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Side by Side Diff: frog/await/samples/dartcombat/state.dart

Issue 10548047: Remove frog from the repository. (Closed) Base URL: https://dart.googlecode.com/svn/branches/bleeding_edge/dart
Patch Set: Move test and update apidoc.gyp. Created 8 years, 6 months ago
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1 // Copyright (c) 2011, the Dart project authors. Please see the AUTHORS file
2 // for details. All rights reserved. Use of this source code is governed by a
3 // BSD-style license that can be found in the LICENSE file.
4
5 /**
6 * Stores the actual data on a player's boat grid, the UI representation for its
7 * grid and the status of each shot. Acts as a controller handling isolate
8 * messages (from the main isolate message and shots from the enemy), and UI
9 * events.
10 */
11 // TODO(sigmund): move UI setup out of here, e.g. into a controller class.
12 class PlayerState extends Isolate {
13
14 /** internal id for this player. */
15 int _id;
16
17 /** Set up of boats on the board. */
18 BoatGrid boats;
19
20 /** State of shots taken by the enemy on this player's board. */
21 GridState localGrid;
22
23 /** State of shots this player has taken on the enemy. */
24 GridState enemyGrid;
25
26 /** Total shots made. */
27 int totalShots;
28
29 /** Total hits. */
30 int totalHits;
31
32 /** Total misses. */
33 int totalMisses;
34
35 /** Total boats that we have sunk. */
36 int boatsSunk;
37
38 /** Interface to interact with the enemy. */
39 Enemy enemy;
40
41 /** UI representation of this player's grid. */
42 PlayerGridView _ownView;
43
44 /** UI representation of the enemy's grid. */
45 EnemyGridView _enemyView;
46
47 /** Port used for testing purposes. */
48 SendPort _portForTest;
49
50 // This can take no arguments for now (wait for isolate redesign).
51 PlayerState() : super.light() {}
52
53 void main() {
54 this.port.receive((message, SendPort replyTo) {
55 dispatch(message, replyTo);
56 });
57 }
58
59 /** dispatches all messages that are expected in this isolate. */
60 void dispatch(var message, SendPort replyTo) {
61 int action = message['action'];
62 List args = message['args'];
63 switch (action) {
64 // message from the main program, setting this as player 1 or 2
65 case MessageIds.SETUP:
66 handleSetup(args[0]);
67 break;
68 // message from the main program, giving port to talk with other player
69 case MessageIds.SET_ENEMY:
70 enemy = new Enemy(args[0]);
71 break;
72 // message from the other player indicating it's ready to play.
73 case MessageIds.ENEMY_IS_READY:
74 _enemyView.setEnemyReady();
75 replyTo.send([true], null);
76 break;
77 // message from the other player indicating a shot.
78 case MessageIds.SHOOT:
79 List res = handleShot(args[0], args[1]);
80 replyTo.send([true, res], null);
81 break;
82 // message from the unit test (used to make tests deterministic)
83 case MessageIds.SET_PORT_FOR_TEST:
84 _portForTest = args[0];
85 replyTo.send([true], null);
86 break;
87 default:
88 break;
89 }
90 }
91
92 /** Handles a message from the main isolate to setup this player. */
93 void handleSetup(int id) {
94 _id = id;
95 boats = new BoatGrid();
96 localGrid = new GridState();
97 enemyGrid = new GridState();
98 totalShots = 0;
99 totalHits = 0;
100 totalMisses = 0;
101 boatsSunk = 0;
102
103 _ownView = new PlayerGridView(this, document.query("#p${id}own"));
104 _enemyView = new EnemyGridView(this, document.query("#p${id}enemy"));
105 if (_portForTest != null) {
106 _portForTest.call(["_TEST:handleSetup", id]);
107 }
108 }
109
110 /** Handles a shot message from the enemy player. */
111 List handleShot(int x, int y) {
112 List res = boats.shoot(localGrid, x, y);
113 switch (res[0]) {
114 case Constants.MISS:
115 _ownView.addMiss(x, y);
116 break;
117 case Constants.HIT:
118 _ownView.addHit(x, y);
119 break;
120 case Constants.SUNK:
121 _ownView.addHit(x, y);
122 break;
123 }
124 if (_portForTest != null) {
125 _portForTest.call(["_TEST:handleShot", _id, res[0], x, y]);
126 }
127 return res;
128 }
129
130 /** local action to add a boat in the grid. */
131 void addBoat(Boat boat) {
132 boats.placeBoats([boat]);
133 assert(enemy != null);
134 enemy.ready();
135 }
136
137 /** local action to generate an asynchronous shot at the enemy. */
138 void shoot(int x, int y) {
139 superShot(x, y, _id % 2 == 0);
140 }
141
142 /** A single shot on (x, y). */
143 singleShot(int x, int y) {
144 if (_canShoot(x, y)) {
145 _recordPendingShot(x, y);
146 try { // async shot!
