use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCGameMessageHandler method handlePUTPIECE.
/**
* handle "put piece" message.
*<P>
* Because the current player changes during initial placement,
* this method has a simplified version of some of the logic from
* {@link SOCGameHandler#endGameTurn(SOCGame, SOCPlayer, boolean)}
* to detect and announce the new turn.
*
* @param c the connection that sent the message
* @param mes the message
* @since 1.0.0
*/
private void handlePUTPIECE(SOCGame ga, Connection c, SOCPutPiece mes) {
ga.takeMonitor();
try {
final String gaName = ga.getName();
final String plName = c.getData();
SOCPlayer player = ga.getPlayer(plName);
/**
* make sure the player can do it
*/
if (handler.checkTurn(c, ga)) {
boolean sendDenyReply = false;
/*
if (D.ebugOn) {
D.ebugPrintln("BEFORE");
for (int pn = 0; pn < SOCGame.MAXPLAYERS; pn++) {
SOCPlayer tmpPlayer = ga.getPlayer(pn);
D.ebugPrintln("Player # "+pn);
for (int i = 0x22; i < 0xCC; i++) {
if (tmpPlayer.isPotentialRoad(i))
D.ebugPrintln("### POTENTIAL ROAD AT "+Integer.toHexString(i));
}
}
}
*/
int gameState = ga.getGameState();
final int coord = mes.getCoordinates();
final int pieceType = mes.getPieceType();
final int pn = player.getPlayerNumber();
final boolean isBuyAndPut = (gameState == SOCGame.PLAY1) || (gameState == SOCGame.SPECIAL_BUILDING);
if (isBuyAndPut) {
if (!handleBUILDREQUEST(ga, player, c, pieceType, false)) {
// <--- Can't build right now ---
return;
// will call ga.releaseMonitor() in finally-block before returning
}
// updated by handleBUILDREQUEST
gameState = ga.getGameState();
}
switch(pieceType) {
case SOCPlayingPiece.ROAD:
if ((gameState == SOCGame.START1B) || (gameState == SOCGame.START2B) || (gameState == SOCGame.START3B) || (gameState == SOCGame.PLACING_ROAD) || (gameState == SOCGame.PLACING_FREE_ROAD1) || (gameState == SOCGame.PLACING_FREE_ROAD2)) {
if (player.isPotentialRoad(coord) && (player.getNumPieces(SOCPlayingPiece.ROAD) >= 1)) {
final SOCRoad rd = new SOCRoad(player, coord, null);
// Changes game state and (if initial placement) player
ga.putPiece(rd);
// If placing this piece reveals a fog hex, putPiece will call srv.gameEvent
// which will send a SOCRevealFogHex message to the game.
/*
if (D.ebugOn) {
D.ebugPrintln("AFTER");
for (int pn = 0; pn < SOCGame.MAXPLAYERS; pn++) {
SOCPlayer tmpPlayer = ga.getPlayer(pn);
D.ebugPrintln("Player # "+pn);
for (int i = 0x22; i < 0xCC; i++) {
if (tmpPlayer.isPotentialRoad(i))
D.ebugPrintln("### POTENTIAL ROAD AT "+Integer.toHexString(i));
}
}
}
*/
srv.gameList.takeMonitorForGame(gaName);
// "Joe built a road."
srv.messageToGameKeyed(ga, false, "action.built.road", plName);
srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, pn, SOCPlayingPiece.ROAD, coord));
if (!ga.pendingMessagesOut.isEmpty())
handler.sendGamePendingMessages(ga, false);
srv.gameList.releaseMonitorForGame(gaName);
// If needed, call sendTurn or send SOCRollDicePrompt
handler.sendTurnStateAtInitialPlacement(ga, player, c, gameState);
int newState = ga.getGameState();
if ((newState == SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE) || (newState == SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE)) {
// gold hex revealed from fog (scenario SC_FOG)
handler.sendGameState_sendGoldPickAnnounceText(ga, gaName, c, null);
}
} else {
D.ebugPrintln("ILLEGAL ROAD: 0x" + Integer.toHexString(coord) + ": player " + pn);
if (player.isRobot() && D.ebugOn) {
D.ebugPrintln(" - pl.isPotentialRoad: " + player.isPotentialRoad(coord));
SOCPlayingPiece pp = ga.getBoard().roadAtEdge(coord);
D.ebugPrintln(" - roadAtEdge: " + ((pp != null) ? pp : "none"));
}
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.there.road");
// "You can't build a road there."
sendDenyReply = true;
}
} else {
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.now.road");
// "You can't build a road now."
