Updated 'DetermineStartPlayerState' class.
Updated the 'DetermineStartPlayerState' class by removing the 'rolls' attribute and its usage from it.
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@@ -11,10 +11,12 @@
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import pp.mdga.server.ServerGameLogic;
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import pp.mdga.server.ServerGameLogic;
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import pp.mdga.server.automaton.GameState;
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import pp.mdga.server.automaton.GameState;
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import java.lang.System.Logger.Level;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.HashMap;
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import java.util.List;
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import java.util.List;
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import java.util.Map;
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import java.util.Map;
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import java.util.logging.Logger;
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public class DetermineStartPlayerState extends GameAutomatonState {
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public class DetermineStartPlayerState extends GameAutomatonState {
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/**
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/**
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@@ -28,7 +30,6 @@ public class DetermineStartPlayerState extends GameAutomatonState {
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private final Map<Integer, Integer> diceResults = new HashMap<>();
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private final Map<Integer, Integer> diceResults = new HashMap<>();
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private final List<Integer> playersHaveToRoll = new ArrayList<>();
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private final List<Integer> playersHaveToRoll = new ArrayList<>();
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private final Map<Integer, Boolean> messageReceived = new HashMap<>();
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private final Map<Integer, Boolean> messageReceived = new HashMap<>();
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private int rolls = 0;
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/**
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/**
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* Constructs a server state of the specified game logic.
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* Constructs a server state of the specified game logic.
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@@ -64,7 +65,6 @@ public void received(RequestDieMessage msg, int from) {
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int roll = this.logic.getGame().getDie().shuffle();
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int roll = this.logic.getGame().getDie().shuffle();
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this.logic.getServerSender().send(from, new DieMessage(roll));
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this.logic.getServerSender().send(from, new DieMessage(roll));
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this.diceResults.put(from, roll);
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this.diceResults.put(from, roll);
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this.rolls++;
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if (this.diceResults.size() == this.logic.getGame().getPlayers().size()) {
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if (this.diceResults.size() == this.logic.getGame().getPlayers().size()) {
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int maximumRoll = 0;
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int maximumRoll = 0;
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@@ -95,15 +95,15 @@ else if (maximumRoll < entry.getKey()) {
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@Override
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@Override
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public void received(AnimationEndMessage msg, int from) {
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public void received(AnimationEndMessage msg, int from) {
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this.messageReceived.put(from, true);
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this.messageReceived.put(from, true);
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if (this.messageReceived.size() == this.rolls) {
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if (this.messageReceived.size() == this.logic.getGame().getPlayers().size()) {
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this.messageReceived.clear();
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this.messageReceived.clear();
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if (this.playersHaveToRoll.size() > 1) {
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if (this.playersHaveToRoll.size() > 1) {
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for (Integer id : this.playersHaveToRoll) {
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for (Integer id : this.playersHaveToRoll) {
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this.logic.getServerSender().send(id, new DiceNowMessage());
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this.logic.getServerSender().send(id, new DiceNowMessage());
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}
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}
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this.rolls = 0;
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}
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}
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else {
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else {
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LOGGER.log(Level.INFO, "Players have to roll: %s".formatted(this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0))));
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Color color = this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0)).getColor();
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Color color = this.logic.getGame().getPlayerById(this.playersHaveToRoll.get(0)).getColor();
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this.logic.getGame().setActiveColor(color);
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this.logic.getGame().setActiveColor(color);
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this.logic.getServerSender().broadcast(new RankingResponseMessage(this.diceResults));
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this.logic.getServerSender().broadcast(new RankingResponseMessage(this.diceResults));
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