SeaBattle/rust/sea_battle_backend/src/human_player.rs

135 lines
3.8 KiB
Rust

use actix::Addr;
use uuid::Uuid;
use crate::data::*;
use crate::game::*;
use crate::human_player_ws::{ClientMessage, HumanPlayerWS, ServerMessage};
pub struct HumanPlayer {
pub name: String,
pub game: Addr<Game>,
pub player: Addr<HumanPlayerWS>,
pub uuid: Uuid,
}
impl Player for HumanPlayer {
fn get_name(&self) -> &str {
&self.name
}
fn get_uid(&self) -> Uuid {
self.uuid
}
fn is_bot(&self) -> bool {
false
}
fn opponent_connected(&self) {
self.player.do_send(ServerMessage::OpponentConnected);
}
fn set_other_player_name(&self, name: &str) {
self.player.do_send(ServerMessage::SetOpponentName {
name: name.to_string(),
});
}
fn query_boats_layout(&self, rules: &GameRules) {
self.player.do_send(ServerMessage::QueryBoatsLayout {
rules: rules.clone(),
});
}
fn rejected_boats_layout(&self, errors: Vec<&'static str>) {
self.player.do_send(ServerMessage::RejectedBoatsLayout {
errors: errors.iter().map(|s| s.to_string()).collect(),
});
}
fn waiting_for_opponent_boats_layout(&self) {
self.player
.do_send(ServerMessage::WaitingForOtherPlayerConfiguration);
}
fn notify_other_player_ready(&self) {
self.player.do_send(ServerMessage::OpponentReady);
}
fn notify_game_starting(&self) {
self.player.do_send(ServerMessage::GameStarting);
}
fn request_fire(&self, status: CurrentGameStatus) {
self.player.do_send(ServerMessage::RequestFire { status });
}
fn opponent_must_fire(&self, status: CurrentGameStatus) {
self.player
.do_send(ServerMessage::OpponentMustFire { status });
}
fn strike_result(&self, c: Coordinates, res: FireResult) {
self.player.do_send(ServerMessage::FireResult {
pos: c,
result: res,
});
}
fn other_player_strike_result(&self, c: Coordinates, res: FireResult) {
self.player.do_send(ServerMessage::OpponentFireResult {
pos: c,
result: res,
});
}
fn lost_game(&self, status: CurrentGameStatus) {
self.player.do_send(ServerMessage::LostGame { status });
}
fn won_game(&self, status: CurrentGameStatus) {
self.player.do_send(ServerMessage::WonGame { status });
}
fn opponent_requested_rematch(&self) {
self.player.do_send(ServerMessage::OpponentRequestedRematch);
}
fn opponent_rejected_rematch(&self) {
self.player.do_send(ServerMessage::OpponentRejectedRematch);
}
fn opponent_accepted_rematch(&self) {
self.player.do_send(ServerMessage::OpponentAcceptedRematch);
}
fn opponent_left_game(&self) {
self.player.do_send(ServerMessage::OpponentLeftGame);
}
fn opponent_replaced_by_bot(&self) {
self.player.do_send(ServerMessage::OpponentReplacedByBot);
}
}
impl HumanPlayer {
pub fn handle_client_message(&self, msg: ClientMessage) {
log::debug!("Got message from client: {:?}", msg);
match msg {
ClientMessage::StopGame => self.game.do_send(PlayerLeftGame(self.uuid)),
ClientMessage::BoatsLayout { layout } => {
self.game.do_send(SetBoatsLayout(self.uuid, layout))
}
ClientMessage::Fire { location } => self.game.do_send(Fire(self.uuid, location)),
ClientMessage::RequestRematch => self.game.do_send(RequestRematch(self.uuid)),
ClientMessage::AcceptRematch => {
self.game.do_send(RespondRequestRematch(self.uuid, true))
}
ClientMessage::RejectRematch => {
self.game.do_send(RespondRequestRematch(self.uuid, false))
}
}
}
}