package onlinefrontlines.game.actions; import onlinefrontlines.auth.*; import onlinefrontlines.game.*; import onlinefrontlines.utils.IllegalRequestException; /** * Action sent by the server to identify the unit type of an unknown unit. * * @author jorrit * * Copyright (C) 2009-2013 Jorrit Rouwe * * This file is part of Online Frontlines. * * Online Frontlines 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 3 of the License, or * (at your option) any later version. * * Online Frontlines 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 Online Frontlines. If not, see <http://www.gnu.org/licenses/>. */ public class ActionIdentifyUnit extends Action { private int id; private Faction oldStateFaction; private int oldStateUnitConfigId; private int oldStateMovementPointsLeft; private int oldStateActionsLeft; private boolean oldStateLastActionWasMove; private int oldStateArmour; private int oldStateAmmo; /** * Constructor */ public ActionIdentifyUnit() { } /** * Constructor */ public ActionIdentifyUnit(int id) { this.id = id; } /** * Query if remote client is allowed to send this action */ public boolean remoteHasPermissionToSend() { return false; } /** * Update call for actions that are in the pending list * Called before each executed action to get state from before the action */ public void pendingActionUpdate() { UnitState u = gameState.getUnitById(id); oldStateFaction = u.faction; oldStateUnitConfigId = u.unitConfig.id; oldStateMovementPointsLeft = u.movementPointsLeft; oldStateActionsLeft = u.actionsLeft; oldStateLastActionWasMove = u.lastActionWasMove; oldStateArmour = u.armour; oldStateAmmo = u.ammo; } /** * Query if remote client should receive this action */ public receiveTime pendingActionGetReceiveTime(Faction remoteFaction) { // Get unit UnitState unit = gameState.getUnitById(id); // If unit is destroyed before it is identified, identify it now if (unit == null) return receiveTime.now; // Everyone but the enemy can see this unit so only the enemy needs identification if (Faction.opposite(unit.faction) != remoteFaction) return receiveTime.never; // During setup phase don't identify unit if (gameState.turnNumber == 0) return receiveTime.later; // If unit can no longer be seen, this identification doesn't need to be sent anymore if (unit.checkDetectionLost()) return receiveTime.never; // If unit has been marked 'identified' send the identification now if (unit.identifiedByEnemy) return receiveTime.now; // Receive the identification later return receiveTime.later; } /** * Pending actions are sorted so that the client receives them in the correct order */ public int pendingActionGetSortKey() { return 1000; } /** * Apply the action */ public void doAction(boolean addToDb) throws IllegalRequestException { // On the server there is nothing to be done } /** * Convert action from a string */ public void fromString(String[] param, User initiatingUser) throws IllegalRequestException, IgnoreActionException { // These should no longer be stored in the db throw new IgnoreActionException(); } /** * Convert action to a string */ public String toString(Faction remoteFaction) { if (oldStateFaction != null && remoteFaction == Faction.opposite(oldStateFaction)) return "i," + id + "," + oldStateUnitConfigId + "," + oldStateMovementPointsLeft + "," + oldStateActionsLeft + "," + (oldStateLastActionWasMove? 1 : 0) + "," + oldStateArmour + "," + oldStateAmmo; else return "i," + id; } }