use of soc.message.SOCDevCardAction in project JSettlers2 by jdmonin.
the class SOCGameHandler method debugGiveDevCard.
/**
* this is a debugging command that gives a dev card to a player.
* <PRE> dev: cardtype player </PRE>
* For card-types numbers, see {@link SOCDevCardConstants}
* or {@link #DEBUG_COMMANDS_HELP_DEV_TYPES}.
*/
private final void debugGiveDevCard(Connection c, String mes, SOCGame game) {
StringTokenizer st = new StringTokenizer(mes.substring(5));
String name = "";
int cardType = -1;
boolean parseError = false;
while (st.hasMoreTokens()) {
if (cardType < 0) {
try {
cardType = Integer.parseInt(st.nextToken());
if ((cardType < SOCDevCardConstants.MIN_KNOWN) || (cardType >= SOCDevCardConstants.MAXPLUSONE))
// Can't give unknown dev cards
parseError = true;
} catch (NumberFormatException e) {
parseError = true;
break;
}
} else {
// get all of the line, in case there's a space in the player name ("robot 7"),
// by choosing an unlikely separator character
name = st.nextToken(Character.toString((char) 1)).trim();
break;
}
}
SOCPlayer pl = null;
if (!parseError) {
pl = debug_getPlayer(c, game, name);
if (pl == null)
parseError = true;
}
if (parseError) {
srv.messageToPlayer(c, game.getName(), "### Usage: " + DEBUG_COMMANDS_HELP_DEV);
srv.messageToPlayer(c, game.getName(), DEBUG_COMMANDS_HELP_PLAYER);
srv.messageToPlayer(c, game.getName(), DEBUG_COMMANDS_HELP_DEV_TYPES);
// <--- early return ---
return;
}
pl.getInventory().addDevCard(1, SOCInventory.NEW, cardType);
final int pnum = pl.getPlayerNumber();
if ((cardType != SOCDevCardConstants.KNIGHT) || (game.clientVersionLowest >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES)) {
srv.messageToGame(game.getName(), new SOCDevCardAction(game.getName(), pnum, SOCDevCardAction.DRAW, cardType));
} else {
srv.messageToGameForVersions(game, -1, SOCDevCardConstants.VERSION_FOR_NEW_TYPES - 1, new SOCDevCardAction(game.getName(), pnum, SOCDevCardAction.DRAW, SOCDevCardConstants.KNIGHT_FOR_VERS_1_X), true);
srv.messageToGameForVersions(game, SOCDevCardConstants.VERSION_FOR_NEW_TYPES, Integer.MAX_VALUE, new SOCDevCardAction(game.getName(), pnum, SOCDevCardAction.DRAW, SOCDevCardConstants.KNIGHT), true);
}
srv.messageToGameKeyedSpecial(game, true, "debug.dev.gets", pl.getName(), Integer.valueOf(cardType));
// ""### joe gets a Road Building card."
}
use of soc.message.SOCDevCardAction in project JSettlers2 by jdmonin.
the class SOCGameHandler method playerEvent.
/**
* Listener callback for per-player scenario events on the large sea board.
* For example, there might be an SVP awarded for settlements.
* Server sends messages to the game to announce it (PLAYERELEMENT,
* {@link #updatePlayerSVPPendingMessage(SOCGame, SOCPlayer, int, String)}, etc).
*<P>
* <em>Threads:</em> The game's treater thread handles incoming client messages and calls
* game methods that change state. Those same game methods will trigger the scenario events;
* so, the treater thread will also run this <tt>playerEvent</tt> callback.
*
* @param ga Game
* @param pl Player
* @param evt Event code
* @see #gameEvent(SOCGame, SOCScenarioGameEvent, Object)
* @param flagsChanged True if this event changed {@link SOCPlayer#getScenarioPlayerEvents()},
* {@link SOCPlayer#getSpecialVP()}, or another flag documented for <tt>evt</tt> in
* {@link SOCScenarioPlayerEvent}
* @param obj Object related to the event, or null; documented for <tt>evt</tt> in {@link SOCScenarioPlayerEvent}.
* Example: The {@link SOCVillage} for {@link SOCScenarioPlayerEvent#CLOTH_TRADE_ESTABLISHED_VILLAGE}.
