corrected the classes of the states in the statetests
This commit is contained in:
@@ -6,6 +6,10 @@
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import pp.mdga.client.dialogState.*;
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import pp.mdga.client.dialogState.*;
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import pp.mdga.client.ceremonyState.*;
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import pp.mdga.client.ceremonyState.*;
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import pp.mdga.client.gameState.*;
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import pp.mdga.client.gameState.*;
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import pp.mdga.client.gameState.turnState.choosePieceState.NoPieceState;
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import pp.mdga.client.gameState.turnState.choosePieceState.SelectPieceState;
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import pp.mdga.client.gameState.turnState.choosePieceState.StartPieceState;
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import pp.mdga.client.gameState.turnState.choosePieceState.WaitingPieceState;
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import pp.mdga.client.settingsState.*;
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import pp.mdga.client.settingsState.*;
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import pp.mdga.client.gameState.turnState.*;
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import pp.mdga.client.gameState.turnState.*;
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import pp.mdga.client.gameState.determineStartPlayerState.*;
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import pp.mdga.client.gameState.determineStartPlayerState.*;
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@@ -33,78 +37,72 @@ public class ClientStateTest {
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private Game game;
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private Game game;
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//declare states here
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//declare states here
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private Animation animation;
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private AnimationState animation;
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private AudioSettings audioSettings;
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private AudioSettingsState audioSettings;
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private Ceremony ceremony;
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private CeremonyState ceremony;
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private ChoosePiece choosePiece;
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private ChoosePieceState choosePiece;
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private ChoosePowerCard choosePowerCard;
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private ChoosePowerCardState choosePowerCard;
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private ClientGameLogic clientGameLogic;
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private ClientGameLogic clientGameLogic;
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private DetermineStartPlayer determineStartPlayer;
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private DetermineStartPlayerState determineStartPlayer;
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private Dialogs dialogs;
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private DialogsState dialogs;
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private GameState gameState;
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private GameState gameState;
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private Interrupt interrupt;
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private InterruptState interrupt;
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private Lobby lobby;
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private LobbyState lobby;
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private MainSettings mainSettings;
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private MainSettingsState mainSettings;
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private MovePiece movePiece;
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private MovePieceState movePiece;
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private NetworkDialog networkDialog;
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private NetworkDialogState networkDialog;
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private NoPiece noPiece;
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private NoPieceState noPiece;
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private PlayPowerCard playPowerCard;
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private PlayPowerCardState playPowerCard;
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private Podium podium;
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private PodiumState podium;
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private PowerCard powerCard;
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private PowerCardState powerCard;
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private RollDice rollDice;
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private RollDiceState rollDice;
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private RollRankingDice rollRankingDice;
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private RollRankingDiceState rollRankingDice;
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private SelectPiece selectPiece;
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private SelectPieceState selectPiece;
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private Settings settings;
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private SettingsState settings;
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private Shield shield;
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private ShieldState shield;
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private Spectator spectator;
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private SpectatorState spectator;
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private StartDialog startDialog;
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private StartDialogState startDialog;
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private StartPiece startPiece;
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private StartPieceState startPiece;
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private Statistics statistics;
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private StatisticsState statistics;
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private Swap swap;
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private SwapState swap;
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private Turn turnState;
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private TurnState turnState;
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private VideoSettings videoSettings;
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private VideoSettingsState videoSettings;
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private Waiting waiting;
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private WaitingState waiting;
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private WaitingPiece waitingPiece;
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private WaitingPieceState waitingPiece;
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private WaitRanking waitRanking;
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private WaitRankingState waitRanking;
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//declare server-messages here
