Moved quest game initialization to fcontrol, since quest was a bad dependence from game

separated createGame and tartGame to make Fcontrol.attach optinal and called from UI code that starts a game
This commit is contained in:
Maxmtg
2013-07-18 21:37:02 +00:00
parent 5b2ceef0aa
commit 5b91a68b2f
16 changed files with 490 additions and 470 deletions

View File

@@ -19,7 +19,6 @@ import forge.game.GameNew;
import forge.game.Game;
import forge.game.RegisteredPlayer;
import forge.game.player.Player;
import forge.game.zone.PlayerZone;
import forge.game.zone.ZoneType;
public class RestartGameEffect extends SpellAbilityEffect {

View File

@@ -1,259 +1,261 @@
/*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.control;
import java.awt.Component;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import javax.swing.ImageIcon;
import javax.swing.JLayeredPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.WindowConstants;
import forge.Card;
import forge.Constant.Preferences;
import forge.Singletons;
import forge.control.KeyboardShortcuts.Shortcut;
import forge.game.Game;
import forge.game.player.LobbyPlayer;
import forge.game.player.Player;
import forge.gui.GuiDialog;
import forge.gui.SOverlayUtils;
import forge.gui.deckeditor.CDeckEditorUI;
import forge.gui.deckeditor.VDeckEditorUI;
import forge.gui.framework.EDocID;
import forge.gui.framework.InvalidLayoutFileException;
import forge.gui.framework.SDisplayUtil;
import forge.gui.framework.SLayoutIO;
import forge.gui.framework.SOverflowUtil;
import forge.gui.framework.SResizingUtil;
import forge.gui.home.CHomeUI;
import forge.gui.home.VHomeUI;
import forge.gui.match.CMatchUI;
import forge.gui.match.VMatchUI;
import forge.gui.match.controllers.CDock;
import forge.gui.match.controllers.CLog;
import forge.gui.match.controllers.CMessage;
import forge.gui.match.controllers.CStack;
import forge.gui.match.nonsingleton.VField;
import forge.gui.match.views.VAntes;
import forge.gui.toolbox.FSkin;
import forge.net.NetServer;
/*
* Forge: Play Magic: the Gathering.
* Copyright (C) 2011 Forge Team
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
package forge.control;
import java.awt.Component;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import javax.swing.ImageIcon;
import javax.swing.JLayeredPane;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.WindowConstants;
import forge.Card;
import forge.Constant.Preferences;
import forge.Singletons;
import forge.control.KeyboardShortcuts.Shortcut;
import forge.game.Game;
import forge.game.GameType;
import forge.game.player.LobbyPlayer;
import forge.game.player.Player;
import forge.gui.GuiDialog;
import forge.gui.SOverlayUtils;
import forge.gui.deckeditor.CDeckEditorUI;
import forge.gui.deckeditor.VDeckEditorUI;
import forge.gui.framework.EDocID;
import forge.gui.framework.InvalidLayoutFileException;
import forge.gui.framework.SDisplayUtil;
import forge.gui.framework.SLayoutIO;
import forge.gui.framework.SOverflowUtil;
import forge.gui.framework.SResizingUtil;
import forge.gui.home.CHomeUI;
import forge.gui.home.VHomeUI;
import forge.gui.match.CMatchUI;
import forge.gui.match.VMatchUI;
import forge.gui.match.controllers.CDock;
import forge.gui.match.controllers.CLog;
import forge.gui.match.controllers.CMessage;
import forge.gui.match.controllers.CStack;
import forge.gui.match.nonsingleton.VField;
import forge.gui.match.views.VAntes;
import forge.gui.toolbox.FSkin;
import forge.net.NetServer;
import forge.properties.ForgePreferences.FPref;
import forge.properties.NewConstants;
import forge.quest.data.QuestPreferences.QPref;
import forge.quest.io.QuestDataIO;
