/** * Handles a "logout"-message. * * @param connection The <code>Connection</code> the message was received on. * @param logoutElement The element (root element in a DOM-parsed XML tree) that holds all the * information. * @return The reply. */ protected Element logout(Connection connection, Element logoutElement) { ServerPlayer player = getFreeColServer().getPlayer(connection); logger.info( "Logout by: " + connection + ((player != null) ? " (" + player.getName() + ") " : "")); if (player == null) { return null; } // TODO // Remove the player's units/colonies from the map and send map updates // to the // players that can see such units or colonies. // SHOULDN'T THIS WAIT UNTIL THE CURRENT PLAYER HAS FINISHED HIS TURN? /* * player.setDead(true); Element setDeadElement = * Message.createNewRootElement("setDead"); * setDeadElement.setAttribute("player", player.getId()); * freeColServer.getServer().sendToAll(setDeadElement, connection); */ /* * TODO: Setting the player dead directly should be a server option, but * for now - allow the player to reconnect: */ Element reply = null; player.setConnected(false); if (getFreeColServer().getGame().getCurrentPlayer() == player && !getFreeColServer().isSinglePlayer()) { reply = getFreeColServer().getInGameController().endTurn(player); } try { getFreeColServer().updateMetaServer(); } catch (NoRouteToServerException e) { } return reply; }
public void testIsTargetValidForSeekAndDestroy() { Game game = ServerTestHelper.startServerGame(getTestMap()); Map map = game.getMap(); AIMain aiMain = ServerTestHelper.getServer().getAIMain(); // Create player and unit ServerPlayer incaPlayer = (ServerPlayer) game.getPlayerByNationId("model.nation.inca"); NativeAIPlayer aiInca = (NativeAIPlayer) aiMain.getAIPlayer(incaPlayer); ServerPlayer dutchPlayer = (ServerPlayer) game.getPlayerByNationId("model.nation.dutch"); Tile dutchUnitTile = map.getTile(9, 9); Tile braveUnitTile = map.getTile(9, 8); ; Unit brave = new ServerUnit(game, braveUnitTile, incaPlayer, braveType); Unit soldier = new ServerUnit(game, dutchUnitTile, dutchPlayer, veteranType); Player.makeContact(incaPlayer, dutchPlayer); assertFalse( "Target should NOT be valid for UnitSeekAndDestroyMission", aiInca.isTargetValidForSeekAndDestroy(brave, soldier.getTile())); incaPlayer.setTension(dutchPlayer, new Tension(Tension.Level.HATEFUL.getLimit())); assertTrue( "Target should be valid for UnitSeekAndDestroyMission", aiInca.isTargetValidForSeekAndDestroy(brave, soldier.getTile())); incaPlayer.setStance(dutchPlayer, Stance.WAR); dutchPlayer.setStance(incaPlayer, Stance.WAR); assertTrue( "Target should be valid for UnitSeekAndDestroyMission", aiInca.isTargetValidForSeekAndDestroy(brave, soldier.getTile())); }
/** * Handle a "attack"-message. * * @param server The <code>FreeColServer</code> handling the message. * @param player The <code>Player</code> the message applies to. * @param connection The <code>Connection</code> message was received on. * @return An update encapsulating the attack or an error <code>Element</code> on failure. */ public Element handle(FreeColServer server, Player player, Connection connection) { ServerPlayer serverPlayer = server.getPlayer(connection); Unit unit; try { unit = serverPlayer.getOurFreeColGameObject(unitId, Unit.class); } catch (Exception e) { return DOMMessage.clientError(e.getMessage()); } Tile tile; try { tile = unit.getNeighbourTile(directionString); } catch (Exception e) { return DOMMessage.clientError(e.getMessage()); } MoveType moveType = unit.getMoveType(tile); if (moveType == MoveType.ENTER_INDIAN_SETTLEMENT_WITH_SCOUT || moveType == MoveType.ENTER_FOREIGN_COLONY_WITH_SCOUT || moveType.isAttack()) {; // OK } else { return DOMMessage.clientError( "Illegal attack move for: " + unitId + " type: " + moveType + " from: " + unit.getLocation().getId() + " to: " + tile.getId()); } Unit defender = tile.getDefendingUnit(unit); if (defender == null) { return DOMMessage.clientError( "Could not find defender" + " in tile: " + tile.getId() + " from: " + unit.getLocation().getId()); } // Proceed to attack. return server.getInGameController().combat(serverPlayer, unit, defender, null); }
