use of soc.message.SOCPlayerElement in project JSettlers2 by jdmonin.
the class SOCGameHandler method sendGameState_sendGoldPickAnnounceText.
/**
* Send a game text message "x, y, and z need to pick resources from the gold hex."
* and, for each picking player, a {@link SOCPlayerElement}({@link SOCPlayerElement#NUM_PICK_GOLD_HEX_RESOURCES NUM_PICK_GOLD_HEX_RESOURCES}).
* To prompt the specific players to choose a resource, also sends their clients a
* {@link SOCSimpleRequest}({@link SOCSimpleRequest#PROMPT_PICK_RESOURCES PROMPT_PICK_RESOURCES}).
*<P>
* Used in game state {@link SOCGame#STARTS_WAITING_FOR_PICK_GOLD_RESOURCE}
* and {@link SOCGame#WAITING_FOR_PICK_GOLD_RESOURCE}.
*<P>
* The text and SOCPlayerElement messages are sent to the entire game.
* Any {@code PROMPT_PICK_RESOURCES} are sent to those player clients only.
* If you know that only 1 player will pick gold, pass their <tt>playerCon</tt> for efficiency.
*<P>
* This is separate from {@link #sendGameState(SOCGame)} because when the dice are rolled,
* <tt>sendGameState</tt> is called, then resource distribution messages are sent out,
* then this method is called.
*
* @param ga Game object
* @param gname Game name
* @param playerCon <tt>null</tt>, or current player's client connection to send the
* {@code PROMPT_PICK_RESOURCES} if they are the only one to pick gold.
* If more than 1 player has {@link SOCPlayer#getNeedToPickGoldHexResources()},
* no message will be sent to <tt>playerCon</tt>.
* @param roll For gold gained from dice rolls, the roll details, otherwise null.
* In scenario SC_PIRI, is used to avoid announcing twice for a pick from victory against pirate fleet.
* @since 2.0.00
*/
final void sendGameState_sendGoldPickAnnounceText(SOCGame ga, final String gname, Connection playerCon, SOCGame.RollResult roll) {
final int ignoreRollPirateVictory;
if ((roll != null) && ga.isGameOptionSet(SOCGameOption.K_SC_PIRI) && (roll.sc_piri_fleetAttackRsrcs != null))
ignoreRollPirateVictory = roll.sc_piri_fleetAttackRsrcs.getAmount(SOCResourceConstants.GOLD_LOCAL);
else
ignoreRollPirateVictory = 0;
int count = 0, amount = 0, firstPN = -1;
ArrayList<String> names = new ArrayList<String>();
int[] num = new int[ga.maxPlayers];
for (int pn = 0; pn < ga.maxPlayers; ++pn) {
final SOCPlayer pp = ga.getPlayer(pn);
int numGoldRes = pp.getNeedToPickGoldHexResources();
if (numGoldRes > 0) {
num[pn] = numGoldRes;
if ((ignoreRollPirateVictory > 0) && (pp == roll.sc_piri_fleetAttackVictim))
numGoldRes -= ignoreRollPirateVictory;
if (numGoldRes > 0) {
names.add(pp.getName());
count++;
if (count == 1) {
amount = numGoldRes;
firstPN = pn;
}
}
}
}
if (count > 1)
srv.messageToGameKeyedSpecial(ga, true, "prompt.pick.gold.n", names);
else // "... need to pick resources from the gold hex."
if (count == 1)
srv.messageToGameKeyed(ga, true, "prompt.pick.gold.1", names.get(0));
// "Joe needs to pick resources from the gold hex."
final boolean singlePlayerGetsPickRequest = ((playerCon != null) && (count == 1));
for (int pn = 0; pn < ga.maxPlayers; ++pn) {
if (num[pn] > 0) {
srv.messageToGame(gname, new SOCPlayerElement(gname, pn, SOCPlayerElement.SET, SOCPlayerElement.NUM_PICK_GOLD_HEX_RESOURCES, num[pn]));
if (!singlePlayerGetsPickRequest) {
Connection plCon = srv.getConnection(ga.getPlayer(pn).getName());
if (plCon != null)
srv.messageToPlayer(plCon, new SOCSimpleRequest(gname, pn, SOCSimpleRequest.PROMPT_PICK_RESOURCES, num[pn]));
}
}
}
if (singlePlayerGetsPickRequest)
srv.messageToPlayer(playerCon, new SOCSimpleRequest(gname, firstPN, SOCSimpleRequest.PROMPT_PICK_RESOURCES, amount));
}
use of soc.message.SOCPlayerElement in project JSettlers2 by jdmonin.
the class SOCGameHandler method joinGame.
