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