merge tests into development #25
@@ -1802,7 +1802,62 @@ public void testStartPieceToChoosePieceEndState() {
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*/
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*/
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@Test
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@Test
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public void testRollRankingDiceToWaitRanking() {
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public void testRollRankingDiceToWaitRanking() {
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// Todo Implementation goes here
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//sends the ClientAutomaton in GameState
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clientGameLogic.setState(gameState);
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assertEquals(clientGameLogic.getState(), gameState);
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//sends the gameState in the determineStartPlayer
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gameState.setState(determineStartPlayer);
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assertEquals(gameState.getState(), determineStartPlayer);
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//sends the turnStatemachine in ChoosePiece
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determineStartPlayer.setState(rollRankingDice);
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assertEquals(determineStartPlayer.getState(), rollRankingDice);
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//sends all messages that don't indicate a state-change
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clientGameLogic.received(activePlayer);
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clientGameLogic.received(anyPiece);
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clientGameLogic.received(briefing);
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clientGameLogic.received(ceremonyMessage);
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//clientGameLogic.received(die);
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clientGameLogic.received(diceAgain);
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clientGameLogic.received(diceNow);
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clientGameLogic.received(endOfTurn);
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clientGameLogic.received(lobbyAccept);
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clientGameLogic.received(lobbyDeny);
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clientGameLogic.received(lobbyPlayerJoin);
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clientGameLogic.received(lobbyPlayerLeave);
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clientGameLogic.received(moveMessage);
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clientGameLogic.received(noTurn);
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clientGameLogic.received(interruptMessage);
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clientGameLogic.received(playCardSwap);
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clientGameLogic.received(playCardShield);
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clientGameLogic.received(playCardTurbo);
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clientGameLogic.received(possibleCard);
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clientGameLogic.received(possiblePiece);
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clientGameLogic.received(rankingResponce);
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clientGameLogic.received(rankingRollAgain);
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clientGameLogic.received(reconnectBriefing);
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clientGameLogic.received(resumeGame);
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clientGameLogic.received(startGame);
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clientGameLogic.received(startPieceMessage);
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clientGameLogic.received(updateReady);
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clientGameLogic.received(updateTSK);
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clientGameLogic.received(waitPiece);
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clientGameLogic.received(spectatorMessage);
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//test if the client is still in rollRankingDice
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),determineStartPlayer);
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assertEquals(determineStartPlayer.getState(),rollRankingDice);
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//sends die-message
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clientGameLogic.received(die);
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//test if the client is in waitRanking
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),determineStartPlayer);
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assertEquals(determineStartPlayer.getState(),waitRanking);
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}
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}
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/**
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/**
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@@ -1810,7 +1865,62 @@ public void testRollRankingDiceToWaitRanking() {
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*/
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*/
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@Test
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@Test
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public void testWaitRankingToRollRankingDice() {
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public void testWaitRankingToRollRankingDice() {
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// Todo Implementation goes here
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//sends the ClientAutomaton in GameState
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clientGameLogic.setState(gameState);
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assertEquals(clientGameLogic.getState(), gameState);
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//sends the gameState in the determineStartPlayer
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gameState.setState(determineStartPlayer);
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assertEquals(gameState.getState(), determineStartPlayer);
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//sends the turnStatemachine in ChoosePiece
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determineStartPlayer.setState(waitRanking);
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assertEquals(determineStartPlayer.getState(), waitRanking);
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//sends all messages that don't indicate a state-change
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clientGameLogic.received(activePlayer);
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clientGameLogic.received(anyPiece);
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clientGameLogic.received(briefing);
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clientGameLogic.received(ceremonyMessage);
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clientGameLogic.received(die);
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clientGameLogic.received(diceAgain);
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clientGameLogic.received(diceNow);
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//clientGameLogic.received(endOfTurn);
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clientGameLogic.received(lobbyAccept);
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clientGameLogic.received(lobbyDeny);
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clientGameLogic.received(lobbyPlayerJoin);
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clientGameLogic.received(lobbyPlayerLeave);
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clientGameLogic.received(moveMessage);
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clientGameLogic.received(noTurn);
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clientGameLogic.received(interruptMessage);
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clientGameLogic.received(playCardSwap);
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clientGameLogic.received(playCardShield);
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clientGameLogic.received(playCardTurbo);
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clientGameLogic.received(possibleCard);
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clientGameLogic.received(possiblePiece);
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clientGameLogic.received(rankingResponce);
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//clientGameLogic.received(rankingRollAgain);
