Improved code documentation and clarify comments for better readability and understanding
This commit is contained in:
		@@ -9,7 +9,7 @@
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#
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# Specifies the map used by the opponent in single mode.
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# Single mode is activated if this property is set.
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map.opponent=maps/map2.json
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#map.opponent=maps/map2.json
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#
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# Specifies the map used by the player in single mode.
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# The player must define their own map if this property is not set.
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@@ -45,13 +45,6 @@ public static boolean enabledInPreferences() {
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        return PREFERENCES.getBoolean(ENABLED_PREF, true);
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    }
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    /**
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     * Toggles the game sound on or off.
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     */
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    public void toggleSound() {
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        setEnabled(!isEnabled());
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    }
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    /**
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     * Sets the enabled state of this AppState.
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     * Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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@@ -101,6 +94,9 @@ private AudioNode loadSound(Application app, String name) {
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        return null;
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    }
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    /**
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     * Plays the missile launch sound effect.
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     */
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    public void missileLaunch() {
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        missileLaunch.playInstance();
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    }
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@@ -131,7 +127,6 @@ public void shipDestroyed() {
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    /**
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     * Checks the according case for the soundeffect
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     *
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     * @param event the received event
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     */
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    @Override
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@@ -75,6 +75,10 @@ public Menu(BattleshipApp app) {
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        update();
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    }
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    /**
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     * Updates the volume if there is a change and adjusts it accordingly.
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     * @param tmp unused time parameter
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     */
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    public void update(float tmp){
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        if(volumeRef.update()) {
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            double newVolume = volumeRef.get();
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@@ -82,10 +86,18 @@ public void update(float tmp){
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        }
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    }
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    /**
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     * Adjusts the background music volume to the specified value.
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     * @param newVolume the new volume level
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     */
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    private void adjustVolume(double newVolume) {
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        app.getBackgroundMusic().setVolume((float) newVolume);
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    }
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    /**
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     * Toggles the background music on or off.
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     */
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    private void toggleMusic(){
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        app.getBackgroundMusic().toogleMusic();
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    }
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@@ -12,11 +12,8 @@
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import com.jme3.scene.Node;
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import com.jme3.scene.Spatial;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.IntPoint;
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import pp.battleship.model.Shell;
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import pp.battleship.model.Shot;
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import pp.util.FloatMath;
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import pp.util.FloatPoint;
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import pp.util.Position;
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import java.lang.System.Logger;
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@@ -117,9 +114,9 @@ public Spatial visit(Battleship ship) {
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    }
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    /**
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     *
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     * @param shell
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     * @return
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     * Creates a visual representation (Spatial) for the given shell, attaching a control for its behavior.
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     * @param shell the shell to visit and visualize
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     * @return the constructed shell node (Spatial)
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     */
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    @Override
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    public Spatial visit(Shell shell) {
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@@ -7,51 +7,26 @@
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package pp.battleship.client.gui;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.scene.control.AbstractControl;
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import pp.battleship.game.client.ClientGameLogic;
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import pp.battleship.message.server.EffectMessage;
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import pp.battleship.model.Battleship;
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import pp.battleship.model.Shell;
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import pp.battleship.notification.Sound;
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import pp.util.FloatPoint;
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import pp.util.Position;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import static pp.util.FloatMath.DEG_TO_RAD;
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import static pp.util.FloatMath.TWO_PI;
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import static pp.util.FloatMath.sin;
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/**
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 * Controls the oscillating pitch motion of a battleship model in the game.
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 * The ship oscillates to simulate a realistic movement on water, based on its orientation and length.
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 */
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class ShellControl extends AbstractControl {
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    /**
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     * A quaternion representing the ship's current pitch rotation.
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     */
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    private final Quaternion pitch = new Quaternion();
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    /**
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     * The current time within the oscillation cycle, used to calculate the ship's pitch angle.
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     */
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    private float time;
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    private Shell shell;
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    private final Shell shell;
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    private MapView view;
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    private ClientGameLogic logic;
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    private EffectMessage msg;
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    private final ClientGameLogic logic;
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    private final EffectMessage msg;
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    private boolean hasPlayedSound = false;
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    /**
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     * Logger for logging messages related to ShipControl operations.
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     */
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    static final Logger LOGGER = System.getLogger(ShipControl.class.getName());
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    /**
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     * Constructs a new ShipControl instance for the specified Battleship.
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@@ -67,9 +42,10 @@ public ShellControl(Shell shell, ClientGameLogic clientGameLogic) {
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    }
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    /**
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     * @param shell
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     * @param view
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     * @param clientGameLogic
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     * Initializes ShellControl with a shell, map view, and game logic.
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     * @param shell the shell to be controlled
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     * @param view the map view to display the shell
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     * @param clientGameLogic the game logic instance
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     */
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    public ShellControl(Shell shell, MapView view, ClientGameLogic clientGameLogic) {
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        this.shell = shell;
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@@ -86,7 +62,7 @@ public ShellControl(Shell shell, MapView view, ClientGameLogic clientGameLogic)
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     */
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    @Override
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    protected void controlUpdate(float tpf) {
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        // If spatial is null, do nothing
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        if (spatial == null)
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            return;
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        if (shell.isFinished() && !hasPlayedSound) {