}
break;
case SOCPlayingPiece.SETTLEMENT:
if ((gameState == SOCGame.START1A) || (gameState == SOCGame.START2A) || (gameState == SOCGame.START3A) || (gameState == SOCGame.PLACING_SETTLEMENT)) {
if (player.canPlaceSettlement(coord) && (player.getNumPieces(SOCPlayingPiece.SETTLEMENT) >= 1)) {
final SOCSettlement se = new SOCSettlement(player, coord, null);
// Changes game state and (if initial placement) player
ga.putPiece(se);
srv.gameList.takeMonitorForGame(gaName);
// "Joe built a settlement."
srv.messageToGameKeyed(ga, false, "action.built.stlmt", plName);
srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, pn, SOCPlayingPiece.SETTLEMENT, coord));
if (!ga.pendingMessagesOut.isEmpty())
handler.sendGamePendingMessages(ga, false);
srv.gameList.releaseMonitorForGame(gaName);
// Check player and send new game state
if (!handler.checkTurn(c, ga))
// Announce new state and new current player
handler.sendTurn(ga, false);
else
handler.sendGameState(ga);
if (ga.hasSeaBoard && (ga.getGameState() == SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE)) {
// Prompt to pick from gold: send text and SOCSimpleRequest(PROMPT_PICK_RESOURCES)
handler.sendGameState_sendGoldPickAnnounceText(ga, gaName, c, null);
}
} else {
D.ebugPrintln("ILLEGAL SETTLEMENT: 0x" + Integer.toHexString(coord) + ": player " + pn);
if (player.isRobot() && D.ebugOn) {
D.ebugPrintln(" - pl.isPotentialSettlement: " + player.isPotentialSettlement(coord));
SOCPlayingPiece pp = ga.getBoard().settlementAtNode(coord);
D.ebugPrintln(" - settlementAtNode: " + ((pp != null) ? pp : "none"));
}
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.there.stlmt");
// "You can't build a settlement there."
sendDenyReply = true;
}
} else {
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.now.stlmt");
// "You can't build a settlement now."
}
break;
case SOCPlayingPiece.CITY:
if (gameState == SOCGame.PLACING_CITY) {
if (player.isPotentialCity(coord) && (player.getNumPieces(SOCPlayingPiece.CITY) >= 1)) {
boolean houseRuleFirstCity = ga.isGameOptionSet("N7C") && !ga.hasBuiltCity();
if (houseRuleFirstCity && ga.isGameOptionSet("N7") && (ga.getRoundCount() < ga.getGameOptionIntValue("N7"))) {
// If "No 7s for first # rounds" is active, and this isn't its last round, 7s won't
// be rolled soon: Don't announce "Starting next turn, dice rolls of 7 may occur"
houseRuleFirstCity = false;
}
final SOCCity ci = new SOCCity(player, coord, null);
// changes game state and maybe player
ga.putPiece(ci);
srv.gameList.takeMonitorForGame(gaName);
// "Joe built a city."
srv.messageToGameKeyed(ga, false, "action.built.city", plName);
srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, pn, SOCPlayingPiece.CITY, coord));
if (!ga.pendingMessagesOut.isEmpty())
handler.sendGamePendingMessages(ga, false);
if (houseRuleFirstCity)
srv.messageToGameKeyed(ga, false, "action.built.nextturn.7.houserule");
// "Starting next turn, dice rolls of 7 may occur (house rule)."
srv.gameList.releaseMonitorForGame(gaName);
// Check player and send new game state
if (!handler.checkTurn(c, ga))
// Announce new state and new current player
handler.sendTurn(ga, false);
else
handler.sendGameState(ga);
} else {
D.ebugPrintln("ILLEGAL CITY: 0x" + Integer.toHexString(coord) + ": player " + pn);
if (player.isRobot() && D.ebugOn) {
D.ebugPrintln(" - pl.isPotentialCity: " + player.isPotentialCity(coord));
SOCPlayingPiece pp = ga.getBoard().settlementAtNode(coord);
D.ebugPrintln(" - city/settlementAtNode: " + ((pp != null) ? pp : "none"));
}
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.there.city");
// "You can't build a city there."
sendDenyReply = true;
}
} else {
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.now.city");
// "You can't build a city now."