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clientGameLogic.received(reconnectBriefing);
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clientGameLogic.received(resumeGame);
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clientGameLogic.received(startGame);
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clientGameLogic.received(startPieceMessage);
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clientGameLogic.received(updateReady);
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clientGameLogic.received(updateTSK);
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clientGameLogic.received(waitPiece);
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clientGameLogic.received(spectatorMessage);
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//test if the client is still in waitRanking
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),determineStartPlayer);
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assertEquals(determineStartPlayer.getState(),waitRanking);
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//sends rankingRollAgain-message
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clientGameLogic.received(rankingRollAgain);
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//test if the client is in rollRankingDice
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),determineStartPlayer);
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assertEquals(determineStartPlayer.getState(),rollRankingDice);
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}
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}
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/**
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/**
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@@ -1818,7 +1928,61 @@ public void testWaitRankingToRollRankingDice() {
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*/
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*/
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@Test
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@Test
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public void testWaitRankingToEndStateDetermineStartingPlayer() {
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public void testWaitRankingToEndStateDetermineStartingPlayer() {
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// Todo Implementation goes here
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//sends the ClientAutomaton in GameState
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clientGameLogic.setState(gameState);
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assertEquals(clientGameLogic.getState(), gameState);
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//sends the gameState in the determineStartPlayer
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gameState.setState(determineStartPlayer);
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assertEquals(gameState.getState(), determineStartPlayer);
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//sends the turnStatemachine in ChoosePiece
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determineStartPlayer.setState(waitRanking);
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assertEquals(determineStartPlayer.getState(), waitRanking);
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//sends all messages that don't indicate a state-change
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clientGameLogic.received(activePlayer);
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clientGameLogic.received(anyPiece);
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clientGameLogic.received(briefing);
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clientGameLogic.received(ceremonyMessage);
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clientGameLogic.received(die);
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clientGameLogic.received(diceAgain);
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clientGameLogic.received(diceNow);
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//clientGameLogic.received(endOfTurn);
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clientGameLogic.received(lobbyAccept);
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clientGameLogic.received(lobbyDeny);
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clientGameLogic.received(lobbyPlayerJoin);
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clientGameLogic.received(lobbyPlayerLeave);
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clientGameLogic.received(moveMessage);
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clientGameLogic.received(noTurn);
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clientGameLogic.received(interruptMessage);
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clientGameLogic.received(playCardSwap);
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clientGameLogic.received(playCardShield);
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clientGameLogic.received(playCardTurbo);
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clientGameLogic.received(possibleCard);
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clientGameLogic.received(possiblePiece);
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clientGameLogic.received(rankingResponce);
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//clientGameLogic.received(rankingRollAgain);
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clientGameLogic.received(reconnectBriefing);
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clientGameLogic.received(resumeGame);
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clientGameLogic.received(startGame);
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clientGameLogic.received(startPieceMessage);
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clientGameLogic.received(updateReady);
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clientGameLogic.received(updateTSK);
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clientGameLogic.received(waitPiece);
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clientGameLogic.received(spectatorMessage);
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//test if the client is still in waitRanking
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),determineStartPlayer);
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assertEquals(determineStartPlayer.getState(),waitRanking);
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//sends endOfTurn-message
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clientGameLogic.received(endOfTurn);
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//test if the client is in wait
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assertEquals(clientGameLogic.getState(), gameState);
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assertEquals(gameState.getLogic(),waiting);
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}
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}
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/**
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/**
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@@ -1846,8 +2010,19 @@ public void testPodiumToStatistics() {
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*/
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*/
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@Test
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@Test
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public void testStatisticsToCeremonyEndState() {
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public void testStatisticsToCeremonyEndState() {
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// Implementation goes here
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//sends the client in ceremony
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//TODO
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clientGameLogic.setState(ceremony);
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assertEquals(clientGameLogic.getState(), ceremony);
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//sends the ceremony in statistics
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ceremony.setState(statistics);
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assertEquals(ceremony.getState(),statistics);
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//TODO simulate button-push
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//tests if client is in startDialog
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assertEquals(clientGameLogic.getState(), dialogs);
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assertEquals(dialogs.getState(),startDialog);
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}
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}
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/**
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/**
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Reference in New Issue
Block a user