use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCPlayerInterface method updateAtPutPiece.
/**
* Handle updates after putting a piece on the board,
* or moving a ship that was already placed.
* Place or move the piece within our {@link SOCGame}
* and visually on our {@link SOCBoardPanel}.
*
* @param mesPn The piece's player number
* @param coord The piece's coordinate. If <tt>isMove</tt>, the coordinate to move <em>from</em>.
* @param pieceType Piece type, like {@link SOCPlayingPiece#CITY}
* @param isMove If true, it's a move, not a new placement; valid only for ships.
* @param moveToCoord If <tt>isMove</tt>, the coordinate to move <em>to</em>. Otherwise ignored.
*
* @see #updateAtPiecesChanged()
* @since 2.0.00
*/
public void updateAtPutPiece(final int mesPn, final int coord, final int pieceType, final boolean isMove, final int moveToCoord) {
// TODO consider more effic way for flushBoardLayoutAndRepaint, without the =null
final SOCPlayer pl = (pieceType != SOCPlayingPiece.VILLAGE) ? game.getPlayer(mesPn) : null;
final SOCPlayer oldLongestRoadPlayer = game.getPlayerWithLongestRoad();
final SOCHandPanel mesHp = (pieceType != SOCPlayingPiece.VILLAGE) ? getPlayerHandPanel(mesPn) : null;
final boolean[] debugShowPotentials = boardPanel.debugShowPotentials;
final SOCPlayingPiece pp;
switch(pieceType) {
case SOCPlayingPiece.ROAD:
pp = new SOCRoad(pl, coord, null);
game.putPiece(pp);
mesHp.updateValue(PlayerClientListener.UpdateType.Road);
if (debugShowPotentials[4] || debugShowPotentials[5] || debugShowPotentials[7])
boardPanel.flushBoardLayoutAndRepaint();
break;
case SOCPlayingPiece.SETTLEMENT:
pp = new SOCSettlement(pl, coord, null);
game.putPiece(pp);
mesHp.updateValue(PlayerClientListener.UpdateType.Settlement);
/**
* if this is the second initial settlement, then update the resource display
*/
mesHp.updateValue(PlayerClientListener.UpdateType.ResourceTotalAndDetails);
if (debugShowPotentials[4] || debugShowPotentials[5] || debugShowPotentials[7] || debugShowPotentials[6])
boardPanel.flushBoardLayoutAndRepaint();
break;
case SOCPlayingPiece.CITY:
pp = new SOCCity(pl, coord, null);
game.putPiece(pp);
mesHp.updateValue(PlayerClientListener.UpdateType.Settlement);
mesHp.updateValue(PlayerClientListener.UpdateType.City);
if (debugShowPotentials[4] || debugShowPotentials[5] || debugShowPotentials[7] || debugShowPotentials[6])
boardPanel.flushBoardLayoutAndRepaint();
break;
case SOCPlayingPiece.SHIP:
pp = new SOCShip(pl, coord, null);
if (!isMove) {
game.putPiece(pp);
mesHp.updateValue(PlayerClientListener.UpdateType.Ship);
} else {
game.moveShip((SOCShip) pp, moveToCoord);
if (mesHp == clientHand)
// just in case; it probably wasn't enabled
mesHp.disableBankUndoButton();
}
if (debugShowPotentials[4] || debugShowPotentials[5] || debugShowPotentials[7])
boardPanel.flushBoardLayoutAndRepaint();
break;
case SOCPlayingPiece.VILLAGE:
// no need to refresh boardPanel after receiving each village
pp = new SOCVillage(coord, game.getBoard());
game.putPiece(pp);
// <--- Early return: Piece is part of board initial layout, not player info ---
return;
case SOCPlayingPiece.FORTRESS:
pp = new SOCFortress(pl, coord, game.getBoard());
game.putPiece(pp);
// <--- Early return: Piece is part of board initial layout, not added during game ---
return;
default:
chatPrintDebug("* Unknown piece type " + pieceType + " at coord 0x" + Integer.toHexString(coord));
// <--- Early return ---
return;
}
mesHp.updateValue(PlayerClientListener.UpdateType.VictoryPoints);
boardPanel.repaint();
buildingPanel.updateButtonStatus();
if (game.isDebugFreePlacement() && game.isInitialPlacement())
// update here, since gamestate doesn't change to trigger update
boardPanel.updateMode();
if (hasCalledBegan && (game.getGameState() >= SOCGame.START1A))
playSound(SOUND_PUT_PIECE);
/**
* Check for and announce change in longest road; update all players' victory points.
*/
SOCPlayer newLongestRoadPlayer = game.getPlayerWithLongestRoad();
if (newLongestRoadPlayer != oldLongestRoadPlayer) {
updateLongestLargest(true, oldLongestRoadPlayer, newLongestRoadPlayer);
}
}
use of soc.game.SOCCity in project JSettlers2 by jdmonin.
the class SOCDisplaylessPlayerClient method handlePUTPIECE.
/**
* handle the "put piece" message
*<P>
* This method is public static for access by
* {@code SOCRobotBrain.handlePUTPIECE_updateGameData(SOCPutPiece)}.
* @param mes the message
* @param ga Message's game from {@link SOCPutPiece#getGame()}; if {@code null}, message is ignored
*/
public static void handlePUTPIECE(final SOCPutPiece mes, SOCGame ga) {
if (ga != null) {
final int pieceType = mes.getPieceType();
final int coord = mes.getCoordinates();
final SOCPlayer pl = (pieceType != SOCPlayingPiece.VILLAGE) ? ga.getPlayer(mes.getPlayerNumber()) : null;
switch(pieceType) {
case SOCPlayingPiece.ROAD:
ga.putPiece(new SOCRoad(pl, coord, null));
break;
case SOCPlayingPiece.SETTLEMENT:
ga.putPiece(new SOCSettlement(pl, coord, null));
break;
case SOCPlayingPiece.CITY:
ga.putPiece(new SOCCity(pl, coord, null));
break;
case SOCPlayingPiece.SHIP:
ga.putPiece(new SOCShip(pl, coord, null));
break;
case SOCPlayingPiece.FORTRESS:
ga.putPiece(new SOCFortress(pl, coord, ga.getBoard()));
break;
case SOCPlayingPiece.VILLAGE:
ga.putPiece(new SOCVillage(coord, ga.getBoard()));
break;
default:
System.err.println("Displayless.handlePUTPIECE: game " + ga.getName() + ": Unknown pieceType " + pieceType);
}
}
}
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