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Example 1 with SOCInventoryItem

use of soc.game.SOCInventoryItem in project JSettlers2 by jdmonin.

the class SOCGameMessageHandler method handleINVENTORYITEMACTION.

// / Inventory Items and Special Items ///
/**
 * Special inventory item action (play request) from a player.
 * Ignored unless {@link SOCInventoryItemAction#action mes.action} == {@link SOCInventoryItemAction#PLAY PLAY}.
 * Calls {@link SOCGame#canPlayInventoryItem(int, int)}, {@link SOCGame#playInventoryItem(int)}.
 * If game state changes here, calls {@link SOCGameHandler#sendGameState(SOCGame)} just before returning.
 *
 * @param ga  game with {@code c} as a client player
 * @param c  the connection sending the message
 * @param mes  the message
 */
private void handleINVENTORYITEMACTION(SOCGame ga, Connection c, final SOCInventoryItemAction mes) {
    if (mes.action != SOCInventoryItemAction.PLAY)
        return;
    final String gaName = ga.getName();
    SOCPlayer clientPl = ga.getPlayer(c.getData());
    if (clientPl == null)
        return;
    final int pn = clientPl.getPlayerNumber();
    final int replyCannot = ga.canPlayInventoryItem(pn, mes.itemType);
    if (replyCannot != 0) {
        srv.messageToPlayer(c, new SOCInventoryItemAction(gaName, -1, SOCInventoryItemAction.CANNOT_PLAY, mes.itemType, replyCannot));
        return;
    }
    final int oldGameState = ga.getGameState();
    // <--- Play the item ---
    final SOCInventoryItem item = ga.playInventoryItem(mes.itemType);
    if (item == null) {
        // Wasn't able to play.  Assume canPlay was recently called and returned OK; the most
        // volatile of its conditions is player's inventory, so assume that's what changed.
        srv.messageToPlayer(c, new SOCInventoryItemAction(gaName, -1, SOCInventoryItemAction.CANNOT_PLAY, mes.itemType, // 1 == item not in inventory
        1));
        return;
    }
    // Item played.  Announce play and removal (or keep) from player's inventory.
    // Announce game state if changed.
    srv.messageToGame(gaName, new SOCInventoryItemAction(gaName, pn, SOCInventoryItemAction.PLAYED, item.itype, item.isKept(), item.isVPItem(), item.canCancelPlay));
    final int gstate = ga.getGameState();
    if (gstate != oldGameState)
        handler.sendGameState(ga);
}
Also used : SOCInventoryItem(soc.game.SOCInventoryItem) SOCPlayer(soc.game.SOCPlayer)

Example 2 with SOCInventoryItem

use of soc.game.SOCInventoryItem in project JSettlers2 by jdmonin.

the class SOCRobotBrain method run.