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@@ -109,12 +85,9 @@ else if (msg.getDestroyedShip() == null)
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    }
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    /**
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     * This method is called during the rendering phase, but it does not perform any
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     * operations in this implementation as the control only influences the spatial's
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     * transformation, not its rendering process.
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     *
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     * @param rm the RenderManager rendering the controlled Spatial (not null)
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     * @param vp the ViewPort being rendered (not null)
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     * Called during rendering, but no operations are needed as this control only affects spatial transformation.
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     * @param rm the RenderManager rendering the spatial
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     * @param vp the ViewPort being rendered
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     */
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    @Override
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    protected void controlRender(RenderManager rm, ViewPort vp) {
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@@ -10,7 +10,6 @@
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import com.jme3.network.*;
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import com.jme3.network.serializing.Serializer;
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import pp.battleship.BattleshipConfig;
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import pp.battleship.client.server.ReceivedMessage;
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import pp.battleship.game.server.Player;
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import pp.battleship.game.server.ServerGameLogic;
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import pp.battleship.game.server.ServerSender;
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@@ -41,7 +40,6 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
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    private static final Logger LOGGER = System.getLogger(BattleshipServer.class.getName());
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    private static final File CONFIG_FILE = new File("server.properties");
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    private final BattleshipConfig config = new BattleshipConfig();
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    private Server myServer;
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    private final ServerGameLogic logic;
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    private final BlockingQueue<ReceivedMessage> pendingMessages = new LinkedBlockingQueue<>();
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@@ -63,17 +61,26 @@ public class BattleshipServer implements MessageListener<HostedConnection>, Conn
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     * Creates the server.
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     */
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    public BattleshipServer() {
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        BattleshipConfig config = new BattleshipConfig();
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        config.readFromIfExists(CONFIG_FILE);
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        LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
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        logic = new ServerGameLogic(this, config);
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    }
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    /**
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     * Starts the server on the given port and continuously processes incoming messages.
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     * @param port the port to start the server on
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     */
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    public void run(int port) {
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        startServer(port);
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        while (true)
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            processNextMessage();
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    }
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    /**
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     * Initializes and starts the server on the specified port, handling exceptions if the server fails to start.
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     * @param port the port to start the server on
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     */
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    private void startServer(int port) {
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        try {
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            LOGGER.log(Level.INFO, "Starting server..."); //NON-NLS
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@@ -89,6 +96,9 @@ private void startServer(int port) {
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        }
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    }
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    /**
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     *
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     */
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    private void processNextMessage() {
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        try {
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            pendingMessages.take().process(logic);
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@@ -99,6 +109,9 @@ private void processNextMessage() {
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        }
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    }
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    /**
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     * Processes the next message from the queue, handling interruptions during message retrieval.
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     */
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    private void initializeSerializables() {
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        Serializer.registerClass(GameDetails.class);
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        Serializer.registerClass(StartBattleMessage.class);
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@@ -110,12 +123,20 @@ private void initializeSerializables() {
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        Serializer.registerClass(Shot.class);
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    }
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    /**
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     * Registers message and connection listeners for the server.
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     */
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    private void registerListeners() {
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        myServer.addMessageListener(this, MapMessage.class);
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        myServer.addMessageListener(this, ShootMessage.class);
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        myServer.addConnectionListener(this);
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    }
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    /**
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     * Handles received messages, logging the source and adding client messages to the pending queue.
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     * @param source the connection the message was received from
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     * @param message the received message
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     */
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    @Override
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    public void messageReceived(HostedConnection source, Message message) {
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        LOGGER.log(Level.INFO, "message received from {0}: {1}", source.getId(), message); //NON-NLS
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@@ -123,12 +144,22 @@ public void messageReceived(HostedConnection source, Message message) {
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            pendingMessages.add(new ReceivedMessage(clientMessage, source.getId()));
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    }
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    /**
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     * Handles a new connection by logging it and adding a new player to the game logic.
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     * @param server the server receiving the connection
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     * @param hostedConnection the newly added connection
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     */
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    @Override
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    public void connectionAdded(Server server, HostedConnection hostedConnection) {
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        LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
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        logic.addPlayer(hostedConnection.getId());
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    }
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    /**
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     * Handles the removal of a connection by logging it, checking if it belongs to an active player, and exiting if necessary.
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     * @param server the server losing the connection
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     * @param hostedConnection the removed connection
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     */
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    @Override
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    public void connectionRemoved(Server server, HostedConnection hostedConnection) {
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        LOGGER.log(Level.INFO, "connection closed: {0}", hostedConnection); //NON-NLS
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@@ -141,6 +172,10 @@ public void connectionRemoved(Server server, HostedConnection hostedConnection)
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        }
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    }
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    /**
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     * Closes all client connections and terminates the server with the given exit value.
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     * @param exitValue the exit code to terminate the application with
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     */
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    private void exit(int exitValue) { //NON-NLS
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        LOGGER.log(Level.INFO, "close request"); //NON-NLS
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        if (myServer != null)
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@@ -34,11 +34,19 @@ public BattleState(ClientGameLogic logic, boolean myTurn) {
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        this.myTurn = myTurn;
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    }
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    /**
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     * displays the battle scene.
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     * @return true to show the battle
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     */
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    @Override
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    public boolean showBattle() {
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        return true;
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    }
 | 
			
