolyClientConfig} with predefined values.
*/
public MonopolyClientConfig() {
// Default constructor
}
/**
* Returns the file representing the opponent's map.
*
* @return the opponent's map file, or {@code null} if not set.
*/
public File getMap() {
return map == null ? null : new File(map);
}
}

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

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.server;
import java.util.List;
import java.util.Random;
import pp.monopoly.message.server.DiceResult;
import pp.monopoly.model.FieldVisitor;
import pp.monopoly.model.Figure;
import pp.monopoly.model.card.DeckHelper;
import pp.monopoly.model.fields.BuildingProperty;
import pp.monopoly.model.fields.EventField;
import pp.monopoly.model.fields.FineField;
import pp.monopoly.model.fields.FoodField;
import pp.monopoly.model.fields.GateField;
import pp.monopoly.model.fields.GoField;
import pp.monopoly.model.fields.GulagField;
import pp.monopoly.model.fields.PropertyField;
import pp.monopoly.model.fields.TestStreckeField;
import pp.monopoly.model.fields.WacheField;
/**
* Class representing a player
*/
public class Player implements FieldVisitor<Void>{
private final int id;
private String name;
private PlayerColor color;
private int accountBalance = 0;
private Figure figure;
private List<PropertyField> properties;
private int getOutOfJailCard;
private int fieldID;
private DiceResult rollResult;
private final PlayerHandler handler;
private PlayerState state = new LobbyState();
/**
* Constructs a player with the speciefied params
* @param id the id of the player
* @param name the name of the player
* @param handler the PlayerHandler thispalyer is a part of
*/
public Player(int id, String name, PlayerHandler handler) {
this.name = name;
this.id = id;
this.handler = handler;
}
/**
* Constructs a player with the specified id
* @param id the id of the player
* @param handler the PlayerHandler this player is a part of
*/
public Player(int id, PlayerHandler handler) {
this.id = id;
this.handler = handler;
}
/**
* Set the name of the Player
* @param name the new name
*/
void setName(String name) {
this.name = name;
}
/**
* Set the PlayerColor
* @param color the color to be set to
*/
void setColor(PlayerColor color) {
this.color = color;
}
/**
* Returns this players id
* @return th eid of this player
*/
public int getId() {
return id;
}
/**
* Returns the current position of the player
* @return the current position of this player
*/
public int getFieldID() {
return fieldID;
}
/**
* Moves by the specified amount of steps
* @param steps the number of steps to move
* @return the new position
*/
public int move(int steps){
return movePos(fieldID+steps);
}
/**
* Moves the player to the specified Position on the board
* @param position the position to move to
* @return the new position
*/
public int movePos(int position){
fieldID = fieldID+position;
if(fieldID >= 40) {
fieldID = fieldID%40;
earnMoney(2000);
}
return fieldID;
}
/**
* Gets all the properties owned by this player
* @return List of all properties owned by this player
*/
public List<PropertyField> getProperties() {
return properties;
}
/**
* Buy the speciefied property.
* Properties can olny be bought when they are not sold yet and you have enough money left to buy
* @param property to property to be bought
*/
public void buyProperty(PropertyField property) {
if (property.getOwner() == null && accountBalance >= property.getPrice()) {
properties.add(property);
pay(property.getPrice());
}
}
/**
* Sell the property
* @param property the property to be sold
*/
public void sellProperty(PropertyField property) {
if (property.getOwner() == this) {
properties.remove(property);
property.setOwner(null);
}
}
/**
* Gets this players current accountBalanece
* @return the amount of money currently owned by this player
*/
public int getAccountBalance() {
return accountBalance;
}
/**
* Removed the speciefied amount of money to this players accountabalance
* @param amount the amount to be removed
*/
public void pay(int amount) {
accountBalance -= amount;
}
/**
* Add the speciefied amount of money to this players accountabalance
* @param amount the amount to be added
*/
public void earnMoney(int amount) {
accountBalance += amount;
}
/**
* Return the players name
* @return the name of this player
*/
public String getName() {
return name;
}
/**
* Return the number of GEtOutOfJailCards owned by this player
* @return
*/
public int getNumJailCard() {
return getOutOfJailCard;
}
/**
* Adds a GetOutOfJailCard
*/
public void addJailCard() {
getOutOfJailCard++;
}
/**
* Removes a GetOutOfJailCard.
* Removes one single card per call, to a minimum of 0 cards
*/
public void removeJailCard() {
if (getOutOfJailCard ==0) {
throw new IllegalStateException("Has no JailCard to remove");
}
getOutOfJailCard--;
}
/**
