package ch.asynk.rustanddust.game; import java.io.StringWriter; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.utils.Json; import com.badlogic.gdx.utils.JsonValue; import com.badlogic.gdx.utils.JsonReader; import com.badlogic.gdx.utils.JsonWriter.OutputType; import ch.asynk.rustanddust.RustAndDust; import ch.asynk.rustanddust.engine.util.IterableQueue; import ch.asynk.rustanddust.engine.util.IterableStack; import ch.asynk.rustanddust.ui.Position; import ch.asynk.rustanddust.util.Marshal; import ch.asynk.rustanddust.game.ctrl.Solo; import ch.asynk.rustanddust.game.State.StateType; import ch.asynk.rustanddust.game.states.StateCommon; import ch.asynk.rustanddust.game.states.StateSelect; import ch.asynk.rustanddust.game.states.StateMove; import ch.asynk.rustanddust.game.states.StatePromote; import ch.asynk.rustanddust.game.states.StateEngage; import ch.asynk.rustanddust.game.states.StateAnimation; import ch.asynk.rustanddust.game.states.StateDeployment; import ch.asynk.rustanddust.game.states.StateReinforcement; import ch.asynk.rustanddust.game.states.StateReplay; public abstract class Ctrl implements Disposable { enum Mode { LOADING, REPLAY, PLAY, } private static final boolean debugCtrl = false; public enum MsgType { OK, CANCEL, PROMOTE, ANIMATIONS_DONE, UNIT_DOCK_SELECT, UNIT_DOCK_TOGGLE, UNIT_DEPLOYED, UNIT_UNDEPLOYED, } public enum EventType { ORDER, ORDER_DONE, STATE_CHANGE, ANIMATION, REPLAY_DONE, TURN_DONE, ACTION_ABORTED, EXIT_BATTLE, } class Event { public EventType type; public Object data; @Override public String toString() { return String.format("Event : %s - %s", type, (data == null) ? "" : data); } } public final RustAndDust game; public final Battle battle; private final StringWriter writer = new StringWriter(2048); private final IterableQueue events = new IterableQueue(4); private final IterableStack freeEvents = new IterableStack(4); public Map map; public Hud hud; private float blockEvents; public boolean blockMap; public boolean blockHud; private Hex touchedHex; protected int gameId; protected boolean synched; private int depth; private Order lastOrder; private final State selectState; private final State moveState; private final State promoteState; private final State engageState; private final State animationState; private final State deploymentState; private final State reinforcementState; private final State replayState; private Mode mode; private State state; private StateType stateType; private StateType stateAfterAnimation; public abstract void init(); public static Ctrl getCtrl(final RustAndDust game) { Ctrl ctrl = null; switch(game.config.gameMode) { case SOLO: ctrl = new Solo(game); break; } return ctrl; } public Ctrl(final RustAndDust game) { game.ctrl = this; this.game = game; this.battle = game.config.battle; this.hud = new Hud(game); this.blockEvents = 0.5f; this.blockMap = true; this.blockHud = false; this.touchedHex = null; this.gameId = -1; this.synched = false; this.depth = 0; this.lastOrder = null; this.selectState = new StateSelect(); this.moveState = new StateMove(); this.promoteState = new StatePromote(); this.engageState = new StateEngage(); this.animationState = new StateAnimation(); this.deploymentState = new StateDeployment(); this.reinforcementState = new StateReinforcement(); this.replayState = new StateReplay(); this.mode = Mode.LOADING; this.map = battle.init(); init(); StateCommon.set(game); hud.update(); this.stateType = StateType.WAIT_EVENT; this.stateAfterAnimation = battle.getState(); setState(StateType.ANIMATION); switch(game.config.loadMode) { case NEW: this.hud.notify(battle.toString(), 2, Position.MIDDLE_CENTER, false); break; case RESUME: if (!synched) { map.prepareReplayLastAction(); this.stateAfterAnimation = StateType.REPLAY; } break; case REPLAY_LAST: map.prepareReplayCurrentTurn(); this.stateAfterAnimation = StateType.REPLAY; break; case REPLAY_BATTLE: // TODO REPLAY ALL this.stateAfterAnimation = StateType.REPLAY; break; } } @Override public void dispose() { hud.dispose(); map.dispose(); battle.desinit(); events.clear(); freeEvents.clear(); } // JSON protected void load(Marshal.Mode mode, String payload) { if (payload == null) return; JsonValue root = new JsonReader().parse(payload); battle.load(mode, root); } protected String unload(Marshal.Mode mode) { Json json = new