}
break;
case SOCPlayingPiece.SHIP:
if ((gameState == SOCGame.START1B) || (gameState == SOCGame.START2B) || (gameState == SOCGame.START3B) || (gameState == SOCGame.PLACING_SHIP) || (gameState == SOCGame.PLACING_FREE_ROAD1) || (gameState == SOCGame.PLACING_FREE_ROAD2)) {
// Place it if we can; canPlaceShip checks potentials and pirate ship location
if (ga.canPlaceShip(player, coord) && (player.getNumPieces(SOCPlayingPiece.SHIP) >= 1)) {
final SOCShip sh = new SOCShip(player, coord, null);
// Changes game state and (during initial placement) sometimes player
ga.putPiece(sh);
srv.gameList.takeMonitorForGame(gaName);
// "Joe built a ship."
srv.messageToGameKeyed(ga, false, "action.built.ship", plName);
srv.messageToGameWithMon(gaName, new SOCPutPiece(gaName, pn, SOCPlayingPiece.SHIP, coord));
if (!ga.pendingMessagesOut.isEmpty())
handler.sendGamePendingMessages(ga, false);
srv.gameList.releaseMonitorForGame(gaName);
// If needed, call sendTurn or send SOCRollDicePrompt
handler.sendTurnStateAtInitialPlacement(ga, player, c, gameState);
int newState = ga.getGameState();
if ((newState == SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE) || (newState == SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE)) {
// gold hex revealed from fog (scenario SC_FOG)
handler.sendGameState_sendGoldPickAnnounceText(ga, gaName, c, null);
}
} else {
D.ebugPrintln("ILLEGAL SHIP: 0x" + Integer.toHexString(coord) + ": player " + pn);
if (player.isRobot() && D.ebugOn) {
D.ebugPrintln(" - pl.isPotentialShip: " + player.isPotentialShip(coord));
SOCPlayingPiece pp = ga.getBoard().roadAtEdge(coord);
D.ebugPrintln(" - ship/roadAtEdge: " + ((pp != null) ? pp : "none"));
}
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.there.ship");
// "You can't build a ship there."
sendDenyReply = true;
}
} else {
srv.messageToPlayerKeyed(c, gaName, "action.build.cannot.now.ship");
// "You can't build a ship now."
}
break;
}
if (sendDenyReply) {
if (isBuyAndPut)
// is probably now PLACING_*, was PLAY1 or SPECIAL_BUILDING
handler.sendGameState(ga);
srv.messageToPlayer(c, new SOCCancelBuildRequest(gaName, mes.getPieceType()));
if (player.isRobot()) {
// Set the "force end turn soon" field
ga.lastActionTime = 0L;
}
}
} else {
// "It's not your turn."
srv.messageToPlayerKeyed(c, gaName, "reply.not.your.turn");
}
} catch (Exception e) {
D.ebugPrintStackTrace(e, "Exception caught in handlePUTPIECE");
} finally {
ga.releaseMonitor();
}
}
use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCGameMessageHandler method handleDEBUGFREEPLACE.
/**
* Handle the client's debug Free Placement putpiece request.
