diff --git a/Projekte/mdga/model/src/test/java/pp/mdga/client/clientState/ClientStateTest.java b/Projekte/mdga/model/src/test/java/pp/mdga/client/clientState/ClientStateTest.java index 485d1f49..4c84b874 100644 --- a/Projekte/mdga/model/src/test/java/pp/mdga/client/clientState/ClientStateTest.java +++ b/Projekte/mdga/model/src/test/java/pp/mdga/client/clientState/ClientStateTest.java @@ -93,6 +93,7 @@ public class ClientStateTest { private UpdateTSKMessage updateTSK; private WaitPieceMessage waitPiece; private SpectatorMessage spectatorMessage; + private SelectPieceMessage selectPieceMessage; private int from; private String name; @@ -154,6 +155,7 @@ public void send(ClientMessage msg) { waitPiece = new WaitPieceMessage(); interruptMessage = new PauseGameMessage(); spectatorMessage = new SpectatorMessage(); + selectPieceMessage = new SelectPieceMessage(); //initialize the settings mainSettings = settings.getMainSettings(); @@ -244,12 +246,13 @@ public void testDialogsToGame() { clientGameLogic.received(rankingRollAgain); clientGameLogic.received(reconnectBriefing); clientGameLogic.received(resumeGame); - //clientGameLogic.received(startGame); Todo rightful message + //clientGameLogic.received(startGame); clientGameLogic.received(startPieceMessage); clientGameLogic.received(updateReady); clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is still in lobby assertEquals(clientGameLogic.getState(), dialogs); @@ -273,7 +276,14 @@ public void testDialogsToGame() { */ @Test public void testDialogsToClientStateEndState() { - //Todo Implementation goes here + //sends the client in dialogs + clientGameLogic.setState(dialogs); + assertEquals(clientGameLogic.getState(), dialogs); + + //sends dialogs in startDialog-state + dialogs.setState(startDialog); + assertEquals(dialogs.getState(),startDialog); + //TODO how????????? } @@ -289,7 +299,7 @@ public void testClientGameToCeremony() { clientGameLogic.received(activePlayer); clientGameLogic.received(anyPiece); clientGameLogic.received(briefing); - //clientGameLogic.received(ceremonyMessage); todo rightful message + //clientGameLogic.received(ceremonyMessage); clientGameLogic.received(die); clientGameLogic.received(diceAgain); clientGameLogic.received(diceNow); @@ -316,6 +326,7 @@ public void testClientGameToCeremony() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is still in game-state assertEquals(clientGameLogic.getState(), gameState); @@ -395,13 +406,14 @@ public void testStayInInterrupt() { clientGameLogic.received(rankingResponce); clientGameLogic.received(rankingRollAgain); clientGameLogic.received(reconnectBriefing); - //clientGameLogic.received(resumeGame); Todo rightful message + //clientGameLogic.received(resumeGame); commented out, because it indicates a state-change to gameState clientGameLogic.received(startGame); clientGameLogic.received(startPieceMessage); clientGameLogic.received(updateReady); clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is in the interrupt assertEquals(clientGameLogic.getState(), interrupt); @@ -433,7 +445,9 @@ public void testInterruptToDialogs() { assertEquals(clientGameLogic.getState(), interrupt); //Todo send the server-closed + clientGameLogic.received(); + //tests if the client is in the startDialog assertEquals(clientGameLogic.getState(), dialogs); assertEquals(dialogs.getState(), startDialog); } @@ -573,7 +587,7 @@ public void testNetworkDialogToNetworkDialog1() { clientGameLogic.selectReady(true); clientGameLogic.selectHost(name); //clientGameLogic.selectLeave(); commented because it indicate a state-change to start-dialog - //clientGameLogic.selectJoin(name); commented because it indicate a state-change to lobby TODO + //clientGameLogic.selectJoin(name); commented because it indicate a state-change to lobby clientGameLogic.selectAnimationEnd(); clientGameLogic.selectStart(); @@ -703,6 +717,7 @@ public void testStayInLobby() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); assertEquals(clientGameLogic.getState(), dialogs); assertEquals(dialogs.getState(), lobby); @@ -907,6 +922,7 @@ public void testTurnSubStatesToGameEndState() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); //clientGameLogic.received(spectatorMessage); commented because it indicate a state-change to spectator-state + clientGameLogic.received(selectPieceMessage); //tests if the client is still in MovePiece assertEquals(clientGameLogic.getState(), gameState); @@ -926,7 +942,192 @@ public void testTurnSubStatesToGameEndState() { */ @Test public void testTurnSubStatesToWait() { - // todo Implementation goes here + /** + * tests the transition from MovePiece to Wait + */ + //sends the clientGameLogic in gameState + clientGameLogic.setState(gameState); + assertEquals(clientGameLogic.getState(), gameState); + + //sends the gameState in turnState + gameState.setState(turnState); + assertEquals(gameState.getState(),turnState); + + //sends