9 Commits

Author SHA1 Message Date
Filip Szepielewicz
f1d52c445b Tests bis T075 überarbeitet 2024-11-22 21:45:22 +01:00
Filip Szepielewicz
30e4298f88 Merge remote-tracking branch 'origin/Testhandbuch' into Testhandbuch 2024-11-17 20:38:30 +01:00
Filip Szepielewicz
7a9e84f49c Tests bis T071 erweitert 2024-11-17 20:06:47 +01:00
Filip Szepielewicz
7fce07ac19 Tests bis T070 erweitert 2024-11-17 20:00:05 +01:00
Johannes Schmelz
2496ad812a Merge branch 'main' into 'Testhandbuch'
# Conflicts:
#   Projekte/monopoly/model/src/test/java/pp/monopoly/Testhandbuch.java
2024-11-17 18:27:54 +00:00
Filip Szepielewicz
f4fb04d17e T001 - T037 überarbeitet 2024-11-15 19:46:26 +01:00
Filip Szepielewicz
1b4fee2853 T001 - T034 erster versuch 2024-11-15 08:42:56 +01:00
Filip Szepielewicz
b65f458302 T001 - T034 erster versuch 2024-11-15 08:42:11 +01:00
Filip Szepielewicz
c792a8b3fb T001 - T034 erster versuch 2024-11-14 21:58:47 +01:00
49 changed files with 2530 additions and 1008 deletions

View File

@@ -7,22 +7,21 @@
package pp.battleship.client;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import static pp.battleship.Resources.lookup;
import pp.battleship.client.gui.GameMusic;
import pp.battleship.client.gui.VolumeSlider;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import java.io.File;
import java.io.IOException;
import java.util.prefs.Preferences;
import static pp.battleship.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
/**
@@ -39,7 +38,7 @@ class Menu extends Dialog {
private final VolumeSlider slider;
/**
* Constructs the Menu dialog for the Battleship application.
* Constructs the Menu dialog for the Battleship application.+
*
* @param app the BattleshipApp instance
*/

View File

@@ -45,7 +45,12 @@ public class ModelExporter extends SimpleApplication {
export("Models/BoatSmall/12219_boat_v2_L2.obj", "BoatSmall.j3o"); //NON-NLS
export("Models/Battle/14084_WWII_Ship_German_Type_II_U-boat_v2_L1.obj", "Battle.j3o"); //NON-NLS
export("Models/CV/essex_scb-125_generic.obj", "CV.j3o"); //NON-NLS
export("Models/Figures/Würfel_blau.obj", "Würfel_blau.j30");
export("Models/Figures/Würfel_gelb.obj", "Würfel_gelb.j30");
export("Models/Figures/Würfel_grün.obj", "Würfel_grün.j30");
export("Models/Figures/Würfel_rosa.obj", "Würfel_rosa.j30");
export("Models/Figures/Würfel_rot.obj", "Würfel_rot.j30");
export("Models/Figures/Würfel_schwarz.obj", "Würfel_schwarz.j30");
stop();
}