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    /**
 | 
			
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     * Handles clicking on the opponent's map. If it's the player's turn and the position is valid, a ShootMessage is sent.
 | 
			
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     * @param pos the clicked position on the opponent's map
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		||||
     */
 | 
			
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    @Override
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    public void clickOpponentMap(IntPoint pos) {
 | 
			
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        if (!myTurn)
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@@ -87,19 +95,4 @@ private ShipMap affectedMap(EffectMessage msg) {
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    private boolean destroyedOpponentShip(EffectMessage msg) {
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        return msg.getDestroyedShip() != null && msg.isOwnShot();
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    }
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		||||
    /**
 | 
			
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     * Plays a sound based on the outcome of the shot. Different sounds are played for a miss, hit,
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     * or destruction of a ship.
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     *
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     * @param msg the effect message containing the result of the shot
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		||||
     */
 | 
			
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    private void playSound(EffectMessage msg) {
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        if (!msg.getShot().isHit())
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            logic.playSound(Sound.SPLASH);
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        else if (msg.getDestroyedShip() == null)
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            logic.playSound(Sound.EXPLOSION);
 | 
			
		||||
        else
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            logic.playSound(Sound.DESTROYED_SHIP);
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		||||
    }
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		||||
}
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@@ -8,12 +8,10 @@
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package pp.battleship.game.client;
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import pp.battleship.message.client.ClientMessage;
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import pp.battleship.message.client.MapMessage;
 | 
			
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import pp.battleship.message.server.EffectMessage;
 | 
			
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import pp.battleship.message.server.GameDetails;
 | 
			
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import pp.battleship.message.server.ServerInterpreter;
 | 
			
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import pp.battleship.message.server.StartBattleMessage;
 | 
			
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import pp.battleship.model.Battleship;
 | 
			
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import pp.battleship.model.IntPoint;
 | 
			
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import pp.battleship.model.ShipMap;
 | 
			
		||||
import pp.battleship.model.dto.ShipMapDTO;
 | 
			
		||||
 
 | 
			
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@@ -6,21 +6,22 @@
 | 
			
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import pp.util.FloatMath;
 | 
			
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 | 
			
		||||
public class Shell implements Item {
 | 
			
		||||
    private Vector3f startPosition;  // Startposition des Geschosses
 | 
			
		||||
    private Vector3f targetPosition; // Zielposition des Geschosses0
 | 
			
		||||
    private Vector3f currentPosition; // Aktuelle Position des Geschosses
 | 
			
		||||
    private float speed; // Geschwindigkeit des Geschosses
 | 
			
		||||
    private EffectMessage msg;
 | 
			
		||||
    private ClientGameLogic logic;
 | 
			
		||||
    private final Vector3f startPosition;  // Startposition des Geschosses
 | 
			
		||||
    private final Vector3f targetPosition; // Zielposition des Geschosses0
 | 
			
		||||
    private final Vector3f currentPosition; // Aktuelle Position des Geschosses
 | 
			
		||||
    private final float speed; // Geschwindigkeit des Geschosses
 | 
			
		||||
    private final EffectMessage msg;
 | 
			
		||||
    private final ClientGameLogic logic;
 | 
			
		||||
 | 
			
		||||
    private float progress;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @param startPosition
 | 
			
