@Override public void gameTurnChange(GameTurnChangeEvent e) { // On simultaneous phases, each player ending their turn will generalte a turn change // We want to ignore turns from other players and only listen to events we generated boolean ignoreSimTurn = game.isPhaseSimultaneous() && (e.getPreviousPlayerId() != localPlayerNumber) && calculatedTurnThisPhase; if (isMyTurn() && !ignoreSimTurn) { calculatedTurnThisPhase = true; // Run bot's turn processing in a separate thread. // So calling thread is free to process the other actions. Thread worker = new Thread(new CalculateBotTurn(), getName() + " Turn " + game.getTurnIndex() + " Calc Thread" ); worker.start(); calculatedTurnsThisPhase++; } // unloading "stranded" units happens as part of a game turn change, so that's where we do it. if(canUnloadStranded()) { sendUnloadStranded(getStrandedEntities()); } }
&& (clientgui.getClient().getGame().getTurnIndex() != 0)) { return;
/** * Clears out old deployment data and disables relevant buttons. */ private void endMyTurn() { // end my turn, then. Entity next = clientgui.getClient().getGame() .getNextEntity(clientgui.getClient().getGame().getTurnIndex()); if ((IGame.Phase.PHASE_DEPLOYMENT == clientgui.getClient().getGame() .getPhase()) && (null != next) && (null != ce()) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.markDeploymentHexesFor(null); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); }
/** * Does end turn stuff. */ protected void endMyTurn() { // end my turn, then. IGame game = clientgui.getClient().getGame(); Entity next = game.getNextEntity(game.getTurnIndex()); if ((game.getPhase() == IGame.Phase.PHASE_FIRING) && (next != null) && (ce() != null) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; target(null); clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.clearMovementData(); clientgui.bv.clearFiringSolutionData(); clientgui.bv.clearStrafingCoords(); clientgui.bv.clearFieldofF(); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); clearVisibleTargets(); }
/** * Does end turn stuff. */ private void endMyTurn() { // end my turn, then. Entity next = clientgui.getClient().getGame() .getNextEntity(clientgui.getClient().getGame().getTurnIndex()); if ((IGame.Phase.PHASE_PHYSICAL == clientgui.getClient().getGame() .getPhase()) && (null != next) && (null != ce()) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; target(null); clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.clearMovementData(); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); }
/** * Does end turn stuff. */ protected void endMyTurn() { // end my turn, then. IGame game = clientgui.getClient().getGame(); Entity next = game.getNextEntity(game.getTurnIndex()); if ((game.getPhase() == IGame.Phase.PHASE_FIRING) && (next != null) && (ce() != null) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; target(null); clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.clearMovementData(); clientgui.bv.clearFiringSolutionData(); clientgui.bv.clearStrafingCoords(); clientgui.bv.clearFieldofF(); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); // Return back to the movement phase display clientgui.switchPanel(IGame.Phase.PHASE_MOVEMENT); }
/** * Does end turn stuff. */ private void endMyTurn() { // end my turn, then. Entity next = clientgui.getClient().getGame() .getNextEntity(clientgui.getClient().getGame().getTurnIndex()); if ((phase == clientgui.getClient().getGame().getPhase()) && (null != next) && (null != ce()) && (next.getOwnerId() != ce().getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; target(null); clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); clientgui.getBoardView().cursor(null); clientgui.bv.clearFiringSolutionData(); clientgui.bv.clearMovementData(); clientgui.bv.clearFieldofF(); clientgui.setSelectedEntityNum(Entity.NONE); disableButtons(); }
&& (clientgui.getClient().getGame().getTurnIndex() != 0)) { return;
&& (clientgui.getClient().getGame().getTurnIndex() != 0)) { return;
/** * Clears out old movement data and disables relevant buttons. */ private synchronized void endMyTurn() { final Entity ce = ce(); // end my turn, then. disableButtons(); Entity next = clientgui.getClient().getGame() .getNextEntity(clientgui.getClient().getGame().getTurnIndex()); if ((IGame.Phase.PHASE_MOVEMENT == clientgui.getClient().getGame() .getPhase()) && (null != next) && (null != ce) && (next.getOwnerId() != ce.getOwnerId())) { clientgui.setDisplayVisible(false); } cen = Entity.NONE; clientgui.getBoardView().select(null); clientgui.getBoardView().highlight(null); // Return the highlight sprite back to its original color clientgui.getBoardView().setHighlightColor(Color.white); clientgui.getBoardView().cursor(null); clientgui.getBoardView().selectEntity(null); clientgui.setSelectedEntityNum(Entity.NONE); clientgui.bv.clearMovementData(); clientgui.bv.clearFieldofF(); }
&& (clientgui.getClient().getGame().getTurnIndex() != 0)) { return;
&& (clientgui.getClient().getGame().getTurnIndex() != 0)) { return;