refactor: update Lobby for changes to the game library
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@ -1,8 +1,6 @@
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package uulm.teamname.marvelous.server.lobby;
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import uulm.teamname.marvelous.gamelibrary.IntVector2;
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import uulm.teamname.marvelous.gamelibrary.entities.Character;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import uulm.teamname.marvelous.gamelibrary.events.Event;
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import uulm.teamname.marvelous.gamelibrary.events.EventBuilder;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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@ -39,50 +37,44 @@ public class Lobby extends EventObserver {
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for(Request request: requests) {
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switch(request.type) {
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case MeleeAttackRequest, RangedAttackRequest, MoveRequest, ExchangeInfinityStoneRequest, UseInfinityStoneRequest -> {
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case MeleeAttackRequest, RangedAttackRequest, MoveRequest, ExchangeInfinityStoneRequest, UseInfinityStoneRequest, EndRoundRequest -> {
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if(!pause.isPaused()) {
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//if game is paused, no actions should happen
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stateRelevant.add(request); // these need to be checked all together by the game instance itself
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}
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else {
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connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
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stateRelevant.add(request);
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}else {
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// if game is paused, no actions should happen
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reject(source);
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}
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}
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case PauseStopRequest, PauseStartRequest, EndRoundRequest, DisconnectRequest, Req -> {
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//if game is paused only PauseStop, Disconnect and Req are available
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if(!pause.isPaused()){
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case PauseStartRequest, PauseStopRequest -> {
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if(request.type == RequestType.PauseStartRequest || pause.isPaused()) {
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processRequest(source, request);
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}else {
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reject(source);
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}
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else if(request.type != RequestType.PauseStartRequest && request.type != RequestType.EndRoundRequest ) {
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processRequest(source, request);
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}
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else {
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connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
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}
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return; // only one of these will ever be sent at once, and if that is the case, we wont have any other state relevant events
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}
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case DisconnectRequest, Req -> {
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processRequest(source, request);
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return; // only one of these will ever be sent at once, and if that is the case, we wont have any other state relevant events
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}
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}
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}
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if(!game.checkRequestsAndApply((Request[]) stateRelevant.toArray())) {
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if(!game.checkRequestsAndApply(stateRelevant.toArray(new Request[0]))) {
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// requests don't apply, tell the client that they need to update their state
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connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
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reject(source);
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}
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}
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private void processRequest(Participant source, Request request) {
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//TODO: handle the rest of the requests
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switch(request.type) {
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case PauseStopRequest -> {
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pause.pauseEnd();
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pause.stop();
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connection.sendEvents(source, new EventBuilder(EventType.PauseStopEvent).buildGameStateEvent(), game.getGameStateEvent());
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}
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case PauseStartRequest -> {
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pause.pauseGame();
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pause.start();
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connection.sendEvents(source, new EventBuilder(EventType.PauseStartEvent).buildGameStateEvent(), game.getGameStateEvent());
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}
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case EndRoundRequest -> {
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}
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case DisconnectRequest -> {
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connection.removePlayer(source);
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@ -94,17 +86,7 @@ public class Lobby extends EventObserver {
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}
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}
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public void endRound(){
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ArrayList Entitys = new ArrayList<>();
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for (EntityID id : game.state.getTurnOrder()) {
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if(((Character) game.state.getEntities().findEntity(id)).hp.getValue() == 0){
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}
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}
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int index = game.state.getTurnOrder().indexOf(game.state.getActiveCharacter());
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}
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public void closeLobby(){
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private void reject(Participant source) {
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connection.sendEvents(source, new EventBuilder(EventType.Nack).buildGameEvent(), game.getGameStateEvent());
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}
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}
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@ -6,11 +6,13 @@ public class PauseHandler {
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public PauseHandler(){
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paused = false;
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}
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public void pauseGame(){
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public void start() {
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if(!paused)
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paused = true;
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}
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public void pauseEnd(){
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public void stop() {
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if(paused)
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paused = false;
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}
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