* Handles the logic of paying the jail bail
*/
public void payBail() {
state.payBail();
}
/**
* Handles the logic of using a GetOutOfJailCard
*/
public void useJailCard() {
state.useJailCard();
}
@Override
public Void visit(BuildingProperty field) {
int rent = field.calcRent();
field.getOwner().earnMoney(rent);
pay(rent);
return null;
}
@Override
public Void visit(FoodField field) {
int factor = 4;
if (field.getOwner().getNumProp(field) == 2) {
factor = 10;
}
field.getOwner().earnMoney(rollResult.calcTotal()*factor);
pay(rollResult.calcTotal()*factor);
return null;
}
@Override
public Void visit(GateField field) {
int rent = field.calcRent() * field.getOwner().getNumProp(field);
field.getOwner().earnMoney(rent);
pay(rent);
return null;
}
@Override
public Void visit(GulagField field) {
state = new JailState();
return null;
}
@Override
public Void visit(TestStreckeField field) {
earnMoney(field.collectMoney());
return null;
}
@Override
public Void visit(EventField field) {
DeckHelper.drawCard();
return null;
}
@Override
public Void visit(WacheField field) {
movePos(10);
return null;
}
@Override
public Void visit(GoField field) {
earnMoney(2000);
GulagField res = (GulagField) handler.getLogic().getBoardManager().getFieldAtIndex(10);
res.accept(this);
return null;
}
@Override
public Void visit(FineField field) {
int amount = field.getFine();
pay(amount);
TestStreckeField res =(TestStreckeField) handler.getLogic().getBoardManager().getFieldAtIndex(20);
res.addMoney(amount);
return null;
}
/**
* Return the number of Properties of the speciefied fild type
* @param field the type of field to search for
* @return the number of the fields owned with the specified type
*/
public int getNumProp(PropertyField field) {
int count = 0;
for (PropertyField propertyField : properties) {
if (propertyField.getClass() == field.getClass()) {
count++;
}
}
return count;
}
/**
* Inner class for dice functionality in the game.
* Rolls random dice values.
*/
private class Dice {
private static Random random = new Random();
/**
* Rolls a single die and returns a random value from 1 to 6.
*
* @return the result of a dice roll (1 to 6)
*/
private static int rollDice() {
return random.nextInt(6) + 1;
}
}
/**
* Rolls two dice and returns a list with the results.
*
* @return a List of two integers representing the dice roll results
*/
DiceResult rollDice() {
return state.rollDice();
}
/**
* A interface representing the PlayerStates
*/
private interface PlayerState {
/**
* Handles the logic for rolling Dice
* @return the {@link DiceResult} of this the DiceRoll
*/
DiceResult rollDice();
/**
* Handles the logic for paying the Jail Bail
*/
void payBail();
/**
* Handles the action of using a GetOutOfJail Card
*/
void useJailCard();
}
/**
* Class to represent the Active PlayerState
* This class is set when it is the Players turn to do actions
*/
private class ActiveState implements PlayerState {
@Override
public DiceResult rollDice() {
List<Integer> roll = List.of(Dice.rollDice(), Dice.rollDice());
rollResult = new DiceResult(roll);
return rollResult;
}
@Override
public void payBail() {
// do nothing
}
@Override
public void useJailCard() {
// do nothings
}
}
/**
* A class to represent the Lobby PlayerState
* Set when in Lobby
*/
private class LobbyState implements PlayerState{
@Override
public DiceResult rollDice() {
//do nothing
return null;
}
@Override
public void payBail() {
//do nothing
}
@Override
public void useJailCard() {
// do nothing
}
}
/**
* A class to represent the Jailed PlayerState
* Set when in Gulag
*/
private class JailState implements PlayerState {
private int DoubletsCounter = 3;
@Override
public DiceResult rollDice() {
List<Integer> roll = List.of(Dice.rollDice(), Dice.rollDice());
rollResult = new DiceResult(roll);
if (rollResult.isDoublets()) {
state = new ActiveState();
} else if (DoubletsCounter == 0) {
} else {
DoubletsCounter--;
}
return rollResult;
}
@Override
public void payBail() {
pay(500);
state = new ActiveState();
}
@Override
public void useJailCard() {
getOutOfJailCard--;
state = new ActiveState();
}
}
private class BankruptState implements PlayerState {
@Override
public DiceResult rollDice() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'rollDice'");
}
@Override
public void payBail() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'payBail'");
}
@Override
public void useJailCard() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'useJailCard'");
}
}
private class WaitForTurnState implements PlayerState {
@Override
public DiceResult rollDice() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'rollDice'");
}
@Override
public void payBail() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'payBail'");
}
@Override
public void useJailCard() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'useJailCard'");
}
}
}

