gameManager.getPlayer(1).model = model.p1;
for (Player p: gameManager.getPlayers()) {
- p.gameInit(model.roadLength, model.initialStones);
+ p.gameInit(model.roadLength, model.initialStones,
+ gameManager.getSeed());
}
view.init(model);
switch (player.type) {
case Timeout:
disqualify(player, "T/O", "timed out!");
+ player.view.markTimeout();
disqual = true;
break;
case Invalid:
disqualify(player, "INVALID", "provided an ill-formed action");
+ player.view.markIllegal();
disqual = true;
break;
case Throw:
}
else {
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.");
+ player.view.markIllegal();
disqual = true;
}
}
int delta = 0;
boolean victory = false;
boolean exhausted = false;
- if (! disqual) {
- for (Player player : gameManager.getActivePlayers()) {
- player.view.throwStones(player.stoneThrow);
- delta += player.model.getMultiplier() * player.stoneThrow;
-
- if (player.stoneThrow < 0) {
- disqualify(player, "CHEAT", "cheated. Banning account.");
- disqual = true;
- }
- else if (player.stoneThrow > 0) {
- player.view.animateStones(player.stoneThrow);
- player.view.updateStoneCounter();
- }
- }
+ for (Player player : gameManager.getActivePlayers()) {
+ player.view.throwStones(player.stoneThrow);
+ delta += player.model.getMultiplier() * player.stoneThrow;
- /* If a player cheated, delta is unusable as is.
- * (Consider the case the player on the right sent
- * INT_MIN. INT_MIN * (-1) = INT_MIN, so that player
- * would both glean the stones *and* push the troll away.
- * It would be unfair to have a cheating player "win"
- * (earn the opponent castle destruction animation) this
- * way.
- */
- boolean cheat0 = gameManager.getPlayer(0).stoneThrow < 0;
- boolean cheat1 = gameManager.getPlayer(1).stoneThrow < 0;
- if (cheat0 && cheat1); // here we can actually keep delta's value
- else if (cheat0) delta = -1;
- else if (cheat1) delta = 1;
-
- if (delta > 0) {
- model.trollPosition++;
- view.moveTroll(View.Dir.RIGHT);
- }
- else if (delta < 0) {
- model.trollPosition--;
- view.moveTroll(View.Dir.LEFT);
+ if (player.stoneThrow < 0) {
+ disqualify(player, "CHEAT", "cheated. Banning account.");
+ player.view.markCheat();
+ disqual = true;
}
- else {
- view.moveTroll(View.Dir.STILL);
- // XXX animate
+ if (player.stoneThrow != 0) {
+ player.view.animateStones(player.stoneThrow);
+ player.view.updateStoneCounter();
}
+ }
- for (Player player : gameManager.getActivePlayers()) {
- player.model.adjustScore(model.trollPosition);
- }
+ /* If a player cheated, delta is unusable as is.
+ * (Consider the case the player on the right sent
+ * INT_MIN. INT_MIN * (-1) = INT_MIN, so that player
+ * would both glean the stones *and* push the troll away.
+ * It would be unfair to have a cheating player "win"
+ * (earn the opponent castle destruction animation) this
+ * way.
+ */
+ boolean cheat0 = gameManager.getPlayer(0).isActive()
+ && gameManager.getPlayer(0).stoneThrow < 0;
+ boolean cheat1 = gameManager.getPlayer(1).isActive()
+ && gameManager.getPlayer(1).stoneThrow < 0;
+ if (cheat0 && cheat1); // here we can actually keep delta's value
+ else if (cheat0) delta = -1;
+ else if (cheat1) delta = 1;
+
+ if (delta > 0) {
+ model.trollPosition++;
+ view.moveTroll(View.Dir.RIGHT);
+ }
+ else if (delta < 0) {
+ model.trollPosition--;
+ view.moveTroll(View.Dir.LEFT);
+ }
+ else {
+ view.moveTroll(View.Dir.STILL);
+ // XXX animate
+ }
- if (model.haveWinner()) {
- int loser = model.getLoser();
- gameManager.getPlayer(loser).view.destroy();
- victory = true;
- }
- else if (model.exhausted()) exhausted = true;
+ for (Player player : gameManager.getActivePlayers()) {
+ player.model.adjustScore(model.trollPosition);
+ }
+
+ if (model.haveWinner()) {
+ int loser = model.getLoser();
+ gameManager.getPlayer(loser).view.destroy();
+ victory = true;
}
+ else if (model.exhausted()) exhausted = true;
if (disqual || victory || exhausted) endGame();
}