feat: implemented CharacterSelection and game start

This commit is contained in:
Yannik Bretschneider 2021-06-06 19:29:51 +02:00
parent f52e089433
commit c09d407351
1 changed files with 37 additions and 16 deletions

View File

@ -18,6 +18,7 @@ import java.util.concurrent.BlockingQueue;
import java.util.concurrent.LinkedBlockingQueue;
import java.util.concurrent.TimeUnit;
import java.util.function.BiConsumer;
import java.util.stream.Collectors;
/**
* A class that handles the connection to the lobby. It contains the participants inside of the lobby. The class
@ -105,7 +106,7 @@ public class LobbyConnection implements Runnable {
Logger.info("Lobby '{}' is terminating. Exiting...", gameID);
return;
} else if (currentMessage == null) {
Logger.trace("Message was null, continuing"); // TODO: remove for production
// Logger.trace("Message was null, continuing"); // TODO: remove for production
continue;
} else if (currentMessage.item2 instanceof CharacterSelectionMessage) {
var origin = currentMessage.item1;
@ -115,10 +116,6 @@ public class LobbyConnection implements Runnable {
origin.name);
characterSelectionActive = receiveCharacterSelection(origin, message);
Logger.trace("Sending confirmSelectionMessage to player1");
var replyMessage = new ConfirmSelectionMessage();
replyMessage.selectionComplete = !characterSelectionActive;
sendMessage(origin, replyMessage);
} else if (currentMessage.item2 instanceof RequestMessage) {
var origin = currentMessage.item1;
// var message = (RequestMessage) currentMessage.item2; this is ignored here
@ -131,8 +128,7 @@ public class LobbyConnection implements Runnable {
} else {
Logger.warn("Message that isn't of type RequestMessage or CharacacterSelectionMessage" +
"received in Lobby. This is probably a bug.");
sendError(
currentMessage.item1,
sendError(currentMessage.item1,
"Message couldn't be processed by the lobby, as its type was invalid");
}
}
@ -227,7 +223,7 @@ public class LobbyConnection implements Runnable {
}
private void receiveRequests(Participant origin, RequestMessage message) {
System.out.println("REMOVE THIS PRINTLN: received request message " + message.toString());
// TODO: implement
}
/**
@ -237,8 +233,8 @@ public class LobbyConnection implements Runnable {
*
* @param origin is the participant that sent the message
* @param message is the message triggering the CharacterSelection method
* @return true if CharacterSelection is now completed, and false otherwise. If the method is called outside of the
* CharacterSelection phase, true is returned, as the characterSelection is after all done
* @return false if CharacterSelection is now completed, and true otherwise. If the method is called outside of the
* CharacterSelection phase, false is returned, as the characterSelection is after all done
*/
private boolean receiveCharacterSelection(Participant origin, CharacterSelectionMessage message) {
if (this.characterSelectionActive) {
@ -253,6 +249,12 @@ public class LobbyConnection implements Runnable {
selectionPossibilities.item1,
message.characters);
Logger.info("Player 1 has selected their characters");
Logger.trace("Sending selection confirmation message to Player1");
Logger.trace("Sending confirmSelectionMessage to player1");
var replyMessage = new ConfirmSelectionMessage();
replyMessage.selectionComplete = !characterSelectionActive;
sendMessage(origin, replyMessage);
} else {
Logger.debug("Player 1 tried to select characters twice, sending error");
sendError(origin,
@ -262,13 +264,17 @@ public class LobbyConnection implements Runnable {
}
case PlayerTwo -> {
if (playerTwoSelection == null) {
Logger.trace("Checking whether there are actually 6 choices");
playerTwoSelection = getChosenCharacters(
selectionPossibilities.item1,
message.characters);
Logger.info("Player 1 has selected their characters");
Logger.info("Player 2 has selected their characters");
Logger.trace("Sending confirmSelectionMessage to player2");
var replyMessage = new ConfirmSelectionMessage();
replyMessage.selectionComplete = !characterSelectionActive;
sendMessage(origin, replyMessage);
} else {
Logger.debug("Player 1 tried to select characters twice, sending error");
Logger.debug("Player 2 tried to select characters twice, sending error");
sendError(origin,
"Cannot select characters as characters were already selected");
}
@ -284,7 +290,7 @@ public class LobbyConnection implements Runnable {
"the CharacterSelectionPhase, sending error", origin.name);
sendError(origin, "The character selection phase is already over");
}
return !characterSelectionActive || (playerOneSelection != null && playerTwoSelection != null);
return (playerOneSelection == null || playerTwoSelection == null) && characterSelectionActive;
}
private CharacterProperties[] getChosenCharacters(CharacterProperties[] possibleChoices, Boolean[] choices) {
@ -309,13 +315,24 @@ public class LobbyConnection implements Runnable {
}
private void initializeLobby() {
Logger.trace("Initializing lobby...");
Logger.trace("Transforming chosen characters into integer array of IDs");
var player1CharacterChoiceIDs = Arrays.stream(playerOneSelection)
.map(properties -> properties.characterID)
.collect(Collectors.toList());
var player2CharacterChoiceIDs = Arrays.stream(playerOneSelection)
.map(properties -> properties.characterID)
.collect(Collectors.toList());
Logger.info("Initializing lobby...");
this.lobby = new Lobby(
gameID,
this,
Server.getPartyConfig(),
Server.getCharacterConfig(),
Server.getScenarioConfig());
Server.getScenarioConfig(),
player1CharacterChoiceIDs,
player2CharacterChoiceIDs);
}
/**
@ -466,6 +483,10 @@ public class LobbyConnection implements Runnable {
broadcast(message);
}
public void broadcastEvents(List<Event> events) {
broadcastEvents(events.toArray(new Event[0]));
}
public void broadcastToAllExcept(Participant except, Event... events) {
var message = new EventMessage();
message.messages = events;