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//declare server-messages here
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private ActivePlayer activePlayer;
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private ActivePlayerMessage activePlayer;
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private AnyPiece anyPiece;
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private AnyPieceMessage anyPiece;
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private Briefing briefing;
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private BriefingMessage briefing;
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private CeremonyMessage ceremonyMessage;
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private CeremonyMessage ceremonyMessage;
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private Die die;
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private DieMessage die;
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private DiceAgain diceAgain;
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private DiceAgainMessage diceAgain;
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private DiceNow diceNow;
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private DiceNowMessage diceNow;
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private EndOfTurn endOfTurn;
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private EndOfTurnMessage endOfTurn;
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private LobbyAccept lobbyAccept;
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private LobbyAcceptMessage lobbyAccept;
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private LobbyDeny lobbyDeny;
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private LobbyDenyMessage lobbyDeny;
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private LobbyPlayerJoin lobbyPlayerJoin;
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private LobbyPlayerJoinMessage lobbyPlayerJoin;
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private LobbyPlayerLeave lobbyPlayerLeave;
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private LobbyPlayerLeaveMessage lobbyPlayerLeave;
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private MoveMessage moveMessage;
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private MoveMessage moveMessage;
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private NoTurn noTurn;
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private NoTurnMessage noTurn;
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private PauseGame pauseGame;
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private PauseGameMessage interruptMessage;
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private PlayCard playCardSwap;
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private PlayCard playCardShield;
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private PlayCard playCardTurbo;
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private PossibleCard possibleCard;
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private PossiblePiece possiblePiece;
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private RankingResponse rankingResponce;
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private RankingRollAgain rankingRollAgain;
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private ReconnectBriefing reconnectBriefing;
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private ResumeGame resumeGame;
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private ServerStartGame startGame;
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private StartPiece startPieceMessage;
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private UpdateReady updateReady;
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private UpdateTSK updateTSK;
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private WaitPiece waitPiece;
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private PlayCardMessage playCardSwap;
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private PlayCardMessage playCardShield;
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private PlayCardMessage playCardTurbo;
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private PossibleCardMessage possibleCard;
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private PossiblePieceMessage possiblePiece;
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private RankingResponseMessage rankingResponce;
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private RankingRollAgainMessage rankingRollAgain;
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private ReconnectBriefingMessage reconnectBriefing;
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private ResumeGameMessage resumeGame;
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private ServerStartGameMessage startGame;
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private StartPieceMessage startPieceMessage;
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private UpdateReadyMessage updateReady;
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private UpdateTSKMessage updateTSK;
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private WaitPieceMessage waitPiece;
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private int from;
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private int from;
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@@ -115,7 +113,6 @@ public class ClientStateTest {
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private BonusCard turboCard;
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private BonusCard turboCard;
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@Before
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@Before
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public void setUp() {
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public void setUp() {
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//initialize the game
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//initialize the game
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@@ -138,92 +135,83 @@ public void send(ClientMessage msg) {
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turboCard = BonusCard.TURBO;
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turboCard = BonusCard.TURBO;
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//initialize the messages from the server
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//initialize the messages from the server
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activePlayer = new ActivePlayer(color);
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activePlayer = new ActivePlayerMessage(color);
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anyPiece = new AnyPiece();
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anyPiece = new AnyPieceMessage();
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briefing = new Briefing();
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briefing = new BriefingMessage();
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ceremonyMessage = new CeremonyMessage();
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ceremonyMessage = new CeremonyMessage();
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die = new Dice(6, new ArrayList<>());
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die = new DieMessage(6, new ArrayList<>());
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diceAgain = new DiceAgain();
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diceAgain = new DiceAgainMessage();
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diceNow = new DiceNow();
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diceNow = new DiceNowMessage();
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endOfTurn = new EndOfTurn();
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endOfTurn = new EndOfTurnMessage();