* @since 2.0.00
*/
public void playerEvent(final SOCGame ga, final SOCPlayer pl, final SOCScenarioPlayerEvent evt, final boolean flagsChanged, final Object obj) {
// Note: Some SOCGameHandler code assumes that player events are fired only during
// SOCGameMessageHandler.handlePUTPIECE and handleMOVEPIECE.
// Most handle* methods don't check pendingMessagesOut before sending game state.
// If a new player event breaks this assumption, adjust SOCGameHandler.playerEvent(...)
// and related code; search where SOCGame.pendingMessagesOut is used.
final String gaName = ga.getName(), plName = pl.getName();
final int pn = pl.getPlayerNumber();
boolean sendSVP = true;
boolean sendPlayerEventsBitmask = true;
switch(evt) {
case SVP_SETTLED_ANY_NEW_LANDAREA:
{
final String newSettleEventStr = (playerEvent_newSettlementIsByShip(ga, (SOCSettlement) obj)) ? // "growing past the main island"
"event.svp.sc_sany.island" : // "growing to a new area"
"event.svp.sc_sany.area";
updatePlayerSVPPendingMessage(ga, pl, 1, newSettleEventStr);
}
break;
case SVP_SETTLED_EACH_NEW_LANDAREA:
{
final String newSettleEventStr = (playerEvent_newSettlementIsByShip(ga, (SOCSettlement) obj)) ? // "settling a new island"
"event.svp.sc_seac.island" : // "settling a new area"
"event.svp.sc_seac.area";
updatePlayerSVPPendingMessage(ga, pl, 2, newSettleEventStr);
sendPlayerEventsBitmask = false;
final int las = pl.getScenarioSVPLandAreas();
if (las != 0)
ga.pendingMessagesOut.add(new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP_LANDAREAS_BITMASK, las));
}
break;
case CLOTH_TRADE_ESTABLISHED_VILLAGE:
{
sendSVP = false;
if (!flagsChanged)
sendPlayerEventsBitmask = false;
ga.pendingMessagesOut.add(new UnlocalizedString("event.sc_clvi.established", // "{0} established a trade route with a village."
plName));
if (flagsChanged)
srv.messageToPlayerPendingKeyed(pl, gaName, "event.sc_clvi.not.prevented.pirate");
// "You are no longer prevented from moving the pirate ship."
// Player gets 1 cloth for establishing trade
SOCVillage vi = (SOCVillage) obj;
srv.messageToGame(gaName, new SOCPieceValue(gaName, vi.getCoordinates(), vi.getCloth(), 0));
srv.messageToGame(gaName, new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, pl.getCloth()));
}
break;
case DEV_CARD_REACHED_SPECIAL_EDGE:
{
sendPlayerEventsBitmask = false;
sendSVP = false;
IntPair edge_cardType = (IntPair) obj;
Connection c = srv.getConnection(plName);
ga.pendingMessagesOut.add(new UnlocalizedString("action.built.sc_ftri.dev", // "{0} gets a Development Card as a gift from the Lost Tribe."
plName));
srv.messageToPlayer(c, new SOCDevCardAction(gaName, pn, SOCDevCardAction.DRAW, edge_cardType.getB()));
srv.messageToGameExcept(gaName, c, new SOCDevCardAction(gaName, pn, SOCDevCardAction.DRAW, SOCDevCardConstants.UNKNOWN), true);
srv.messageToGame(gaName, new SOCSimpleAction(gaName, -1, SOCSimpleAction.BOARD_EDGE_SET_SPECIAL, edge_cardType.getA(), 0));
}
break;
case SVP_REACHED_SPECIAL_EDGE:
{
// "a gift from the Lost Tribe"
updatePlayerSVPPendingMessage(ga, pl, 1, "event.svp.sc_ftri.gift");
sendPlayerEventsBitmask = false;
srv.messageToGame(gaName, new SOCSimpleAction(gaName, -1, SOCSimpleAction.BOARD_EDGE_SET_SPECIAL, ((Integer) obj).intValue(), 0));
}
break;
case REMOVED_TRADE_PORT:
{
sendPlayerEventsBitmask = false;
sendSVP = false;
IntPair edge_portType = (IntPair) obj;
final int edge = edge_portType.getA(), portType = edge_portType.getB();
if ((edge & 0xFF) <= ga.getBoard().getBoardWidth())
// announce removal from board, unless (for debugging)
// this port wasn't really on the board at clients
srv.messageToGame(gaName, new SOCSimpleAction(gaName, pn, SOCSimpleAction.TRADE_PORT_REMOVED, edge, portType));
if (ga.getGameState() == SOCGame.PLACING_INV_ITEM) {
// Removal happens during ship piece placement, which is followed at server with sendGameState.
