1 package com.codingame.game;
3 import java.util.ArrayList;
4 import java.util.Collections;
6 import java.util.Random;
8 import com.codingame.gameengine.core.AbstractPlayer.TimeoutException;
9 import com.codingame.gameengine.core.AbstractReferee;
10 import com.codingame.gameengine.core.GameManager;
11 import com.codingame.gameengine.core.MultiplayerGameManager;
12 import com.codingame.game.GodModeManager;
13 import com.google.inject.Inject;
14 import com.google.inject.Provider;
16 public class Referee extends AbstractReferee {
17 @Inject private MultiplayerGameManager<Player> gameManager;
18 @Inject private GodModeManager gm;
20 @Inject private View view;
21 @Inject private Model model;
23 boolean disqual = false;
28 model.init(gameManager.getSeed());
29 gameManager.getPlayer(0).model = model.p0;
30 gameManager.getPlayer(1).model = model.p1;
32 for (Player p: gameManager.getPlayers()) {
33 p.gameInit(model.roadLength, model.initialStones,
34 gameManager.getSeed(), gm.getSalt());
38 gameManager.getPlayer(0).view = view.p0;
39 gameManager.getPlayer(1).view = view.p1;
40 gameManager.setFrameDuration(2000);
43 private void disqualify(Player player, String popup, String message) {
44 player.deactivate(player.getNicknameToken() + " " + popup);
45 gameManager.addToGameSummary(GameManager.formatErrorMessage(player.getNicknameToken() + " " + message));
50 public void gameTurn(int turn) {
51 // System.err.println("Starting turn " + turn);
55 // Did I mention I hate Java? It didn't *have* to be this ugly!
56 if (disqual) { endGame(); return; }
57 if (model.exhausted()) { finishStones(); return ;}
58 if (model.haveWinner()) { endGame(); return; }
60 for (Player player : gameManager.getActivePlayers()) {
61 player.sendGameTurn();
63 // SDK @#%^&! arbitrary sequence point: last input < first output
65 /* Parse player actions and decide basic disqualifications.
66 * Display their optional message right now: if their action
67 * is ill-formed it could help them debug. Or shame them, at
70 for (Player player : gameManager.getActivePlayers()) {
71 player.receiveGameTurn(); gm.transcend(player);
72 switch (player.type) {
74 disqualify(player, "T/O", "timed out!");
75 player.view.markTimeout();
79 disqualify(player, "INVALID", "provided an ill-formed action");
80 player.view.markIllegal();
84 try { player.model.consumeStones(player.stoneThrow); }
85 catch (Model.Player.ThrewMoreStonesThanHad e) {
86 if (model.random.nextInt(10) > 0) {
87 player.view.threwMoreStonesThanHad();
88 player.stoneThrow = player.model.consumeMaxStones();
91 disqualify(player, "ILLEGAL", "tried to throw more stones than they had. They went into debt trying to provide. The economy tanked, recession and famine ensued; even the troll wouldn't have wanted to bash them anymore. But that's no victory.");
92 player.view.markIllegal();
96 catch (Model.Player.FailedToThrowStonesAndShouldHave e) {
97 if (model.random.nextInt(10) > 0) {
98 player.view.failedToThrowStonesAndShouldHave();
99 player.stoneThrow = player.model.consumeMinStones();
102 disqualify(player, "ILLEGAL", "tried not throwing any stones. They were then eaten by a grue.");
108 player.view.displayMessage(player.messageString);
111 /* Update game model and view.
113 * As a special case, the "cheater" (sending out negative
114 * stones) handling is deferred here because we need to update
115 * its view for it to be funny. In the end, they're still
118 * Gather other game end scenarios (actual victory or stone
122 gm.update(gameManager.getPlayers());
123 for (Player player : gameManager.getActivePlayers()) {
124 player.view.throwStones(player.stoneThrow);
125 delta += player.model.getMultiplier() * player.stoneThrow;
127 if (player.stoneThrow < 0) {
128 disqualify(player, "CHEAT", "cheated. Banning account.");
129 player.view.markCheat();
132 if (player.stoneThrow != 0) {
133 player.view.animateStones(player.stoneThrow);
134 player.view.updateStoneCounter();
138 /* If a player cheated, delta is unusable as is.
139 * (Consider the case the player on the right sent
140 * INT_MIN. INT_MIN * (-1) = INT_MIN, so that player
141 * would both glean the stones *and* push the troll away.
142 * It would be unfair to have a cheating player "win"
143 * (earn the opponent castle destruction animation) this
146 boolean cheat0 = gameManager.getPlayer(0).isActive()
147 && gameManager.getPlayer(0).stoneThrow < 0;
148 boolean cheat1 = gameManager.getPlayer(1).isActive()
149 && gameManager.getPlayer(1).stoneThrow < 0;
150 if (cheat0 && cheat1); // here we can actually keep delta's value
151 else if (cheat0) delta = -1;
152 else if (cheat1) delta = 1;
156 view.moveTroll(View.Dir.RIGHT);
158 else if (delta < 0) {
160 view.moveTroll(View.Dir.LEFT);
163 view.moveTroll(View.Dir.STILL);
168 // XXX very similar to main turn pendant
169 private void finishStones() {
170 boolean noStones = true;
172 for (Player player : gameManager.getActivePlayers()) {
173 if (model.haveWinner() && player.getIndex() == model.getLoser())
175 player.stoneThrow = player.model.getStones();
176 player.model.setStones(0);
177 delta += player.stoneThrow * player.model.getMultiplier();
178 player.view.throwStones(player.stoneThrow);
179 if (player.stoneThrow != 0) {
181 player.view.animateStones(player.stoneThrow);
182 player.view.updateStoneCounter();
185 if (noStones) { endGame(); return; }
186 model.moveTroll(delta);
190 private void endGame() {
191 gameManager.endGame();
193 if (model.haveWinner()) {
194 int loser = model.getLoser();
195 gameManager.getPlayer(loser).view.defeat();
198 Player p0 = gameManager.getPlayer(0);
199 Player p1 = gameManager.getPlayer(1);
201 int s0 = p0.getScore();
202 int s1 = p1.getScore();