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.game.GodModeManager;
11 import com.google.inject.Inject;
12 import com.google.inject.Provider;
14 public class Referee extends AbstractReferee {
15 @Inject private GameManager gameManager;
16 @Inject private GodModeManager gm;
17 @Inject private LeagueManager league;
19 @Inject private View view;
20 @Inject private Model model;
22 boolean disqual = false;
28 gameManager.getPlayer(0).model = model.p0;
29 gameManager.getPlayer(1).model = model.p1;
31 for (Player p: gameManager.getPlayers()) {
32 p.gameInit(model.roadLength, model.initialStones,
33 model.seed, gm.getSalt());
37 gameManager.getPlayer(0).view = view.p0;
38 gameManager.getPlayer(1).view = view.p1;
41 private void disqualify(Player player, String popup, String message) {
42 player.deactivate(player.getNicknameToken() + " " + popup);
43 player.view.disqualify(message);
48 public void gameTurn(int turn) {
49 // System.err.println("Starting turn " + turn);
53 // Did I mention I hate Java? It didn't *have* to be this ugly!
54 if (disqual) { endGame(); return; }
55 if (model.exhausted()) { finishStones(); return ;}
56 if (model.haveWinner()) { endGame(); return; }
58 for (Player player : gameManager.getActivePlayers()) {
59 player.sendGameTurn();
61 // SDK @#%^&! arbitrary sequence point: last input < first output
63 /* Parse player actions and decide basic disqualifications.
64 * Display their optional message right now: if their action
65 * is ill-formed it could help them debug. Or shame them, at
68 for (Player player : gameManager.getActivePlayers()) {
69 player.receiveGameTurn(); gm.transcend(player);
70 switch (player.type) {
72 disqualify(player, "T/O", "timed out!");
73 player.view.markTimeout();
77 disqualify(player, "INVALID", "provided an ill-formed action");
78 player.view.markIllegal();
82 try { player.model.consumeStones(player.stoneThrow); }
83 catch (Model.Player.ThrewMoreStonesThanHad e) {
84 if (model.random.nextInt(10) > 0) {
85 player.view.threwMoreStonesThanHad();
86 player.stoneThrow = player.model.consumeMaxStones();
89 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.");
90 player.view.markIllegal();
94 catch (Model.Player.FailedToThrowStonesAndShouldHave e) {
95 if (model.random.nextInt(10) > 0) {
96 player.view.failedToThrowStonesAndShouldHave();
97 player.stoneThrow = player.model.consumeMinStones();
100 disqualify(player, "ILLEGAL", "tried not throwing any stones. They were then eaten by a grue.");
106 player.view.displayMessage(player.messageString);
110 /* Update game model and view, stones' part.
112 * As a special case, the "cheater" (sending out negative
113 * stones) handling is deferred here because we need to update
114 * its view for it to be funny. In the end, they're still
117 * Gather other game end scenarios (actual victory or stone
121 gm.update(gameManager.getPlayers());
122 for (Player player : gameManager.getActivePlayers()) {
123 player.view.throwStones(player.stoneThrow);
124 delta += player.model.getMultiplier() * player.stoneThrow;
126 if (player.stoneThrow < 0) {
127 switch(league.cheatLevel) {
131 player.view.markCheat();
132 if (model.random.nextInt(2) == 0) player.model.loseRound();
135 disqualify(player, "CHEAT", "cheated. Banning account.");
136 player.view.markCheat();
141 if (player.stoneThrow != 0) {
142 player.view.animateStones(player.stoneThrow);
143 player.view.updateStoneCounter();
147 /* Update game model and view, troll part.
149 * If a player cheated, delta is unusable as is.
150 * (Consider the case the player on the right sent
151 * INT_MIN. INT_MIN * (-1) = INT_MIN, so that player
152 * would both glean the stones *and* push the troll away.
153 * It would be unfair to have a cheating player "win"
154 * (earn the opponent castle destruction animation) this
157 boolean cheat0 = gameManager.getPlayer(0).isActive()
158 && gameManager.getPlayer(0).stoneThrow < 0;
159 boolean cheat1 = gameManager.getPlayer(1).isActive()
160 && gameManager.getPlayer(1).stoneThrow < 0;
161 if (cheat0 && cheat1); // here we can actually keep delta's value
162 else if (cheat0) delta = -1;
163 else if (cheat1) delta = 1;
167 view.moveTroll(View.Dir.RIGHT);
169 else if (delta < 0) {
171 view.moveTroll(View.Dir.LEFT);
174 view.moveTroll(View.Dir.STILL);
179 // XXX very similar to main turn pendant
180 private void finishStones() {
181 boolean noStones = true;
183 for (Player player : gameManager.getActivePlayers()) {
184 if (model.haveWinner() && player.getIndex() == model.getLoser())
186 player.stoneThrow = player.model.getStones();
187 player.model.setStones(0);
188 delta += player.stoneThrow * player.model.getMultiplier();
189 player.view.throwStones(player.stoneThrow);
190 if (player.stoneThrow != 0) {
192 player.view.animateStones(player.stoneThrow);
193 player.view.updateStoneCounter();
196 if (noStones) { endGame(); return; }
197 model.moveTroll(delta);
201 private void endGame() {
202 gameManager.endGame();
204 if (model.haveWinner()) {
205 int loser = model.getLoser();
206 gameManager.getPlayer(loser).view.defeat();
209 Player p0 = gameManager.getPlayer(0);
210 Player p1 = gameManager.getPlayer(1);
212 int s0 = p0.getScore();
213 int s1 = p1.getScore();