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@@ -1,35 +0,0 @@
package pp.monopoly.game.server;
import com.jme3.math.ColorRGBA;
/**
* Enum representing six distinct colors for players in the game.
*/
public enum PlayerColor {
GREEN_LIGHT(new ColorRGBA(0 / 255f, 204 / 255f, 0 / 255f, 1)), // Hex: 00cc00
RED(new ColorRGBA(255 / 255f, 0 / 255f, 0 / 255f, 1)), // Hex: ff0000
BLUE(new ColorRGBA(0 / 255f, 0 / 255f, 204 / 255f, 1)), // Hex: 0000cc
PINK(new ColorRGBA(255 / 255f, 77 / 255f, 166 / 255f, 1)), // Hex: ff4da6
GREEN_DARK(new ColorRGBA(0 / 255f, 102 / 255f, 0 / 255f, 1)), // Hex: 006600
YELLOW(new ColorRGBA(255 / 255f, 255 / 255f, 0 / 255f, 1)); // Hex: ffff00
private final ColorRGBA color;
/**
* Constructs a PlayerColor with the specified ColorRGBA value.
*
* @param color the ColorRGBA value associated with the player color
*/
PlayerColor(ColorRGBA color) {
this.color = color;
}
/**
* Gets the ColorRGBA value of the player color.
*
* @return the ColorRGBA value
*/
public ColorRGBA getColor() {
return color;
}
}

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package pp.monopoly.game.server;
import java.util.LinkedList;
import java.util.Collection;
import java.util.HashSet;
import java.util.List;
import java.util.NoSuchElementException;
import java.util.Set;
/**
* A class for helping with player actions and managing thier turns
*/
public class PlayerHandler {
private List<Player> players = new LinkedList<>();
private Set<Player> readyPlayers = new HashSet<>();
private ServerGameLogic logic;
/**
* Contructs a PlayerHandler
* @param logic the {@link ServerGameLogic} this PlayerHandler is a part of
*/
PlayerHandler(ServerGameLogic logic) {
this.logic = logic;
}
/**
* Contructs a PlayerHandler
* @param logic the {@link ServerGameLogic} this PlayerHandler is a part of
* @param p1 a Player to be added
*/
PlayerHandler(ServerGameLogic logic, Player p1) {
this(logic);
players.add(p1);
}
/**
* Contructs a PlayerHandler
* @param logic the {@link ServerGameLogic} this PlayerHandler is a part of
* @param players a Collection of Players to be added
*/
PlayerHandler(ServerGameLogic logic, Collection<Player> players) {
this(logic);
players.addAll(players);
}
/**
* Return the number of players
* @return number of players in the game
*/
public int getPlayerCount() {
return players.size();
}
/**
* Chechs if all players are ready to start the game
* @return {@code true} if all players are ready, otherwise {@code false}
*/
public boolean allPlayersReady() {
if (readyPlayers.size() == players.size()) return true;
return false;
}
/**
* Sets a players Ready status
* @param player the player to alter
* @param ready the new Status
*/
void setPlayerReady(Player player, boolean ready) {
if (!players.contains(player)) {
throw new IllegalArgumentException("Player does not belong to this PlayerHandler");
} else {
if (ready) {
readyPlayers.add(player);
} else {
readyPlayers.remove(player);
}
}
}
/**
* Adds a player to the Queue
* @param player the player to be added to the queue
*/
void addPlayer(Player player) {
if (players.contains(player)) {
throw new IllegalArgumentException("Player already registered");
}
players.add(player);
}
/**
* Removes the specified Player from the Queue
* @param player the player to be removed
*/
void removePlayer(Player player) {
players.remove(player);
}
/**
* Gets Player based on their id in the Queue
* @param index the index of the queue
* @return the Player at the required index
*/
Player getPlayerAtIndex(int index) {
return players.get(index);
}
/**
* Completes a player turn and return the next player
* @return the next players who is active
*/
Player nextPlayer() {
Player tmp = players.get(0);
players.remove(0);
players.add(tmp);
return players.get(0);
}
/**
* Returns the {@link ServerGameLogic} of this PlayerHandler
* @return the {@link ServerGameLogic} of this PlayerHandler
*/
ServerGameLogic getLogic() {
return logic;
}
/**
* Gets a player based on their id
* @param id the id to be searched for
* @return the player with the required id
*/
Player getPlayerById(int id) {
for (Player player : players) {
if (player.getId() == id) return player;
}
throw new NoSuchElementException("Player mit id "+id+" existiert nicht");
}
}