* @since 1.1.12
*/
private void handleDEBUGFREEPLACE(final SOCGame ga, final Connection c, final SOCDebugFreePlace mes) {
if (!ga.isDebugFreePlacement())
return;
final String gaName = ga.getName();
final int coord = mes.getCoordinates();
final SOCPlayer player = ga.getPlayer(mes.getPlayerNumber());
if (player == null)
return;
boolean didPut = false;
final int pieceType = mes.getPieceType();
final boolean initialDeny = ga.isInitialPlacement() && !player.canBuildInitialPieceType(pieceType);
switch(pieceType) {
case SOCPlayingPiece.ROAD:
if (player.isPotentialRoad(coord) && !initialDeny) {
ga.putPiece(new SOCRoad(player, coord, null));
didPut = true;
}
break;
case SOCPlayingPiece.SETTLEMENT:
if (player.canPlaceSettlement(coord) && !initialDeny) {
ga.putPiece(new SOCSettlement(player, coord, null));
didPut = true;
}
break;
case SOCPlayingPiece.CITY:
if (player.isPotentialCity(coord) && !initialDeny) {
ga.putPiece(new SOCCity(player, coord, null));
didPut = true;
}
break;
case SOCPlayingPiece.SHIP:
if (ga.canPlaceShip(player, coord) && !initialDeny) {
ga.putPiece(new SOCShip(player, coord, null));
didPut = true;
}
break;
default:
srv.messageToPlayer(c, gaName, "* Unknown piece type: " + pieceType);
}
if (didPut) {
srv.messageToGame(gaName, new SOCPutPiece(gaName, mes.getPlayerNumber(), pieceType, coord));
// Check for initial settlement next to gold hex
if (pieceType == SOCPlayingPiece.SETTLEMENT) {
final int numGoldRes = player.getNeedToPickGoldHexResources();
if (numGoldRes > 0)
srv.messageToPlayer(c, new SOCSimpleRequest(gaName, player.getPlayerNumber(), SOCSimpleRequest.PROMPT_PICK_RESOURCES, numGoldRes));
}
if (ga.getGameState() >= SOCGame.OVER) {
// exit debug mode, announce end of game
handler.processDebugCommand_freePlace(c, gaName, "0");
handler.sendGameState(ga, false, false);
}
} else {
if (initialDeny) {
final String pieceTypeFirst = ((player.getPieces().size() % 2) == 0) ? "settlement" : "road";
srv.messageToPlayer(c, gaName, "Place a " + pieceTypeFirst + " before placing that.");
} else {
srv.messageToPlayer(c, gaName, "Not a valid location to place that.");
}
}
}
use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCRobotBrain method buildRequestPlannedPiece.
/**
* Have the client ask to build our top planned piece
* (calls {@link #buildingPlan}{@link Stack#pop() .pop()}),
* unless we've already been told by the server to not build it.
* Sets {@link #whatWeWantToBuild}, {@link #waitingForDevCard},
* or {@link #waitingForPickSpecialItem}.
* Called from {@link #buildOrGetResourceByTradeOrCard()}.
*<P>
* Checks against {@link #whatWeFailedToBuild} to see if server has rejected this already.
* Calls <tt>client.buyDevCard()</tt> or <tt>client.buildRequest()</tt>.
* Sets {@link #waitingForDevCard} or {@link #waitingForPickSpecialItem},
* or sets {@link #waitingForGameState} and a flag like {@link #expectPLACING_SETTLEMENT} (etc).
*<P>
* Preconditions: Call only when:
*<UL>
* <LI> Gamestate is {@link SOCGame#PLAY1} or {@link SOCGame#SPECIAL_BUILDING}
* <LI> <tt>! ({@link #waitingForTradeMsg} || {@link #waitingForTradeResponse})</tt>
* <LI> ourPlayerData.getResources().{@link SOCResourceSet#contains(soc.game.ResourceSet) contains}(targetPieceResources)
*</UL>
*
* @see #placeIfExpectPlacing()
* @since 1.1.08
*/
private void buildRequestPlannedPiece() {
final SOCPossiblePiece targetPiece = buildingPlan.pop();
D.ebugPrintln("$ POPPED " + targetPiece);
lastMove = targetPiece;
currentDRecorder = (currentDRecorder + 1) % 2;
negotiator.setTargetPiece(ourPlayerNumber, targetPiece);
switch(targetPiece.getType()) {
case SOCPossiblePiece.CARD:
client.buyDevCard(game);
waitingForDevCard = true;
break;
case SOCPossiblePiece.ROAD:
waitingForGameState = true;
counter = 0;
expectPLACING_ROAD = true;
whatWeWantToBuild = new SOCRoad(ourPlayerData, targetPiece.getCoordinates(), null);
if (!whatWeWantToBuild.equals(whatWeFailedToBuild)) {
D.ebugPrintln("!!! BUILD REQUEST FOR A ROAD AT " + Integer.toHexString(targetPiece.getCoordinates()) + " !!!");
client.buildRequest(game, SOCPlayingPiece.ROAD);
} else {
// We already tried to build this.
cancelWrongPiecePlacementLocal(whatWeWantToBuild);
// cancel sets whatWeWantToBuild = null;
}
break;
case SOCPlayingPiece.SETTLEMENT:
waitingForGameState = true;
counter = 0;
expectPLACING_SETTLEMENT = true;
whatWeWantToBuild = new SOCSettlement(ourPlayerData, targetPiece.getCoordinates(), null);
if (!whatWeWantToBuild.equals(whatWeFailedToBuild)) {
D.ebugPrintln("!!! BUILD REQUEST FOR A SETTLEMENT " + Integer.toHexString(targetPiece.getCoordinates()) + " !!!");
client.buildRequest(game, SOCPlayingPiece.SETTLEMENT);
} else {
// We already tried to build this.
