/**
* 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.IndianSettlement;
import net.sf.freecol.common.model.Map.Direction;
import net.sf.freecol.common.model.Player;
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 inciting a native settlement.
*/
public class InciteMessage extends DOMMessage {
/**
* The id of the unit inciting.
*/
private String unitId;
/**
* The direction to the settlement.
*/
private String directionString;
/**
* The id of the enemy to incite against.
*/
private String enemyId;
/**
* The amount of gold in the bribe.
*/
private String goldString;
/**
* Create a new <code>InciteMessage</code> with the
* supplied name.
*
* @param unit The inciting <code>Unit</code>.
* @param direction The <code>Direction</code> to the settlement.
* @param enemy The enemy <code>Player</code>.
* @param gold The amount of gold in the bribe (negative for the
* initial inquiry).
*/
public InciteMessage(Unit unit, Direction direction, Player enemy, int gold) {
this.unitId = unit.getId();
this.directionString = String.valueOf(direction);
this.enemyId = enemy.getId();
this.goldString = Integer.toString(gold);
}
/**
* Create a new <code>InciteMessage</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 InciteMessage(Game game, Element element) {
this.unitId = element.getAttribute("unitId");
this.directionString = element.getAttribute("direction");
this.enemyId = element.getAttribute("enemyId");
this.goldString = element.getAttribute("gold");
}
/**
* Handle a "incite"-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 element containing the result of the incite, or an
* error <code>Element</code> on failure.
*/
public Element handle(FreeColServer server, Player player,
Connection connection) {
ServerPlayer serverPlayer = server.getPlayer(connection);
Game game = server.getGame();
Unit unit;
try {
unit = player.getFreeColGameObject(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());
}
IndianSettlement is = tile.getIndianSettlement();
if (is == null) {
return DOMMessage.clientError("There is no native settlement at: "
+ tile.getId());
}
MoveType type;
Player enemy = game.getFreeColGameObject(enemyId, Player.class);
if (enemy == null) {
return DOMMessage.clientError("Not a player: " + enemyId);
} else if (enemy == player) {
return DOMMessage.clientError("Inciting against oneself!");
} else if (!enemy.isEuropean()) {
return DOMMessage.clientError("Inciting against non-European!");
} else if ((type = unit.getMoveType(is.getTile()))
!= MoveType.ENTER_INDIAN_SETTLEMENT_WITH_MISSIONARY) {
return DOMMessage.clientError("Unable to enter "
+ is.getName() + ": " + type.whyIllegal());
}
int gold;
try {
gold = Integer.parseInt(goldString);
} catch (NumberFormatException e) {
return DOMMessage.clientError("Bad gold: " + goldString);
}
// Valid, proceed to incite.
return server.getInGameController()
.incite(serverPlayer, unit, is, enemy, gold);
}
/**
* Convert this InciteMessage to XML.
*
* @return The XML representation of this message.
*/
public Element toXMLElement() {
return createMessage(getXMLElementTagName(),
"unitId", unitId,
"direction", directionString,
"enemyId", enemyId,
"gold", goldString);
}
/**
* The tag name of the root element representing this object.
*
* @return "incite".
*/
public static String getXMLElementTagName() {
return "incite";
}
}