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@@ -1,259 +0,0 @@
package pp.monopoly.game.server;
import pp.monopoly.MonopolyConfig;
import pp.monopoly.message.client.*;
import pp.monopoly.message.server.ServerMessage;
import pp.monopoly.message.server.TradeReply;
import pp.monopoly.message.server.TradeRequest;
import pp.monopoly.message.server.ViewAssetsResponse;
import pp.monopoly.model.fields.BoardManager;
import pp.monopoly.model.fields.PropertyField;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import pp.monopoly.MonopolyConfig;
import pp.monopoly.message.client.ClientInterpreter;
import pp.monopoly.message.server.ServerMessage;
/**
* Controls the server-side game logic for Monopoly.
* 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 MonopolyConfig config;
private final PlayerHandler playerHandler = new PlayerHandler(this);
private final ServerSender serverSender;
private ServerState state = ServerState.CREATEGAME;
private static final int MAX_PLAYERS = 6;
private BoardManager boardManager = new BoardManager();
/**
* Constructs a ServerGameLogic instance 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, MonopolyConfig config) {
this.serverSender = serverSender;
this.config = config;
}
/**
* Retrieves the current state of the game.
*
* @return the current ServerState
*/
ServerState getState() {
return state;
}
/**
* Sets a new state for the game and logs the state transition.
*
* @param newState the new ServerState to transition to
*/
void setState(ServerState newState) {
LOGGER.log(Level.DEBUG, "State transition {0} --> {1}", state, newState);
state = newState;
}
/**
* Sends a message to a specified player.
*
* @param player the Player to whom the message is sent
* @param msg the ServerMessage to send
*/
void send(Player player, ServerMessage msg) {
if (player != null && msg != null) {
serverSender.send(player.getId(), msg);
LOGGER.log(Level.DEBUG, "Message sent to player {0}: {1}", player.getName(), msg.getClass().getSimpleName());
} else {
LOGGER.log(Level.WARNING, "Attempted to send a null message or to a null player");
}
}
/**
* Adds a new player to the game if the game is in the LOBBY state and the maximum
* player limit has not been reached.
*
* @param player the Player to add to the game
* @return the added Player, or null if the player could not be added
*/
public Player addPlayer(Player player) {
if (state != ServerState.LOBBY) {
LOGGER.log(Level.WARNING, "Cannot add player; game is not in LOBBY state.");
return null;
}
if (playerHandler.getPlayerCount() >= MAX_PLAYERS) {
LOGGER.log(Level.WARNING, "Cannot add player; maximum player limit reached.");
return null;
}
playerHandler.addPlayer(player);
LOGGER.log(Level.DEBUG, "Player added: {0}", player.getId());
return player;
}
/**
* Adds a new player to the game if the game is in the LOBBY state and the maximum
* player limit has not been reached.
*
* @param id the id of the player to add to the game
* @return the added Player, or null if the player could not be added
*/
public Player addPlayer(int id) {
Player player = new Player(id, playerHandler);
if (state != ServerState.LOBBY) {
LOGGER.log(Level.WARNING, "Cannot add player; game is not in LOBBY state.");
return null;
}
if (playerHandler.getPlayerCount() >= MAX_PLAYERS) {
LOGGER.log(Level.WARNING, "Cannot add player; maximum player limit reached.");
return null;
}
playerHandler.addPlayer(player);
LOGGER.log(Level.DEBUG, "Player added: {0}", player.getId());
return player;
}
/**
* Handles a BuyPropertyRequest from a player, allowing the player to purchase a property
* if it is unowned and they have sufficient funds.
*
* @param msg the BuyPropertyRequest received from the player
* @param from the connection ID of the player who sent the request
*/
@Override
public void received(BuyPropertyRequest msg, int from) {
Player player = playerHandler.getPlayerById(from);
if (player != null && state == ServerState.INGAME) {
PropertyField property = (PropertyField) boardManager.getFieldAtIndex(player.move(0)); // Assuming player position for property
if (property.getOwner() == null && player.getAccountBalance() >= property.getPrice()) {