public void testImpossibleConditionsForTargetSelection() { Game game = ServerTestHelper.startServerGame(getCoastTestMap(plainsType)); Map map = game.getMap(); AIMain aiMain = ServerTestHelper.getServer().getAIMain(); // Create attacking player and units ServerPlayer dutch = (ServerPlayer) game.getPlayerByNationId("model.nation.dutch"); Tile tile1 = map.getTile(2, 2); Tile tile2 = map.getTile(2, 1); Unit soldier = new ServerUnit(game, tile1, dutch, veteranType); Unit friendlyColonist = new ServerUnit(game, tile2, dutch, colonistType); AIUnit aiUnit = aiMain.getAIUnit(soldier); assertNotNull(aiUnit); // Create defending player and unit ServerPlayer french = (ServerPlayer) game.getPlayerByNationId("model.nation.french"); Tile tile3 = map.getTile(1, 2); Unit enemyColonist = new ServerUnit(game, tile3, french, colonistType); Tile tile4 = map.getTile(12, 12); // in the water assertFalse("Tle should be water", tile4.isLand()); Unit enemyGalleon = new ServerUnit(game, tile4, french, galleonType); // Make tests assertNotNull( "Cannot attack own unit", UnitSeekAndDestroyMission.invalidReason(aiUnit, friendlyColonist)); assertNotNull( "Players are not at war", UnitSeekAndDestroyMission.invalidReason(aiUnit, enemyColonist)); dutch.setStance(french, Stance.WAR); french.setStance(dutch, Stance.WAR); assertEquals( "Unit should be able to attack land unit", null, UnitSeekAndDestroyMission.invalidReason(aiUnit, enemyColonist)); assertNotNull( "Land unit cannot attack naval unit", UnitSeekAndDestroyMission.invalidReason(aiUnit, enemyGalleon)); }
/** * When searching for threats to a settlement, the indian player should ignore naval threats, as * he does not have naval power */ public void testSecureIndianSettlementMissionIgnoreNavalThreat() { Game game = ServerTestHelper.startServerGame(getCoastTestMap(plainsType)); Map map = game.getMap(); AIMain aiMain = ServerTestHelper.getServer().getAIMain(); InGameController igc = ServerTestHelper.getInGameController(); // Create player and unit ServerPlayer inca = (ServerPlayer) game.getPlayerByNationId("model.nation.inca"); NativeAIPlayer aiInca = (NativeAIPlayer) aiMain.getAIPlayer(inca); ServerPlayer dutch = (ServerPlayer) game.getPlayerByNationId("model.nation.dutch"); Tile settlementTile = map.getTile(9, 9); Tile seaTile = map.getTile(10, 9); assertTrue("Settlement tile should be land", settlementTile.isLand()); assertFalse("Galleon tile should be ocean", seaTile.isLand()); FreeColTestCase.IndianSettlementBuilder builder = new FreeColTestCase.IndianSettlementBuilder(game); IndianSettlement camp = builder.player(inca).settlementTile(settlementTile).initialBravesInCamp(10).build(); ServerUnit galleon = new ServerUnit(game, seaTile, dutch, galleonType); int unitsInGalleon = 6; for (int i = 0; i < unitsInGalleon; i++) { ServerUnit artillery = new ServerUnit(game, settlementTile, dutch, artilleryType); igc.embarkUnit(dutch, artillery, galleon); } assertEquals("Wrong number of units onboard galleon", unitsInGalleon, galleon.getUnitCount()); assertEquals("Galleon should be full", 0, galleon.getSpaceLeft()); for (Unit brave : camp.getUnitList()) { AIUnit aiUnit = aiMain.getAIUnit(brave); assertNotNull(aiUnit); new UnitWanderHostileMission(aiMain, aiUnit); assertTrue("No enemy