merge Development into test #27

Merged
j23f0712 merged 14 commits from development into dev/test 2024-12-01 21:56:50 +01:00
48 changed files with 487 additions and 151 deletions
Showing only changes of commit 977a7294ad - Show all commits

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@@ -25,10 +25,10 @@ public class ServerGameLogic implements ClientInterpreter {
* States
*/
private ServerState currentState;
private final ServerState lobbyState;
private final ServerState gameState;
private final ServerState interruptState;
private final ServerState ceremonyState;
private final LobbyState lobbyState;
private final GameState gameState;
private final InterruptState interruptState;
private final CeremonyState ceremonyState;
/**
* Constructor.
@@ -167,36 +167,36 @@ public ServerState getCurrentState() {
/**
* This method will be used to return lobbyState attribute of ServerGameLogic class.
*
* @return lobbyState as a ServerState object.
* @return lobbyState as a LobbyState object.
*/
public ServerState getLobbyState() {
public LobbyState getLobbyState() {
return this.lobbyState;
}
/**
* This method will be used to return gameState attribute of ServerGameLogic class.
*
* @return gameState as a ServerState object.
* @return gameState as a GameState object.
*/
public ServerState getGameState() {
public GameState getGameState() {
return this.gameState;
}
/**
* This method will be used to return interruptState attribute of ServerGameLogic class.
*
* @return interruptState as a ServerState object.
* @return interruptState as a InterruptState object.
*/
public ServerState getInterruptState() {
public InterruptState getInterruptState() {
return this.interruptState;
}
/**
* This method will be used to return ceremonyState attribute of ServerGameLogic class.
*
* @return ceremonyState as a ServerState object.
* @return ceremonyState as a CeremonyState object.
*/
public ServerState getCeremonyState() {
public CeremonyState getCeremonyState() {
return this.ceremonyState;
}

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@@ -17,7 +17,7 @@ public abstract class GameAutomatonState extends ServerState {
* Constructs a server state of the specified game logic.
*
* @param gameAutomaton as the automaton of the game state as a GameState object.
* @param logic the game logic
* @param logic the game logic
*/
public GameAutomatonState(GameState gameAutomaton, ServerGameLogic logic) {
super(logic);

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@@ -2,8 +2,23 @@
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.GameState;
import pp.mdga.server.automaton.game.turn.*;
/**
* This class represents the turn state of the server state automaton.
* It will also be used as the turn automaton.
*/
public class TurnState extends GameAutomatonState {
/**
* Create TurnState states.
*/
private TurnAutomatonState currentState;
private final PowerCardState powerCardState;
private final PlayPowerCardState playPowerCardState;
private final RollDiceState rollDiceState;
private final ChoosePieceState choosePieceState;
private final MovePieceState movePieceState;
/**
* Constructs a server state of the specified game logic.
*
@@ -12,6 +27,11 @@ public class TurnState extends GameAutomatonState {
*/
public TurnState(GameState gameAutomaton, ServerGameLogic logic) {
super(gameAutomaton, logic);
this.powerCardState = new PowerCardState(this, logic);
this.playPowerCardState = new PlayPowerCardState(this, logic);
this.rollDiceState = new RollDiceState(this, logic);
this.choosePieceState = new ChoosePieceState(this, logic);
this.movePieceState = new MovePieceState(this, logic);
}
@Override
@@ -23,4 +43,72 @@ public void enter() {
public void exit() {
}
/**
* This method will be used to return currentState attribute of TurnState class.
*
* @return currentState as a TurnAutomatonState object.
*/
public TurnAutomatonState getCurrentState() {
return this.currentState;
}
/**
* This method will be used to return powerCardState attribute of TurnState class.
*
* @return powerCardState as a PowerCardState object.
*/
public PowerCardState getPowerCardState() {
return this.powerCardState;
}
/**
* This method will be used to return playPowerCardState attribute of TurnState class.
*
* @return playPowerState as a PlayPowerCardState object.
*/
public PlayPowerCardState getPlayPowerCardState() {
return this.playPowerCardState;
}
/**
* This method will be used to return rollDiceState attribute of TurnState class.
*
* @return rollDiceState as a RollDiceState object.
*/
public RollDiceState getRollDiceState() {
return this.rollDiceState;
}
/**
* This method will be used to return choosePieceState attribute of TurnState class.
*
* @return choosePieceState as a ChoosePieceState object.
*/
public ChoosePieceState getChoosePieceState() {
return this.choosePieceState;
}
/**
* This method will be used to return movePieceState attribute of TurnState class.
*
* @return movePieceState as a MovePieceState object.
*/
public MovePieceState getMovePieceState() {
return this.movePieceState;
}
/**
* This method will be used to set currentState attribute of TurnState class to the given state parameter.
* In Addition, the currentState will be exited, changed and entered.
*
* @param state as the new currentState attribute as a TurnAutomatonState object.
*/
public void setCurrentState(TurnAutomatonState state) {
if (this.currentState != null) {
this.currentState.exit();
}
this.currentState = state;
this.currentState.enter();
}
}