import forge.sound.SoundSystem;
import forge.view.FView;
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class switches
* between various display states in that JFrame. Controllers are instantiated
* separately by each state's top level view class.
*/
public enum FControl {
instance;
private List<Shortcut> shortcuts;
private JLayeredPane display;
private Screens state = Screens.UNKNOWN;
private WindowListener waDefault, waConcede, waLeaveBazaar, waLeaveEditor;
public static enum Screens {
UNKNOWN,
HOME_SCREEN,
MATCH_SCREEN,
DECK_EDITOR_CONSTRUCTED,
QUEST_BAZAAR,
DECK_EDITOR_LIMITED,
DECK_EDITOR_QUEST,
QUEST_CARD_SHOP,
DRAFTING_PROCESS
}
private final SoundSystem soundSystem = new SoundSystem();
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class
* switches between various display states in that JFrame. Controllers are
* instantiated separately by each state's top level view class.
*/
private FControl() {
this.waDefault = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.EXIT_ON_CLOSE);
System.exit(0);
}
};
// "Close" button override during match
this.waConcede = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
if (!FControl.this.game.isGameOver())
stopGame();
else {
Singletons.getControl().changeState(FControl.Screens.HOME_SCREEN);
SOverlayUtils.hideOverlay();
}
}
};
// "Close" button override while inside bazaar (will probably be used later for other things)
this.waLeaveBazaar = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.DO_NOTHING_ON_CLOSE);
changeState(Screens.HOME_SCREEN);
}
};
this.waLeaveEditor = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent ev) {
Singletons.getView().getFrame().setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
if (CDeckEditorUI.SINGLETON_INSTANCE.getCurrentEditorController().exit()) {
changeState(Screens.HOME_SCREEN);
}
}
};
}
/** After view and model have been initialized, control can start.
* @param isHeadlessMode */
public void initialize() {
// Preloads skin components (using progress bar).
FSkin.loadFull();
//This must be done here or at least between the skin being loaded and any FTabbedPanes being created.
//Why,Swing? Why is this not a property of JTabbbedPane?
UIManager.put("TabbedPane.selected", FSkin.getColor(FSkin.Colors.CLR_ACTIVE));
UIManager.put("TabbedPane.contentOpaque", FSkin.getColor(FSkin.Colors.CLR_THEME));
UIManager.put("TabbedPane.unselectedBackground", FSkin.getColor(FSkin.Colors.CLR_THEME2));
this.shortcuts = KeyboardShortcuts.attachKeyboardShortcuts();
this.display = FView.SINGLETON_INSTANCE.getLpnDocument();
FSkin.setProgessBarMessage("About to load current quest.");
// Preload quest data if present
final File dirQuests = new File(NewConstants.QUEST_SAVE_DIR);
final String questname = Singletons.getModel().getQuestPreferences().getPref(QPref.CURRENT_QUEST);
final File data = new File(dirQuests.getPath(), questname);
if (data.exists()) {
Singletons.getModel().getQuest().load(QuestDataIO.loadData(data));
}
// Handles resizing in null layouts of layers in JLayeredPane.
Singletons.getView().getFrame().addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(final ComponentEvent e) {
sizeChildren();
}
});
FView.SINGLETON_INSTANCE.getLpnDocument().addMouseListener(SOverflowUtil.getHideOverflowListener());
FView.SINGLETON_INSTANCE.getLpnDocument().addComponentListener(SResizingUtil.getWindowResizeListener());
FSkin.setProgessBarMessage("Opening main window...");
SwingUtilities.invokeLater(new Runnable() { @Override
public void run() { Singletons.getView().initialize(); } });
}
/**
* Switches between display states in top level JFrame.
*/
public void changeState(Screens screen) {