/**
* Client has been approved to join game; send JOINGAMEAUTH and the entire state of the game to client.
* Unless <tt>isTakingOver</tt>, announce {@link SOCJoinGame} client join event to other players.
*<P>
* Does not add the client to the game's or server's list of players,
* that should be done before calling this method.
*<P>
* Assumes NEWGAME (or NEWGAMEWITHOPTIONS) has already been sent out.
* The game's first message<B>*</B> sent to the connecting client is JOINGAMEAUTH, unless isReset.
*<P>
* Among other messages, player names are sent via SITDOWN, and pieces on board
* sent by PUTPIECE. See comments here for further details.
* If <tt>isTakingOver</tt>, some details are sent by calling
* {@link #sitDown_sendPrivateInfo(SOCGame, Connection, int)}.
* The group of messages sent here ends with GAMEMEMBERS, SETTURN and GAMESTATE.
* Then, the entire game is sent a JOINGAME for the new game member.
*<P>
* *<B>I18N:</B> If the game has a {@link SOCScenario} and the client needs scenario info or localized strings
* for the scenario name and description, {@link SOCScenarioInfo} or {@link SOCLocalizedStrings} is
* sent before JOINGAMEAUTH. This handles i18n and scenarios added or changed between the client's
* and server's versions.
*
* @param gameData Game to join
* @param c The connection of joining client
* @param isReset Game is a board-reset of an existing game. This is always false when
* called from SOCServer instead of from inside the SOCGameHandler.
* @param isTakingOver Client is re-joining; this connection replaces an earlier one which
* is defunct because of a network problem.
* If <tt>isTakingOver</tt>, don't send anything to other players.
*
* @see SOCServer#connectToGame(Connection, String, Map)
* @see SOCServer#createOrJoinGameIfUserOK(Connection, String, String, String, Map)
*/
@SuppressWarnings("unchecked")
public void joinGame(SOCGame gameData, Connection c, final boolean isReset, final boolean isTakingOver) {
// If game's already started, true if any bot is seated (can be taken over)
boolean hasRobot = false;
String gameName = gameData.getName();
final String cliName = c.getData();
if (!isReset) {
// First, send updated scenario info or localized strings if needed
// (SOCScenarioInfo or SOCLocalizedStrings); checks c.getVersion(), scd.scenariosInfoSent etc.
final String gameScen = gameData.getGameOptionStringValue("SC");
if (gameScen != null)
srv.sendGameScenarioInfo(gameScen, null, c, false);
// Now, join game
c.put(SOCJoinGameAuth.toCmd(gameName));
c.put(SOCStatusMessage.toCmd(SOCStatusMessage.SV_OK, // "Welcome to Java Settlers of Catan!"
c.getLocalized("member.welcome")));
}
// c.put(SOCGameState.toCmd(gameName, gameData.getGameState()));
for (int i = 0; i < gameData.maxPlayers; i++) {
/**
* send them the already-seated player information;
* if isReset, don't send, because sitDown will
* be sent from resetBoardAndNotify.
*/
if (!isReset) {
SOCPlayer pl = gameData.getPlayer(i);
String plName = pl.getName();
if ((plName != null) && !gameData.isSeatVacant(i)) {
final boolean isRobot = pl.isRobot();
if (isRobot)
hasRobot = true;
c.put(SOCSitDown.toCmd(gameName, plName, i, isRobot));
}
}
/**
* send the seat lock information
*/
final SOCGame.SeatLockState sl = gameData.getSeatLock(i);
if ((sl != SOCGame.SeatLockState.CLEAR_ON_RESET) || (c.getVersion() >= 2000))
srv.messageToPlayer(c, new SOCSetSeatLock(gameName, i, sl));
else
// old client
srv.messageToPlayer(c, new SOCSetSeatLock(gameName, i, SOCGame.SeatLockState.LOCKED));
}
c.put(getBoardLayoutMessage(gameData).toCmd());
/**
* if game hasn't started yet, each player's potentialSettlements are
* identical, so send that info once for all players.
* Otherwise send each player's unique potential settlement list,
* to populate legal sets before sending any of their PutPieces.
