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.ceremonyState.*;
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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.gameState.turnState.*;
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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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    //declare states here
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    private Animation animation;
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    private AudioSettings audioSettings;
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    private Ceremony ceremony;
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    private ChoosePiece choosePiece;
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    private ChoosePowerCard choosePowerCard;
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    private AnimationState animation;
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    private AudioSettingsState audioSettings;
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    private CeremonyState ceremony;
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    private ChoosePieceState choosePiece;
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    private ChoosePowerCardState choosePowerCard;
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    private ClientGameLogic clientGameLogic;
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    private DetermineStartPlayer determineStartPlayer;
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    private Dialogs dialogs;
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    private DetermineStartPlayerState determineStartPlayer;
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    private DialogsState dialogs;
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    private GameState gameState;
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    private Interrupt interrupt;
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    private Lobby lobby;
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    private MainSettings mainSettings;
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    private MovePiece movePiece;
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    private NetworkDialog networkDialog;
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    private NoPiece noPiece;
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    private PlayPowerCard playPowerCard;
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    private Podium podium;
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    private PowerCard powerCard;
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    private RollDice rollDice;
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    private RollRankingDice rollRankingDice;
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    private SelectPiece selectPiece;
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    private Settings settings;
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    private Shield shield;
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    private Spectator spectator;
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    private StartDialog startDialog;
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    private StartPiece startPiece;
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    private Statistics statistics;
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    private Swap swap;
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    private Turn turnState;
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    private VideoSettings videoSettings;
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    private Waiting waiting;
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    private WaitingPiece waitingPiece;
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    private WaitRanking waitRanking;
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    private InterruptState interrupt;
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    private LobbyState lobby;
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    private MainSettingsState mainSettings;
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    private MovePieceState movePiece;
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    private NetworkDialogState networkDialog;
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    private NoPieceState noPiece;
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    private PlayPowerCardState playPowerCard;
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    private PodiumState podium;
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    private PowerCardState powerCard;
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    private RollDiceState rollDice;
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    private RollRankingDiceState rollRankingDice;
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    private SelectPieceState selectPiece;
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    private SettingsState settings;
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    private ShieldState shield;
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    private SpectatorState spectator;
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    private StartDialogState startDialog;
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    private StartPieceState startPiece;
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    private StatisticsState statistics;
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    private SwapState swap;
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    private TurnState turnState;
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    private VideoSettingsState videoSettings;
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    private WaitingState waiting;
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    private WaitingPieceState waitingPiece;
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    private WaitRankingState waitRanking;
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    //declare server-messages here
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    private ActivePlayer activePlayer;
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    private AnyPiece anyPiece;
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    private Briefing briefing;
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    private ActivePlayerMessage activePlayer;
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    private AnyPieceMessage anyPiece;
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    private BriefingMessage briefing;
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    private CeremonyMessage ceremonyMessage;
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    private Die die;
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    private DiceAgain diceAgain;
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    private DiceNow diceNow;
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    private EndOfTurn endOfTurn;
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    private LobbyAccept lobbyAccept;
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    private LobbyDeny lobbyDeny;
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    private LobbyPlayerJoin lobbyPlayerJoin;
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    private LobbyPlayerLeave lobbyPlayerLeave;
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    private DieMessage die;
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    private DiceAgainMessage diceAgain;
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    private DiceNowMessage diceNow;
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    private EndOfTurnMessage endOfTurn;