clearChildren(JLayeredPane.DEFAULT_LAYER);
this.state = screen;
Singletons.getView().getFrame().removeWindowListener(waDefault);
Singletons.getView().getFrame().removeWindowListener(waConcede);
Singletons.getView().getFrame().removeWindowListener(waLeaveBazaar);
Singletons.getView().getFrame().removeWindowListener(waLeaveEditor);
// Fire up new state
switch (screen) {
case HOME_SCREEN:
SOverlayUtils.hideTargetingOverlay();
VHomeUI.SINGLETON_INSTANCE.populate();
CHomeUI.SINGLETON_INSTANCE.initialize();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waDefault);
break;
case MATCH_SCREEN:
VMatchUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
import forge.properties.NewConstants;
import forge.quest.QuestController;
import forge.quest.data.QuestPreferences.QPref;
import forge.quest.io.QuestDataIO;
import forge.sound.SoundSystem;
import forge.view.FView;
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class switches
* between various display states in that JFrame. Controllers are instantiated
* separately by each state's top level view class.
*/
public enum FControl {
instance;
private List<Shortcut> shortcuts;
private JLayeredPane display;
private Screens state = Screens.UNKNOWN;
private WindowListener waDefault, waConcede, waLeaveBazaar, waLeaveEditor;
public static enum Screens {
UNKNOWN,
HOME_SCREEN,
MATCH_SCREEN,
DECK_EDITOR_CONSTRUCTED,
QUEST_BAZAAR,
DECK_EDITOR_LIMITED,
DECK_EDITOR_QUEST,
QUEST_CARD_SHOP,
DRAFTING_PROCESS
}
private final SoundSystem soundSystem = new SoundSystem();
/**
* <p>
* FControl.
* </p>
* Controls all Forge UI functionality inside one JFrame. This class
* switches between various display states in that JFrame. Controllers are
* instantiated separately by each state's top level view class.
*/
private FControl() {
this.waDefault = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.EXIT_ON_CLOSE);
System.exit(0);
}
};
// "Close" button override during match
this.waConcede = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
if (!FControl.this.game.isGameOver())
stopGame();
else {
Singletons.getControl().changeState(FControl.Screens.HOME_SCREEN);
SOverlayUtils.hideOverlay();
}
}
};
// "Close" button override while inside bazaar (will probably be used later for other things)
this.waLeaveBazaar = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent e) {
Singletons.getView().getFrame().setDefaultCloseOperation(
WindowConstants.DO_NOTHING_ON_CLOSE);
changeState(Screens.HOME_SCREEN);
}
};
this.waLeaveEditor = new WindowAdapter() {
@Override
public void windowClosing(final WindowEvent ev) {
Singletons.getView().getFrame().setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
if (CDeckEditorUI.SINGLETON_INSTANCE.getCurrentEditorController().exit()) {
changeState(Screens.HOME_SCREEN);
}
}
};
}
/** After view and model have been initialized, control can start.
* @param isHeadlessMode */
public void initialize() {
// Preloads skin components (using progress bar).
FSkin.loadFull();
//This must be done here or at least between the skin being loaded and any FTabbedPanes being created.
//Why,Swing? Why is this not a property of JTabbbedPane?
UIManager.put("TabbedPane.selected", FSkin.getColor(FSkin.Colors.CLR_ACTIVE));
UIManager.put("TabbedPane.contentOpaque", FSkin.getColor(FSkin.Colors.CLR_THEME));
UIManager.put("TabbedPane.unselectedBackground", FSkin.getColor(FSkin.Colors.CLR_THEME2));
this.shortcuts = KeyboardShortcuts.attachKeyboardShortcuts();
this.display = FView.SINGLETON_INSTANCE.getLpnDocument();
FSkin.setProgessBarMessage("About to load current quest.");
// Preload quest data if present