player.buyProperty(property);
property.setOwner(player);
player.earnMoney(-property.getPrice());
LOGGER.log(Level.INFO, "Player {0} bought property {1}", player.getName(), property.getName());
} else {
LOGGER.log(Level.WARNING, "Player {0} cannot buy property {1}", player.getName(), property.getName());
}
}
}
/**
* Handles an EndTurn request, ending the player's turn and advancing to the next player.
*
* @param msg the EndTurn message received from the player
* @param from the connection ID of the player who sent the request
*/
@Override
public void received(EndTurn msg, int from) {
Player player = playerHandler.getPlayerById(from);
if (player != null && state == ServerState.INGAME) {
LOGGER.log(Level.DEBUG, "Ending turn for player {0}", player.getName());
playerHandler.nextPlayer();
}
}
/**
* Handles a PlayerReady message, marking the player as ready.
*
* @param msg the PlayerReady message received from the player
* @param from the connection ID of the player who sent the request
*/
@Override
public void received(PlayerReady msg, int from) {
Player player = playerHandler.getPlayerById(from);
if (player != null) {
player.setName(msg.getName());
player.setColor(msg.getColor());
player.setName(msg.getName());
LOGGER.log(Level.DEBUG, "Player {0} is ready", player.getName());
}
}
/**
* Handles a RollDice message, rolling dice for the player and moving them on the board.
*
* @param msg the RollDice message received from the player
* @param from the connection ID of the player who sent the request
*/
@Override
public void received(RollDice msg, int from) {
Player player = playerHandler.getPlayerById(from);
if (player != null && state == ServerState.INGAME) {
send(player, player.rollDice());
}
}
/**
* Handles a TradeOffer message by forwarding the trade offer to the receiving player.
*
* @param msg the TradeOffer message received from the initiating player
* @param from the connection ID of the player who sent the offer
*/
@Override
public void received(TradeOffer msg, int from) {
Player sender = playerHandler.getPlayerById(from);
Player receiver = playerHandler.getPlayerById(msg.getReceiverId());
if (sender != null && receiver != null) {
LOGGER.log(Level.INFO, "Player {0} offers a trade to player {1}", sender.getName(), receiver.getName());
send(playerHandler.getPlayerById(msg.getReceiverId()), new TradeRequest(msg.getReceiverId(), msg.getTradeHandler()));
}
}
/**
* Handles a TradeResponse message by forwarding the response back to the initiating player.
*
* @param msg the TradeResponse message received from the receiving player
* @param from the connection ID of the player who sent the response
*/
@Override
public void received(TradeResponse msg, int from) {
Player responder = playerHandler.getPlayerById(from);
Player initiator = playerHandler.getPlayerById(msg.getInitiatorId());
if (responder != null && initiator != null) {
LOGGER.log(Level.INFO, "Player {0} responded to trade with player {1}", responder.getName(), initiator.getName());
send(initiator, new TradeReply(msg.getInitiatorId(), msg.getTradeHandler()));
}
}
/**
* Handles a ViewAssetsRequest message, sending the player a response containing their assets.
*
* @param msg the ViewAssetsRequest message received from the player
* @param from the connection ID of the player who sent the request
*/
@Override
public void received(ViewAssetsRequest msg, int from) {
Player player = playerHandler.getPlayerById(from);
if (player != null) {
LOGGER.log(Level.DEBUG, "Processing ViewAssetsRequest for player {0}", player.getName());
send(player, new ViewAssetsResponse(player.getProperties(), player.getAccountBalance(), player.getNumJailCard()));
}
}
/**
* Retrieves the board manager, which manages the game board.
*
* @return the BoardManager instance managing the game board
*/
public BoardManager getBoardManager() {
return boardManager;
}
public Player getPlayerById(int id) {
return playerHandler.getPlayerById(id);
}
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.server;
import pp.monopoly.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);
}