// When sendGameState gives the new state, client will prompt current player to place now.
// We just need to send the client PLACING_EXTRA, for the port type and not-cancelable flag.
Connection c = srv.getConnection(plName);
srv.messageToPlayer(c, new SOCInventoryItemAction(gaName, pn, SOCInventoryItemAction.PLACING_EXTRA, -portType, false, false, false));
} else {
// port was added to player's inventory;
// if this message changes, also update SOCGameHandler.processDebugCommand_scenario
srv.messageToGame(gaName, new SOCInventoryItemAction(gaName, pn, SOCInventoryItemAction.ADD_PLAYABLE, -portType, false, false, true));
}
}
break;
default:
// Suppress warning; not all enum values need a handler here
break;
}
if (sendSVP)
ga.pendingMessagesOut.add(new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP, pl.getSpecialVP()));
if (sendPlayerEventsBitmask)
ga.pendingMessagesOut.add(new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_PLAYEREVENTS_BITMASK, pl.getScenarioPlayerEvents()));
}
use of soc.message.SOCDevCardAction 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;
}
use of soc.message.SOCDevCardAction in project JSettlers2 by jdmonin.
the class SOCGameHandler method forceEndGameTurn.
/**
* Try to force-end the current player's turn in this game.
* Alter game state and send messages to players.
* Will call {@link #endGameTurn(SOCGame, SOCPlayer, boolean)} if appropriate.
* Will send gameState and current player (turn) to clients.
*<P>
* If the current player has lost connection, send the {@link SOCLeaveGame LEAVEGAME}
* message out <b>before</b> calling this method.
*<P>
* Assumes, as {@link #endGameTurn(SOCGame, SOCPlayer, boolean)} does:
* <UL>
* <LI> ga.canEndTurn already called, returned false
* <LI> ga.takeMonitor already called (not the same as {@link SOCGameList#takeMonitorForGame(String)})
* <LI> gamelist.takeMonitorForGame is NOT called, we do NOT have that monitor
* </UL>
* @param ga Game to force end turn
* @param plName Current player's name. Needed because if they have been disconnected by
* {@link #leaveGame(SOCGame, Connection)},
* their name within game object is already null.
* @return true if the turn was ended and game is still active;
* false if we find that all players have left and
* the gamestate has been changed here to {@link SOCGame#OVER}.
*
* @see #endGameTurnOrForce(SOCGame, int, String, Connection, boolean)
* @see SOCGame#forceEndTurn()
*/
private final boolean forceEndGameTurn(SOCGame ga, final String plName) {
final String gaName = ga.getName();
final int cpn = ga.getCurrentPlayerNumber();
final int endFromGameState = ga.getGameState();
SOCPlayer cp = ga.getPlayer(cpn);
if (cp.hasAskedSpecialBuild()) {
cp.setAskedSpecialBuild(false);
srv.messageToGame(gaName, new SOCPlayerElement(gaName, cpn, SOCPlayerElement.SET, SOCPlayerElement.ASK_SPECIAL_BUILD, 0));
}
final SOCForceEndTurnResult res = ga.forceEndTurn();
// also could be initial placement (START1A or START2A or START3A).
if (SOCGame.OVER == ga.getGameState())
// <--- Early return: All players have left ---
return false;
/**
* Report any resources lost or gained.
* See also forceGamePlayerDiscardOrGain for same reporting code.
*/
SOCResourceSet resGainLoss = res.getResourcesGainedLost();
if (resGainLoss != null) {
/**
* If gold hex or returning resources to player (not discarding), report actual types/amounts.
* For discard, tell the discarding player's client that they discarded the resources,
* tell everyone else that the player discarded unknown resources.