final File dirQuests = new File(NewConstants.QUEST_SAVE_DIR);
final String questname = Singletons.getModel().getQuestPreferences().getPref(QPref.CURRENT_QUEST);
final File data = new File(dirQuests.getPath(), questname);
if (data.exists()) {
Singletons.getModel().getQuest().load(QuestDataIO.loadData(data));
}
// Handles resizing in null layouts of layers in JLayeredPane.
Singletons.getView().getFrame().addComponentListener(new ComponentAdapter() {
@Override
public void componentResized(final ComponentEvent e) {
sizeChildren();
}
});
FView.SINGLETON_INSTANCE.getLpnDocument().addMouseListener(SOverflowUtil.getHideOverflowListener());
FView.SINGLETON_INSTANCE.getLpnDocument().addComponentListener(SResizingUtil.getWindowResizeListener());
FSkin.setProgessBarMessage("Opening main window...");
SwingUtilities.invokeLater(new Runnable() { @Override
public void run() { Singletons.getView().initialize(); } });
}
/**
* Switches between display states in top level JFrame.
*/
public void changeState(Screens screen) {
clearChildren(JLayeredPane.DEFAULT_LAYER);
this.state = screen;
Singletons.getView().getFrame().removeWindowListener(waDefault);
Singletons.getView().getFrame().removeWindowListener(waConcede);
Singletons.getView().getFrame().removeWindowListener(waLeaveBazaar);
Singletons.getView().getFrame().removeWindowListener(waLeaveEditor);
// Fire up new state
switch (screen) {
case HOME_SCREEN:
SOverlayUtils.hideTargetingOverlay();
VHomeUI.SINGLETON_INSTANCE.populate();
CHomeUI.SINGLETON_INSTANCE.initialize();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waDefault);
break;
case MATCH_SCREEN:
VMatchUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
showMatchBackgroundImage();
Singletons.getView().getFrame().addWindowListener(waConcede);
SOverlayUtils.showTargetingOverlay();
break;
case DECK_EDITOR_CONSTRUCTED:
case DECK_EDITOR_LIMITED:
case DECK_EDITOR_QUEST:
case QUEST_CARD_SHOP:
case DRAFTING_PROCESS:
SOverlayUtils.hideTargetingOverlay();
VDeckEditorUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waLeaveEditor);
break;
case QUEST_BAZAAR:
SOverlayUtils.hideTargetingOverlay();
display.add(Singletons.getView().getViewBazaar(), JLayeredPane.DEFAULT_LAYER);
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(false);
sizeChildren();
Singletons.getView().getFrame().addWindowListener(waLeaveBazaar);
break;
default:
throw new RuntimeException("unhandled screen: " + screen);
}
}
Singletons.getView().getFrame().addWindowListener(waConcede);
SOverlayUtils.showTargetingOverlay();
break;
case DECK_EDITOR_CONSTRUCTED:
case DECK_EDITOR_LIMITED:
case DECK_EDITOR_QUEST:
case QUEST_CARD_SHOP:
case DRAFTING_PROCESS:
SOverlayUtils.hideTargetingOverlay();
VDeckEditorUI.SINGLETON_INSTANCE.populate();
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(true);
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(new ImageIcon());
Singletons.getView().getFrame().addWindowListener(waLeaveEditor);
break;
case QUEST_BAZAAR:
SOverlayUtils.hideTargetingOverlay();
display.add(Singletons.getView().getViewBazaar(), JLayeredPane.DEFAULT_LAYER);
FView.SINGLETON_INSTANCE.getPnlInsets().setVisible(false);
sizeChildren();
Singletons.getView().getFrame().addWindowListener(waLeaveBazaar);
break;
default:
throw new RuntimeException("unhandled screen: " + screen);
}
}
private void showMatchBackgroundImage() {
if (isMatchBackgroundImageVisible()) {
FView.SINGLETON_INSTANCE.getPnlInsets().setForegroundImage(FSkin.getIcon(FSkin.Backgrounds.BG_MATCH));
@@ -264,190 +266,200 @@ public enum FControl {
return Singletons.getModel().getPreferences().getPrefBoolean(FPref.UI_MATCH_IMAGE_VISIBLE);
