/**
* 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";
}
}