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lobbyAccept = new LobbyAccept();
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lobbyAccept = new LobbyAcceptMessage();
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lobbyDeny = new LobbyDeny();
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lobbyDeny = new LobbyDenyMessage();
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lobbyPlayerJoin = new LobbyPlayerJoin(name);
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lobbyPlayerJoin = new LobbyPlayerJoinMessage(name);
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lobbyPlayerLeave = new LobbyPlayerLeave(name,color);
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lobbyPlayerLeave = new LobbyPlayerLeaveMessage(name,color);
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moveMessage = new MoveMessage("www");//Todo
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moveMessage = new MoveMessage("www");//Todo
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noTurn = new NoTurn();
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noTurn = new NoTurnMessage();
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pauseGame = new PauseGame();
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interruptMessage = new PauseGameMessage();
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playCardSwap = new PlayCard(swapCard,"www");//Todo
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playCardSwap = new PlayCardMessage(swapCard,"www");//Todo
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playCardShield = new PlayCard(shieldCard,"www");//Todo
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playCardShield = new PlayCardMessage(shieldCard,"www");//Todo
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playCardTurbo = new PlayCard(turboCard,"www");//Todo
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playCardTurbo = new PlayCardMessage(turboCard,"www");//Todo
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possibleCard = new PossibleCard();
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possibleCard = new PossibleCardMessage();
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possiblePiece = new PossiblePiece();
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possiblePiece = new PossiblePieceMessage();
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rankingResponce = new RankingResponse();
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rankingResponce = new RankingResponseMessage();
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rankingRollAgain = new RankingRollAgain();
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rankingRollAgain = new RankingRollAgainMessage();
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reconnectBriefing = new ReconnectBriefing(game);
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reconnectBriefing = new ReconnectBriefingMessage(game);
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resumeGame = new ResumeGame();
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resumeGame = new ResumeGameMessage();
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startGame = new ServerStartGame();
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startGame = new ServerStartGameMessage();
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startPieceMessage = new StartPiece(); //Todo wrong class
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startPieceMessage = new StartPieceMessage("www"); //Todo wrong class
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updateReady = new UpdateReady(color,true);
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updateReady = new UpdateReadyMessage(color,true);
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updateTSK = new UpdateTSK(name,color);
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updateTSK = new UpdateTSKMessage(name,color);
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waitPiece = new WaitPiece();
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waitPiece = new WaitPieceMessage();
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interruptMessage = new Interrupt();
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interruptMessage = new PauseGameMessage();
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//initialize the settings
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//initialize the settings
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mainSettings = new MainSettings(settingsStateMachine,clientGameLogic);
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mainSettings = settings.getMainSettings();
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videoSettings = new VideoSettings(settingsStateMachine,clientGameLogic);
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videoSettings = settings.getVideoSettings();
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audioSettings = new AudioSettings(settingsStateMachine,clientGameLogic);
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audioSettings = settings.getAudioSettings();
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settings = new Settings(clientGameLogic,clientGameLogic);
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settings = new SettingsState(clientGameLogic);
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ceremonyState =ceremony.getCeremonyState();
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choosePiece = choosePiece.getChoosePieceStateMachine();
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determineStartPlayerStateMachine = determineStartPlayer.getDetermineStartPlayerStateMachine();
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dialogs = dialogs.getDialogsState();
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gameState = gameState.getGameStateMachine();
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powerCardStateMachine = powerCard.getPowerCardStateMachine();
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turnState = gameState.getTurnState();
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//initialize the states
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//initialize the states
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dialogs = new Dialogs(clientGameLogic,clientGameLogic);
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dialogs = clientGameLogic.getDialogs();
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gameState = new GameState(clientGameLogic,clientGameLogic);
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gameState = clientGameLogic.getGameState();
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ceremony = new Ceremony(clientGameLogic,clientGameLogic);
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ceremony = clientGameLogic.getCeremony();
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interrupt = new Interrupt(clientGameLogic,clientGameLogic,gameState);
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interrupt = clientGameLogic.getInterrupt();
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startDialog = new StartDialog(dialogs,clientGameLogic);
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startDialog = dialogs.getStartDialog();
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networkDialog = new NetworkDialog(dialogs,clientGameLogic);
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networkDialog = dialogs.getNetworkDialog();
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lobby = new Lobby(dialogs,clientGameLogic);
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lobby = dialogs.getLobby();
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podium = new Podium(ceremonyState,clientGameLogic);
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podium = ceremony.getPodium();
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statistics = new Statistics(ceremonyState,clientGameLogic);
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statistics = ceremony.getStatistics();