the turnState in movePiece + turnState.setState(movePiece); + assertEquals(turnState.getState(),movePiece); + + //tests all messages, that don't indicate a state-change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + //clientGameLogic.received(ceremonyMessage); commented because it indicate a state-change to ceremony-state + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + //clientGameLogic.received(diceNow); commented because it indicate a state-change to rollDice-state + //clientGameLogic.received(endOfTurn); commented because it indicate a state-change to wait-state + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); commented because it indicate a state-change to interrupt-state + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + clientGameLogic.received(waitPiece); + //clientGameLogic.received(spectatorMessage); commented because it indicate a state-change to spectator-state + clientGameLogic.received(selectPieceMessage); + + //tests if the client is still in MovePiece + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),turnState); + assertEquals(turnState.getState(),movePiece); + + //sends the endOfTurn message + clientGameLogic.received(endOfTurn); + + //tests if the client is in waiting-state + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),waiting); + + /** + * tests thr transition from choosePiece to Wait + */ + + //sends the clientGameLogic in gameState + clientGameLogic.setState(gameState); + assertEquals(clientGameLogic.getState(), gameState); + + //sends the gameState in turnState + gameState.setState(turnState); + assertEquals(gameState.getState(),turnState); + + //sends the turnState in choosePiece + turnState.setState(movePiece); + assertEquals(turnState.getState(),choosePiece); + + //sends the choosePiece in NoPiece + choosePiece.setState(noPiece); + assertEquals(choosePiece.getState(),noPiece); + + //tests all messages, that don't indicate a state-change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + //clientGameLogic.received(endOfTurn); commented because it indicate a state-change to wait-state + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); commented because it indicate a state-change to interrupt-state + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + //clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + //clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + //clientGameLogic.received(selectPieceMessage); + + //tests if the client is still in MovePiece + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),turnState); + assertEquals(turnState.getState(),choosePiece); + assertEquals(choosePiece.getState(),noPiece); + + //sends the endOfTurn message + clientGameLogic.received(endOfTurn); + + //tests if the client is in waiting-state + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),waiting); + + /** + * tests the transition from RollDice to Wait + */ + + //sends the clientGameLogic in gameState + clientGameLogic.setState(gameState); + assertEquals(clientGameLogic.getState(), gameState); + + //sends the gameState in turnState + gameState.setState(turnState); + assertEquals(gameState.getState(),turnState); + + //sends the turnState in movePiece + turnState.setState(movePiece); + assertEquals(turnState.getState(),rollDice); + + //tests all messages, that don't indicate a state-change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + //clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + //clientGameLogic.received(endOfTurn); commented because it indicate a state-change to wait-state + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); commented because it indicate a state-change to interrupt-state + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); + + //tests if the client is still in MovePiece + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),turnState); + assertEquals(turnState.getState(),rollDice); + + //sends the endOfTurn message + clientGameLogic.received(endOfTurn); + + //tests if the client is in waiting-state + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(),waiting); } /** @@ -977,6 +1178,7 @@ public void testTurnSubStatesToSpectator() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); //clientGameLogic.received(spectatorMessage); commented because it indicate a state-change to spectator-state + clientGameLogic.received(selectPieceMessage); //tests if the client is still in MovePiece assertEquals(clientGameLogic.getState(), gameState); @@ -1035,6 +1237,7 @@ public void testSpectatorToGameEndState() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is still in spectator assertEquals(clientGameLogic.getState(), gameState); @@ -1162,7 +1365,7 @@ public void testStayInPlayPowerCard() { clientGameLogic.received(anyPiece); clientGameLogic.received(briefing); clientGameLogic.received(ceremonyMessage); - clientGameLogic.received(die); todo