fixed a bug where if two player rolled the same number in DSP u would be stuck in an infinite loop

This commit is contained in:
Hanno Fleischer
2024-12-09 12:57:47 +01:00
parent d37db68838
commit 0e9ff609ec
2 changed files with 17 additions and 10 deletions

View File

@@ -37,7 +37,6 @@ public GameState(ServerGameLogic logic) {
this.determineStartPlayerState = new DetermineStartPlayerState(this, logic);
this.animationState = new AnimationState(this, logic);
this.turnState = new TurnState(this, logic);
this.setCurrentState(this.determineStartPlayerState);
}
/**
@@ -46,6 +45,7 @@ public GameState(ServerGameLogic logic) {
@Override
public void enter() {
LOGGER.log(System.Logger.Level.DEBUG, "Entered GameState state.");
this.setCurrentState(this.determineStartPlayerState);
}
/**

View File

@@ -30,8 +30,10 @@ public class DetermineStartPlayerState extends GameAutomatonState {
* Create DetermineStartPlayerState attributes.
*/
private final Map<Integer, Integer> diceResults = new HashMap<>();
private final Map<Integer, Integer> finalDiceResults = new HashMap<>();
private final List<Integer> playersHaveToRoll = new ArrayList<>();
private final Set<Integer> messageReceived = new HashSet<>();;
private int playerToStart;
/**
* Constructs a server state of the specified game logic.
@@ -45,12 +47,13 @@ public DetermineStartPlayerState(GameState gameAutomaton, ServerGameLogic logic)
@Override
public void enter() {
LOGGER.log(System.Logger.Level.DEBUG, "Entered DetermineStartPlayerState state.");
LOGGER.log(System.Logger.Level.INFO, "Entered DetermineStartPlayerState state.");
playerToStart = this.logic.getGame().getPlayers().size();
}
@Override
public void exit() {
LOGGER.log(System.Logger.Level.DEBUG, "Exited DetermineStartPlayerState state.");
LOGGER.log(Level.INFO, "Exited DetermineStartPlayerState state.");
this.diceResults.clear();
this.messageReceived.clear();
}
@@ -67,23 +70,21 @@ public void received(RequestDieMessage msg, int from) {
int roll = this.logic.getGame().getDie().shuffle();
this.logic.getServerSender().send(from, new DieMessage(roll));
this.diceResults.put(from, roll);
if (this.diceResults.size() == this.logic.getGame().getPlayers().size()) {
if (this.diceResults.size() == playerToStart) {
int maximumRoll = 0;
for (Map.Entry<Integer, Integer> entry : this.diceResults.entrySet()) {
if (maximumRoll == entry.getValue()) {
this.playersHaveToRoll.add(entry.getKey());
LOGGER.log(Level.INFO, "Players have to roll(RD same as maximum): {0}", this.playersHaveToRoll.size());
}
else if (maximumRoll < entry.getValue()) {
maximumRoll = entry.getValue();
this.playersHaveToRoll.clear();
this.playersHaveToRoll.add(entry.getKey());
LOGGER.log(Level.INFO, "Players have to roll(RD higher as maximum): {0}", this.playersHaveToRoll.size());
}
}
for (int id: this.playersHaveToRoll) {
this.diceResults.remove(id);
}
}
}
@@ -97,18 +98,24 @@ else if (maximumRoll < entry.getValue()) {
@Override
public void received(AnimationEndMessage msg, int from) {
this.messageReceived.add(from);
if (this.messageReceived.size() == this.logic.getGame().getPlayers().size()) {
if (this.messageReceived.size() == playerToStart) {
this.messageReceived.clear();
LOGGER.log(Level.INFO, "Players have to roll(Animation End): {0}", this.playersHaveToRoll.size());
if (this.playersHaveToRoll.size() > 1) {
playerToStart = this.playersHaveToRoll.size();
for (Integer id : this.playersHaveToRoll) {
diceResults.remove(id);
this.logic.getServerSender().send(id, new DiceNowMessage());
}
finalDiceResults.putAll(this.diceResults);
diceResults.clear();
}
else {
finalDiceResults.putAll(this.diceResults);
LOGGER.log(Level.INFO, "Players have to roll: %s".formatted(this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0))));
Color color = this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0)).getColor();
this.logic.getGame().setActiveColor(color);
this.logic.getServerSender().broadcast(new RankingResponseMessage(this.diceResults));
this.logic.getServerSender().broadcast(new RankingResponseMessage(this.finalDiceResults));
this.logic.getServerSender().broadcast(new ActivePlayerMessage(color));
this.gameAutomaton.setCurrentState(this.gameAutomaton.getAnimationState());
}