/**
 * Here is the run method.  Just keep receiving game events
 * through {@link #gameEventQ} and deal with each one.
 * Remember that we're sent a {@link SOCTimingPing} event once per second,
 * incrementing {@link #counter}.  That allows the bot to wait a certain
 * time for other players before it decides whether to do something.
 *<P>
 * Nearly all bot actions start in this method; the overview of bot structures
 * is in the {@link SOCRobotBrain class javadoc} for prominence.
 * See comments within <tt>run()</tt> for minor details.
 *<P>
 * The brain thread will run until {@link #kill()} has been called or its pinger stops,
 * or it receives a {@link SOCMessage#ROBOTDISMISS} request to exit the game.
 */
@Override
public void run() {
    // Thread name for debug
    try {
        Thread.currentThread().setName("robotBrain-" + client.getNickname() + "-" + game.getName());
    } catch (Throwable th) {
    }
    if (pinger != null) {
        pinger.start();
        while (alive) {
            try {
                // Sleeps until message received
                final SOCMessage mes = gameEventQ.get();
                final int mesType;
                if (mes != null) {
                    // Debug aid: When looking at message contents or setting a per-message breakpoint,
                    // skip the pings; note (mesType != SOCMessage.TIMINGPING) here.
                    mesType = mes.getType();
                    if (mesType != SOCMessage.TIMINGPING)
                        turnEventsCurrent.addElement(mes);
                    if (D.ebugOn)
                        D.ebugPrintln("mes - " + mes);
                } else {
                    mesType = -1;
                }
                if (waitingForTradeMsg && (counter > 10)) {
                    waitingForTradeMsg = false;
                    counter = 0;
                }
                if (waitingForTradeResponse && (counter > 100)) {
                    // Remember other players' responses, call client.clearOffer,
                    // clear waitingForTradeResponse and counter.
                    tradeStopWaitingClearOffer();
                }
                if (waitingForGameState && (counter > 10000)) {
                    // D.ebugPrintln("counter = "+counter);
                    // D.ebugPrintln("RESEND");
                    counter = 0;
                    client.resend();
                }
                if (mesType == SOCMessage.GAMESTATE) {
                    handleGAMESTATE(((SOCGameState) mes).getState());
                // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                } else if (mesType == SOCMessage.STARTGAME) {
                    handleGAMESTATE(((SOCStartGame) mes).getGameState());
                // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                } else if (mesType == SOCMessage.TURN) {
                    // Start of a new player's turn.
                    // Update game and reset most of our state fields.
                    // See also below: if ((mesType == SOCMessage.TURN) && ourTurn).
                    handleGAMESTATE(((SOCTurn) mes).getGameState());
                    // clears waitingForGameState, updates oldGameState, calls ga.setGameState
                    game.setCurrentPlayerNumber(((SOCTurn) mes).getPlayerNumber());
                    game.updateAtTurn();
                    // 
                    // remove any expected states
                    // 
                    expectROLL_OR_CARD = false;
                    expectPLAY1 = false;
                    expectPLACING_ROAD = false;
                    expectPLACING_SETTLEMENT = false;
                    expectPLACING_CITY = false;
                    expectPLACING_SHIP = false;
                    expectPLACING_ROBBER = false;
                    expectPLACING_FREE_ROAD1 = false;
                    expectPLACING_FREE_ROAD2 = false;
                    expectPLACING_INV_ITEM = false;
                    expectDICERESULT = false;
                    expectDISCARD = false;
                    expectMOVEROBBER = false;
                    expectWAITING_FOR_DISCOVERY = false;
                    expectWAITING_FOR_MONOPOLY = false;
                    // 
                    if (robotParameters.getTradeFlag() == 1) {
                        doneTrading = false;
                    } else {
                        doneTrading = true;
                    }
                    waitingForTradeMsg = false;
                    waitingForTradeResponse = false;
                    negotiator.resetIsSelling();
                    negotiator.resetOffersMade();
                    waitingForPickSpecialItem = null;
                    waitingForSC_PIRI_FortressRequest = false;
                    // 
                    // check or reset any special-building-phase decisions
                    // 
                    decidedIfSpecialBuild = false;
                    if (game.getGameState() == SOCGame.SPECIAL_BUILDING) {
                        if (waitingForSpecialBuild && !buildingPlan.isEmpty()) {
                        // Keep the building plan.
                        // Will ask during loop body to build.
                        } else {
                        // We have no plan, but will call planBuilding()
                        // during the loop body.  If buildingPlan still empty,
                        // bottom of loop will end our Special Building turn,
                        // just as it would in gamestate PLAY1.  Otherwise,
                        // will ask to build after planBuilding.
                        }
                    } else {
                        // 
                        // reset any plans we had
                        // 
                        buildingPlan.clear();
                    }
                    negotiator.resetTargetPieces();
                    // 
                    // swap the message-history queues
                    // 
                    {
                        Vector<SOCMessage> oldPrev = turnEventsPrev;
                        turnEventsPrev = turnEventsCurrent;
                        oldPrev.clear();
                        turnEventsCurrent = oldPrev;
                    }
                    turnExceptionCount = 0;
                }
                if (game.getCurrentPlayerNumber() == ourPlayerNumber) {
                    ourTurn = true;
                    waitingForSpecialBuild = false;
                } else {
                    ourTurn = false;
                }
                if ((mesType == SOCMessage.TURN) && ourTurn) {
                    waitingForOurTurn = false;
                    // Clear some per-turn variables.
                    // For others, see above: if (mesType == SOCMessage.TURN)
                    whatWeFailedToBuild = null;
                    failedBuildingAttempts = 0;
                    rejectedPlayDevCardType = -1;
                    rejectedPlayInvItem = null;
                }
                /**
                 * Handle some message types early.
                 *
                 * When reading the main flow of this method, skip past here;
                 * search for "it's time to decide to build or take other normal actions".
                 */
                switch(mesType) {
                    case SOCMessage.PLAYERELEMENT:
                        // If this during the ROLL_OR_CARD state, also updates the
                        // negotiator's is-selling flags.
                        // If our player is losing a resource needed for the buildingPlan,
                        // clear the plan if this is for the Special Building Phase (on the 6-player board).
                        // In normal game play, we clear the building plan at the start of each turn.
                        handlePLAYERELEMENT((SOCPlayerElement) mes);
                        break;
                    case SOCMessage.PLAYERELEMENTS:
                        // Multiple PLAYERELEMENT updates;
                        // see comment above for actions taken.
                        handlePLAYERELEMENTS((SOCPlayerElements) mes);
                        break;
                    case SOCMessage.RESOURCECOUNT:
                        handlePLAYERELEMENT(null, ((SOCResourceCount) mes).getPlayerNumber(), SOCPlayerElement.SET, SOCPlayerElement.RESOURCE_COUNT, ((SOCResourceCount) mes).getCount());
                        break;
                    case SOCMessage.DICERESULT:
                        game.setCurrentDice(((SOCDiceResult) mes).getResult());
                        break;
                    case SOCMessage.PUTPIECE:
                        handlePUTPIECE_updateGameData((SOCPutPiece) mes);
                        // For initial roads, also tracks their initial settlement in SOCPlayerTracker.
                        break;
                    case SOCMessage.MOVEPIECE:
                        {
                            SOCMovePiece mpm = (SOCMovePiece) mes;
                            SOCShip sh = new SOCShip(game.getPlayer(mpm.getPlayerNumber()), mpm.getFromCoord(), null);
                            game.moveShip(sh, mpm.getToCoord());
                        }
                        break;
                    case SOCMessage.CANCELBUILDREQUEST:
                        handleCANCELBUILDREQUEST((SOCCancelBuildRequest) mes);
                        break;
                    case SOCMessage.MOVEROBBER:
                        {
                            // 
                            // Note: Don't call ga.moveRobber() because that will call the
                            // functions to do the stealing.  We just want to set where
                            // the robber moved, without seeing if something was stolen.
                            // MOVEROBBER will be followed by PLAYERELEMENT messages to
                            // report the gain/loss of resources.
                            // 
                            moveRobberOnSeven = false;
                            final int newHex = ((SOCMoveRobber) mes).getCoordinates();
                            if (newHex >= 0)
                                game.getBoard().setRobberHex(newHex, true);
                            else
                                ((SOCBoardLarge) game.getBoard()).setPirateHex(-newHex, true);
                        }
                        break;
                    case SOCMessage.MAKEOFFER:
                        if (robotParameters.getTradeFlag() == 1)
                            handleMAKEOFFER((SOCMakeOffer) mes);
                        break;
                    case SOCMessage.CLEAROFFER:
                        if (robotParameters.getTradeFlag() == 1) {
                            final int pn = ((SOCClearOffer) mes).getPlayerNumber();
                            if (pn != -1) {
                                game.getPlayer(pn).setCurrentOffer(null);
                            } else {
                                for (int i = 0; i < game.maxPlayers; ++i) game.getPlayer(i).setCurrentOffer(null);
                            }
                        }
                        break;
                    case SOCMessage.ACCEPTOFFER:
                        if (waitingForTradeResponse && (robotParameters.getTradeFlag() == 1)) {
                            if ((ourPlayerNumber == (((SOCAcceptOffer) mes).getOfferingNumber())) || (ourPlayerNumber == ((SOCAcceptOffer) mes).getAcceptingNumber())) {
                                waitingForTradeResponse = false;
                            }
                        }
                        break;
                    case SOCMessage.REJECTOFFER:
                        if (robotParameters.getTradeFlag() == 1)
                            handleREJECTOFFER((SOCRejectOffer) mes);
                        break;
                    case SOCMessage.DEVCARDACTION:
                        {
                            SOCDevCardAction dcMes = (SOCDevCardAction) mes;
                            if (dcMes.getAction() != SOCDevCardAction.CANNOT_PLAY) {
                                handleDEVCARDACTION(dcMes);
                            } else {
                                // rejected by server, can't play our requested card
                                rejectedPlayDevCardType = dcMes.getCardType();
                                waitingForGameState = false;
                                expectPLACING_FREE_ROAD1 = false;
                                expectWAITING_FOR_DISCOVERY = false;
                                expectWAITING_FOR_MONOPOLY = false;
                                expectPLACING_ROBBER = false;
                            }
                        }
                        break;
                    case SOCMessage.SIMPLEREQUEST:
                        if (ourTurn && waitingForSC_PIRI_FortressRequest) {
                            final SOCSimpleRequest rqMes = (SOCSimpleRequest) mes;
                            if ((rqMes.getRequestType() == SOCSimpleRequest.SC_PIRI_FORT_ATTACK) && (rqMes.getPlayerNumber() == -1)) {
                                // Attack request was denied: End our turn now.
                                // Reset method sets waitingForGameState, which will bypass
                                // any further actions in the run() loop body.
                                waitingForSC_PIRI_FortressRequest = false;
                                resetFieldsAtEndTurn();
                                client.endTurn(game);
                            }
                        // else, from another player; we can ignore it
                        }
                        break;
                    case SOCMessage.SIMPLEACTION:
                        switch(((SOCSimpleAction) mes).getActionType()) {
                            case SOCSimpleAction.SC_PIRI_FORT_ATTACK_RESULT:
                                if (ourTurn && waitingForSC_PIRI_FortressRequest) {
                                    // Our player has won or lost an attack on a pirate fortress.
                                    // When we receive this message, other messages have already
                                    // been sent to update related game state. End our turn now.
                                    // Reset method sets waitingForGameState, which will bypass
                                    // any further actions in the run() loop body.
                                    waitingForSC_PIRI_FortressRequest = false;
                                    resetFieldsAtEndTurn();
                                // client.endTurn not needed; making the attack implies sending endTurn
                                }
                                break;
                        }
                        break;
                    case SOCMessage.INVENTORYITEMACTION:
                        if (((SOCInventoryItemAction) mes).action == SOCInventoryItemAction.CANNOT_PLAY) {
                            final List<SOCInventoryItem> itms = ourPlayerData.getInventory().getByStateAndType(SOCInventory.PLAYABLE, ((SOCInventoryItemAction) mes).itemType);
                            if (itms != null)
                                // any item of same type# is similar enough here
                                rejectedPlayInvItem = itms.get(0);
                            waitingForGameState = false;
                            // in case was rejected placement (SC_FTRI gift port, etc)
                            expectPLACING_INV_ITEM = false;
                        }
                        break;
                }
                // switch(mesType)
                debugInfo();
                if ((game.getGameState() == SOCGame.ROLL_OR_CARD) && !waitingForGameState) {
                    rollOrPlayKnightOrExpectDice();
                // On our turn, ask client to roll dice or play a knight;
                // on other turns, update flags to expect dice result.
                // Clears expectROLL_OR_CARD to false.
                // Sets either expectDICERESULT, or expectPLACING_ROBBER and waitingForGameState.
                }
                if (ourTurn && (game.getGameState() == SOCGame.WAITING_FOR_ROBBER_OR_PIRATE) && !waitingForGameState) {
                    // TODO handle moving the pirate too
                    // For now, always decide to move the robber.
                    // Once we move the robber, will also need to deal with state WAITING_FOR_ROB_CLOTH_OR_RESOURCE.
                    expectPLACING_ROBBER = true;
                    waitingForGameState = true;