*/
if ((gameData.getGameState() < SOCGame.START1A) && (c.getVersion() >= SOCPotentialSettlements.VERSION_FOR_PLAYERNUM_ALL)) {
final HashSet<Integer> psList = gameData.getPlayer(0).getPotentialSettlements();
// Some boards may have multiple land areas.
// See also below, and startGame which has very similar code.
final HashSet<Integer>[] lan;
final int pan;
boolean addedPsList = false;
if (gameData.hasSeaBoard) {
final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
lan = bl.getLandAreasLegalNodes();
pan = bl.getStartingLandArea();
if ((lan != null) && (pan != 0) && !lan[pan].equals(psList)) {
// If potentials != legals[startingLandArea], send as legals[0]
lan[0] = psList;
addedPsList = true;
}
} else {
lan = null;
pan = 0;
}
if (lan == null) {
c.put(SOCPotentialSettlements.toCmd(gameName, -1, new ArrayList<Integer>(psList)));
} else {
c.put(SOCPotentialSettlements.toCmd(gameName, -1, pan, lan, SOCBoardAtServer.getLegalSeaEdges(gameData, -1)));
}
if (addedPsList)
// Undo change to game's copy of landAreasLegalNodes
lan[0] = null;
if (gameData.isGameOptionSet(SOCGameOption.K_SC_CLVI))
c.put(SOCPlayerElement.toCmd(gameName, -1, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, ((SOCBoardLarge) (gameData.getBoard())).getCloth()));
// individual villages' cloth counts are sent soon below
} else {
for (int pn = 0; pn < gameData.maxPlayers; ++pn) {
final SOCPlayer pl = gameData.getPlayer(pn);
final HashSet<Integer> psList = pl.getPotentialSettlements();
// Some boards may have multiple land areas.
// See also above, and startGame which has very similar code.
final HashSet<Integer>[] lan;
if (gameData.hasSeaBoard && (pn == 0)) {
// send this info once, not per-player:
// Note: Assumes all players have same legal nodes.
final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
lan = bl.getLandAreasLegalNodes();
if (lan != null)
lan[0] = psList;
} else {
lan = null;
}
if (lan == null) {
c.put(SOCPotentialSettlements.toCmd(gameName, pn, new ArrayList<Integer>(psList)));
} else {
c.put(SOCPotentialSettlements.toCmd(gameName, pn, 0, lan, SOCBoardAtServer.getLegalSeaEdges(gameData, pn)));
// Undo change to game's copy of landAreasLegalNodes
lan[0] = null;
}
}
}
/**
* If normal game play has started:
* _SC_CLVI: Send updated Cloth counts for any changed villages.
* _SC_FTRI: Send any changed Special Edges.
*/
if (gameData.hasSeaBoard && (gameData.getGameState() >= SOCGame.ROLL_OR_CARD)) {
final SOCBoardLarge bl = (SOCBoardLarge) gameData.getBoard();
// SC_CLVI:
final HashMap<Integer, SOCVillage> villages = bl.getVillages();
if (villages != null)
for (final SOCVillage vi : villages.values()) {
final int cl = vi.getCloth();
if (cl != SOCVillage.STARTING_CLOTH)
srv.messageToGame(gameName, new SOCPieceValue(gameName, vi.getCoordinates(), cl, 0));
}
// SC_FTRI:
boolean sendEdgeChanges = bl.hasSpecialEdges();
if (!sendEdgeChanges) {
// check the board for any Special Edge layout part
for (String ap : SOCBoardLarge.SPECIAL_EDGE_LAYOUT_PARTS) {
if (bl.getAddedLayoutPart(ap) != null) {
sendEdgeChanges = true;
break;
}
}
}
if (sendEdgeChanges)
joinGame_sendBoardSpecialEdgeChanges(gameData, bl, c);
}
/**
* Send the current player number.
* Before v2.0.00, this wasn't sent so early; was sent
* just before SOCGameState and the "joined the game" text.
* This earlier send has been tested against 1.1.07 (released 2009-10-31).
*/
if (c.getVersion() >= SOCGameElements.MIN_VERSION)
c.put(new SOCGameElements(gameName, SOCGameElements.CURRENT_PLAYER, gameData.getCurrentPlayerNumber()).toCmd());
else
c.put(SOCSetTurn.toCmd(gameName, gameData.getCurrentPlayerNumber()));
/**
* Send the game's Special Item info, if any, if game has started:
*/
final String[] gameSITypes;
if (gameData.getGameState() >= SOCGame.START1A) {
Set<String> ty = gameData.getSpecialItemTypes();
gameSITypes = (ty != null) ? ty.toArray(new String[ty.size()]) : null;
} else {
gameSITypes = null;
}
/**
* Holds any special items shared between game and player. Those must be sent just once, not twice,
* when per-game and then per-player special item info is sent. Per-player loop should check
* {@code gameSItoPlayer.get(typeKey)[playerNumber].get(itemIndex)}; unused per-player lists
* and typeKeys are null, so check each dereference; also check itemIndex versus list length.