}
public void changeStateAutoFixLayout(Screens newState, String stateName) {
try {
changeState(newState);
} catch (InvalidLayoutFileException ex) {
GuiDialog.message("Your " + stateName + " layout file could not be read. It will be deleted after you press OK.\nThe game will proceed with default layout.");
File fLayout = new File(SLayoutIO.getFilePreferred(newState));
fLayout.delete();
// try again
changeState(newState);
}
}
/**
* Returns the int reflecting the current state of the top level frame
* (see field definitions and class methods for details).
*
* @return {@link java.lang.Integer}
* */
public Screens getState() {
return this.state;
}
/** @return List<Shortcut> A list of attached keyboard shortcut descriptions and properties. */
public List<Shortcut> getShortcuts() {
return this.shortcuts;
}
/** Remove all children from a specified layer. */
private void clearChildren(final int layer0) {
final Component[] children = FView.SINGLETON_INSTANCE.getLpnDocument()
.getComponentsInLayer(layer0);
for (final Component c : children) {
display.remove(c);
}
}
/** Sizes children of JLayeredPane to fully fit their layers. */
private void sizeChildren() {
Component[] children = display.getComponentsInLayer(JLayeredPane.DEFAULT_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(FView.TARGETING_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(JLayeredPane.MODAL_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
}
/**
* TODO: Write javadoc for this method.
* @return
*/
private Lobby lobby = null;
public Lobby getLobby() {
if (lobby == null) {
lobby = new Lobby();
}
return lobby;
}
public Player getCurrentPlayer() {
// try current priority
Player currentPriority = game.getPhaseHandler().getPriorityPlayer();
if( null != currentPriority && currentPriority.getLobbyPlayer() == getLobby().getGuiPlayer() )
return currentPriority;
// otherwise find just any player, belonging to this lobbyplayer
for(Player p : game.getPlayers())
if(p.getLobbyPlayer() == getLobby().getGuiPlayer() )
return p;
return null;
}
public boolean mayShowCard(Card c) {
return game == null || !gameHasHumanPlayer || c.canBeShownTo(getCurrentPlayer());
}
/**
* TODO: Write javadoc for this method.
* @return
*/
public SoundSystem getSoundSystem() {
return soundSystem;
}
/**
* TODO: Write javadoc for this method.
* @return
*/
private final NetServer server = new NetServer();
public NetServer getServer() {
// TODO Auto-generated method stub
return server;
}
private Game game;
private boolean gameHasHumanPlayer;
public Game getObservedGame() {
return game;
}
public final void stopGame() {
List<Player> pp = new ArrayList<Player>();
for(Player p : game.getPlayers()) {
if ( p.getOriginalLobbyPlayer() == getLobby().getGuiPlayer() )
pp.add(p);
}
boolean hasHuman = !pp.isEmpty();
if ( pp.isEmpty() )
pp.addAll(game.getPlayers()); // no human? then all players surrender!
for(Player p: pp)
p.concede();
Player priorityPlayer = game.getPhaseHandler().getPriorityPlayer();
boolean humanHasPriority = priorityPlayer == null || priorityPlayer.getLobbyPlayer() == getLobby().getGuiPlayer();
if ( hasHuman && humanHasPriority )
game.getAction().checkGameOverCondition();
else
game.isGameOver(); // this is synchronized method - it's used to make Game-0 thread see changes made here
playbackControl.onGameStopRequested();
}
private InputQueue inputQueue;
public InputQueue getInputQueue() {
return inputQueue;
}
private final FControlGameEventHandler fcVisitor = new FControlGameEventHandler(this);
private final FControlGamePlayback playbackControl = new FControlGamePlayback(this);
public void attachToGame(Game game0) {