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determineStartPlayer = new DetermineStartPlayer(gameState,clientGameLogic);
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determineStartPlayer = gameState.getDetermineStartPlayer();
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waiting= new Waiting(gameState,clientGameLogic);
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waiting= gameState.getWaiting();
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animation = new Animation(gameState,clientGameLogic);
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animation = gameState.getAnimation();
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turnState = new Turn(gameState,clientGameLogic);
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turnState = gameState.getTurn();
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spectator = new Spectator(gameState,clientGameLogic);
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spectator = gameState.getSpectator();
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rollRankingDice = new RollRankingDice(determineStartPlayerStateMachine,clientGameLogic);
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rollRankingDice = determineStartPlayer.getRollRankingDice();
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waitRanking = new WaitRanking(determineStartPlayerStateMachine,clientGameLogic);
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waitRanking = determineStartPlayer.getWaitRanking();
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powerCard = new PowerCard(turnState,clientGameLogic);
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powerCard = turnState.getPowerCard();
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playPowerCard = new PlayPowerCard(turnState,clientGameLogic);
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playPowerCard = turnState.getPlayPowerCard();
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rollDice= new RollDice(turnState,clientGameLogic);
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rollDice= turnState.getRollDice();
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choosePiece = new ChoosePiece(turnState,clientGameLogic);
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choosePiece = turnState.getChoosePiece();
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movePiece = new MovePiece(turnState,clientGameLogic);
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movePiece = turnState.getMovePiece();
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choosePowerCard = new ChoosePowerCard(powerCardStateMachine,clientGameLogic);
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choosePowerCard = powerCard.getChoosePowerCard();
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shield =new Shield(powerCardStateMachine,clientGameLogic);
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shield = powerCard.getShield();
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swap = new Swap(powerCardStateMachine,clientGameLogic);
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swap = powerCard.getSwap();
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noPiece = new NoPiece(choosePiece,clientGameLogic);
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noPiece = choosePiece.getNoPiece();
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waitingPiece = new WaitingPiece(choosePiece,clientGameLogic);
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waitingPiece = choosePiece.getWaitingPiece();
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selectPiece = new SelectPiece(choosePiece,clientGameLogic);
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selectPiece = choosePiece.getSelectPiece();
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startPiece = new StartPiece(choosePiece,clientGameLogic);
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startPiece = choosePiece.getStartPiece();
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}
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}
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/**
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/**
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@@ -303,7 +291,7 @@ public void testClientGameSubStatesToInterrupt() {
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//TODO
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//TODO
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//sends the Ceremony-Message to the client
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//sends the Ceremony-Message to the client
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clientGameLogic.received(pauseGame);
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clientGameLogic.received(interruptMessage);
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//tests if the client-automaton is in the interrupt state
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//tests if the client-automaton is in the interrupt state
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assertEquals(clientGameLogic.getState() ,interrupt);
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assertEquals(clientGameLogic.getState() ,interrupt);
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@@ -106,7 +106,7 @@ public void broadcast(ServerMessage message) {
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animationEnd = new AnimationEndMessage();
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animationEnd = new AnimationEndMessage();
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clientStartGame = new ClientStartGameMessage();
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clientStartGame = new ClientStartGameMessage();
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deselectTSK = new DeselectTSKMessage();
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deselectTSK = new DeselectTSKMessage(Color.ARMY);//TODO
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forceContinueGame = new ForceContinueGameMessage();
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forceContinueGame = new ForceContinueGameMessage();
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forceStartGame = new StartGameMessage();
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forceStartGame = new StartGameMessage();
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joinServer = new JoinServerMessage();
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joinServer = new JoinServerMessage();
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@@ -125,10 +125,6 @@ public void broadcast(ServerMessage message) {
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fromHost = 2345;
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fromHost = 2345;
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//initialize the state-machines here
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//initialize the state-machines here
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choosePieceState = choosePieceState.getChoosePieceMachine();
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turnState = turnState.getTurnStatemachine();
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gameState = gameState.getGameStatemachine();
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thirdRoll = rollDiceState.getThirdRollState();
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thirdRoll = rollDiceState.getThirdRollState();
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secondRoll = rollDiceState.getSecondRollState();
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secondRoll = rollDiceState.getSecondRollState();
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firstRollState = rollDiceState.getThirdRollState();
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firstRollState = rollDiceState.getThirdRollState();
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