*/
if (!res.isLoss()) {
if ((endFromGameState == SOCGame.WAITING_FOR_PICK_GOLD_RESOURCE) || (endFromGameState == SOCGame.STARTS_WAITING_FOR_PICK_GOLD_RESOURCE)) {
// Send SOCPlayerElement messages, "gains" text
reportRsrcGainGold(ga, cp, cpn, resGainLoss, true, false);
} else {
// Send SOCPlayerElement messages
reportRsrcGainLoss(gaName, resGainLoss, false, false, cpn, -1, null, null);
}
} else {
Connection c = srv.getConnection(plName);
if ((c != null) && c.isConnected())
reportRsrcGainLoss(gaName, resGainLoss, true, true, cpn, -1, null, c);
int totalRes = resGainLoss.getTotal();
srv.messageToGameExcept(gaName, c, new SOCPlayerElement(gaName, cpn, SOCPlayerElement.LOSE, SOCPlayerElement.UNKNOWN, totalRes, true), true);
// "{0} discarded {1} resources."
srv.messageToGameKeyed(ga, true, "action.discarded", plName, totalRes);
}
}
/**
* report any dev-card or item returned to player's hand
*/
final SOCInventoryItem itemCard = res.getReturnedInvItem();
SOCInventoryItemAction retItemActionMsg = null;
if (itemCard != null) {
Connection c = srv.getConnection(plName);
if ((c != null) && c.isConnected()) {
if (itemCard instanceof SOCDevCard) {
int card = itemCard.itype;
if ((card == SOCDevCardConstants.KNIGHT) && (c.getVersion() < SOCDevCardConstants.VERSION_FOR_NEW_TYPES))
card = SOCDevCardConstants.KNIGHT_FOR_VERS_1_X;
srv.messageToPlayer(c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, card));
} else {
retItemActionMsg = new SOCInventoryItemAction(gaName, cpn, (itemCard.isPlayable() ? SOCInventoryItemAction.ADD_PLAYABLE : SOCInventoryItemAction.ADD_OTHER), itemCard.itype, itemCard.isKept(), itemCard.isVPItem(), itemCard.canCancelPlay);
srv.messageToPlayer(c, retItemActionMsg);
}
}
// Announce item to game with same retItemActionMsg sent to player?
boolean announceAsInvItemAction = false;
// Announce this item to game as an unknown dev card type?
boolean announceAsUnknown = true;
if (!(itemCard instanceof SOCDevCard)) {
// SOCInventoryItem: Add any new kinds here, to announce to all players.
// If it needs a special message, do so and set announceAsUnknown = false
// If it's private and doesn't need a special message, set handled = true and let it announce as unknown
boolean handled = false;
if (ga.isGameOptionSet(SOCGameOption.K_SC_FTRI)) {
// endFromGameState is PLACING_INV_ITEM.
// "Gift port" item details are public, send return message to whole game:
handled = true;
announceAsInvItemAction = true;
announceAsUnknown = false;
}
// Fallback:
if (!handled)
System.err.println("forceEndGameTurn: Unhandled inventory item type " + itemCard.itype + " class " + itemCard.getClass());
}
if (announceAsInvItemAction) {
srv.messageToGameExcept(gaName, c, retItemActionMsg, true);
} else if (announceAsUnknown) {
if (ga.clientVersionLowest >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES) {
srv.messageToGameExcept(gaName, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN), true);
} else {
srv.messageToGameForVersionsExcept(ga, -1, SOCDevCardConstants.VERSION_FOR_NEW_TYPES - 1, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X), true);
srv.messageToGameForVersionsExcept(ga, SOCDevCardConstants.VERSION_FOR_NEW_TYPES, Integer.MAX_VALUE, c, new SOCDevCardAction(gaName, cpn, SOCDevCardAction.ADD_OLD, SOCDevCardConstants.UNKNOWN), true);
}
srv.messageToGameKeyed(ga, true, "forceend.devcard.returned", plName);
// "{0}''s just-played development card was returned."
}
}
/**
* For initial placements, we don't end turns as normal.
* (Player number may go forward or backwards, new state isn't ROLL_OR_CARD, etc.)
* Update clients' gamestate, but don't call endGameTurn.
*/
final int forceRes = res.getResult();
if ((forceRes == SOCForceEndTurnResult.FORCE_ENDTURN_SKIP_START_ADV) || (forceRes == SOCForceEndTurnResult.FORCE_ENDTURN_SKIP_START_ADVBACK)) {
if (res.didUpdateFP() || res.didUpdateLP()) {
final int fpn = ga.getFirstPlayer();
final SOCMessage msg = (ga.clientVersionLowest >= SOCGameElements.MIN_VERSION) ? new SOCGameElements(gaName, SOCGameElements.FIRST_PLAYER, fpn) : new SOCFirstPlayer(gaName, fpn);
// will cause clients to recalculate lastPlayer too
srv.messageToGame(gaName, msg);
}
sendTurn(ga, false);
// <--- Early return ---
return true;
}
/**
* If the turn can now end, proceed as if player requested it.