*/
final HashMap<String, ArrayList<SOCSpecialItem>[]> gameSItoPlayer;
if (gameSITypes == null) {
gameSItoPlayer = null;
} else {
gameSItoPlayer = new HashMap<String, ArrayList<SOCSpecialItem>[]>();
for (int i = 0; i < gameSITypes.length; ++i) {
final String tkey = gameSITypes[i];
ArrayList<SOCSpecialItem> gsi = gameData.getSpecialItems(tkey);
if (gsi == null)
// shouldn't happen
continue;
final int L = gsi.size();
for (// use this loop type to avoid ConcurrentModificationException if locking bug
int gi = 0; // use this loop type to avoid ConcurrentModificationException if locking bug
gi < L; // use this loop type to avoid ConcurrentModificationException if locking bug
++gi) {
final SOCSpecialItem si = gsi.get(gi);
if (si == null) {
c.put(new SOCSetSpecialItem(gameName, SOCSetSpecialItem.OP_CLEAR, tkey, gi, -1, -1).toCmd());
continue;
}
// player index, or -1: if pl != null, must search pl's items for a match
int pi = -1;
final SOCPlayer pl = si.getPlayer();
if (pl != null) {
ArrayList<SOCSpecialItem> iList = pl.getSpecialItems(tkey);
if (iList != null) {
for (int k = 0; k < iList.size(); ++k) {
if (si == iList.get(k)) {
pi = k;
break;
}
}
}
}
c.put(new SOCSetSpecialItem(gameData, SOCSetSpecialItem.OP_SET, tkey, gi, pi, si).toCmd());
if (pi != -1) {
// remember for use when sending per-player info
ArrayList<SOCSpecialItem>[] toAllPl = gameSItoPlayer.get(tkey);
if (toAllPl == null) {
toAllPl = new ArrayList[gameData.maxPlayers];
gameSItoPlayer.put(tkey, toAllPl);
}
ArrayList<SOCSpecialItem> iList = toAllPl[pl.getPlayerNumber()];
if (iList == null) {
iList = new ArrayList<SOCSpecialItem>();
toAllPl[pl.getPlayerNumber()] = iList;
}
int iLL = iList.size();
while (iLL <= pi) {
iList.add(null);
++iLL;
}
iList.set(pi, si);
}
}
}
}
/**
* send the per-player information
*/
for (int i = 0; i < gameData.maxPlayers; i++) {
SOCPlayer pl = gameData.getPlayer(i);
/**
* send scenario info before any putpiece, so they know their
* starting land areas and scenario events
*/
int itm = pl.getSpecialVP();
if (itm != 0) {
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP, itm));
ArrayList<SOCPlayer.SpecialVPInfo> svpis = pl.getSpecialVPInfo();
if (svpis != null)
for (SOCPlayer.SpecialVPInfo svpi : svpis) srv.messageToPlayer(c, new SOCSVPTextMessage(gameName, i, svpi.svp, c.getLocalized(svpi.desc)));
}
itm = pl.getScenarioPlayerEvents();
if (itm != 0)
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_PLAYEREVENTS_BITMASK, itm));
itm = pl.getScenarioSVPLandAreas();
if (itm != 0)
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_SVP_LANDAREAS_BITMASK, itm));
itm = pl.getStartingLandAreasEncoded();
if (itm != 0)
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.STARTING_LANDAREAS, itm));
itm = pl.getCloth();
if (itm != 0)
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, itm));
// Send piece info even if player has left the game (pl.getName() == null).
// This lets them see "their" pieces before srv.sitDown(), if they rejoin at same position.