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////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.server;
/**
* Represents the different states of the Monopoly server during the game lifecycle.
*/
enum ServerState {
/**
* The server is waiting for clients to connect.
*/
CREATEGAME,
/**
* The server is waiting for clients to set up their status to ready
*/
LOBBY,
/**
* The battle of the game where players take turns
*/
INGAME,
/**
* The game has ended because all the players went bankrupt
*/
GAMEOVER
}

View File

@@ -1,31 +0,0 @@
package pp.monopoly.message.client;
/**
* Represents a request from a player to buy a property.
*/
public class BuyPropertyRequest extends ClientMessage{
private int propertyId;
/**
* Constructs a BuyPropertyRequest with the specified property ID.
*
* @param propertyId the ID of the property to buy
*/
public BuyPropertyRequest(int propertyId) {
this.propertyId = propertyId;
}
/**
* Gets the ID of the property to buy.
*
* @return the property ID
*/
public int getPropertyId() {
return propertyId;
}
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,69 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.message.client;
/**
* Visitor interface for processing all client messages.
*/
public interface ClientInterpreter {
/**
* Processes a received BuyPropertyRequest.
*
* @param msg the BuyPropertyRequest to be processed
* @param from the connection ID from which the message was received
*/
void received(BuyPropertyRequest msg, int from);
/**
* Processes a received EndTurn.
*
* @param msg the EndTurn to be processed
* @param from the connection ID from which the message was received
*/
void received(EndTurn msg, int from);
/**
* Processes a received PlayerReady.
*
* @param msg the PlayerReady to be processed
* @param from the connection ID from which the message was received
*/
void received(PlayerReady msg, int from);
/**
* Processes a received RollDice.
*
* @param msg the RollDice to be processed
* @param from the connection ID from which the message was received
*/
void received(RollDice msg, int from);
/**
* Processes a received TradeOffer.
*
* @param msg the TradeOffer to be processed
* @param from the connection ID from which the message was received
*/
void received(TradeOffer msg, int from);
/**
* Processes a received TradeResponse.
*
* @param msg the TradeResponse to be processed
* @param from the connection ID from which the message was received
*/
void received(TradeResponse msg, int from);
/**
* Processes a received ViewAssetsRequest.
*
* @param msg the ViewAssetsRequest to be processed
* @param from the connection ID from which the message was received
*/
void received(ViewAssetsRequest msg, int from);
}

View File

@@ -1,32 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.message.client;
import com.jme3.network.AbstractMessage;
/**
* An abstract base class for client messages used in network transfer.
* It extends the AbstractMessage class provided by the jme3-network library.
*/
public abstract class ClientMessage extends AbstractMessage {
/**
* Constructs a new ClientMessage instance.
*/
protected ClientMessage() {
super(true);
}
/**
* Accepts a visitor for processing this message.
*
* @param interpreter the visitor to be used for processing
* @param from the connection ID of the sender
*/
public abstract void accept(ClientInterpreter interpreter, int from);
}