* Otherwise, send current gamestate. We'll all wait for other
* players to send discard messages, and afterwards this turn can end.
*/
if (ga.canEndTurn(cpn))
// could force gamestate to OVER, if a client leaves
endGameTurn(ga, null, true);
else
sendGameState(ga, false, false);
return (ga.getGameState() != SOCGame.OVER);
}
use of soc.message.SOCDevCardAction in project JSettlers2 by jdmonin.
the class SOCGameHandler method sitDown_sendPrivateInfo.
// javadoc inherited from GameHandler
public void sitDown_sendPrivateInfo(final SOCGame ga, final Connection c, final int pn) {
final String gaName = ga.getName();
final SOCPlayer pl = ga.getPlayer(pn);
/**
* send all the private information
*/
SOCResourceSet resources = pl.getResources();
// CLAY, ORE, SHEEP, WHEAT, WOOD, UNKNOWN
final int[] counts = resources.getAmounts(true);
if (c.getVersion() >= SOCPlayerElements.MIN_VERSION)
srv.messageToPlayer(c, new SOCPlayerElements(gaName, pn, SOCPlayerElement.SET, ELEM_RESOURCES_WITH_UNKNOWN, counts));
else
for (int i = 0; i < counts.length; ++i) srv.messageToPlayer(c, new SOCPlayerElement(gaName, pn, SOCPlayerElement.SET, ELEM_RESOURCES_WITH_UNKNOWN[i], counts[i]));
SOCInventory cardsInv = pl.getInventory();
final boolean cliVersionNew = (c.getVersion() >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES);
/**
* remove the unknown cards
*/
final SOCDevCardAction cardUnknown = (cliVersionNew) ? new SOCDevCardAction(gaName, pn, SOCDevCardAction.PLAY, SOCDevCardConstants.UNKNOWN) : new SOCDevCardAction(gaName, pn, SOCDevCardAction.PLAY, SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X);
for (int i = cardsInv.getTotal(); i > 0; --i) {
srv.messageToPlayer(c, cardUnknown);
}
/**
* send all new dev cards first, then all playable, then all kept (VP cards)
*/
for (int dcState = SOCInventory.NEW; dcState <= SOCInventory.KEPT; ++dcState) {
final int dcAge = (dcState == SOCInventory.NEW) ? SOCInventory.NEW : SOCInventory.OLD;
final int addCmd = (dcAge == SOCInventory.NEW) ? SOCDevCardAction.ADD_NEW : SOCDevCardAction.ADD_OLD;
for (final SOCInventoryItem card : cardsInv.getByState(dcState)) {
final SOCMessage addMsg;
if (card instanceof SOCDevCard) {
final int dcType = card.itype;
if (cliVersionNew || (dcType != SOCDevCardConstants.KNIGHT))
addMsg = new SOCDevCardAction(gaName, pn, addCmd, dcType);
else
addMsg = new SOCDevCardAction(gaName, pn, addCmd, SOCDevCardConstants.KNIGHT_FOR_VERS_1_X);
} else {
// None yet
System.err.println("L1385: Unrecognized inventory item type " + card.getClass());
addMsg = null;
}
if (addMsg != null)
srv.messageToPlayer(c, addMsg);
}
// for (card)
}
// for (dcState)
/**
* send game state info such as requests for discards
*/
sendGameState(ga);
if ((ga.getCurrentDice() == 7) && pl.getNeedToDiscard()) {
srv.messageToPlayer(c, new SOCDiscardRequest(gaName, pl.getResources().getTotal() / 2));
} else if (ga.hasSeaBoard) {
final int numGoldRes = pl.getNeedToPickGoldHexResources();
if (numGoldRes > 0)
srv.messageToPlayer(c, new SOCSimpleRequest(gaName, pn, SOCSimpleRequest.PROMPT_PICK_RESOURCES, numGoldRes));
}
/**
* send what face this player is using
*/
srv.messageToGame(gaName, new SOCChangeFace(gaName, pn, pl.getFaceId()));
}
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