added classes for client and server state machine

- a client state machine consits out of a 'ClientState' (every state of the machine) and a 'ClientStateMachine' (every state, which consists out of states), the machine starts with the ClientAutomaton
- analog for server
- started to implement logic for the server, transition from 'Lobby' to 'GameState'
This commit is contained in:
Daniel Grigencha
2024-11-17 15:27:09 +01:00
parent a9fd13caab
commit aae7ed9a87
82 changed files with 719 additions and 72 deletions

View File

@@ -0,0 +1,75 @@
package pp.mdga.server;
import pp.mdga.game.Piece;
import pp.mdga.message.client.*;
import pp.mdga.message.server.PossibleCard;
public class GameState extends ServerState {
private final GameStateMachine gameStateMachine = new GameStateMachine(this, logic);
public GameState(ServerState parent, ServerGameLogic logic) {
super(parent, logic);
logic.getGame().addObserver(this);
}
@Override
public void entry() {
gameStateMachine.entry();
}
@Override
public void receivedAnimationEnd(AnimationEnd msg) {
gameStateMachine.receivedAnimationEnd(msg);
}
// todo piece?
@Override
public void receivedConfirmPiece(Piece piece) {
gameStateMachine.receivedConfirmPiece(piece);
}
@Override
public void receivedNoPowerCard(NoPowerCard msg) {
gameStateMachine.receivedNoPowerCard(msg);
}
@Override
public void receivedPowerCardChoice(SelectCard msg) {
gameStateMachine.receivedPowerCardChoice(msg);
}
@Override
public void receivedRequestDice(RequestDice msg) {
gameStateMachine.receivedRequestDice(msg);
}
// todo msg?
@Override
public void receivedRollRankingDice() {
gameStateMachine.receivedRollRankingDice();
}
@Override
public void receivedSelectedPieces(SelectedPieces msg) {
gameStateMachine.receivedSelectedPieces(msg);
}
@Override
public void sentPossibleCard(PossibleCard msg) {
gameStateMachine.sentPossibleCard(msg);
}
// todo msg?, sent to everyone?
@Override
public void sentRankingResponse() {
gameStateMachine.sentRankingResponse();
}
@Override
public void update() {
if (logic.getGame().playerHasDisconnected()) {
parent.gotoState(new Ceremony(parent, logic));
logic.getGame().removeObserver(this);
}
}
}