                    counter = 0;
                    client.choosePlayer(game, SOCChoosePlayer.CHOICE_MOVE_ROBBER);
                    pause(200);
                } else if ((game.getGameState() == SOCGame.PLACING_ROBBER) && !waitingForGameState) {
                    expectPLACING_ROBBER = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!((expectROLL_OR_CARD || expectPLAY1) && (counter < 4000))) {
                            if (moveRobberOnSeven) {
                                // robber moved because 7 rolled on dice
                                moveRobberOnSeven = false;
                                waitingForGameState = true;
                                counter = 0;
                                expectPLAY1 = true;
                            } else {
                                waitingForGameState = true;
                                counter = 0;
                                if (oldGameState == SOCGame.ROLL_OR_CARD) {
                                    // robber moved from playing knight card before dice roll
                                    expectROLL_OR_CARD = true;
                                } else if (oldGameState == SOCGame.PLAY1) {
                                    // robber moved from playing knight card after dice roll
                                    expectPLAY1 = true;
                                }
                            }
                            counter = 0;
                            moveRobber();
                        }
                    }
                }
                if ((game.getGameState() == SOCGame.WAITING_FOR_DISCOVERY) && !waitingForGameState) {
                    expectWAITING_FOR_DISCOVERY = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectPLAY1) && (counter < 4000)) {
                            waitingForGameState = true;
                            expectPLAY1 = true;
                            counter = 0;
                            client.pickResources(game, resourceChoices);
                            pause(1500);
                        }
                    }
                }
                if ((game.getGameState() == SOCGame.WAITING_FOR_MONOPOLY) && !waitingForGameState) {
                    expectWAITING_FOR_MONOPOLY = false;
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectPLAY1) && (counter < 4000)) {
                            waitingForGameState = true;
                            expectPLAY1 = true;
                            counter = 0;
                            client.pickResourceType(game, monopolyStrategy.getMonopolyChoice());
                            pause(1500);
                        }
                    }
                }
                if (ourTurn && (!waitingForOurTurn) && (game.getGameState() == SOCGame.PLACING_INV_ITEM) && (!waitingForGameState)) {
                    // choose and send a placement location
                    planAndPlaceInvItem();
                }
                if (waitingForTradeMsg && (mesType == SOCMessage.BANKTRADE) && (((SOCBankTrade) mes).getPlayerNumber() == ourPlayerNumber)) {
                    // 
                    // This is the bank/port trade confirmation announcement we've been waiting for
                    // 
                    waitingForTradeMsg = false;
                }
                if (waitingForDevCard && (mesType == SOCMessage.SIMPLEACTION) && (((SOCSimpleAction) mes).getPlayerNumber() == ourPlayerNumber) && (((SOCSimpleAction) mes).getActionType() == SOCSimpleAction.DEVCARD_BOUGHT)) {
                    // 
                    // This is the "dev card bought" message we've been waiting for
                    // 
                    waitingForDevCard = false;
                }
                /**
                 * Planning: If our turn and not waiting for something,
                 * it's time to decide to build or take other normal actions.
                 */
                if (((game.getGameState() == SOCGame.PLAY1) || (game.getGameState() == SOCGame.SPECIAL_BUILDING)) && !(waitingForGameState || waitingForTradeMsg || waitingForTradeResponse || waitingForDevCard || expectPLACING_ROAD || expectPLACING_SETTLEMENT || expectPLACING_CITY || expectPLACING_SHIP || expectPLACING_FREE_ROAD1 || expectPLACING_FREE_ROAD2 || expectPLACING_ROBBER || expectWAITING_FOR_DISCOVERY || expectWAITING_FOR_MONOPOLY || waitingForSC_PIRI_FortressRequest || (waitingForPickSpecialItem != null))) {
                    expectPLAY1 = false;
                    // during other players' turns.
                    if ((!ourTurn) && waitingForOurTurn && gameIs6Player && (!decidedIfSpecialBuild) && (!expectPLACING_ROBBER)) {
                        decidedIfSpecialBuild = true;
                        if (buildingPlan.empty() && (ourPlayerData.getResources().getTotal() > 1) && (failedBuildingAttempts < MAX_DENIED_BUILDING_PER_TURN)) {
                            planBuilding();
                            if (!buildingPlan.empty()) {
                                // If we have the resources right now, ask to Special Build
                                final SOCPossiblePiece targetPiece = buildingPlan.peek();
                                final SOCResourceSet targetResources = targetPiece.getResourcesToBuild();
                                if ((ourPlayerData.getResources().contains(targetResources))) {
                                    // Ask server for the Special Building Phase.
                                    // (TODO) if FAST_STRATEGY: Maybe randomly don't ask, to lower opponent difficulty?
                                    waitingForSpecialBuild = true;
                                    client.buildRequest(game, -1);
                                    pause(100);
                                }
                            }
                        }
                    }
                    if ((!waitingForOurTurn) && ourTurn) {
                        if (!(expectROLL_OR_CARD && (counter < 4000))) {
                            counter = 0;
                            // D.ebugPrintln("DOING PLAY1");
                            if (D.ebugOn) {
                                client.sendText(game, "================================");
                                // for each player in game:
                                // sendText and debug-prn game.getPlayer(i).getResources()
                                printResources();
                            }
                            /**
                             * if we haven't played a dev card yet,
                             * and we have a knight, and we can get
                             * largest army, play the knight.
                             * If we're in SPECIAL_BUILDING (not PLAY1),
                             * can't trade or play development cards.
                             *
                             * In scenario _SC_PIRI (which has no robber and
                             * no largest army), play one whenever we have
                             * it, someone else has resources, and we can
                             * convert a ship to a warship.
                             */
                            if ((game.getGameState() == SOCGame.PLAY1) && !ourPlayerData.hasPlayedDevCard()) {
                                // might set expectPLACING_ROBBER and waitingForGameState
                                playKnightCardIfShould();
                            }
                            /**
                             * make a plan if we don't have one,
                             * and if we haven't given up building
                             * attempts this turn.
                             */
                            if ((!expectPLACING_ROBBER) && buildingPlan.empty() && (ourPlayerData.getResources().getTotal() > 1) && (failedBuildingAttempts < MAX_DENIED_BUILDING_PER_TURN)) {
                                planBuilding();
                            /*
                                         * planBuilding takes these actions, sets buildingPlan and other fields
                                         * (see its javadoc):
                                         *
                                        decisionMaker.planStuff(robotParameters.getStrategyType());