View File

@@ -1,7 +1,8 @@
// Styling of Lemur components
// For documentation, see
// For documentation, see:
// https://github.com/jMonkeyEngine-Contributions/Lemur/wiki/Styling
import com.simsilica.lemur.*
import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.Button
import com.simsilica.lemur.Button.ButtonAction
import com.simsilica.lemur.Command
@@ -11,19 +12,17 @@ import com.simsilica.lemur.component.QuadBackgroundComponent
import com.simsilica.lemur.component.TbtQuadBackgroundComponent
def bgColor = color(1, 1, 1, 1)
def buttonEnabledColor = color(0.8, 0.9, 1, 1)
def buttonEnabledColor = color(0, 0, 0, 1)
def buttonDisabledColor = color(0.8, 0.9, 1, 0.2)
//def buttonBgColor = color(0, 0.75, 0.75, 1)
def buttonBgColor = color(1, 1, 1, 1)
def sliderColor = color(0.6, 0.8, 0.8, 1)
def sliderBgColor = color(0.5, 0.75, 0.75, 1)
def gradientColor = color(0.5, 0.75, 0.85, 0.5)
def tabbuttonEnabledColor = color(0.4, 0.45, 0.5, 1)
def solidWhiteBackground = new QuadBackgroundComponent(color(1, 1, 1, 1)) // Solid white
def greyBackground = color(0.8, 0.8, 0.8, 1) // Grey background color
def redBorderColor = color(1, 0, 0, 1) // Red border color
def playButtonBorderColor = color(1, 0.6, 0, 1) // Orange border for "Spielen" button
def playButtonTextColor = color(0, 0, 0, 1) // Black text color for "Spielen" button
def buttonBgColor = color(1, 1, 1, 1) // White background for "Spiel beenden" and "Einstellungen" buttons
def buttonTextColor = color(0, 0, 0, 1) // Black text color for "Spiel beenden" and "Einstellungen" buttons
def borderColor = color(0, 0, 0, 1) // Black border for "Spiel beenden" and "Einstellungen"
def gradient = TbtQuadBackgroundComponent.create(
@@ -34,7 +33,14 @@ def gradient = TbtQuadBackgroundComponent.create(
def doubleGradient = new QuadBackgroundComponent(gradientColor)
doubleGradient.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false)
generateMips: false)
def orangeBorder = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png", // Replace with an appropriate texture if needed
generateMips: false),
1, 1, 1, 126, 126,
1f, false)
orangeBorder.color = color(1, 0.5, 0, 1) // Orange color
selector("pp") {
font = font("Interface/Fonts/Metropolis/Metropolis-Regular-32.fnt")
@@ -53,33 +59,31 @@ selector("header", "pp") {
}
selector("container", "pp") {
background = gradient.clone()
background = solidWhiteBackground.clone()
background.setColor(bgColor)
}
selector("toolbar") {
// Set the grey background
background = new QuadBackgroundComponent(greyBackground)
// Add a red border using a TbtQuadBackgroundComponent
def redBorder = TbtQuadBackgroundComponent.create(
texture(name: "/com/simsilica/lemur/icons/bordered-gradient.png",
generateMips: false),
1, 1, 1, 1, 1,
1f, false)
redBorder.color = redBorderColor
background = greyBackground
// Optional: Set padding inside the toolbar
insets = new Insets3f(10, 10, 10, 10)
}
selector("slider", "pp") {
background = gradient.clone()
background.setColor(bgColor)
}
selector("play-button", "pp") {
color = playButtonTextColor // Black text color
background = new QuadBackgroundComponent(playButtonBorderColor) // Orange border background
insets = new Insets3f(15, 25, 15, 25) // Padding for larger button size
background.setMargin(5, 5) // Thin border effect around the background color
fontSize = 36 // Larger font size for prominence
}
selector("menu-button", "pp") {
color = buttonTextColor // Black text color
background = new QuadBackgroundComponent(buttonBgColor) // White background
insets = new Insets3f(10, 20, 10, 20) // Padding
background.setMargin(1, 1) // Thin black border
background.setColor(borderColor) // Set black border color
fontSize = 24 // Standard font size
}
def pressedCommand = new Command<Button>() {
void execute(Button source) {
if (source.isPressed())
@@ -140,7 +144,7 @@ selector("title", "pp") {
shadowOffset = vec3(2, -2, -1)
background = new QuadBackgroundComponent(color(0.5, 0.75, 0.85, 1))
background.texture = texture(name: "/com/simsilica/lemur/icons/double-gradient-128.png",
generateMips: false)
generateMips: false)
insets = new Insets3f(2, 2, 2, 2)
buttonCommands = stdButtonCommands
@@ -148,11 +152,14 @@ selector("title", "pp") {
selector("button", "pp") {
background = gradient.clone()
color = buttonEnabledColor
background.setColor(buttonBgColor)
insets = new Insets3f(2, 2, 2, 2)
def outerBackground = new QuadBackgroundComponent(color(1, 0.5, 0, 1)) // Orange border
def innerBackground = new QuadBackgroundComponent(buttonBgColor) // Inner button background
// Apply the outer border as the main background
background = outerBackground
// Use insets to create a margin/padding effect for the inner background
insets = new Insets3f(3, 3, 3, 3) // Adjust the border thickness
buttonCommands = stdButtonCommands
}
@@ -201,6 +208,7 @@ selector("slider.down.button", "pp") {
selector("checkbox", "pp") {
color = buttonEnabledColor
fontSize = 20
}
selector("rollup", "pp") {
@@ -217,10 +225,14 @@ selector("tabbedPanel.container", "pp") {
}
selector("tab.button", "pp") {
background = gradient.clone()
background = solidWhiteBackground.clone()
background.setColor(bgColor)
color = tabbuttonEnabledColor
insets = new Insets3f(4, 2, 0, 2)
buttonCommands = stdButtonCommands
}
selector("settings-title", "pp") {
fontSize = 48 // Set font size
background = new QuadBackgroundComponent(color(0.4157f, 0.4235f, 0.4392f, 1.0f)) // Grey background
}