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    private LobbyAcceptMessage lobbyAccept;
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    private LobbyDenyMessage lobbyDeny;
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    private LobbyPlayerJoinMessage lobbyPlayerJoin;
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    private LobbyPlayerLeaveMessage lobbyPlayerLeave;
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    private MoveMessage moveMessage;
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    private NoTurn noTurn;
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    private PauseGame pauseGame;
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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 NoTurnMessage noTurn;
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    private PauseGameMessage interruptMessage;
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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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@@ -115,7 +113,6 @@ public class ClientStateTest {
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    private BonusCard turboCard;
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    @Before
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    public void setUp() {
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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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        //initialize the messages from the server
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        activePlayer = new ActivePlayer(color);
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        anyPiece = new AnyPiece();
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        briefing = new Briefing();
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        activePlayer = new ActivePlayerMessage(color);
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        anyPiece = new AnyPieceMessage();
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        briefing = new BriefingMessage();
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        ceremonyMessage = new CeremonyMessage();
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        die = new Dice(6, new ArrayList<>());
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        diceAgain = new DiceAgain();
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        diceNow = new DiceNow();
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        endOfTurn = new EndOfTurn();
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        lobbyAccept = new LobbyAccept();
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        lobbyDeny = new LobbyDeny();
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        lobbyPlayerJoin = new LobbyPlayerJoin(name);
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        lobbyPlayerLeave = new LobbyPlayerLeave(name,color);
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        die = new DieMessage(6, new ArrayList<>());
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        diceAgain = new DiceAgainMessage();
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        diceNow = new DiceNowMessage();
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        endOfTurn = new EndOfTurnMessage();
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        lobbyAccept = new LobbyAcceptMessage();
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        lobbyDeny = new LobbyDenyMessage();
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        lobbyPlayerJoin = new LobbyPlayerJoinMessage(name);
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        lobbyPlayerLeave = new LobbyPlayerLeaveMessage(name,color);
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        moveMessage = new MoveMessage("www");//Todo
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        noTurn = new NoTurn();
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        pauseGame = new PauseGame();
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        playCardSwap = new PlayCard(swapCard,"www");//Todo
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        playCardShield = new PlayCard(shieldCard,"www");//Todo
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        playCardTurbo = new PlayCard(turboCard,"www");//Todo
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        possibleCard = new PossibleCard();
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        possiblePiece = new PossiblePiece();
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        rankingResponce = new RankingResponse();
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        rankingRollAgain = new RankingRollAgain();
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        reconnectBriefing = new ReconnectBriefing(game);
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        resumeGame = new ResumeGame();
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        startGame = new ServerStartGame();
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        startPieceMessage = new StartPiece(); //Todo wrong class
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        updateReady = new UpdateReady(color,true);
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        updateTSK = new UpdateTSK(name,color);
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        waitPiece = new WaitPiece();
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        interruptMessage = new Interrupt();
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        noTurn = new NoTurnMessage();
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        interruptMessage = new PauseGameMessage();
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        playCardSwap = new PlayCardMessage(swapCard,"www");//Todo
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        playCardShield = new PlayCardMessage(shieldCard,"www");//Todo
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        playCardTurbo = new PlayCardMessage(turboCard,"www");//Todo
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        possibleCard = new PossibleCardMessage();
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        possiblePiece = new PossiblePieceMessage();
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        rankingResponce = new RankingResponseMessage();
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        rankingRollAgain = new RankingRollAgainMessage();
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        reconnectBriefing = new ReconnectBriefingMessage(game);
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        resumeGame = new ResumeGameMessage();
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        startGame = new ServerStartGameMessage();
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        startPieceMessage = new StartPieceMessage("www"); //Todo wrong class
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        updateReady = new UpdateReadyMessage(color,true);
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        updateTSK = new UpdateTSKMessage(name,color);
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        waitPiece = new WaitPieceMessage();
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        interruptMessage = new PauseGameMessage();
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        //initialize the settings
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        mainSettings = new MainSettings(settingsStateMachine,clientGameLogic);
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        videoSettings = new VideoSettings(settingsStateMachine,clientGameLogic);
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        audioSettings = new AudioSettings(settingsStateMachine,clientGameLogic);
