added the piecetest and implemented more logic in the moveLogic
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@@ -122,6 +122,7 @@ private boolean jumpOver(int stepsInHome, int homeIdx, boolean outside) {
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//tests if the piece comes from the outside in the home
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//tests if the piece comes from the outside in the home
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if (outside) {
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if (outside) {
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System.out.println("Server: jumpOver: for the homeIndex: " + homeIdx + " ,stepsInHome: " + stepsInHome + " , outside: " + outside + " annd the targetIndex: " + stepsInHome);
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System.out.println("Server: jumpOver: for the homeIndex: " + homeIdx + " ,stepsInHome: " + stepsInHome + " , outside: " + outside + " annd the targetIndex: " + stepsInHome);
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if(stepsInHome>3) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[stepsInHome].isOccupied()) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[stepsInHome].isOccupied()) return true;
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for (int i = 0; i <= stepsInHome; i++) {
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for (int i = 0; i <= stepsInHome; i++) {
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if (logic.getGame().getActivePlayer().getHomeNodes()[i].isOccupied()) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[i].isOccupied()) return true;
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@@ -131,6 +132,7 @@ private boolean jumpOver(int stepsInHome, int homeIdx, boolean outside) {
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else {
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else {
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int targetIndex = stepsInHome + homeIdx;
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int targetIndex = stepsInHome + homeIdx;
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System.out.println("Server: jumpOver: for the homeIndex: " + homeIdx + " ,stepsInHome: " + stepsInHome + " , outside: " + outside + " and the targetIndex: " + targetIndex);
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System.out.println("Server: jumpOver: for the homeIndex: " + homeIdx + " ,stepsInHome: " + stepsInHome + " , outside: " + outside + " and the targetIndex: " + targetIndex);
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if(targetIndex>3) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[targetIndex].isOccupied()) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[targetIndex].isOccupied()) return true;
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for (int i = 1 + homeIdx; i <= targetIndex; i++) {
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for (int i = 1 + homeIdx; i <= targetIndex; i++) {
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if (logic.getGame().getActivePlayer().getHomeNodes()[i].isOccupied()) return true;
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if (logic.getGame().getActivePlayer().getHomeNodes()[i].isOccupied()) return true;
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@@ -73,6 +73,7 @@ public class ClientStateTest {
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private WaitingState waiting;
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private WaitingState waiting;
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private WaitingPieceState waitingPiece;
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private WaitingPieceState waitingPiece;
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private WaitRankingState waitRanking;
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private WaitRankingState waitRanking;
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//private todo
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//declare server-messages here
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//declare server-messages here
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private ActivePlayerMessage activePlayer;
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private ActivePlayerMessage activePlayer;
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@@ -116,9 +117,12 @@ public class ClientStateTest {
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private PowerCard shieldCard;
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private PowerCard shieldCard;
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private PowerCard turboCard;
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private PowerCard turboCard;
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//declare a player
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//initialize ownPlayer
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private Player player;
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private Player player;
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//initialize other player
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private Player enemy;
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//declare own piece
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//declare own piece
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private Piece ownPiece= new Piece(Color.ARMY, PieceState.ACTIVE);
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private Piece ownPiece= new Piece(Color.ARMY, PieceState.ACTIVE);
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@@ -167,12 +171,26 @@ public void accept(Visitor visitor) {
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}
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}
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};
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};
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//declare ownPlayer
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//declare other player
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enemy= new Player(name);
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enemy.setColor(Color.CYBER);
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//sets the player in the game
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clientGameLogic.getGame().addPlayer(0,player);
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clientGameLogic.getGame().addPlayer(1,enemy);
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clientGameLogic.getGame().getBoard().setPieceOnBoard(15,ownPiece);
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clientGameLogic.getGame().getBoard().setPieceOnBoard(25,enemyPiece);
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//initialize the messages from the server
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//initialize the messages from the server
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activePlayer = new ActivePlayerMessage(color);
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activePlayer = new ActivePlayerMessage(color);
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anyPiece = new AnyPieceMessage();
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anyPiece = new AnyPieceMessage();
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briefing = new BriefingMessage();
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briefing = new BriefingMessage();
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ceremonyMessage = new CeremonyMessage();
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ceremonyMessage = new CeremonyMessage();
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die = new DieMessage(6);
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die = new DieMessage(3);
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diceAgain = new DiceAgainMessage();
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diceAgain = new DiceAgainMessage();
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diceNow = new DiceNowMessage();
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diceNow = new DiceNowMessage();
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endOfTurn = new EndOfTurnMessage();
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endOfTurn = new EndOfTurnMessage();
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