cancelWrongPiecePlacementLocal(whatWeWantToBuild);
// cancel sets whatWeWantToBuild = null;
}
break;
case SOCPlayingPiece.CITY:
waitingForGameState = true;
counter = 0;
expectPLACING_CITY = true;
whatWeWantToBuild = new SOCCity(ourPlayerData, targetPiece.getCoordinates(), null);
if (!whatWeWantToBuild.equals(whatWeFailedToBuild)) {
D.ebugPrintln("!!! BUILD REQUEST FOR A CITY " + Integer.toHexString(targetPiece.getCoordinates()) + " !!!");
client.buildRequest(game, SOCPlayingPiece.CITY);
} else {
// We already tried to build this.
cancelWrongPiecePlacementLocal(whatWeWantToBuild);
// cancel sets whatWeWantToBuild = null;
}
break;
case SOCPlayingPiece.SHIP:
waitingForGameState = true;
counter = 0;
expectPLACING_SHIP = true;
whatWeWantToBuild = new SOCShip(ourPlayerData, targetPiece.getCoordinates(), null);
if (!whatWeWantToBuild.equals(whatWeFailedToBuild)) {
System.err.println("L2733: " + ourPlayerData.getName() + ": !!! BUILD REQUEST FOR A SHIP AT " + Integer.toHexString(targetPiece.getCoordinates()) + " !!!");
D.ebugPrintln("!!! BUILD REQUEST FOR A SHIP AT " + Integer.toHexString(targetPiece.getCoordinates()) + " !!!");
client.buildRequest(game, SOCPlayingPiece.SHIP);
} else {
// We already tried to build this.
cancelWrongPiecePlacementLocal(whatWeWantToBuild);
// cancel sets whatWeWantToBuild = null;
}
break;
case SOCPossiblePiece.PICK_SPECIAL:
{
final SOCPossiblePickSpecialItem psi = (SOCPossiblePickSpecialItem) targetPiece;
waitingForPickSpecialItem = psi.typeKey;
// targetPiece isn't a SOCPlayingPiece
whatWeWantToBuild = null;
counter = 0;
client.pickSpecialItem(game, psi.typeKey, psi.gi, psi.pi);
}
break;
default:
// shouldn't occur: print for debugging
System.err.println(ourPlayerData.getName() + ": buildRequestPlannedPiece: Unknown piece type " + targetPiece.getType());
}
}
use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCRobotBrain method handlePUTPIECE_updateTrackers.
/**
* Handle a PUTPIECE for this game, by updating {@link SOCPlayerTracker}s.
* Also handles the "move piece to here" part of MOVEPIECE.
*<P>
* For initial placement of our own pieces, this method also checks
* and clears expectPUTPIECE_FROM_START1A, and sets expectSTART1B, etc.
* The final initial putpiece clears expectPUTPIECE_FROM_START2B and sets expectROLL_OR_CARD.
* As part of the PUTPIECE request, brain set those expectPUTPIECE flags in {@link #placeIfExpectPlacing()}.
*<P>
* For initial settlements, won't track here:
* Delay tracking until the corresponding road is placed,
* in {@link #handlePUTPIECE_updateGameData(SOCPutPiece)}.
* This prevents the need for tracker "undo" work if a human
* player changes their mind on where to place the settlement.
*
* @param pn Piece's player number
* @param coord Piece coordinate
* @param pieceType Piece type, as in {@link SOCPlayingPiece#SETTLEMENT}
* @since 1.1.08
*/
private void handlePUTPIECE_updateTrackers(final int pn, final int coord, final int pieceType) {
switch(pieceType) {
case SOCPlayingPiece.ROAD:
SOCRoad newRoad = new SOCRoad(game.getPlayer(pn), coord, null);
trackNewRoadOrShip(newRoad, false);
break;
case SOCPlayingPiece.SETTLEMENT:
SOCPlayer newSettlementPl = game.getPlayer(pn);
SOCSettlement newSettlement = new SOCSettlement(newSettlementPl, coord, null);
if ((game.getGameState() == SOCGame.START1B) || (game.getGameState() == SOCGame.START2B) || (game.getGameState() == SOCGame.START3B)) {
// Track it soon, after the road is placed
// (in handlePUTPIECE_updateGameData)
// but not yet, in case player cancels placement.