Enumeration<SOCPlayingPiece> piecesEnum = pl.getPieces().elements();
while (piecesEnum.hasMoreElements()) {
SOCPlayingPiece piece = piecesEnum.nextElement();
if (piece.getType() == SOCPlayingPiece.CITY)
c.put(SOCPutPiece.toCmd(gameName, i, SOCPlayingPiece.SETTLEMENT, piece.getCoordinates()));
c.put(SOCPutPiece.toCmd(gameName, i, piece.getType(), piece.getCoordinates()));
}
// _SC_PIRI: special-case piece not part of getPieces
{
final SOCFortress piece = pl.getFortress();
if (piece != null) {
final int coord = piece.getCoordinates(), str = piece.getStrength();
c.put(SOCPutPiece.toCmd(gameName, i, piece.getType(), coord));
if (str != SOCFortress.STARTING_STRENGTH)
c.put(SOCPieceValue.toCmd(gameName, coord, str, 0));
}
}
// _SC_PIRI: for display, send count of warships only after SOCShip pieces are sent
itm = pl.getNumWarships();
if (itm != 0)
srv.messageToPlayer(c, new SOCPlayerElement(gameName, i, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_WARSHIP_COUNT, itm));
/**
* send node coord of the last settlement, resources,
* knight cards played, number of playing pieces in hand
*/
final int[] counts = new int[(gameData.hasSeaBoard) ? 7 : 6];
counts[0] = pl.getLastSettlementCoord();
// will send with SOCPlayerElement.UNKNOWN
counts[1] = pl.getResources().getTotal();
counts[2] = pl.getNumKnights();
counts[3] = pl.getNumPieces(SOCPlayingPiece.ROAD);
counts[4] = pl.getNumPieces(SOCPlayingPiece.SETTLEMENT);
counts[5] = pl.getNumPieces(SOCPlayingPiece.CITY);
if (gameData.hasSeaBoard)
counts[6] = pl.getNumPieces(SOCPlayingPiece.SHIP);
if (c.getVersion() >= SOCPlayerElements.MIN_VERSION) {
c.put(new SOCPlayerElements(gameName, i, SOCPlayerElement.SET, (gameData.hasSeaBoard) ? ELEM_JOINGAME_WITH_PIECETYPES_SEA : ELEM_JOINGAME_WITH_PIECETYPES_CLASSIC, counts).toCmd());
} else {
c.put(SOCLastSettlement.toCmd(gameName, i, counts[0]));
// client too old for SOCPlayerElement.LAST_SETTLEMENT_NODE
for (int j = 1; j < counts.length; ++j) c.put(SOCPlayerElement.toCmd(gameName, i, SOCPlayerElement.SET, ELEM_JOINGAME_WITH_PIECETYPES_CLASSIC[j], counts[j]));
}
final int numDevCards = pl.getInventory().getTotal();
final int unknownType;
if (c.getVersion() >= SOCDevCardConstants.VERSION_FOR_NEW_TYPES)
unknownType = SOCDevCardConstants.UNKNOWN;
else
unknownType = SOCDevCardConstants.UNKNOWN_FOR_VERS_1_X;
final String cardUnknownCmd = SOCDevCardAction.toCmd(gameName, i, SOCDevCardAction.ADD_OLD, unknownType);
for (int j = 0; j < numDevCards; j++) {
c.put(cardUnknownCmd);
}
if (gameSITypes != null) {
for (int j = 0; j < gameSITypes.length; ++j) {
final String tkey = gameSITypes[j];
ArrayList<SOCSpecialItem> plsi = pl.getSpecialItems(tkey);
if (plsi == null)
// shouldn't happen
continue;
// pi loop body checks gameSItoPlayer to see if already sent (object shared with game)
final ArrayList<SOCSpecialItem>[] toAllPl = gameSItoPlayer.get(tkey);
final ArrayList<SOCSpecialItem> iList = (toAllPl != null) ? toAllPl[i] : null;
final int L = plsi.size();
for (// use this loop type to avoid ConcurrentModificationException
int pi = 0; // use this loop type to avoid ConcurrentModificationException
pi < L; // use this loop type to avoid ConcurrentModificationException
++pi) {
final SOCSpecialItem si = plsi.get(pi);
if (si == null) {
c.put(new SOCSetSpecialItem(gameName, SOCSetSpecialItem.OP_CLEAR, tkey, -1, pi, i).toCmd());
continue;
}
if ((iList != null) && (iList.size() > pi) && (iList.get(pi) == si))
// already sent (shared with game)
continue;
c.put(new SOCSetSpecialItem(gameData, SOCSetSpecialItem.OP_SET, tkey, -1, pi, si).toCmd());
}
}
}
if ((i == 0) && (c.getVersion() < SOCGameElements.MIN_VERSION)) {
// per-game data, send once; send here only if client is