rightful message + clientGameLogic.received(die); clientGameLogic.received(diceAgain); //clientGameLogic.received(diceNow); clientGameLogic.received(endOfTurn); @@ -1188,6 +1391,7 @@ public void testStayInPlayPowerCard() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is in PlayPowerCard assertEquals(clientGameLogic.getState(), gameState); @@ -1219,7 +1423,7 @@ public void testPlayPowerCardToRollDice() { clientGameLogic.received(ceremonyMessage); clientGameLogic.received(die); clientGameLogic.received(diceAgain); - //clientGameLogic.received(diceNow); todo rightful message + //clientGameLogic.received(diceNow); clientGameLogic.received(endOfTurn); clientGameLogic.received(lobbyAccept); clientGameLogic.received(lobbyDeny); @@ -1243,6 +1447,7 @@ public void testPlayPowerCardToRollDice() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is in RollDice assertEquals(clientGameLogic.getState(), gameState); @@ -1306,6 +1511,7 @@ public void testStayInRollDice() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is in RollDice assertEquals(clientGameLogic.getState(), gameState); @@ -1383,7 +1589,12 @@ public void testChoosePieceToWait() { turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePiece); - //TODO + //sends the choosePiece into noTurn + choosePiece.setState(noPiece); + assertEquals(choosePiece.getState(),noPiece); + + //send the noTurnMessage + clientGameLogic.received(noTurn); //tests if the client is in the wait-state assertEquals(clientGameLogic.getState(), gameState); @@ -1397,6 +1608,9 @@ public void testChoosePieceToWait() { */ @Test public void testChoosePieceToMovePiece() { + /** + * tests the transition from waitingPiece to MovePiece + */ //sends the client into noPiece clientGameLogic.setState(gameState); assertEquals(clientGameLogic.getState(), gameState); @@ -1409,7 +1623,9 @@ public void testChoosePieceToMovePiece() { turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePiece); - //Todo + //sends the choosePiece into waitingPiece + choosePiece.setState(waitingPiece); + assertEquals(choosePiece.getState(),waitingPiece); //sends the movePieceMessage clientGameLogic.received(moveMessage); @@ -1418,6 +1634,60 @@ public void testChoosePieceToMovePiece() { assertEquals(clientGameLogic.getState(), gameState); assertEquals(gameState.getState(), turnState); assertEquals(turnState.getState(), movePiece); + + /** + * tests the transition from startPiece to MovePiece + */ + //sends the client into noPiece + clientGameLogic.setState(gameState); + assertEquals(clientGameLogic.getState(), gameState); + + //sends the gameState into Turn + gameState.setState(turnState); + assertEquals(gameState.getState(), turnState); + + //sends the turnState into choosePiece + turnState.setState(choosePiece); + assertEquals(turnState.getState(), choosePiece); + + //sends the choosePiece into startPiece + choosePiece.setState(startPiece); + assertEquals(choosePiece.getState(),startPiece); + + //sends the movePieceMessage + clientGameLogic.received(moveMessage); + + //tests if the client is in the movePiece-state + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(), turnState); + assertEquals(turnState.getState(), movePiece); + + /** + * tests the transition from selectPiece to MovePiece + */ + //sends the client into noPiece + clientGameLogic.setState(gameState); + assertEquals(clientGameLogic.getState(), gameState); + + //sends the gameState into Turn + gameState.setState(turnState); + assertEquals(gameState.getState(), turnState); + + //sends the turnState into choosePiece + turnState.setState(choosePiece); + assertEquals(turnState.getState(), choosePiece); + + //sends the choosePiece into selectPiece + choosePiece.setState(selectPiece); + assertEquals(choosePiece.getState(),selectPiece); + + //sends the movePieceMessage + clientGameLogic.received(moveMessage); + + //tests if the client is in the movePiece-state + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(), turnState); + assertEquals(turnState.getState(), sele); } /** @@ -1437,10 +1707,8 @@ public void testMovePieceToWait() { turnState.setState(choosePiece); assertEquals(turnState.getState(), movePiece); - // Todo Implementation goes here - - //sends the noTurnMessage - clientGameLogic.received(noTurn); + //sends the endOfTurnMessage + clientGameLogic.received(endOfTurn); //tests if the client is in the movePiece-state assertEquals(clientGameLogic.getState(), gameState); @@ -1465,8 +1733,6 @@ public void testMovePieceToSpectator() { turnState.setState(choosePiece); assertEquals(turnState.getState(), movePiece); - // Todo Implementation goes here - //sends the spectator-message clientGameLogic.received(spectatorMessage); @@ -1492,8 +1758,6 @@ public void testMovePieceToCeremony() { turnState.setState(choosePiece); assertEquals(turnState.getState(), movePiece); - // Todo Implementation goes