		||||
     * @param targetPosition
 | 
			
		||||
     * @param speed
 | 
			
		||||
     * @param msg
 | 
			
		||||
     * @param logic
 | 
			
		||||
     * Initializes a Shell with start position, target position, speed, message, and game logic.
 | 
			
		||||
     * @param startPosition initial position of the shell
 | 
			
		||||
     * @param targetPosition target position of the shell
 | 
			
		||||
     * @param speed movement speed of the shell
 | 
			
		||||
     * @param msg effect message related to the shell
 | 
			
		||||
     * @param logic game logic instance
 | 
			
		||||
     */
 | 
			
		||||
    public Shell(Vector3f startPosition, Vector3f targetPosition, float speed, EffectMessage msg, ClientGameLogic logic) {
 | 
			
		||||
        this.startPosition = startPosition;
 | 
			
		||||
@@ -31,7 +32,10 @@ public Shell(Vector3f startPosition, Vector3f targetPosition, float speed, Effec
 | 
			
		||||
        this.logic = logic;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Methode, um die Position des Geschosses basierend auf der Zeit zu aktualisieren
 | 
			
		||||
    /**
 | 
			
		||||
     * Updates the shell's position based on elapsed time, using eased interpolation between start and target positions.
 | 
			
		||||
     * @param deltaTime time elapsed since last update
 | 
			
		||||
     */
 | 
			
		||||
    public void updatePosition(float deltaTime) {
 | 
			
		||||
        progress += deltaTime * speed;
 | 
			
		||||
        progress = FloatMath.clamp(progress, 0.0f, 1.0f);
 | 
			
		||||
@@ -44,20 +48,18 @@ public void updatePosition(float deltaTime) {
 | 
			
		||||
        currentPosition.z = FloatMath.extrapolateLinear(t, startPosition.z, targetPosition.z);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Aktuelle Position des Geschosses
 | 
			
		||||
    /**
 | 
			
		||||
     * getter for Current Position
 | 
			
		||||
     * @return current position
 | 
			
		||||
     */
 | 
			
		||||
    public Vector3f getCurrentPosition() {
 | 
			
		||||
        return currentPosition;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Überprüfen, ob das Ziel erreicht ist
 | 
			
		||||
    public boolean isAtTarget() {
 | 
			
		||||
        return currentPosition.distance(targetPosition) < 0.0001f; // Toleranz für die Zielgenauigkeit
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @param visitor the visitor performing operations on the item
 | 
			
		||||
     * @param <T>
 | 
			
		||||
     * @return
 | 
			
		||||
     * @param <T> generic type
 | 
			
		||||
     * @return shell
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
    public <T> T accept(Visitor<T> visitor) {
 | 
			
		||||
@@ -65,6 +67,7 @@ public <T> T accept(Visitor<T> visitor) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visitor pattern
 | 
			
		||||
     * @param visitor the visitor to accept
 | 
			
		||||
     */
 | 
			
		||||
    @Override
 | 
			
		||||
@@ -73,21 +76,24 @@ public void accept(VoidVisitor visitor) {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @return
 | 
			
		||||
     * getter for the isFinished boolean
 | 
			
		||||
     * @return true if progress lesser than 1, false otherwise
 | 
			
		||||
     */
 | 
			
		||||
    public boolean isFinished() {
 | 
			
		||||
        return progress >= 1;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @return
 | 
			
		||||
     * getter for EffectMessage
 | 
			
		||||
     * @return EffectMessage
 | 
			
		||||
     */
 | 
			
		||||
    public EffectMessage getMsg() {
 | 
			
		||||
        return msg;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * @return
 | 
			
		||||
     * getter for Client logic
 | 
			
		||||
     * @return Client logic
 | 
			
		||||
     */
 | 
			
		||||
    public ClientGameLogic getLogic() {
 | 
			
		||||
        return logic;
 | 
			
		||||
 
 | 
			
		||||
@@ -29,5 +29,11 @@ public interface Visitor<T> {
 | 
			
		||||
     */
 | 
			
		||||
    T visit(Battleship ship);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element.
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the shell element to visit
 | 
			
		||||
     * @return the result of visiting the Shell element
 | 
			
		||||
     */
 | 
			
		||||
    T visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -26,5 +26,10 @@ public interface VoidVisitor {
 | 
			
		||||
     */
 | 
			
		||||
    void visit(Battleship ship);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Visits a Shell element
 | 
			
		||||
     *
 | 
			
		||||
     * @param shell the Shell element to visit
 | 
			
		||||
     */
 | 
			
		||||
    void visit(Shell shell);
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user