// too old to send together with other game elements,
// otherwise send soon with longest road / largest army
c.put(SOCFirstPlayer.toCmd(gameName, gameData.getFirstPlayer()));
c.put(SOCDevCardCount.toCmd(gameName, gameData.getNumDevCards()));
}
c.put(SOCChangeFace.toCmd(gameName, i, pl.getFaceId()));
if (i == 0) {
// per-game data, send once
c.put(SOCDiceResult.toCmd(gameName, gameData.getCurrentDice()));
}
}
// /
// / send dev card count, rounds count, first player, who has longest road and largest army
// /
final SOCPlayer lrPlayer = gameData.getPlayerWithLongestRoad(), laPlayer = gameData.getPlayerWithLargestArmy();
final int lrPlayerNum = (lrPlayer != null) ? lrPlayer.getPlayerNumber() : -1, laPlayerNum = (laPlayer != null) ? laPlayer.getPlayerNumber() : -1;
if (c.getVersion() < SOCGameElements.MIN_VERSION) {
c.put(SOCLongestRoad.toCmd(gameName, lrPlayerNum));
c.put(SOCLargestArmy.toCmd(gameName, laPlayerNum));
} else {
c.put(new SOCGameElements(gameName, ELEM_JOINGAME_DEVCARDS_ROUNDS_PLNUMS_FIRST_LONGEST_LARGEST, new int[] { gameData.getNumDevCards(), gameData.getRoundCount(), gameData.getFirstPlayer(), lrPlayerNum, laPlayerNum }).toCmd());
}
/**
* If we're rejoining and taking over a seat after a network problem,
* send our resource and hand information.
*/
if (isTakingOver) {
SOCPlayer cliPl = gameData.getPlayer(cliName);
if (cliPl != null) {
int pn = cliPl.getPlayerNumber();
if ((pn != -1) && !gameData.isSeatVacant(pn))
sitDown_sendPrivateInfo(gameData, c, pn);
}
}
String membersCommand = null;
srv.gameList.takeMonitorForGame(gameName);
/**
* Almost done; send GAMEMEMBERS as a hint to client that we're almost ready for its input.
* There's no new data in GAMEMEMBERS, because player names have already been sent by
* the SITDOWN messages above.
*/
try {
Vector<Connection> gameMembers = srv.gameList.getMembers(gameName);
membersCommand = SOCGameMembers.toCmd(gameName, gameMembers);
} catch (Exception e) {
D.ebugPrintln("Exception in SGH.joinGame (gameMembers) - " + e);
}
srv.gameList.releaseMonitorForGame(gameName);
if (membersCommand != null)
c.put(membersCommand);
// before v2.0.00, current player number (SETTURN) was sent here,
// between membersCommand and GAMESTATE.
c.put(SOCGameState.toCmd(gameName, gameData.getGameState()));
if (D.ebugOn)
D.ebugPrintln("*** " + cliName + " joined the game " + gameName + " at " + DateFormat.getTimeInstance(DateFormat.SHORT).format(new Date()));
/**
* Let everyone else know about the change
*/
if (isTakingOver) {
return;
}
srv.messageToGame(gameName, new SOCJoinGame(cliName, "", "dummyhost", gameName));
if ((!isReset) && gameData.getGameState() >= SOCGame.START2A) {
srv.messageToPlayerKeyed(c, gameName, // "This game has started. To play, take over a robot."
(hasRobot) ? // "This game has started. To play, take over a robot."
"member.join.game.started.bots" : // "This game has started; no new players can sit down."
"member.join.game.started");
}
}
use of soc.message.SOCPlayerElement in project JSettlers2 by jdmonin.
the class SOCGameHandler method sendTurn.
/**
* At start of a new turn, send new {@link SOCGame#getGameState()} and {@link SOCTurn} with whose turn it is.
* Optionally also send a prompt to roll. If the client is too old (1.0.6), it will ignore the prompt.
*<P>
* The {@link SOCTurn} sent will have a field for the Game State unless
* {@link SOCGame#clientVersionLowest} < 2.0.00 ({@link SOCGameState#VERSION_FOR_GAME_STATE_AS_FIELD}),
* in which case a separate {@link SOCGameState} message will be sent first.
* Calls {@link #sendGameState(SOCGame, boolean, boolean)} in either case,
* to send any text prompts or other gamestate-related messages.