here - //sends the spectator-message clientGameLogic.received(ceremonyMessage); @@ -1515,12 +1779,45 @@ public void testStayInChoosePowerCard() { gameState.setState(turnState); assertEquals(gameState.getState(), turnState); - //sends the turnState into movePiece + //sends the turnState into choosePowerCardPiece turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePowerCard); - // Todo Implementation goes here - //tests if the client is still in the choosePowercard-State + //send all messages, that don't indicate a state-change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + //clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); + //TODO selectable pieces + + //tests if the client is still in the choosePowerCard-State assertEquals(clientGameLogic.getState(), gameState); assertEquals(gameState.getState(),turnState); assertEquals(turnState.getState(),choosePowerCard); @@ -1547,7 +1844,8 @@ public void testChoosePowerCardToRollDice() { powerCard.setState(choosePowerCard); assertEquals(powerCard.getState(), choosePowerCard); - //todo send the messages, to force a state change to rollDice + //sends the rollDice-Message + clientGameLogic.received(diceNow); //tests if the turnState is in RollDice assertEquals(clientGameLogic.getState(), gameState); @@ -1576,7 +1874,8 @@ public void testChoosePowerCardToSwap() { powerCard.setState(choosePowerCard); assertEquals(powerCard.getState(), choosePowerCard); - //todo send the messages, to force a state change to swap + //sends the TODO selectable Pieces + clientGameLogic.received(); //tests if the client is in Swap assertEquals(clientGameLogic.getState(), gameState); @@ -1606,7 +1905,8 @@ public void testChoosePowerCardToShield() { powerCard.setState(choosePowerCard); assertEquals(powerCard.getState(), choosePowerCard); - //todo send the messages, to force a state change to shield + //sends the TODO + clientGameLogic.received(); //tests if the client is in Shield assertEquals(clientGameLogic.getState(), gameState); @@ -1636,7 +1936,38 @@ public void testStayInShield() { powerCard.setState(shield); assertEquals(powerCard.getState(), shield); - //todo send the messages, which dont force a statechange + //send the messages, which don't force a statechange + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); commented out, because it indicate a state-change to interrupt + //clientGameLogic.received(playCardSwap); + //clientGameLogic.received(playCardShield); + //clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client is in PlayPowerCard assertEquals(clientGameLogic.getState(), gameState); @@ -1650,7 +1981,7 @@ public void testStayInShield() { */ @Test public void testShieldToPowerCardEndState() { - //sends the ClientAutomaton in GameState + //sends the ClientGameLogic in GameState clientGameLogic.setState(gameState); assertEquals(clientGameLogic.getState(), gameState); @@ -1658,15 +1989,55 @@ public void testShieldToPowerCardEndState() { gameState.setState(turnState); assertEquals(gameState.getState(), turnState); - //sends the turnStatemachine in PowerCard + //sends the turnState in PowerCard turnState.setState(powerCard); assertEquals(turnState.getState(), powerCard); - //sends the turnStatemachine in Shield + //sends the turnState in Shield powerCard.setState(shield); assertEquals(powerCard.getState(), shield); - //todo send the message to force the statechange + //sends all messages that don't indicate a state-change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); + //clientGameLogic.received(playCardSwap); + //clientGameLogic.received(playCardShield); + //clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); + + //tests if the client is still in shield + assertEquals(clientGameLogic.getState(), gameState); + assertEquals(gameState.getState(), turnState); + assertEquals(turnState.getState(), powerCard); + assertEquals(powerCard.getState(), shield); + + //sends the playPowerCardMessage + clientGameLogic.received(playCardShield); //tests if the client is in PlayPowerCard assertEquals(clientGameLogic.getState(), gameState); @@ -1687,11 +2058,11 @@ public void testSwapToPowerCardEndState() { gameState.setState(turnState); assertEquals(gameState.getState(), turnState); - //sends the turnStatemachine in PowerCard + //sends the turnState in PowerCard turnState.setState(powerCard); assertEquals(turnState.getState(), powerCard); - //sends the turnStatemachine in Swap + //sends the turnState in Swap powerCard.setState(swap); assertEquals(powerCard.getState(), swap); @@ -1720,11 +2091,42 @@ public void testNoPieceInWaitingPiece() { turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePiece); - //sends the choosePiecemachine in NoPiece + //sends the choosePiece in NoPiece turnState.setState(noPiece); assertEquals(choosePiece.getState(), noPiece); - //Todo test other messages, that there is no state change + //send