// TODO: Detach from other game we might be looking at
inputQueue = new InputQueue();
this.game = game0;
game.subscribeToEvents(Singletons.getControl().getSoundSystem());
LobbyPlayer humanLobbyPlayer = getLobby().getGuiPlayer();
// The UI controls should use these game data as models
CMatchUI.SINGLETON_INSTANCE.initMatch(game.getRegisteredPlayers(), humanLobbyPlayer);
CDock.SINGLETON_INSTANCE.setModel(game, humanLobbyPlayer);
CStack.SINGLETON_INSTANCE.setModel(game.getStack(), humanLobbyPlayer);
CLog.SINGLETON_INSTANCE.setModel(game.getGameLog());
Singletons.getModel().getPreferences().actuateMatchPreferences();
changeStateAutoFixLayout(Screens.MATCH_SCREEN, "match");
SDisplayUtil.showTab(EDocID.REPORT_LOG.getDoc());
CMessage.SINGLETON_INSTANCE.getInputControl().setGame(game);
// Listen to DuelOutcome event to show ViewWinLose
game.subscribeToEvents(fcVisitor);
// Add playback controls to match if needed
gameHasHumanPlayer = false;
for(Player p : game.getPlayers()) {
if ( p.getController().getLobbyPlayer() == getLobby().getGuiPlayer() )
gameHasHumanPlayer = true;
}
if (!gameHasHumanPlayer) {
game.subscribeToEvents(playbackControl);
}
VAntes.SINGLETON_INSTANCE.setModel(game.getRegisteredPlayers());
for (final VField field : VMatchUI.SINGLETON_INSTANCE.getFieldViews()) {
field.getDetailsPanel().getLblLibrary().setHoverable(Preferences.DEV_MODE);
}
// per player observers were set in CMatchUI.SINGLETON_INSTANCE.initMatch
//Set Field shown to current player.
VField nextField = CMatchUI.SINGLETON_INSTANCE.getFieldViewFor(game.getPlayers().get(0));
SDisplayUtil.showTab(nextField);
}
}
public void changeStateAutoFixLayout(Screens newState, String stateName) {
try {
changeState(newState);
} catch (InvalidLayoutFileException ex) {
GuiDialog.message("Your " + stateName + " layout file could not be read. It will be deleted after you press OK.\nThe game will proceed with default layout.");
File fLayout = new File(SLayoutIO.getFilePreferred(newState));
fLayout.delete();
// try again
changeState(newState);
}
}
/**
* Returns the int reflecting the current state of the top level frame
* (see field definitions and class methods for details).
*
* @return {@link java.lang.Integer}
* */
public Screens getState() {
return this.state;
}
/** @return List<Shortcut> A list of attached keyboard shortcut descriptions and properties. */
public List<Shortcut> getShortcuts() {
return this.shortcuts;
}
/** Remove all children from a specified layer. */
private void clearChildren(final int layer0) {
final Component[] children = FView.SINGLETON_INSTANCE.getLpnDocument()
.getComponentsInLayer(layer0);
for (final Component c : children) {
display.remove(c);
}
}
/** Sizes children of JLayeredPane to fully fit their layers. */
private void sizeChildren() {
Component[] children = display.getComponentsInLayer(JLayeredPane.DEFAULT_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(FView.TARGETING_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
children = display.getComponentsInLayer(JLayeredPane.MODAL_LAYER);
if (children.length != 0) { children[0].setSize(display.getSize()); }
}
/**
* TODO: Write javadoc for this method.
* @return
*/
private Lobby lobby = null;
public Lobby getLobby() {
if (lobby == null) {
lobby = new Lobby();
}
return lobby;
}
public Player getCurrentPlayer() {
// try current priority
Player currentPriority = game.getPhaseHandler().getPriorityPlayer();
if( null != currentPriority && currentPriority.getLobbyPlayer() == getLobby().getGuiPlayer() )
return currentPriority;
// otherwise find just any player, belonging to this lobbyplayer
for(Player p : game.getPlayers())