*<P>
* sendTurn should be called whenever the current player changes, including
* during and after initial placement.
*
* @param ga the game
* @param sendRollPrompt whether to send a RollDicePrompt message afterwards
*/
void sendTurn(final SOCGame ga, boolean sendRollPrompt) {
if (ga == null)
return;
final boolean useGSField = (ga.clientVersionLowest >= SOCGameState.VERSION_FOR_GAME_STATE_AS_FIELD);
sendRollPrompt |= sendGameState(ga, useGSField, false);
String gname = ga.getName();
final int gs = ga.getGameState(), cpn = ga.getCurrentPlayerNumber();
if (ga.clientVersionLowest >= SOCPlayerElement.VERSION_FOR_CARD_ELEMENTS)
srv.messageToGame(gname, new SOCPlayerElement(gname, cpn, SOCPlayerElement.SET, SOCPlayerElement.PLAYED_DEV_CARD_FLAG, 0));
else
srv.messageToGame(gname, new SOCSetPlayedDevCard(gname, cpn, false));
final SOCTurn turnMessage = new SOCTurn(gname, cpn, (useGSField) ? gs : 0);
srv.messageToGame(gname, turnMessage);
srv.recordGameEvent(gname, turnMessage);
if (sendRollPrompt)
srv.messageToGame(gname, new SOCRollDicePrompt(gname, cpn));
}
use of soc.message.SOCPlayerElement in project JSettlers2 by jdmonin.
the class SOCGameHandler method reportRobbery.
/**
* The current player is stealing from another player.
* Send messages saying what was stolen.
*
* @param ga the game
* @param pe the perpetrator
* @param vi the victim
* @param rsrc type of resource stolen, as in {@link SOCResourceConstants#SHEEP},
* or {@link SOCResourceConstants#CLOTH_STOLEN_LOCAL} for cloth
* (scenario option {@link SOCGameOption#K_SC_CLVI _SC_CLVI}).
*/
void reportRobbery(SOCGame ga, SOCPlayer pe, SOCPlayer vi, final int rsrc) {
if (ga == null)
return;
final String gaName = ga.getName();
final String peName = pe.getName();
final String viName = vi.getName();
final int pePN = pe.getPlayerNumber();
final int viPN = vi.getPlayerNumber();
if (rsrc == SOCResourceConstants.CLOTH_STOLEN_LOCAL) {
// Send players' cloth counts and text.
// Client's game will recalculate players' VP based on
// the cloth counts, so we don't need to also send VP.
srv.messageToGame(gaName, new SOCPlayerElement(gaName, viPN, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, vi.getCloth(), true));
srv.messageToGame(gaName, new SOCPlayerElement(gaName, pePN, SOCPlayerElement.SET, SOCPlayerElement.SCENARIO_CLOTH_COUNT, pe.getCloth()));
// "{0} stole a cloth from {1}."
srv.messageToGameKeyed(ga, true, "robber.stole.cloth.from", peName, viName);
// <--- early return: cloth is announced to entire game ---
return;
}
SOCPlayerElement gainRsrc = null;
SOCPlayerElement loseRsrc = null;
SOCPlayerElement gainUnknown;
SOCPlayerElement loseUnknown;
// This works because SOCPlayerElement.SHEEP == SOCResourceConstants.SHEEP.
gainRsrc = new SOCPlayerElement(gaName, pePN, SOCPlayerElement.GAIN, rsrc, 1);
loseRsrc = new SOCPlayerElement(gaName, viPN, SOCPlayerElement.LOSE, rsrc, 1, true);
/**
* send the game data messages
*/
Connection peCon = srv.getConnection(peName);
Connection viCon = srv.getConnection(viName);
srv.messageToPlayer(peCon, gainRsrc);
srv.messageToPlayer(peCon, loseRsrc);
srv.messageToPlayer(viCon, gainRsrc);
srv.messageToPlayer(viCon, loseRsrc);
// Don't send generic message to pe or vi
List<Connection> sendNotTo = new ArrayList<Connection>(2);
sendNotTo.add(peCon);
sendNotTo.add(viCon);
gainUnknown = new SOCPlayerElement(gaName, pePN, SOCPlayerElement.GAIN, SOCPlayerElement.UNKNOWN, 1);
loseUnknown = new SOCPlayerElement(gaName, viPN, SOCPlayerElement.LOSE, SOCPlayerElement.UNKNOWN, 1);
srv.messageToGameExcept(gaName, sendNotTo, gainUnknown, true);
srv.messageToGameExcept(gaName, sendNotTo, loseUnknown, true);
/**
* send the text messages:
* "You stole a sheep from viName." [In v1.x.xx, "stole a sheep resource"]
* "peName stole a sheep from you."