SOCPlayerTracker tr = playerTrackers.get(Integer.valueOf(newSettlementPl.getPlayerNumber()));
tr.setPendingInitSettlement(newSettlement);
} else {
// Track it now
trackNewSettlement(newSettlement, false);
}
break;
case SOCPlayingPiece.CITY:
SOCCity newCity = new SOCCity(game.getPlayer(pn), coord, null);
trackNewCity(newCity, false);
break;
case SOCPlayingPiece.SHIP:
SOCShip newShip = new SOCShip(game.getPlayer(pn), coord, null);
trackNewRoadOrShip(newShip, false);
break;
case SOCPlayingPiece.VILLAGE:
// <--- Early return: Piece is part of board initial layout, not tracked player info ---
return;
}
if (D.ebugOn) {
SOCPlayerTracker.playerTrackersDebug(playerTrackers);
}
if (pn != ourPlayerNumber) {
// <---- Not our piece ----
return;
}
if (expectPUTPIECE_FROM_START1A && (pieceType == SOCPlayingPiece.SETTLEMENT) && (coord == ourPlayerData.getLastSettlementCoord())) {
expectPUTPIECE_FROM_START1A = false;
expectSTART1B = true;
}
if (expectPUTPIECE_FROM_START1B && ((pieceType == SOCPlayingPiece.ROAD) || (pieceType == SOCPlayingPiece.SHIP)) && (coord == ourPlayerData.getLastRoadCoord())) {
expectPUTPIECE_FROM_START1B = false;
expectSTART2A = true;
}
if (expectPUTPIECE_FROM_START2A && (pieceType == SOCPlayingPiece.SETTLEMENT) && (coord == ourPlayerData.getLastSettlementCoord())) {
expectPUTPIECE_FROM_START2A = false;
expectSTART2B = true;
}
if (expectPUTPIECE_FROM_START2B && ((pieceType == SOCPlayingPiece.ROAD) || (pieceType == SOCPlayingPiece.SHIP)) && (coord == ourPlayerData.getLastRoadCoord())) {
expectPUTPIECE_FROM_START2B = false;
if (!game.isGameOptionSet(SOCGameOption.K_SC_3IP))
// wait for regular game play to start; other players might still place first
expectROLL_OR_CARD = true;
else
expectSTART3A = true;
}
if (expectPUTPIECE_FROM_START3A && (pieceType == SOCPlayingPiece.SETTLEMENT) && (coord == ourPlayerData.getLastSettlementCoord())) {
expectPUTPIECE_FROM_START3A = false;
expectSTART3B = true;
}
if (expectPUTPIECE_FROM_START3B && ((pieceType == SOCPlayingPiece.ROAD) || (pieceType == SOCPlayingPiece.SHIP)) && (coord == ourPlayerData.getLastRoadCoord())) {
expectPUTPIECE_FROM_START3B = false;
expectROLL_OR_CARD = true;
}
}
use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCRobotBrain method cancelWrongPiecePlacement.
/**
* We've asked for an illegal piece placement.
* Cancel and invalidate this planned piece, make a new plan.
* If {@link SOCGame#isSpecialBuilding()}, will set variables to
* force the end of our special building turn.
* Also handles illegal requests to buy development cards
* (piece type -2 in {@link SOCCancelBuildRequest}).
*<P>
* Must update game data by calling {@link SOCGame#setGameState(int)} before calling this method.
*<P>
* This method increments {@link #failedBuildingAttempts},
* but won't leave the game if we've failed too many times.
* The brain's run loop should make that decision.
*<UL>
* <LI> If {@link SOCGame#getGameState()} is {@link SOCGame#PLAY1},
* server likely denied us due to resources, not due to building plan
* being interrupted by another player's building before our special building phase.
* (Could also be due to a bug in the chosen building plan.)
* Will clear our building plan so we'll make a new one.
* <LI> In other gamestates, assumes requested piece placement location was illegal.
* Will call {@link #cancelWrongPiecePlacementLocal(SOCPlayingPiece)}
* so we don't try again to build there.