                                        if (! buildingPlan.empty())
                                        {
                                            lastTarget = (SOCPossiblePiece) buildingPlan.peek();
                                            negotiator.setTargetPiece(ourPlayerNumber, buildingPlan.peek());
                                        }
                                         */
                            }
                            // D.ebugPrintln("DONE PLANNING");
                            if ((!expectPLACING_ROBBER) && (!buildingPlan.empty())) {
                                // Time to build something.
                                // Either ask to build a piece, or use trading or development
                                // cards to get resources to build it.  See javadoc for flags set
                                // (expectPLACING_ROAD, etc).  In a future iteration of the run loop
                                // with the expected PLACING_ state, we'll build whatWeWantToBuild
                                // in placeIfExpectPlacing().
                                buildOrGetResourceByTradeOrCard();
                            }
                            /**
                             * see if we're done with our turn
                             */
                            if (!(expectPLACING_SETTLEMENT || expectPLACING_FREE_ROAD1 || expectPLACING_FREE_ROAD2 || expectPLACING_ROAD || expectPLACING_CITY || expectPLACING_SHIP || expectWAITING_FOR_DISCOVERY || expectWAITING_FOR_MONOPOLY || expectPLACING_ROBBER || waitingForTradeMsg || waitingForTradeResponse || waitingForDevCard || waitingForGameState || (waitingForPickSpecialItem != null))) {
                                // Any last things for turn from game's scenario?
                                boolean scenActionTaken = false;
                                if (game.isGameOptionSet(SOCGameOption.K_SC_FTRI) || game.isGameOptionSet(SOCGameOption.K_SC_PIRI)) {
                                    // possibly attack pirate fortress
                                    // or place a gift port for better bank trades
                                    scenActionTaken = considerScenarioTurnFinalActions();
                                }
                                if (!scenActionTaken) {
                                    resetFieldsAtEndTurn();
                                    /*
                                             * These state fields are reset:
                                             *
                                            waitingForGameState = true;
                                            counter = 0;
                                            expectROLL_OR_CARD = true;
                                            waitingForOurTurn = true;