Json(OutputType.json); writer.getBuffer().setLength(0); json.setWriter(writer); battle.unload(mode, json); writer.flush(); return writer.toString(); } // DB private void storeState() { game.db.storeGameState(gameId, battle.getTurnCount(), battle.getPlayer().id, unload(Marshal.Mode.PLAYERS), unload(Marshal.Mode.MAP)); } private void storeOrders() { game.db.storeGameOrders(gameId, battle.getTurnCount(), battle.getPlayer().id, unload(Marshal.Mode.ORDERS)); } private void clearOrders() { game.db.clearGameOrders(gameId); } private void storeTurn() { game.db.storeCurrentTurn(gameId); } // INPUTS public boolean drag(float x, float y, int dx, int dy) { if (!blockHud && hud.drag(x, y, dx, dy)) return true; return false; } public void touchDown(float hudX, float hudY, float mapX, float mapY) { if (!blockHud && hud.hit(hudX, hudY, inAnimation())) return; touchedHex = (blockMap ? null : map.getHexAt(mapX, mapY)); } public void touchUp(float hudX, float hudY, float mapX, float mapY) { if (!blockMap && (touchedHex != null) && (touchedHex == map.getHexAt(mapX, mapY))) state.touch(touchedHex); } // MESSAGES public void sendMsg(MsgType msgType) { sendMsg(msgType, null); } public void sendMsg(MsgType msgType, Object data) { RustAndDust.debug(String.format("Msg : %s %s", msgType, data)); switch(msgType) { case ANIMATIONS_DONE: animationsDone(); break; case UNIT_DOCK_TOGGLE: unitDockToggle(); break; case UNIT_DEPLOYED: deploymentState.processMsg(msgType, data); break; default: if (!this.state.processMsg(msgType, data)) RustAndDust.error(String.format("%s does not handle msg : %s %s", this.state, msgType, data)); break; } } // EVENTS public void postTurnDone() { postEvent(EventType.TURN_DONE); } public void postActionAborted() { postEvent(EventType.ACTION_ABORTED); } public void postReplayDone(StateType stateType) { postEvent(EventType.REPLAY_DONE, stateType); } public void post(StateType stateType) { postEvent(EventType.STATE_CHANGE, stateType); } public void postOrder(Order order) { postOrder(order, null); } public void postInitOrder(Order order) { // postEvent(EventType.ORDER, order); // postEvent(EventType.ORDER_DONE, stateType); executeOrder(order); orderDone(null); } public void postOrder(Order order, StateType stateType) { postEvent(EventType.ORDER, order); switch(order.type) { case END: case REVERT: break; default: postEvent(EventType.ANIMATION, StateType.WAIT_EVENT); } postEvent(EventType.ORDER_DONE, stateType); } public void postEvent(EventType type) { postEvent(type, null); } public void postEvent(EventType type, Object data) { Event evt = freeEvents.pop(); if (evt == null) evt = new Event(); evt.type = type; evt.data = data; events.enqueue(evt); } public void processEvent(float delta) { if (blockEvents > 0f) { blockEvents -= delta; if (blockEvents > 0f) return; } if ((events.size() <= 0) || inAnimation()) return; Event evt = events.dequeue(); RustAndDust.debug(evt.toString()); switch(evt.type) { case ORDER: executeOrder((Order) evt.data); break; case ORDER_DONE: orderDone((StateType) evt.data); break; case STATE_CHANGE: setState((StateType) evt.data); break; case REPLAY_DONE: replayDone((StateType) evt.data); break; case TURN_DONE: turnDone(); break; case ACTION_ABORTED: abortAction(); break; case EXIT_BATTLE: exitBattle(); break; case ANIMATION: stateAfterAnimation = (StateType) evt.data; setState(StateType.ANIMATION); break; default: RustAndDust.error(String.format("Unhandled Event Type : %s %s", evt.type, evt.data)); } freeEvents.push(evt); } private boolean inAnimation() { return (this.stateType == StateType.ANIMATION); } private void animationsDone() { if (debugCtrl) RustAndDust.debug(" ANIMATIONS DONE"); if (hud.dialogActive()) hud.notifyAnimationsDone(); if (mode == Mode.LOADING) { this.mode = ((stateAfterAnimation == StateType.REPLAY) ? Mode.REPLAY : Mode.PLAY); if (game.config.loadMode == Config.LoadMode.NEW) { storeState(); storeTurn(); } if (mode == Mode.PLAY) map.clear(true); } this.blockMap = false; StateType tmp = stateAfterAnimation; stateAfterAnimation = StateType.WAIT_EVENT; setState(tmp); } private void replayDone(StateType nextState) { if (debugCtrl) RustAndDust.debug(" REPLAY DONE"); hud.notify("Replay Done", Position.MIDDLE_CENTER); this.mode = Mode.PLAY; if (nextState != null) { setState(nextState); } else { if (!synched) { storeState(); synched = true; } if (battle.getPlayer().apExhausted()) postTurnDone(); else if (!battle.getPlayer().canDoSomething()) postTurnDone(); else setState(battle.getState()); } } private void executeOrder(Order order) { if (debugCtrl) RustAndDust.debug(" EXECUTE ORDER"); lastOrder = order; map.execute(order); if ((order.type == Order.OrderType.ENGAGE) && !order.replay) { game.ctrl.hud.engagementSummary(order.engagement); } if (this.mode == Mode.PLAY) storeOrders(); hud.update(); } private void orderDone(StateType nextState) { if (debugCtrl) RustAndDust.debug(" ORDER DONE -> " + nextState); Order order = this.lastOrder; this.lastOrder = null; if (nextState == null) nextState = battle.getState(); completeOrder(order); if (mode == Mode.LOADING) return; if (mode == Mode.REPLAY) { if (order.cost > 0) battle.getPlayer().burnDownOneAp(); hud.update(); blockEvents = 0.2f; post(nextState); return; } if (order.cost == 0) { post(nextState); return; } battle.getPlayer().burnDownOneAp(); hud.notify("1 Action Point burnt"); hud.update(); if (battle.getPlayer().apExhausted()) { hud.notify("No more Action Points"); postTurnDone(); } else if (!battle.getPlayer().canDoSomething()) { hud.notify("No available Actions"); postTurnDone(); } else { post(nextState); } storeState(); } private void completeOrder(Order order) { switch(order.type) { case MOVE: completeMoveOrder(order, (Unit) order.move.pawn); break; case ENGAGE: completeEngagementOrder(order, order.engagement.defender); break; case PROMOTE: battle.getPlayer().promote(order.leader); break; case REVERT: break; case END: break; default: break; } } private void completeEngagementOrder(Order order, Unit unit) { if (order.engagement.success) { battle.getPlayer().engagementWon += 1; battle.getOpponent().casualty(unit); } else { battle.getPlayer().engagementLost += 1; } } private void completeMoveOrder(Order order, Unit unit) { switch(order.move.type) { case EXIT: battle.getPlayer().unitWithdraw(unit); break; case SET: battle.getPlayer().unitEntry(unit); break; case ENTER: battle.getPlayer().unitEntry(unit); break; case REGULAR: break; default: break; } } private void turnDone() { if (debugCtrl) RustAndDust.debug(" TURN DONE"); setState(StateType.WAIT_EVENT); if (battle.turnDone()) hud.victory(battle.getPlayer(), battle.getOpponent()); else { hud.update(); if (battle.getPlayer().hasReinforcement()) hud.notify("You have reinforcement", 2, Position.MIDDLE_CENTER, true); if (!battle.getPlayer().canDoSomething()) { hud.notify("No available Actions"); postTurnDone(); } else { post(battle.getState()); } } storeState(); storeTurn(); map.clear(true); clearOrders(); } private void abortAction() { if (debugCtrl) RustAndDust.debug(" ABORT ACTION"); post(battle.getState()); } private void exitBattle() { if (debugCtrl) RustAndDust.debug(" EXIT BATTLE"); game.switchToMenu(); } private void unitDockToggle() { if (this.stateType == StateType.SELECT) { sendMsg(MsgType.CANCEL); post(StateType.REINFORCEMENT); } else if (this.stateType == StateType.REINFORCEMENT) { sendMsg(MsgType.OK); post(StateType.SELECT); } } // private void setState(StateType nextState) { if (stateType == nextState) RustAndDust.error("***!!!*** STATE LOOP ********************************************************************** " + stateType); if (nextState == StateType.WAIT_EVENT) { stateType = nextState; if (debugCtrl) RustAndDust.debug(" WAIT_EVENT"); return; } depth += 1; if (depth > 1) RustAndDust.error(String.format("***!!!*** STATE DEPTH : %d", depth)); if ((this.mode == Mode.PLAY) && (nextState == StateType.DEPLOYMENT)) { if (battle.isDeploymentDone()) hud.askEndDeployment(); } hud.playerInfo.blockEndOfTurn(nextState != StateType.SELECT); this.state = getNextState(nextState); StateType tmp = stateType; stateType = nextState; this.state.enterFrom(tmp); depth -= 1; } private State getNextState(StateType nextState) { RustAndDust.debug(" State Change", String.format("%s -> %s", stateType, nextState)); switch(nextState) { case SELECT: return selectState; case MOVE: return moveState; case PROMOTE: return promoteState; case ENGAGE: return engageState; case ANIMATION: return animationState; case DEPLOYMENT: return deploymentState; case REINFORCEMENT: return reinforcementState; case REPLAY: return replayState; default: RustAndDust.error(String.format("Unhandled State : %s", nextState)); } return this.state; } }