View File

@@ -1,12 +0,0 @@
package pp.monopoly.message.client;
/**
* Represents a message indicating the player wants to end their turn.
*/
public class EndTurn extends ClientMessage{
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,52 +0,0 @@
package pp.monopoly.message.client;
import pp.monopoly.game.server.PlayerColor;
/**
* Represents a message indicating the player is ready to play.
*/
public class PlayerReady extends ClientMessage{
private boolean isReady;
private String name;
private PlayerColor color;
/**
* Constructs a PlayerReady message.
*
* @param isReady true if the player is ready, false otherwise
*/
public PlayerReady(boolean isReady) {
this.isReady = isReady;
}
/**
* Getter for the Name
* @return the Name
*/
public String getName() {
return name;
}
/**
* Getter for the Playercolor
* @return the Playercolor
*/
public PlayerColor getColor() {
return color;
}
/**
* Checks if the player is ready.
*
* @return true if ready, false otherwise
*/
public boolean isReady() {
return isReady;
}
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,12 +0,0 @@
package pp.monopoly.message.client;
/**
* Represents a message requesting to roll the dice.
*/
public class RollDice extends ClientMessage{
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,32 +0,0 @@
package pp.monopoly.message.client;
import pp.monopoly.model.TradeHandler;
/**
* Represents a trade Request message from one player to another.
*/
public class TradeOffer extends ClientMessage{
private int receiverId;
private TradeHandler tradehandler;
/**
* Constructs a TradeOffer with the specified details.
*
* @param receiverId the ID of the player receiving the Request
* @param tradehandler the tradehandler
*/
public TradeOffer(int receiverId, TradeHandler tradehandler) {
this.receiverId = receiverId;
this.tradehandler = tradehandler;
}
public int getReceiverId() { return receiverId; }
public TradeHandler getTradeHandler() { return tradehandler; }
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,32 +0,0 @@
package pp.monopoly.message.client;
import pp.monopoly.model.TradeHandler;
/**
* Represents a response to a trade offer.
*/
public class TradeResponse extends ClientMessage{
private int initiatorId;
private TradeHandler tradeHandler;
/**
* Constructs a TradeResponse with the specified response details.
*
* @param initiatorId the ID of the player who initiated the trade
* @param accepted true if the offer is accepted, false if declined
*/
public TradeResponse(int initiatorId, TradeHandler tradeHandler) {
this.initiatorId = initiatorId;
this.tradeHandler = tradeHandler;
}
public int getInitiatorId() { return initiatorId; }
public TradeHandler getTradeHandler() {
return tradeHandler;
}
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,12 +0,0 @@
package pp.monopoly.message.client;
/**
* Represents a request from a player to view their assets.
*/
public class ViewAssetsRequest extends ClientMessage{
@Override
public void accept(ClientInterpreter interpreter, int from) {
interpreter.received(this, from);
}
}

View File

@@ -1,39 +0,0 @@
package pp.monopoly.message.server;
/**
* Represents the server's response to a player's request to buy a property.
*/
public class BuyPropertyResponse extends ServerMessage{
private final boolean successful;
private final String propertyName;
private final String reason; // Reason for failure, if any
public BuyPropertyResponse(boolean successful, String propertyName, String reason) {
this.successful = successful;
this.propertyName = propertyName;
this.reason = reason;
}
public boolean isSuccessful() {
return successful;
}
public String getPropertyName() {
return propertyName;
}
public String getReason() {
return reason;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,35 +0,0 @@
package pp.monopoly.message.server;
import java.util.List;
public class DiceResult extends ServerMessage{
private List<Integer> rollResult;
public DiceResult(List<Integer> rollResult) {
this.rollResult = rollResult;
}
public List<Integer> getRollResult() {
return rollResult;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
public boolean isDoublets() {
return rollResult.get(0) == rollResult.get(1);
}
public int calcTotal() {
return rollResult.get(0)+rollResult.get(1);
}
}

View File

@@ -1,25 +0,0 @@
package pp.monopoly.message.server;
public class EventDrawCard extends ServerMessage{
private final String cardDescription;
public EventDrawCard(String cardDescription) {
this.cardDescription = cardDescription;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
public String getCardDescription() {
return cardDescription;
}
}