                                            doneTrading = (robotParameters.getTradeFlag() != 1);

                                            //D.ebugPrintln("!!! ENDING TURN !!!");
                                            negotiator.resetIsSelling();
                                            negotiator.resetOffersMade();
                                            buildingPlan.clear();
                                            negotiator.resetTargetPieces();
                                             */
                                    pause(1500);
                                    client.endTurn(game);
                                }
                            }
                        }
                    }
                }
                /**
                 * Placement: Make various putPiece calls; server has told us it's OK to buy them.
                 * Call client.putPiece.
                 * Works when it's our turn and we have an expect flag set
                 * (such as expectPLACING_SETTLEMENT, in these game states:
                 * START1A - START2B or - START3B
                 * PLACING_SETTLEMENT, PLACING_ROAD, PLACING_CITY
                 * PLACING_FREE_ROAD1, PLACING_FREE_ROAD2
                 */
                if (!waitingForGameState) {
                    placeIfExpectPlacing();
                }
                /**
                 * Handle various message types here at bottom of loop.
                 */
                switch(mesType) {
                    case SOCMessage.PUTPIECE:
                        /**
                         * this is for player tracking
                         *
                         * For initial placement of our own pieces, also checks
                         * and clears expectPUTPIECE_FROM_START1A,
                         * and sets expectSTART1B, etc.  The final initial putpiece
                         * clears expectPUTPIECE_FROM_START2B and sets expectROLL_OR_CARD.
                         */
                        {
                            final SOCPutPiece mpp = (SOCPutPiece) mes;
                            final int pn = mpp.getPlayerNumber();
                            final int coord = mpp.getCoordinates();
                            final int pieceType = mpp.getPieceType();
                            handlePUTPIECE_updateTrackers(pn, coord, pieceType);
                        }
                        break;
                    case SOCMessage.MOVEPIECE:
                        /**
                         * this is for player tracking of moved ships
                         */
                        {
                            final SOCMovePiece mpp = (SOCMovePiece) mes;
                            final int pn = mpp.getPlayerNumber();
                            final int coord = mpp.getToCoord();
                            final int pieceType = mpp.getPieceType();
                            // TODO what about getFromCoord()?
                            handlePUTPIECE_updateTrackers(pn, coord, pieceType);
                        }
                        break;
                    case SOCMessage.DICERESULT:
                        if (expectDICERESULT) {
                            expectDICERESULT = false;
                            if (((SOCDiceResult) mes).getResult() == 7) {
                                final boolean robWithoutRobber = game.isGameOptionSet(SOCGameOption.K_SC_PIRI);
                                if (!robWithoutRobber)
                                    moveRobberOnSeven = true;
                                if (ourPlayerData.getResources().getTotal() > 7)
                                    expectDISCARD = true;
                                else if (ourTurn) {
                                    if (!robWithoutRobber)
                                        expectPLACING_ROBBER = true;
                                    else
                                        expectPLAY1 = true;
                                }
                            } else {
                                expectPLAY1 = true;
                            }
                        }
                        break;
                    case SOCMessage.SIMPLEREQUEST:
                        // These messages can almost always be ignored by bots.
                        // Some request types are handled at the top of the loop body;
                        // search for SOCMessage.SIMPLEREQUEST
                        {
                            final SOCSimpleRequest rqMes = (SOCSimpleRequest) mes;
                            switch(rqMes.getRequestType()) {
                                case SOCSimpleRequest.PROMPT_PICK_RESOURCES:
                                    // gold hex
                                    counter = 0;
                                    pickFreeResources(rqMes.getValue1());
                                    waitingForGameState = true;
                                    if (game.isInitialPlacement()) {
                                        if (game.isGameOptionSet(SOCGameOption.K_SC_3IP))
                                            expectSTART3B = true;
                                        else
                                            expectSTART2B = true;
                                    } else {
                                        expectPLAY1 = true;
                                    }
                                    break;
                            }
                        }
                        break;
                    case SOCMessage.DISCARDREQUEST:
                        expectDISCARD = false;
                        // {
                        if ((game.getCurrentDice() == 7) && ourTurn) {
                            if (!game.isGameOptionSet(SOCGameOption.K_SC_PIRI))
                                expectPLACING_ROBBER = true;
                            else
                                expectPLAY1 = true;
                        } else {
                            expectPLAY1 = true;
                        }
                        counter = 0;
                        client.discard(game, DiscardStrategy.discard(((SOCDiscardRequest) mes).getNumberOfDiscards(), buildingPlan, rand, ourPlayerData, robotParameters, decisionMaker, negotiator));
                        // }
                        break;
                    case SOCMessage.CHOOSEPLAYERREQUEST:
                        {
                            final int choicePl = RobberStrategy.chooseRobberVictim(((SOCChoosePlayerRequest) mes).getChoices(), game, playerTrackers);
                            counter = 0;
                            client.choosePlayer(game, choicePl);
                        }
                        break;
                    case SOCMessage.CHOOSEPLAYER:
                        {
                            final int vpn = ((SOCChoosePlayer) mes).getChoice();
                            // Cloth is more valuable.
                            // TODO decide when we should choose resources instead
                            client.choosePlayer(game, -(vpn + 1));
                        }
                        break;
                    case SOCMessage.SETSPECIALITEM:
                        if (waitingForPickSpecialItem != null) {
                            final SOCSetSpecialItem siMes = (SOCSetSpecialItem) mes;
                            if (siMes.typeKey.equals(waitingForPickSpecialItem)) {
                                switch(siMes.op) {
                                    case SOCSetSpecialItem.OP_PICK:
                                        waitingForPickSpecialItem = null;
                                        // Any specific action needed? Not for SC_WOND.
                                        break;
                                    case SOCSetSpecialItem.OP_DECLINE:
                                        waitingForPickSpecialItem = null;
                                        // TODO how to prevent asking again? (similar to whatWeFailedtoBuild)
                                        break;
                                }
                            }
                        }
                        break;
                    case SOCMessage.ROBOTDISMISS:
                        if ((!expectDISCARD) && (!expectPLACING_ROBBER)) {
                            client.leaveGame(game, "dismiss msg", false, false);
                            alive = false;
                        }
                        break;
                    case SOCMessage.TIMINGPING:
                        // Once-per-second message from the pinger thread
                        counter++;
                        break;
                }
                if (ourTurn && (counter > 15000)) {
                    // We've been waiting too long, must be a bug: Leave the game.
                    // This is a fallback, server has SOCForceEndTurnThread which
                    // should have already taken action.
                    // Before v1.1.20, would leave game even during other (human) players' turns.
                    client.leaveGame(game, "counter 15000", true, false);
                    alive = false;
                }
                if ((failedBuildingAttempts > (2 * MAX_DENIED_BUILDING_PER_TURN)) && game.isInitialPlacement()) {
                    // Apparently can't decide where we can initially place:
                    // Leave the game.
                    client.leaveGame(game, "failedBuildingAttempts at start", true, false);
                    alive = false;
                }
                /*
                       if (D.ebugOn) {
                       if (mes != null) {
                       debugInfo();
                       D.ebugPrintln("~~~~~~~~~~~~~~~~");
                       }
                       }
                     */
                yield();
            } catch (Exception e) {
                // Print exception; ignore errors due to game reset in another thread
                if (alive && ((game == null) || (game.getGameState() != SOCGame.RESET_OLD))) {
                    // TODO end our turn if too many
                    ++turnExceptionCount;
                    String eMsg = (turnExceptionCount == 1) ? "*** Robot caught an exception - " + e : "*** Robot caught an exception (" + turnExceptionCount + " this turn) - " + e;
                    D.ebugPrintln(eMsg);
                    System.out.println(eMsg);
                    e.printStackTrace();
                }
            }
        }
    } else {
        System.out.println("AGG! NO PINGER!");
    }
    // D.ebugPrintln("STOPPING AND DEALLOCATING");
    gameEventQ = null;
    client.addCleanKill();
    client = null;
    game = null;
    ourPlayerData = null;
    dummyCancelPlayerData = null;
    whatWeWantToBuild = null;
    whatWeFailedToBuild = null;
    rejectedPlayInvItem = null;
    resourceChoices = null;
    ourPlayerTracker = null;
    playerTrackers = null;
    pinger.stopPinger();
    pinger = null;
}
Also used : SOCShip(soc.game.SOCShip) SOCMakeOffer(soc.message.SOCMakeOffer) SOCInventoryItem(soc.game.SOCInventoryItem) SOCRejectOffer(soc.message.SOCRejectOffer) SOCResourceSet(soc.game.SOCResourceSet) SOCMovePiece(soc.message.SOCMovePiece) Vector(java.util.Vector) SOCAcceptOffer(soc.message.SOCAcceptOffer) SOCMessage(soc.message.SOCMessage) SOCBoardLarge(soc.game.SOCBoardLarge) SOCStartGame(soc.message.SOCStartGame) SOCDiscardRequest(soc.message.SOCDiscardRequest) SOCSimpleAction(soc.message.SOCSimpleAction) SOCSetSpecialItem(soc.message.SOCSetSpecialItem) SOCClearOffer(soc.message.SOCClearOffer) SOCSimpleRequest(soc.message.SOCSimpleRequest) SOCPutPiece(soc.message.SOCPutPiece) SOCChoosePlayerRequest(soc.message.SOCChoosePlayerRequest) SOCDevCardAction(soc.message.SOCDevCardAction)