if(p.getLobbyPlayer() == getLobby().getGuiPlayer() )
return p;
return null;
}
public boolean mayShowCard(Card c) {
return game == null || !gameHasHumanPlayer || c.canBeShownTo(getCurrentPlayer());
}
/**
* TODO: Write javadoc for this method.
* @return
*/
public SoundSystem getSoundSystem() {
return soundSystem;
}
/**
* TODO: Write javadoc for this method.
* @return
*/
private final NetServer server = new NetServer();
public NetServer getServer() {
// TODO Auto-generated method stub
return server;
}
private Game game;
private boolean gameHasHumanPlayer;
public Game getObservedGame() {
return game;
}
public final void stopGame() {
List<Player> pp = new ArrayList<Player>();
for(Player p : game.getPlayers()) {
if ( p.getOriginalLobbyPlayer() == getLobby().getGuiPlayer() )
pp.add(p);
}
boolean hasHuman = !pp.isEmpty();
if ( pp.isEmpty() )
pp.addAll(game.getPlayers()); // no human? then all players surrender!
for(Player p: pp)
p.concede();
Player priorityPlayer = game.getPhaseHandler().getPriorityPlayer();
boolean humanHasPriority = priorityPlayer == null || priorityPlayer.getLobbyPlayer() == getLobby().getGuiPlayer();
if ( hasHuman && humanHasPriority )
game.getAction().checkGameOverCondition();
else
game.isGameOver(); // this is synchronized method - it's used to make Game-0 thread see changes made here
playbackControl.onGameStopRequested();
}
private InputQueue inputQueue;
public InputQueue getInputQueue() {
return inputQueue;
}
private final FControlGameEventHandler fcVisitor = new FControlGameEventHandler(this);
private final FControlGamePlayback playbackControl = new FControlGamePlayback(this);
public void attachToGame(Game game0) {
// TODO: Detach from other game we might be looking at
if ( game0.getType() == GameType.Quest) {
QuestController qc = Singletons.getModel().getQuest();
// Reset new list when the Match round starts, not when each game starts
if (game0.getMatch().getPlayedGames().isEmpty()) {
qc.getCards().resetNewList();
}
game0.subscribeToEvents(qc); // this one listens to player's mulligans ATM
}
inputQueue = new InputQueue();
this.game = game0;
game.subscribeToEvents(Singletons.getControl().getSoundSystem());
LobbyPlayer humanLobbyPlayer = getLobby().getGuiPlayer();
// The UI controls should use these game data as models
CMatchUI.SINGLETON_INSTANCE.initMatch(game.getRegisteredPlayers(), humanLobbyPlayer);
CDock.SINGLETON_INSTANCE.setModel(game, humanLobbyPlayer);
CStack.SINGLETON_INSTANCE.setModel(game.getStack(), humanLobbyPlayer);
CLog.SINGLETON_INSTANCE.setModel(game.getGameLog());
Singletons.getModel().getPreferences().actuateMatchPreferences();
changeStateAutoFixLayout(Screens.MATCH_SCREEN, "match");
SDisplayUtil.showTab(EDocID.REPORT_LOG.getDoc());
CMessage.SINGLETON_INSTANCE.getInputControl().setGame(game);
// Listen to DuelOutcome event to show ViewWinLose
game.subscribeToEvents(fcVisitor);
// Add playback controls to match if needed
gameHasHumanPlayer = false;
for(Player p : game.getPlayers()) {
if ( p.getController().getLobbyPlayer() == getLobby().getGuiPlayer() )
gameHasHumanPlayer = true;
}
if (!gameHasHumanPlayer) {
game.subscribeToEvents(playbackControl);
}
VAntes.SINGLETON_INSTANCE.setModel(game.getRegisteredPlayers());
for (final VField field : VMatchUI.SINGLETON_INSTANCE.getFieldViews()) {
field.getDetailsPanel().getLblLibrary().setHoverable(Preferences.DEV_MODE);
}
// per player observers were set in CMatchUI.SINGLETON_INSTANCE.initMatch
//Set Field shown to current player.
VField nextField = CMatchUI.SINGLETON_INSTANCE.getFieldViewFor(game.getPlayers().get(0));
SDisplayUtil.showTab(nextField);
}
}