units present", aiUnit.hasMission(UnitWanderHostileMission.class)); } inca.setStance(dutch, Stance.WAR); inca.setTension(dutch, new Tension(Tension.Level.HATEFUL.getLimit())); assertTrue("Indian player should be at war with dutch", inca.getStance(dutch) == Stance.WAR); assertEquals( "Wrong Indian player tension towards dutch", Tension.Level.HATEFUL.getLimit(), inca.getTension(dutch).getValue()); aiInca.abortInvalidMissions(); aiInca.secureIndianSettlement(camp, lb); boolean seeking = false; for (Unit brave : inca.getUnits()) { AIUnit aiUnit = aiMain.getAIUnit(brave); assertNotNull(aiUnit); if (aiUnit.hasMission(UnitSeekAndDestroyMission.class)) { seeking = true; break; } } assertFalse("Braves should not pursue naval units", seeking); }
public void testSecureIndianSettlementMission() { Game game = ServerTestHelper.startServerGame(getTestMap()); Map map = game.getMap(); AIMain aiMain = ServerTestHelper.getServer().getAIMain(); // Create player and unit ServerPlayer inca = (ServerPlayer) game.getPlayerByNationId("model.nation.inca"); NativeAIPlayer aiInca = (NativeAIPlayer) aiMain.getAIPlayer(inca); ServerPlayer dutch = (ServerPlayer) game.getPlayerByNationId("model.nation.dutch"); Tile settlementTile = map.getTile(9, 9); Tile adjacentTile = settlementTile.getNeighbourOrNull(Direction.N); assertTrue("Settlement tile should be land", settlementTile.isLand()); assertTrue("Adjacent tile should be land", adjacentTile != null && adjacentTile.isLand()); FreeColTestCase.IndianSettlementBuilder builder = new FreeColTestCase.IndianSettlementBuilder(game); IndianSettlement camp = builder.player(inca).settlementTile(settlementTile).initialBravesInCamp(8).build(); assertEquals("One camp", 1, inca.getNumberOfSettlements()); // Put one brave outside the camp, but in the settlement tile, // so that he may defend the settlement Unit braveOutside = new ServerUnit(game, settlementTile, inca, braveType); braveOutside.setHomeIndianSettlement(camp); // Setup enemy units int enemyUnits = camp.getUnitCount() + 1; for (int i = 0; i < enemyUnits; i++) { new ServerUnit(game, adjacentTile, dutch, veteranType); } Iterator<Unit> campUnitIter = camp.getOwnedUnitsIterator(); while (campUnitIter.hasNext()) { Unit brave = campUnitIter.next(); assertNotNull("Got null while getting the camps units", brave); AIUnit aiUnit = aiMain.getAIUnit(brave); assertNotNull("Couldnt get the ai object for the brave", aiUnit); new UnitWanderHostileMission(aiMain, aiUnit); assertTrue( "Should be UnitWanderHostileMission", aiUnit.hasMission(UnitWanderHostileMission.class)); assertEquals( "Unit should be candidate for seek+destroy", null, UnitSeekAndDestroyMission.invalidReason(aiUnit)); assertEquals( "Unit should be candidate for defend", null, DefendSettlementMission.invalidReason(aiUnit)); } inca.setStance(dutch, Stance.WAR); inca.setTension(dutch, new Tension(Tension.Level.HATEFUL.getLimit())); camp.setAlarm(dutch, inca.getTension(dutch)); assertTrue("Indian player should be at war with dutch", inca.getStance(dutch) == Stance.WAR); assertEquals( "Wrong Indian player tension towards dutch", Tension.Level.HATEFUL.getLimit(), inca.getTension(dutch).getValue()); aiInca.secureIndianSettlement(camp, lb); // Verify if a unit was assigned a UnitSeekAndDestroyMission boolean isSeekAndDestroyMission = false; for (Unit brave : inca.getUnits()) { AIUnit aiUnit = aiMain.getAIUnit(brave); assertNotNull("Couldnt get aiUnit for players brave", aiUnit); assertNotNull("Unit missing mission", aiUnit.getMission()); isSeekAndDestroyMission = aiUnit.hasMission(UnitSeekAndDestroyMission.class); if (isSeekAndDestroyMission) break; } assertTrue("A brave should have a UnitSeekAndDestroyMission", isSeekAndDestroyMission); }