Example 3 with SOCInventoryItem

use of soc.game.SOCInventoryItem in project JSettlers2 by jdmonin.

the class SOCRobotBrain method considerScenarioTurnFinalActions.

/**
 * Look for and take any scenario-specific final actions before ending the turn.
 *<P>
 * For example, {@link SOCGameOption#K_SC_PIRI _SC_PIRI} will check if we've reached the fortress
 * and have 5 or more warships, and if so will attack the fortress.  Doing so ends the turn, so
 * we don't try to attack before end of turn.
 *<P>
 * {@link SOCGameOption#K_SC_FTRI _SC_FTRI} can play a gift port from our inventory to place for
 * better bank trades.
 *<P>
 * <B>NOTE:</B> For now this method assumes it's called only in the {@code SC_FTRI} or {@code SC_PIRI} scenario.
 * Caller must check the game for any relevant scenario SOCGameOptions before calling.
 * Also assumes not {@link #waitingForGameState} or any other pending action.
 *
 * @return true if an action was taken <B>and</B> turn shouldn't be ended yet, false otherwise
 * @since 2.0.00
 */
private boolean considerScenarioTurnFinalActions() {
    if (game.isGameOptionSet(SOCGameOption.K_SC_FTRI)) {
        // SC_FTRI
        // check inventory for gift ports
        SOCInventoryItem itm = null;
        for (SOCInventoryItem i : ourPlayerData.getInventory().getByState(SOCInventory.PLAYABLE)) {
            if (i.itype > 0)
                // not a port; most likely a SOCDevCard
                continue;
            if ((rejectedPlayInvItem != null) && (i.itype == rejectedPlayInvItem.itype))
                continue;
            itm = i;
            // unlikely to have more than one in inventory
            break;
        }
        if (itm != null) {
            // Do we have somewhere to place one?
            if (ourPlayerData.getPortMovePotentialLocations(false) == null)
                return false;
            // Set fields, make the request
            return planAndPlaceInvItemPlacement_SC_FTRI(itm);
        }
    } else {
        // require 5+ warships; game.canAttackPirateFortress checks that we've reached the fortress with adjacent ship
        if ((ourPlayerData.getNumWarships() < 5) || (null == game.canAttackPirateFortress()))
            return false;
        waitingForSC_PIRI_FortressRequest = true;
        client.simpleRequest(game, ourPlayerNumber, SOCSimpleRequest.SC_PIRI_FORT_ATTACK, 0, 0);
        return true;
    }
    return false;
}
Also used : SOCInventoryItem(soc.game.SOCInventoryItem)

Example 4 with SOCInventoryItem

use of soc.game.SOCInventoryItem in project JSettlers2 by jdmonin.

the class SOCBoardPanel method drawBoard_SC_FTRI_placePort.