View File

@@ -12,7 +12,6 @@ import forge.game.event.GameEventAnteCardsSelected;
import forge.game.player.LobbyPlayer;
import forge.game.player.Player;
import forge.properties.ForgePreferences.FPref;
import forge.quest.QuestController;
/**
* TODO: Write javadoc for this type.
@@ -79,21 +78,16 @@ public class Match {
/**
* TODO: Write javadoc for this method.
*/
public void startRound() {
public Game createGame() {
currentGame = new Game(players, gameType, this);
return currentGame;
if ( getGameType() == GameType.Quest) {
QuestController qc = Singletons.getModel().getQuest();
// Reset new list when the Match round starts, not when each game starts
if (this.getPlayedGames().isEmpty()) {
qc.getCards().resetNewList();
}
currentGame.subscribeToEvents(qc); // this one listens to player's mulligans ATM
}
Singletons.getControl().attachToGame(currentGame);
}
/**
* TODO: Write javadoc for this method.
*/
public void startGame() {
final boolean canRandomFoil = Singletons.getModel().getPreferences().getPrefBoolean(FPref.UI_RANDOM_FOIL) && gameType == GameType.Constructed;
GameNew.newGame(currentGame, canRandomFoil, this.useAnte);

View File

@@ -169,7 +169,8 @@ public class GauntletMini {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -127,7 +127,8 @@ public enum CSubmenuGauntletContests implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -118,7 +118,8 @@ public enum CSubmenuGauntletLoad implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -152,7 +152,8 @@ public enum CSubmenuGauntletQuick implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -444,7 +444,8 @@ public class SSubmenuQuestUtil {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
// no overlays here?
}
});

View File

@@ -127,7 +127,8 @@ public enum CSubmenuConstructed implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -140,7 +140,8 @@ public enum CSubmenuDraft implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -238,7 +238,8 @@ public enum CSubmenuArchenemy implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -219,7 +219,8 @@ public enum CSubmenuPlanechase implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -181,7 +181,8 @@ public enum CSubmenuVanguard implements ICDoc {
FThreads.invokeInEdtLater(new Runnable(){
@Override
public void run() {
mc.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
SOverlayUtils.hideOverlay();
}
});

View File

@@ -78,7 +78,8 @@ public class ControlWinLose {
executeAnte();
}
match.startRound();
Singletons.getControl().attachToGame(match.createGame());
match.startGame();
}
/** Action performed when "restart" button is pressed in default win/lose UI. */
@@ -86,7 +87,8 @@ public class ControlWinLose {
SOverlayUtils.hideOverlay();
saveOptions();
match.clearGamesPlayed();
match.startRound();
Singletons.getControl().attachToGame(match.createGame());
match.startGame();
}
/** Action performed when "quit" button is pressed in default win/lose UI. */

View File

@@ -202,11 +202,12 @@ public class GauntletWinLose extends ControlWinLose {
players.add(RegisteredPlayer.fromDeck(gd.getUserDeck()).setPlayer(lobby.getGuiPlayer()));
players.add(RegisteredPlayer.fromDeck(aiDeck).setPlayer(lobby.getAiPlayer()));
Match newMatch = new Match(GameType.Gauntlet, players);
Match mc = new Match(GameType.Gauntlet, players);
SOverlayUtils.hideOverlay();
saveOptions();
newMatch.startRound();
Singletons.getControl().attachToGame(mc.createGame());
mc.startGame();
} else {
super.actionOnContinue();
}

View File

@@ -32,7 +32,7 @@ public final class Main {
// HACK - temporary solution to "Comparison method violates it's general contract!" crash
System.setProperty("java.util.Arrays.useLegacyMergeSort", "true");
boolean isHeadlessMode = false;
boolean isHeadlessMode = !true;
// Start splash screen first, then data models, then controller.
if(!isHeadlessMode)
@@ -48,6 +48,8 @@ public final class Main {
// ok, done with possible interactive startup
}
@Override