other messages, that there is no state change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + //clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); commented out, because it indicate a statechange to interrupt + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + //clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + //clientGameLogic.received(selectPieceMessage); //sends to the clientGameLogic the message WaitPiece clientGameLogic.received(waitPiece); @@ -1748,18 +2150,49 @@ public void testNoPieceInSelectedPiece() { gameState.setState(turnState); assertEquals(gameState.getState(), turnState); - //sends the turnStatemachine in ChoosePiece + //sends the turnState in ChoosePiece turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePiece); - //sends the choosePiecemachine in NoPiece + //sends the choosePiece in NoPiece choosePiece.setState(noPiece); assertEquals(choosePiece.getState(), noPiece); - //Todo test other messages, that there is no state change + //send other messages, to test that there is no state change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + //clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + //clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + //clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + //clientGameLogic.received(selectPieceMessage); //sends to the clientGameLogic the message SelectPiece - clientGameLogic.received(selectPiece); + clientGameLogic.received(selectPieceMessage); assertEquals(clientGameLogic.getState(), gameState); assertEquals(gameState.getState(), turnState); @@ -1772,7 +2205,7 @@ public void testNoPieceInSelectedPiece() { */ @Test public void testNoPieceInStartPiece() { - //sends the ClientAutomaton in GameState + //sends the ClientGameLogic in GameState clientGameLogic.setState(gameState); assertEquals(clientGameLogic.getState(), gameState); @@ -1780,15 +2213,46 @@ public void testNoPieceInStartPiece() { gameState.setState(turnState); assertEquals(gameState.getState(), turnState); - //sends the turnStatemachine in ChoosePiece + //sends the turnState in ChoosePiece turnState.setState(choosePiece); assertEquals(turnState.getState(), choosePiece); - //sends the choosePiecemachine in NoPiece + //sends the choosePiece in NoPiece choosePiece.setState(noPiece); assertEquals(choosePiece.getState(), noPiece); - //Todo test other messages, that there is no state change + //sends other messages, that there is no state change + clientGameLogic.received(activePlayer); + clientGameLogic.received(anyPiece); + clientGameLogic.received(briefing); + clientGameLogic.received(ceremonyMessage); + clientGameLogic.received(die); + clientGameLogic.received(diceAgain); + clientGameLogic.received(diceNow); + clientGameLogic.received(endOfTurn); + clientGameLogic.received(lobbyAccept); + clientGameLogic.received(lobbyDeny); + clientGameLogic.received(lobbyPlayerJoin); + clientGameLogic.received(lobbyPlayerLeave); + clientGameLogic.received(moveMessage); + //clientGameLogic.received(noTurn); + //clientGameLogic.received(interruptMessage); + clientGameLogic.received(playCardSwap); + clientGameLogic.received(playCardShield); + clientGameLogic.received(playCardTurbo); + clientGameLogic.received(possibleCard); + clientGameLogic.received(possiblePiece); + clientGameLogic.received(rankingResponce); + clientGameLogic.received(rankingRollAgain); + clientGameLogic.received(reconnectBriefing); + clientGameLogic.received(resumeGame); + clientGameLogic.received(startGame); + //clientGameLogic.received(startPieceMessage); + clientGameLogic.received(updateReady); + clientGameLogic.received(updateTSK); + //clientGameLogic.received(waitPiece); + clientGameLogic.received(spectatorMessage); + //clientGameLogic.received(selectPieceMessage); //sends to the clientGameLogic the message StartPiece clientGameLogic.received(startPieceMessage); @@ -2025,6 +2489,7 @@ public void testStartPieceToChoosePieceEndState() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //tests if the client ist still in StartPiece assertEquals(clientGameLogic.getState(), gameState); @@ -2089,6 +2554,7 @@ public void testRollRankingDiceToWaitRanking() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //test if the client is still in rollRankingDice assertEquals(clientGameLogic.getState(), gameState); @@ -2152,6 +2618,7 @@ public void testWaitRankingToRollRankingDice() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //test if the client is still in waitRanking assertEquals(clientGameLogic.getState(), gameState); @@ -2215,6 +2682,7 @@ public void testWaitRankingToEndStateDetermineStartingPlayer() { clientGameLogic.received(updateTSK); clientGameLogic.received(waitPiece); clientGameLogic.received(spectatorMessage); + clientGameLogic.received(selectPieceMessage); //test if the client is still in waitRanking assertEquals(clientGameLogic.getState(), gameState);