View File

@@ -7,6 +7,7 @@ description = 'Monopoly Client'
dependencies {
implementation project(":jme-common")
implementation project(":monopoly:model")
implementation project(":monopoly:server")
implementation libs.jme3.desktop

View File

@@ -7,6 +7,10 @@
package pp.monopoly.client;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
@@ -14,13 +18,9 @@ import com.jme3.asset.AssetLoadException;
import com.jme3.asset.AssetNotFoundException;
import com.jme3.audio.AudioData;
import com.jme3.audio.AudioNode;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.SoundEvent;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.prefs.Preferences;
import static pp.util.PreferencesUtils.getPreferences;
/**
@@ -31,6 +31,10 @@ public class GameSound extends AbstractAppState implements GameEventListener {
private static final Preferences PREFERENCES = getPreferences(GameSound.class);
private static final String ENABLED_PREF = "enabled"; //NON-NLS
private AudioNode splashSound;
private AudioNode shipDestroyedSound;
private AudioNode explosionSound;
/**
* Checks if sound is enabled in the preferences.
*
@@ -93,10 +97,33 @@ public class GameSound extends AbstractAppState implements GameEventListener {
return null;
}
/**
* Plays the splash sound effect.
*/
public void splash() {
if (isEnabled() && splashSound != null)
splashSound.playInstance();
}
/**
* Plays the explosion sound effect.
*/
public void explosion() {
if (isEnabled() && explosionSound != null)
explosionSound.playInstance();
}
/**
* Plays sound effect when a ship has been destroyed.
*/
public void shipDestroyed() {
if (isEnabled() && shipDestroyedSound != null)
shipDestroyedSound.playInstance();
}
@Override
public void receivedEvent(SoundEvent event) {
switch (event.sound()) {
}
}
}

View File

@@ -7,17 +7,9 @@
package pp.monopoly.client;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Checkbox;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.dialog.StateCheckboxModel;
import pp.dialog.TextInputDialog;
import java.util.prefs.Preferences;
import static pp.monopoly.Resources.lookup;
import pp.dialog.Dialog;
import static pp.util.PreferencesUtils.getPreferences;
/**