147 _recordShotResult(await enemy.shoot(x, y), x, y);
148 } catch (var e) {
149 _recordFailedShot(x, y);
150 }
151 }
152 }
153
154 /**
155 * Takes 1 shot, if it's a hit, it then shoots to each of the 4 cardinal
156 * directions until a boat is sunk. When [parallel] all directions are
157 * explored in parallel.
158 */
159 superShot(int x, int y, bool parallel) {
160 if (_canShoot(x, y)) {
161 _recordPendingShot(x, y);
162 try {
163 int firstShot = await enemy.shoot(x, y);
164 _recordShotResult(firstShot, x, y);
165 if (firstShot == Constants.HIT) {
166 // no miss, but no sunk, search around
167 _exploreAllDirections(x, y, parallel);
168 }
169 } catch (var e) {
170 _recordFailedShot(x, y);
171 }
172 }
173 }
174
175 static final LEFT_DIR = const [-1, 0];
176 static final RIGHT_DIR = const [1, 0];
177 static final UP_DIR = const [0, -1];
178 static final DOWN_DIR = const [0, 1];
179
180 Future<bool> _exploreAllDirections(int x, int y, bool parallel) {
181 if (parallel) {
182 final arr = [
183 _exploreDirectionHelper(LEFT_DIR, x, y),
184 _exploreDirectionHelper(RIGHT_DIR, x, y),
185 _exploreDirectionHelper(UP_DIR, x, y),
186 _exploreDirectionHelper(DOWN_DIR, x, y)];
187 return (await Futures.wait(arr)).some((v) => v);
188 } else {
189 return await _exploreDirectionHelper(LEFT_DIR, x, y)
190 || await _exploreDirectionHelper(RIGHT_DIR, x, y)
191 || await _exploreDirectionHelper(UP_DIR, x, y)
192 || await _exploreDirectionHelper(DOWN_DIR, x, y);
193 }
194 }
195
196 Future<bool> _exploreDirectionHelper(List<int> dir, int x, int y) {
197 bool res = await _followDir(x + dir[0], y + dir[1], dir[0], dir[1]);
198 return res;
199 }
200
201 Future<bool> _followDir(int x, int y, int incX, int incY) {
202 while (_canShoot(x, y)) {
203 _recordPendingShot(x, y);
204 try {
205 int shot = await enemy.shoot(x, y);
206 _recordShotResult(shot, x, y);
207 // TODO(sigmund): make this into a switch when they are supported
208 if (shot == Constants.HIT) {
209 x += incX;
210 y += incY;
211 } else {
212 // TODO(sigmund): fix awaitc - this return statement is not
213 // transformed correctly because we currently prune the AST too
214 // agressively. We need an extra analysis phase that determines which
215 // statements have to be rewritten (returns anywhere, break/continue
216 // within loops that contain await, etc).
217 return shot == Constants.SUNK;
218 }
219 } catch (var e) {
220 _recordFailedShot(x, y);
221 throw e;
222 }
223 }
224 return false;
225 }
226
227 /** checks that a shot is in range and has not been done before. */
228 bool _canShoot(int x, int y) {
229 return _inRange(x, y) && enemyGrid.valueAt(x, y) == null;
230 }
231
232 /** checks that a shot is in range. */
233 bool _inRange(int x, int y) {
234 return x >= 0 && y >=0 && x < Constants.SIZE && y < Constants.SIZE;
235 }
236
237 /** register a pending shot in the local enemyGrid state and update the UI. */
238 void _recordPendingShot(int x, int y) {
239 totalShots++;
240 _enemyView.statusBar.updateStatus();
241 _enemyView.addMaybeHit(x, y);
242 enemyGrid.pending(x, y);
243 }
244
245 /** record a cancelled shot in the local enemyGrid state and update the UI. */
246 void _recordCancelledShot(int x, int y) {
247 totalShots--;
248 _enemyView.removeMaybeHit(x, y);
249 _enemyView.statusBar.updateStatus();
250 enemyGrid.clear(x, y);
251 }
252
253 /** record a failing shot in the local enemyGrid state and update the UI. */
254 void _recordFailedShot(int x, int y) {
255 _recordCancelledShot(x, y);
256 }
257
258 /** register the result of a shot and update the UI. */
259 void _recordShotResult(int shotResult, int x, int y) {
260 switch(shotResult) {
261 case Constants.MISS:
262 totalMisses++;
263 _enemyView.addMiss(x, y);
264 enemyGrid.miss(x, y);
265 break;
266 case Constants.HIT:
267 totalHits++;
268 _enemyView.addHit(x, y);
269 enemyGrid.hit(x, y);
270 break;
271 case Constants.SUNK:
272 totalHits++;
273 boatsSunk++;
274 _enemyView.addHit(x, y);
275 enemyGrid.hit(x, y);
276 break;
277 }
278 _enemyView.statusBar.updateStatus();
279 }
280 }
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