/** * Copyright (C) 2002-2012 The FreeCol Team * * This file is part of FreeCol. * * FreeCol is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * FreeCol is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with FreeCol. If not, see <http://www.gnu.org/licenses/>. */ package net.sf.freecol.common.networking; import net.sf.freecol.common.model.Game; import net.sf.freecol.common.model.Map.Direction; import net.sf.freecol.common.model.Settlement; import net.sf.freecol.common.model.Tile; import net.sf.freecol.common.model.Unit; import net.sf.freecol.common.model.Unit.MoveType; import net.sf.freecol.server.FreeColServer; import net.sf.freecol.server.model.ServerPlayer; import org.w3c.dom.Element; /** * The message sent when spying on a settlement. */ public class SpySettlementMessage extends DOMMessage { /** * The id of the object doing the spying. */ private String unitId; /** * The direction the spy is looking. */ private String directionString; /** * Create a new <code>SpySettlementMessage</code> with the * supplied unit and direction. * * @param unit The <code>Unit</code> that is spying. * @param direction The <code>Direction</code> the unit is looking. */ public SpySettlementMessage(Unit unit, Direction direction) { this.unitId = unit.getId(); this.directionString = String.valueOf(direction); } /** * Create a new <code>SpySettlementMessage</code> from a * supplied element. * * @param game The <code>Game</code> this message belongs to. * @param element The <code>Element</code> to use to create the message. */ public SpySettlementMessage(Game game, Element element) { this.unitId = element.getAttribute("unit"); this.directionString = element.getAttribute("direction"); } /** * Handle a "spySettlement"-message. * * @param server The <code>FreeColServer</code> that is handling the message. * @param connection The <code>Connection</code> the message was received on. * * @return An <code>Element</code> containing a representation of the * settlement being spied upon and any units at that position, * or an error <code>Element</code> on failure. */ public Element handle(FreeColServer server, Connection connection) { ServerPlayer serverPlayer = server.getPlayer(connection); Unit unit; try { unit = server.getUnitSafely(unitId, serverPlayer); } catch (Exception e) { return DOMMessage.clientError(e.getMessage()); } if (unit.getTile() == null) { return DOMMessage.clientError("Unit is not on the map: " + unitId); } Direction direction = Enum.valueOf(Direction.class, directionString); Tile tile = unit.getTile().getNeighbourOrNull(direction); if (tile == null) { return DOMMessage.clientError("Could not find tile" + " in direction: " + direction + " from unit: " + unitId); } Settlement settlement = tile.getSettlement(); if (settlement == null) { return DOMMessage.clientError("There is no settlement at: " + tile.getId()); } MoveType type = unit.getMoveType(settlement.getTile()); if (type != MoveType.ENTER_FOREIGN_COLONY_WITH_SCOUT) { return DOMMessage.clientError("Unable to enter at: " + settlement.getName() + ": " + type.whyIllegal()); } // Spy on the settlement return server.getInGameController() .spySettlement(serverPlayer, unit, settlement); } /** * Convert this SpySettlementMessage to XML. * * @return The XML representation of this message. */ public Element toXMLElement() { Element result = createNewRootElement(getXMLElementTagName()); result.setAttribute("unit", unitId); result.setAttribute("direction", directionString); return result; } /** * The tag name of the root element representing this object. * * @return "spySettlement". */ public static String getXMLElementTagName() { return "spySettlement"; } }