View File

@@ -1,423 +1,235 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import com.jme3.app.DebugKeysAppState;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import com.jme3.app.SimpleApplication;
import com.jme3.app.StatsAppState;
import com.jme3.font.BitmapFont;
import com.jme3.font.BitmapText;
import com.jme3.input.KeyInput;
import com.jme3.input.MouseInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.input.controls.MouseButtonTrigger;
import com.jme3.system.AppSettings;
import com.simsilica.lemur.GuiGlobals;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.BaseStyles;
import pp.monopoly.game.client.MonopolyClient;
import pp.monopoly.game.client.ClientGameLogic;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.notification.ClientStateEvent;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.InfoTextEvent;
import pp.dialog.DialogBuilder;
import pp.dialog.DialogManager;
import pp.graphics.Draw;
import pp.monopoly.client.gui.SettingsMenu;
import pp.monopoly.client.gui.TestWorld;
import pp.monopoly.game.client.ClientGameLogic;
import pp.monopoly.game.client.MonopolyClient;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.InfoTextEvent;
import pp.monopoly.server.MonopolyServer;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.logging.LogManager;
import static pp.monopoly.Resources.lookup;
/**
* The main class for the Monopoly client application.
* It manages the initialization, input setup, GUI setup, and game states for the client.
*/
public class MonopolyApp extends SimpleApplication implements MonopolyClient, GameEventListener {
/**
* Logger for logging messages within the application.
*/
private static final Logger LOGGER = System.getLogger(MonopolyApp.class.getName());
private BitmapText topText;
private final ServerConnection serverConnection;
private final ClientGameLogic logic;
private final MonopolyAppConfig config;
private final ActionListener escapeListener = (name, isPressed, tpf) -> handleEscape(isPressed);
private final DialogManager dialogManager = new DialogManager(this);
private final ExecutorService executor = Executors.newCachedThreadPool();
private final Draw draw;
private SettingsMenu settingsMenu;
private TestWorld testWorld;
private boolean isSettingsMenuOpen = false;
private boolean inputBlocked = false;
private MonopolyServer monopolyServer;
/**
* Path to the styles script for GUI elements.
*/
private static final String STYLES_SCRIPT = "Interface/Lemur/pp-styles.groovy"; //NON-NLS
/**
* Path to the font resource used in the GUI.
*/
private static final String FONT = "Interface/Fonts/Default.fnt"; //NON-NLS
/**
* Path to the client configuration file, if one exists.
*/
private static final File CONFIG_FILE = new File("client.properties");
/**
* Input mapping name for mouse clicks.
*/
public static final String CLICK = "CLICK";
/**
* Input mapping name for the Escape key.
*/
private static final String ESC = "ESC";
/**
* Manager for handling dialogs within the application.
*/
private final DialogManager dialogManager = new DialogManager(this);
/**
* The server connection instance, used for communicating with the game server.
*/
private final ServerConnection serverConnection;
/**
* Instance of the {@link Draw} class for rendering graphics.
*/
private Draw draw;
/**
* Text display at the top of the GUI for showing information to the user.
*/
private BitmapText topText;
/**
* Executor service for handling asynchronous tasks within the application.
*/
private ExecutorService executor;
/**
* Handler for managing the client's game logic.
*/
private final ClientGameLogic logic;
/**
* Configuration settings for the Monopoly client application.
*/
private final MonopolyAppConfig config;
/**
* Listener for handling actions triggered by the Escape key.
*/
private final ActionListener escapeListener = (name, isPressed, tpf) -> escape(isPressed);
static {
// Configure logging
LogManager manager = LogManager.getLogManager();
try {
manager.readConfiguration(new FileInputStream("logging.properties"));
LOGGER.log(Level.INFO, "Successfully read logging properties"); //NON-NLS
}
catch (IOException e) {
LOGGER.log(Level.INFO, e.getMessage());
}
}
/**
* Starts the Monopoly application.
*
* @param args Command-line arguments for launching the application.
*/
public static void main(String[] args) {
new MonopolyApp().start();
}
/**
* Constructs a new {@code MonopolyApp} instance.
* Initializes the configuration, server connection, and game logic listeners.
*/
private MonopolyApp() {
public MonopolyApp() {
this.draw = new Draw(assetManager);
config = new MonopolyAppConfig();
config.readFromIfExists(CONFIG_FILE);
serverConnection = makeServerConnection();
serverConnection = new NetworkSupport(this);
logic = new ClientGameLogic(serverConnection);
logic.addListener(this);
setShowSettings(config.getShowSettings());
setSettings(makeSettings());
}
/**