* "peName stole a resource from viName."
*/
// "You stole {0,rsrcs} from {2}."
srv.messageToPlayerKeyedSpecial(peCon, ga, "robber.you.stole.resource.from", -1, rsrc, viName);
// "{0} stole {1,rsrcs} from you."
srv.messageToPlayerKeyedSpecial(viCon, ga, "robber.stole.resource.from.you", peName, -1, rsrc);
// "{0} stole a resource from {1}."
srv.messageToGameKeyedSpecialExcept(ga, true, sendNotTo, "robber.stole.resource.from", peName, viName);
}
use of soc.message.SOCPlayerElement in project JSettlers2 by jdmonin.
the class SOCGameHandler method endGameTurn.
/**
* Pre-checking already done, end the current player's turn in this game.
* Alter game state and send messages to players.
* (Clear all the Ask Special Building, Reset Board Request, and Trade Offer flags; send Game State; send Turn).
*<P>
* Calls {@link SOCGame#endTurn()}, which may also end the game.
* On the 6-player board, this may begin the {@link SOCGame#SPECIAL_BUILDING Special Building Phase},
* or end a player's placements during that phase.
* Otherwise, calls {@link #sendTurn(SOCGame, boolean)} and begins
* the next player's turn.
*<P>
* Assumes:
* <UL>
* <LI> ga.canEndTurn already called, to validate player
* <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>
*<P>
* As a special case, endTurn is used to begin the Special Building Phase during the
* start of a player's own turn, if permitted. (Added in 1.1.09)
*<P>
* A simplified version of this logic (during initial placement) is used in
* {@link SOCGameMessageHandler#handlePUTPIECE(SOCGame, Connection, SOCPutPiece)}.
*
* @param ga Game to end turn
* @param pl Current player in <tt>ga</tt>, or null. Not needed except in SPECIAL_BUILDING.
* If null, will be determined within this method.
* @param callEndTurn Almost always true; if false, don't call {@link SOCGame#endTurn()}
* because it was called before calling this method.
* If false, be sure to set {@code pl} to the player whose turn it was before {@code endTurn()} was called.
*/
void endGameTurn(SOCGame ga, SOCPlayer pl, final boolean callEndTurn) {
// Reminder: if this method's logic is changed or added to,
// please also look at SOCGameMessageHandler.handlePUTPIECE
// to see if the simplified version there should also be
// updated.
final String gname = ga.getName();
if (ga.getGameState() == SOCGame.SPECIAL_BUILDING) {
if (pl == null)
pl = ga.getPlayer(ga.getCurrentPlayerNumber());
pl.setAskedSpecialBuild(false);
srv.messageToGame(gname, new SOCPlayerElement(gname, pl.getPlayerNumber(), SOCPlayerElement.SET, SOCPlayerElement.ASK_SPECIAL_BUILD, 0));
}
final boolean hadBoardResetRequest = (-1 != ga.getResetVoteRequester());
/**
* End the Turn:
*/
if (callEndTurn) {
// May set state to OVER, if new player has enough points to win.
ga.endTurn();
// May begin or continue the Special Building Phase.
}
if (hadBoardResetRequest) {
// Cancel voting at end of turn
srv.messageToGame(gname, new SOCResetBoardReject(gname));
}
/**
* clear any trade offers
*/
srv.gameList.takeMonitorForGame(gname);
if (ga.clientVersionLowest >= SOCClearOffer.VERSION_FOR_CLEAR_ALL) {
srv.messageToGameWithMon(gname, new SOCClearOffer(gname, -1));
} else {
for (int i = 0; i < ga.maxPlayers; i++) srv.messageToGameWithMon(gname, new SOCClearOffer(gname, i));
}
srv.gameList.releaseMonitorForGame(gname);
/**
* send new state number; if game is now OVER,
* also send end-of-game messages.
* Send whose turn it is.
*/
sendTurn(ga, false);
if (ga.getGameState() == SOCGame.SPECIAL_BUILDING)
srv.messageToGameKeyed(ga, true, "action.sbp.turn.to.place", ga.getPlayer(ga.getCurrentPlayerNumber()).getName());
// "Special building phase: {0}''s turn to place."
}
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