/**
 * Scenario game option {@link SOCGameOption#K_SC_FTRI _SC_FTRI}: In board mode {@link #SC_FTRI_PLACE_PORT},
 * draw the possible coastal edges where the port can be placed, and if the {@link #hilight} cursor is at
 * such an edge, draw the port semi-transparently and a solid hilight line at the edge.
 * @since 2.0.00
 */
private final void drawBoard_SC_FTRI_placePort(Graphics g) {
    drawSeaEdgeLines(g, Color.WHITE, player.getPortMovePotentialLocations(true));
    if (hilight == 0)
        return;
    // Draw the placing port semi-transparently if graphics support it.
    // Draw hilight line with some thickness if possible.
    int edge = hilight;
    if (edge == -1)
        edge = 0;
    final SOCInventoryItem portItem = game.getPlacingItem();
    if (portItem != null) {
        // draw the port; similar code to drawPorts_largeBoard
        final int landFacing = ((SOCBoardLarge) board).getPortFacingFromEdge(edge);
        final int landHexCoord = board.getAdjacentHexToEdge(edge, landFacing);
        int px = halfdeltaX * ((landHexCoord & 0xFF) - 1);
        int py = halfdeltaY * (landHexCoord >> 8);
        // now move 1 hex "backwards" from that hex's upper-left corner
        px -= DELTAX_FACING[landFacing];
        py -= DELTAY_FACING[landFacing];
        final Composite prevComposite;
        if (g instanceof Graphics2D) {
            prevComposite = ((Graphics2D) g).getComposite();
            ((Graphics2D) g).setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.6f));
        } else {
            prevComposite = null;
        }
        drawHex(g, px, py, -portItem.itype, landFacing, -1);
        if (prevComposite != null)
            ((Graphics2D) g).setComposite(prevComposite);
    }
    final Stroke prevStroke;
    if (g instanceof Graphics2D) {
        prevStroke = ((Graphics2D) g).getStroke();
        ((Graphics2D) g).setStroke(new BasicStroke(2.5f));
    } else {
        prevStroke = null;
    }
    g.setColor(Color.WHITE);
    drawSeaEdgeLine(g, edge);
    if (prevStroke != null)
        ((Graphics2D) g).setStroke(prevStroke);
}
Also used : BasicStroke(java.awt.BasicStroke) SOCBoardLarge(soc.game.SOCBoardLarge) SOCInventoryItem(soc.game.SOCInventoryItem) BasicStroke(java.awt.BasicStroke) Stroke(java.awt.Stroke) Composite(java.awt.Composite) AlphaComposite(java.awt.AlphaComposite) Graphics2D(java.awt.Graphics2D)

Example 5 with SOCInventoryItem

use of soc.game.SOCInventoryItem in project JSettlers2 by jdmonin.

the class SOCHandPanel method updateDevCards.

/**
 * Update the displayed list of player's development cards and other inventory items,
 * and enable or disable the "Play Card" button.
 *<P>
 * Enables the "Play Card" button for {@link SOCInventory#PLAYABLE PLAYABLE} cards,
 * and also for {@link SOCInventory#KEPT KEPT} cards (VP cards) so the user can
 * pick those and get a message that that they've already been played, instead of
 * wondering why they're listed but can't be played.
 *<P>
 * Updates {@link #inventory} and {@link #inventoryItems} to keep them in sync.
 * @param addedPlayable  True if the update added a dev card or item that's playable now
 */
public void updateDevCards(final boolean addedPlayable) {
    SOCInventory items = player.getInventory();
    boolean hasOldCards = false;
    synchronized (inventory.getTreeLock()) {
        inventory.removeAll();
        inventoryItems.clear();
        if (addedPlayable && !inventory.isEnabled())
            // can become disabled in game state PLACING_INV_ITEM
            inventory.setEnabled(true);
        // show all new cards first, then all playable, then all kept (VP cards)
        for (int cState = SOCInventory.NEW; cState <= SOCInventory.KEPT; ++cState) {
            final boolean isNew = (cState == SOCInventory.NEW);
            for (// almost always instanceof SOCDevCard
            final SOCInventoryItem item : // almost always instanceof SOCDevCard
            items.getByState(cState)) {
                if (isNew) {
                    inventory.add(DEVCARD_NEW + item.getItemName(game, false, strings));
                } else {
                    inventory.add(item.getItemName(game, false, strings));
                    hasOldCards = true;
                }
                inventoryItems.add(item);
            }
        }
    }
    playCardBut.setEnabled(hasOldCards && playerIsCurrent);
}
Also used : SOCInventoryItem(soc.game.SOCInventoryItem) SOCInventory(soc.game.SOCInventory)

Aggregations

SOCInventoryItem (soc.game.SOCInventoryItem)10 SOCPlayer (soc.game.SOCPlayer)3 SOCBoardLarge (soc.game.SOCBoardLarge)2 SOCInventory (soc.game.SOCInventory)2 AlphaComposite (java.awt.AlphaComposite)1 BasicStroke (java.awt.BasicStroke)1 Button (java.awt.Button)1 Color (java.awt.Color)1 Composite (java.awt.Composite)1 Font (java.awt.Font)1 Graphics2D (java.awt.Graphics2D)1 Label (java.awt.Label)1 List (java.awt.List)1 Stroke (java.awt.Stroke)1 ArrayList (java.util.ArrayList)1 Vector (java.util.Vector)1 JLabel (javax.swing.JLabel)1 SOCDevCard (soc.game.SOCDevCard)1 SOCGame (soc.game.SOCGame)1 SOCResourceSet (soc.game.SOCResourceSet)1