* Creates and configures application settings from the client configuration.
*
* @return A configured {@link AppSettings} object.
*/
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle(lookup("monopoly.name"));
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
settings.setUseRetinaFrameBuffer(config.useRetinaFrameBuffer());
settings.setGammaCorrection(config.useGammaCorrection());
return settings;
}
/**
* Factory method for creating a server connection based on the current
* client configuration.
*
* @return A {@link ServerConnection} instance, which could be a real or mock server.
*/
private ServerConnection makeServerConnection() {
return new NetworkSupport(this);
}
/**
* Returns the dialog manager responsible for managing in-game dialogs.
*
* @return The {@link DialogManager} instance.
*/
public DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the game logic handler for the client.
*
* @return The {@link ClientGameLogic} instance.
*/
@Override
public ClientGameLogic getGameLogic() {
return logic;
}
/**
* Returns the current configuration settings for the Monopoly client.
*
* @return The {@link MonopolyClientConfig} instance.
*/
@Override
public MonopolyAppConfig getConfig() {
return config;
}
/**
* Initializes the application.
* Sets up input mappings, GUI, game states, and connects to the server.
*/
@Override
public void simpleInitApp() {
setPauseOnLostFocus(false);
draw = new Draw(assetManager);
setupInput();
setupStates();
setupGui();
serverConnection.connect();
public ClientGameLogic getGameLogic() {
return logic;
}
/**
* Sets up the graphical user interface (GUI) for the application.
*/
private void setupGui() {
private AppSettings makeSettings() {
final AppSettings settings = new AppSettings(true);
settings.setTitle("Monopoly Game");
settings.setResolution(config.getResolutionWidth(), config.getResolutionHeight());
settings.setFullscreen(config.fullScreen());
return settings;
}
@Override
public void simpleInitApp() {
GuiGlobals.initialize(this);
BaseStyles.loadStyleResources(STYLES_SCRIPT);
GuiGlobals.getInstance().getStyles().setDefaultStyle("pp"); //NON-NLS
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
setupInput();
setupGui();
// Zeige das Startmenü
StartMenu.createStartMenu(this);
}
private void setupGui() {
BitmapFont normalFont = assetManager.loadFont("Interface/Fonts/Default.fnt");
topText = new BitmapText(normalFont);
final int height = context.getSettings().getHeight();
topText.setLocalTranslation(10f, height - 10f, 0f);
topText.setColor(config.getTopColor());
topText.setLocalTranslation(10, settings.getHeight() - 10, 0);
guiNode.attachChild(topText);
}
/**
* Configures input mappings and sets up listeners for user interactions.
*/
private void setupInput() {
inputManager.deleteMapping(INPUT_MAPPING_EXIT);
inputManager.setCursorVisible(false);
inputManager.addMapping(ESC, new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addMapping(CLICK, new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addListener(escapeListener, ESC);
inputManager.setCursorVisible(true);
inputManager.addMapping("ESC", new KeyTrigger(KeyInput.KEY_ESCAPE));
inputManager.addListener(escapeListener, "ESC");
}
/**
* Initializes and attaches the necessary application states for the game.
*/
private void setupStates() {
if (config.getShowStatistics()) {
final BitmapFont normalFont = assetManager.loadFont(FONT); //NON-NLS
final StatsAppState stats = new StatsAppState(guiNode, normalFont);
stateManager.attach(stats);
void handleEscape(boolean isPressed) {
if (isPressed) {
if (settingsMenu != null && isSettingsMenuOpen) {
// Schließe das SettingsMenu
System.out.println("Schließe SettingsMenu...");
settingsMenu.close();
settingsMenu = null;
setSettingsMenuOpen(false);
} else {
// Öffne das SettingsMenu
System.out.println("Öffne SettingsMenu...");
settingsMenu = new SettingsMenu(this);
settingsMenu.open();
setSettingsMenuOpen(true);
}
}
flyCam.setEnabled(false);
stateManager.detach(stateManager.getState(StatsAppState.class));
stateManager.detach(stateManager.getState(DebugKeysAppState.class));
}
attachGameSound();
//TODO add states
stateManager.attachAll();
private void blockInputs() {
if (!inputBlocked) {
System.out.println("Blockiere Eingaben...");
inputManager.setCursorVisible(true); // Cursor sichtbar machen
inputManager.clearMappings(); // Alle Mappings entfernen
inputBlocked = true;
}
}
public void unblockInputs() {
if (inputBlocked) {
System.out.println("Aktiviere Eingaben...");
setupInput(); // Standard-Eingaben neu registrieren
inputBlocked = false;
}
}
/**
* Attaches the game sound state and sets its initial enabled state.
*/
private void attachGameSound() {
final GameSound gameSound = new GameSound();
logic.addListener(gameSound);
gameSound.setEnabled(GameSound.enabledInPreferences());
stateManager.attach(gameSound);
public void setInfoText(String text) {
topText.setText(text);
}
/**