* <LI> Either way, sends a {@link CancelBuildRequest} message to the server.
*</UL>
*
* @param mes Cancel message from server, including piece type
*/
protected void cancelWrongPiecePlacement(SOCCancelBuildRequest mes) {
// == -2
final boolean cancelBuyDevCard = (mes.getPieceType() == SOCPossiblePiece.CARD);
if (cancelBuyDevCard) {
waitingForDevCard = false;
} else {
whatWeFailedToBuild = whatWeWantToBuild;
++failedBuildingAttempts;
}
waitingForGameState = false;
final int gameState = game.getGameState();
/**
* if true, server likely denied us due to resources, not due to building plan
* being interrupted by another player's building before our special building phase.
* (Could also be due to a bug in the chosen building plan.)
*/
final boolean gameStateIsPLAY1 = (gameState == SOCGame.PLAY1);
if (!(gameStateIsPLAY1 || cancelBuyDevCard)) {
int coord = -1;
switch(gameState) {
case SOCGame.START1A:
case SOCGame.START1B:
case SOCGame.START2A:
case SOCGame.START2B:
case SOCGame.START3A:
case SOCGame.START3B:
coord = lastStartingPieceCoord;
break;
default:
if (whatWeWantToBuild != null)
coord = whatWeWantToBuild.getCoordinates();
}
if (coord != -1) {
SOCPlayingPiece cancelPiece;
/**
* First, invalidate that piece in trackers, so we don't try again to
* build it. If we treat it like another player's new placement, we
* can remove any of our planned pieces depending on this one.
*/
switch(mes.getPieceType()) {
case SOCPlayingPiece.ROAD:
cancelPiece = new SOCRoad(dummyCancelPlayerData, coord, null);
break;
case SOCPlayingPiece.SETTLEMENT:
cancelPiece = new SOCSettlement(dummyCancelPlayerData, coord, null);
break;
case SOCPlayingPiece.CITY:
cancelPiece = new SOCCity(dummyCancelPlayerData, coord, null);
break;
case SOCPlayingPiece.SHIP:
cancelPiece = new SOCShip(dummyCancelPlayerData, coord, null);
break;
default:
// To satisfy javac
cancelPiece = null;
}
cancelWrongPiecePlacementLocal(cancelPiece);
}
} else {
/**
* stop trying to build it now, but don't prevent
* us from trying later to build it.
*/
whatWeWantToBuild = null;
buildingPlan.clear();
}
if (gameStateIsPLAY1 || game.isSpecialBuilding()) {
// Shouldn't have asked to build this piece at this time.
// End our confusion by ending our current turn. Can re-plan on next turn.
failedBuildingAttempts = MAX_DENIED_BUILDING_PER_TURN;
expectPLACING_ROAD = false;
expectPLACING_SETTLEMENT = false;
expectPLACING_CITY = false;
expectPLACING_SHIP = false;
decidedIfSpecialBuild = true;
if (!cancelBuyDevCard) {
// special building, currently in state PLACING_* ;
// get our resources back, get state PLAY1 or SPECIALBUILD
waitingForGameState = true;
expectPLAY1 = true;
client.cancelBuildRequest(game, mes.getPieceType());
}
} else if (gameState <= SOCGame.START3B) {
switch(gameState) {
case SOCGame.START1A:
expectPUTPIECE_FROM_START1A = false;
expectSTART1A = true;
break;
case SOCGame.START1B:
expectPUTPIECE_FROM_START1B = false;
expectSTART1B = true;
break;
case SOCGame.START2A:
expectPUTPIECE_FROM_START2A = false;
expectSTART2A = true;
break;
case SOCGame.START2B:
expectPUTPIECE_FROM_START2B = false;
expectSTART2B = true;
break;
case SOCGame.START3A:
expectPUTPIECE_FROM_START3A = false;
expectSTART3A = true;
break;
case SOCGame.START3B:
expectPUTPIECE_FROM_START3B = false;
expectSTART3B = true;
break;
}
// The run loop will check if failedBuildingAttempts > (2 * MAX_DENIED_BUILDING_PER_TURN).
// This bot will leave the game there if it can't recover.
} else {
expectPLAY1 = true;
waitingForGameState = true;
counter = 0;
client.cancelBuildRequest(game, mes.getPieceType());
// Now wait for the play1 message, then can re-plan another piece.
}
}
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