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@@ -3,5 +3,24 @@
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.game.TurnState;
public class ChoosePieceState {
public class ChoosePieceState extends TurnAutomatonState {
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public ChoosePieceState(TurnState turnAutomaton, ServerGameLogic logic) {
super(turnAutomaton, logic);
}
@Override
public void enter() {
}
@Override
public void exit() {
}
}

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@@ -3,6 +3,25 @@
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.game.TurnState;
public class MovePieceState {
public class MovePieceState extends TurnAutomatonState {
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public MovePieceState(TurnState turnAutomaton, ServerGameLogic logic) {
super(turnAutomaton, logic);
}
@Override
public void enter() {
}
@Override
public void exit() {
}
}

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@@ -0,0 +1,26 @@
package pp.mdga.server.automaton.game.turn;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.game.TurnState;
public class PlayPowerCardState extends TurnAutomatonState {
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public PlayPowerCardState(TurnState turnAutomaton, ServerGameLogic logic) {
super(turnAutomaton, logic);
}
@Override
public void enter() {
}
@Override
public void exit() {
}
}

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@@ -3,5 +3,24 @@
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.game.TurnState;
public class PowerCardState {
public class PowerCardState extends TurnAutomatonState {
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public PowerCardState(TurnState turnAutomaton, ServerGameLogic logic) {
super(turnAutomaton, logic);
}
@Override
public void enter() {
}
@Override
public void exit() {
}
}

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@@ -3,5 +3,24 @@
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.game.TurnState;
public class RollDiceState {
public class RollDiceState extends TurnAutomatonState {
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public RollDiceState(TurnState turnAutomaton, ServerGameLogic logic) {
super(turnAutomaton, logic);
}
@Override
public void enter() {
}
@Override
public void exit() {
}
}

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@@ -0,0 +1,23 @@
package pp.mdga.server.automaton.game.turn;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.ServerState;
import pp.mdga.server.automaton.game.TurnState;
public abstract class TurnAutomatonState extends ServerState {
/**
* Create TurnAutomatonState attributes.
*/
protected final TurnState turnAutomaton;
/**
* Constructs a server state of the specified game logic.
*
* @param turnAutomaton as the automaton of the turn state as a GameState object.
* @param logic the game logic
*/
public TurnAutomatonState(TurnState turnAutomaton, ServerGameLogic logic) {
super(logic);
this.turnAutomaton = turnAutomaton;
}
}

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@@ -0,0 +1,22 @@
package pp.mdga.server.automaton.game.turn.choosepiece;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.ServerState;
import pp.mdga.server.automaton.game.turn.ChoosePieceState;
public abstract class ChoosePieceAutomatonState extends ServerState {
/**
* Create ChoosePieceAutomatonState attributes.
*/
protected final ChoosePieceState choosePieceAutomaton;
/**
* Constructs a server state of the specified game logic.
*
* @param logic the game logic
*/
public ChoosePieceAutomatonState(ChoosePieceState choosePieceAutomaton, ServerGameLogic logic) {
super(logic);
this.choosePieceAutomaton = choosePieceAutomaton;
}
}

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@@ -0,0 +1,22 @@
package pp.mdga.server.automaton.game.turn.rolldice;
import pp.mdga.server.ServerGameLogic;
import pp.mdga.server.automaton.ServerState;
import pp.mdga.server.automaton.game.turn.RollDiceState;
public abstract class RollDiceAutomatonState extends ServerState {
/**
* Create RollDiceAutomatonState attributes.
*/
protected final RollDiceState rollDiceAutomaton;
/**
* Constructs a server state of the specified game logic.
*
* @param logic the game logic
*/
public RollDiceAutomatonState(RollDiceState rollDiceAutomaton, ServerGameLogic logic) {
super(logic);
this.rollDiceAutomaton = rollDiceAutomaton;
}
}