View File

@@ -1,25 +0,0 @@
package pp.monopoly.message.server;
public class GameOver extends ServerMessage{
private final boolean isWinner;
public GameOver(boolean isWinner) {
this.isWinner = isWinner;
}
public boolean isWinner() {
return isWinner;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,16 +0,0 @@
package pp.monopoly.message.server;
public class GameStart extends ServerMessage{
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,26 +0,0 @@
package pp.monopoly.message.server;
public class JailEvent extends ServerMessage{
private final boolean goingToJail;
public JailEvent(boolean goingToJail) {
this.goingToJail = goingToJail;
}
public boolean isGoingToJail() {
return goingToJail;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,40 +0,0 @@
package pp.monopoly.message.server;
import pp.monopoly.game.server.PlayerColor;
public class PlayerStatusUpdate extends ServerMessage{
private final String playerName;
private final String status;
private final PlayerColor color;
public PlayerStatusUpdate(String playerName, String status, PlayerColor color) {
this.playerName = playerName;
this.status = status;
this.color = color;
}
public String getPlayerName() {
return playerName;
}
public String getStatus() {
return status;
}
public PlayerColor getColor() {
return color;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,92 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.message.server;
/**
* An interface for processing server messages.
* Implementations of this interface can be used to handle different types of server messages.
*/
public interface ServerInterpreter {
/**
* Handles a BuyPropertyResponse message received from the server.
*
* @param msg the BuyPropertyResponse message received
*/
void received(BuyPropertyResponse msg);
/**
* Handles a DiceResult message received from the server.
*
* @param msg the DiceResult message received
*/
void received(DiceResult msg);
/**
* Handles a EventDrawCard message received from the server.
*
* @param msg the EventDrawCard message received
*/
void received(EventDrawCard msg);
/**
* Handles a GameOver message received from the server.
*
* @param msg the GameOver message received
*/
void received(GameOver msg);
/**
* Handles a GameStart message received from the server.
*
* @param msg the GameStart message received
*/
void received(GameStart msg);
/**
* Handles a JailEvent message received from the server.
*
* @param msg the JailEvent message received
*/
void received(JailEvent msg);
/**
* Handles a PlayerStatusUpdate message received from the server.
*
* @param msg the PlayerStatusUpdate message received
*/
void received(PlayerStatusUpdate msg);
/**
* Handles a TimeOutWarning message received from the server.
*
* @param msg the TimeOutWarning message received
*/
void received(TimeOutWarning msg);
/**
* Handles a ViewAssetsResponse message received from the server.
*
* @param msg the ViewAssetsResponse message received
*/
void received(ViewAssetsResponse msg);
/**
* Handles a TradeReply message received from the server.
*
* @param msg the TradeReply message received
*/
void received(TradeReply msg);
/**
* Handles a TradeRequest message received from the server.
*
* @param msg the TradeRequest message received
*/
void received(TradeRequest msg);
}

View File

@@ -1,39 +0,0 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.message.server;
import com.jme3.network.AbstractMessage;
/**
* An abstract base class for server messages used in network transfer.
* It extends the AbstractMessage class provided by the jme3-network library.
*/
public abstract class ServerMessage extends AbstractMessage {
/**
* Constructs a new ServerMessage instance.
*/
protected ServerMessage() {
super(true);
}
/**
* Accepts a visitor for processing this message.
*
* @param interpreter the visitor to be used for processing
*/
public abstract void accept(ServerInterpreter interpreter);
/**
* Gets the bundle key of the informational text to be shown at the client.
* This key is used to retrieve the appropriate localized text for display.
*
* @return the bundle key of the informational text
*/
public abstract String getInfoTextKey();
}

View File

@@ -1,26 +0,0 @@
package pp.monopoly.message.server;
public class TimeOutWarning extends ServerMessage{
private final int remainingTime;
public TimeOutWarning(int remainingTime) {
this.remainingTime = remainingTime;
}
public int getRemainingTime() {
return remainingTime;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,39 +0,0 @@
package pp.monopoly.message.server;
import pp.monopoly.model.TradeHandler;
/**
* Represents a response to a trade offer.
*/
public class TradeReply extends ServerMessage{
private int initiatorId;
private TradeHandler tradeHandler;
/**
* Constructs a TradeResponse with the specified response details.
*
* @param initiatorId the ID of the player who initiated the trade
* @param accepted true if the offer is accepted, false if declined
*/
public TradeReply(int initiatorId, TradeHandler tradeHandler) {
this.initiatorId = initiatorId;
this.tradeHandler = tradeHandler;
}
public int getInitiatorId() { return initiatorId; }
public TradeHandler getTradeHandler() {
return tradeHandler;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,39 +0,0 @@
package pp.monopoly.message.server;
import pp.monopoly.model.TradeHandler;
/**
* Represents a trade Request message from one player to another.
*/
public class TradeRequest extends ServerMessage{
private int receiverId;
private TradeHandler tradehandler;
/**
* Constructs a TradeRequest with the specified details.
*
* @param receiverId the ID of the player receiving the Request
* @param tradehandler the tradehandler
*/
public TradeRequest(int receiverId, TradeHandler tradehandler) {
this.receiverId = receiverId;
this.tradehandler = tradehandler;
}
public int getReceiverId() { return receiverId; }
public TradeHandler getTradeHandler() { return tradehandler; }
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

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