* Updates the application state every frame.
* This method is called once per frame during the game loop.
*
* @param tpf Time per frame in seconds.
*/
@Override
public void simpleUpdate(float tpf) {
super.simpleUpdate(tpf);
dialogManager.update(tpf);
logic.update(tpf);
public void receivedEvent(InfoTextEvent event) {
setInfoText(event.key());
}
/**
* Handles the Escape key action to either close the top dialog or show the main menu.
*
* @param isPressed Indicates whether the Escape key is pressed.
*/
private void escape(boolean isPressed) {
if (!isPressed) return;
if (dialogManager.showsDialog())
dialogManager.escape();
else
new Menu(this).open();
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
serverConnection.disconnect();
super.stop(waitFor);
}
public DialogManager getDialogManager() {
return dialogManager;
}
/**
* Returns the {@link Draw} instance used for rendering graphical elements in the game.
*
* @return The {@link Draw} instance.
*/
public Draw getDraw() {
return draw;
}
/**
* Handles a request to close the application.
* If the request is initiated by pressing ESC, this parameter is true.
*
* @param esc If true, the request is due to the ESC key being pressed.
*/
@Override
public void requestClose(boolean esc) { /* do nothing */ }
/**
* Closes the application, displaying a confirmation dialog if the client is connected to a server.
*/
public void closeApp() {
if (serverConnection.isConnected())
confirmDialog(lookup("confirm.leaving"), this::close);
else
close();
}
/**
* Closes the application, disconnecting from the server and stopping the application.
*/
private void close() {
serverConnection.disconnect();
stop();
}
/**
* Updates the informational text displayed in the GUI.
*
* @param text The information text to display.
*/
void setInfoText(String text) {
LOGGER.log(Level.DEBUG, "setInfoText {0}", text); //NON-NLS
topText.setText(text);
}
/**
* Updates the informational text in the GUI based on the key received in an {@link InfoTextEvent}.
*
* @param event The {@link InfoTextEvent} containing the key for the text to display.
*/
@Override
public void receivedEvent(InfoTextEvent event) {
LOGGER.log(Level.DEBUG, "received info text {0}", event.key()); //NON-NLS
setInfoText(lookup(event.key()));
}
/**
* Handles client state events to update the game states accordingly.
*
* @param event The {@link ClientStateEvent} representing the state change.
*/
@Override
public void receivedEvent(ClientStateEvent event) {
//TODO
throw new UnsupportedOperationException("unimplemented method");
}
/**
* Returns the executor service used for handling multithreaded tasks.
*
* @return The {@link ExecutorService} instance.
*/
public ExecutorService getExecutor() {
if (executor == null)
executor = Executors.newCachedThreadPool();
return executor;
}
/**
* Stops the application, shutting down the executor service and halting execution.
*
* @param waitFor If true, waits for the application to stop before returning.
*/
public void closeApp() {
stop();
}
public void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle("Fehler")
.setText(errorMessage)
.setOkButton("OK")
.build()
.open();
}
public void setSettingsMenuOpen(boolean isOpen) {
this.isSettingsMenuOpen = isOpen;
}
@Override
public void stop(boolean waitFor) {
if (executor != null) executor.shutdownNow();
super.stop(waitFor);
public void simpleUpdate(float tpf) {
if (testWorld != null) {
testWorld.update(tpf); // Aktualisiere die Kamera in der TestWorld
}
}
public void startTestWorld() {
guiNode.detachAllChildren(); // Entferne GUI
testWorld = new TestWorld(this); // Erstelle eine Instanz von TestWorld
testWorld.initializeScene(); // Initialisiere die Szene
}
public void returnToMenu() {
guiNode.detachAllChildren(); // Entferne die GUI
StartMenu.createStartMenu(this); // Zeige das Startmenü erneut
}
/**
* Displays a confirmation dialog with a specified question and action for the "Yes" button.
*
* @param question The question to display in the dialog.
* @param yesAction The action to perform if "Yes" is selected.
* Startet den Server in einem neuen Thread.
*/
void confirmDialog(String question, Runnable yesAction) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.question"))
.setText(question)
.setOkButton(lookup("button.yes"), yesAction)
.setNoButton(lookup("button.no"))
.build()
.open();
public void startServer() {
new Thread(() -> {
try {
monopolyServer = new MonopolyServer(); // Erstelle Serverinstanz
} catch (Exception e) {
e.printStackTrace();
}
}).start();
}
/**
* Displays an error dialog with the specified error message.
*
* @param errorMessage The error message to display in the dialog.
*/
void errorDialog(String errorMessage) {
DialogBuilder.simple(dialogManager)
.setTitle(lookup("dialog.error"))
.setText(errorMessage)
.setOkButton(lookup("button.ok"))
.build()
.open();
public MonopolyServer getMonopolyServer() {
return monopolyServer;
}
}