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        settings = new Settings(clientGameLogic,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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        mainSettings = settings.getMainSettings();
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        videoSettings = settings.getVideoSettings();
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        audioSettings = settings.getAudioSettings();
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        settings = new SettingsState(clientGameLogic);
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        //initialize the states
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        dialogs = new Dialogs(clientGameLogic,clientGameLogic);
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        gameState = new GameState(clientGameLogic,clientGameLogic);
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        ceremony = new Ceremony(clientGameLogic,clientGameLogic);
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        interrupt = new Interrupt(clientGameLogic,clientGameLogic,gameState);
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        dialogs = clientGameLogic.getDialogs();
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        gameState = clientGameLogic.getGameState();
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        ceremony = clientGameLogic.getCeremony();
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        interrupt = clientGameLogic.getInterrupt();
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        startDialog = new StartDialog(dialogs,clientGameLogic);
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        networkDialog = new NetworkDialog(dialogs,clientGameLogic);
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        lobby = new Lobby(dialogs,clientGameLogic);
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        startDialog = dialogs.getStartDialog();
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        networkDialog = dialogs.getNetworkDialog();
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        lobby = dialogs.getLobby();
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        podium = new Podium(ceremonyState,clientGameLogic);
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        statistics = new Statistics(ceremonyState,clientGameLogic);
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        podium = ceremony.getPodium();
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        statistics = ceremony.getStatistics();
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        determineStartPlayer = new DetermineStartPlayer(gameState,clientGameLogic);
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        waiting= new Waiting(gameState,clientGameLogic);
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        animation = new Animation(gameState,clientGameLogic);
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        turnState = new Turn(gameState,clientGameLogic);
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        spectator = new Spectator(gameState,clientGameLogic);
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        determineStartPlayer = gameState.getDetermineStartPlayer();
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        waiting= gameState.getWaiting();
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        animation = gameState.getAnimation();
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        turnState = gameState.getTurn();
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        spectator = gameState.getSpectator();
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        rollRankingDice = new RollRankingDice(determineStartPlayerStateMachine,clientGameLogic);
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        waitRanking = new WaitRanking(determineStartPlayerStateMachine,clientGameLogic);
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        rollRankingDice = determineStartPlayer.getRollRankingDice();
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        waitRanking = determineStartPlayer.getWaitRanking();
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        powerCard = new PowerCard(turnState,clientGameLogic);
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        playPowerCard = new PlayPowerCard(turnState,clientGameLogic);
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        rollDice= new RollDice(turnState,clientGameLogic);
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        choosePiece = new ChoosePiece(turnState,clientGameLogic);
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        movePiece = new MovePiece(turnState,clientGameLogic);
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        powerCard = turnState.getPowerCard();
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        playPowerCard = turnState.getPlayPowerCard();
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        rollDice= turnState.getRollDice();
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        choosePiece = turnState.getChoosePiece();
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        movePiece = turnState.getMovePiece();
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        choosePowerCard = new ChoosePowerCard(powerCardStateMachine,clientGameLogic);
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        shield =new Shield(powerCardStateMachine,clientGameLogic);
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        swap = new Swap(powerCardStateMachine,clientGameLogic);
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        choosePowerCard = powerCard.getChoosePowerCard();
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        shield = powerCard.getShield();
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        swap = powerCard.getSwap();
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        noPiece = new NoPiece(choosePiece,clientGameLogic);
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        waitingPiece = new WaitingPiece(choosePiece,clientGameLogic);
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        selectPiece = new SelectPiece(choosePiece,clientGameLogic);
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        startPiece = new StartPiece(choosePiece,clientGameLogic);
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        noPiece = choosePiece.getNoPiece();
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        waitingPiece = choosePiece.getWaitingPiece();
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        selectPiece = choosePiece.getSelectPiece();
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        startPiece = choosePiece.getStartPiece();
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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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        //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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        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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        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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        forceStartGame = new StartGameMessage();
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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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        //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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        secondRoll = rollDiceState.getSecondRollState();
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        firstRollState = rollDiceState.getThirdRollState();
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