View File

@@ -1,13 +1,7 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import com.jme3.math.ColorRGBA;
import pp.monopoly.game.client.MonopolyClientConfig;
/**
@@ -193,4 +187,4 @@ public class MonopolyAppConfig extends MonopolyClientConfig {
public ColorRGBA getTopColor() {
return topColor;
}
}
}

View File

@@ -1,19 +1,13 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import com.jme3.app.Application;
import com.jme3.app.state.AbstractAppState;
import com.jme3.app.state.AppStateManager;
import pp.monopoly.game.client.ClientGameLogic;
/**
* Abstract class representing a state in the Battleship game.
* Abstract class representing a state in the Monopoly game.
* Extends the AbstractAppState from jMonkeyEngine to manage state behavior.
*/
public abstract class MonopolyAppState extends AbstractAppState {
@@ -21,8 +15,6 @@ public abstract class MonopolyAppState extends AbstractAppState {
/**
* Creates a new MonopolyAppState that is initially disabled.
*
* @see #setEnabled(boolean)
*/
protected MonopolyAppState() {
setEnabled(false);
@@ -38,7 +30,9 @@ public abstract class MonopolyAppState extends AbstractAppState {
public void initialize(AppStateManager stateManager, Application application) {
super.initialize(stateManager, application);
this.app = (MonopolyApp) application;
if (isEnabled()) enableState();
if (isEnabled()) {
enableState();
}
}
/**
@@ -59,15 +53,6 @@ public abstract class MonopolyAppState extends AbstractAppState {
return app.getGameLogic();
}
/**
* Checks if any dialog is currently displayed.
*
* @return true if any dialog is currently shown, false otherwise
*/
public boolean showsDialog() {
return app.getDialogManager().showsDialog();
}
/**
* Sets the enabled state of the MonopolyAppState.
* If the new state is the same as the current state, the method returns.
@@ -79,24 +64,21 @@ public abstract class MonopolyAppState extends AbstractAppState {
if (isEnabled() == enabled) return;
super.setEnabled(enabled);
if (app != null) {
if (enabled)
if (enabled) {
enableState();
else
} else {
disableState();
}
}
}
/**
* This method is called when the state is enabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is enabled.
* Called when the state is enabled. Override to define specific behavior.
*/
protected abstract void enableState();
/**
* This method is called when the state is disabled.
* It is meant to be overridden by subclasses to perform
* specific actions when the state is disabled.
* Called when the state is disabled. Override to define specific behavior.
*/
protected abstract void disableState();
}
}

View File

@@ -1,35 +1,27 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.Future;
import static pp.monopoly.Resources.lookup;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.TextField;
import pp.dialog.Dialog;
import pp.dialog.DialogBuilder;
import pp.dialog.SimpleDialog;
/**
* Represents a dialog for setting up a network connection in the Battleship game.
* Represents a dialog for setting up a network connection in the Monopoly game.
* Allows users to specify the host and port for connecting to a game server.
*/
class NetworkDialog extends SimpleDialog {
private static final Logger LOGGER = System.getLogger(NetworkDialog.class.getName());
private static final String LOCALHOST = "localhost"; //NON-NLS
private static final String DEFAULT_PORT = "1234"; //NON-NLS
private static final String LOCALHOST = "localhost";
private static final String DEFAULT_PORT = "1234";
private final NetworkSupport network;
private final TextField host = new TextField(LOCALHOST);
private final TextField port = new TextField(DEFAULT_PORT);
@@ -46,56 +38,59 @@ class NetworkDialog extends SimpleDialog {
NetworkDialog(NetworkSupport network) {
super(network.getApp().getDialogManager());
this.network = network;
host.setSingleLine(true);
host.setPreferredWidth(400f);
port.setSingleLine(true);
final MonopolyApp app = network.getApp();
final Container input = new Container(new SpringGridLayout());
input.addChild(new Label(lookup("host.name") + ": "));
input.addChild(host, 1);
input.addChild(new Label(lookup("port.number") + ": "));
input.addChild(port, 1);
DialogBuilder.simple(app.getDialogManager())
.setTitle(lookup("server.dialog"))
.setExtension(d -> d.addChild(input))
.setOkButton(lookup("button.connect"), d -> connect())
.setNoButton(lookup("button.cancel"), app::closeApp)
.setOkClose(false)
.setNoClose(false)
.build(this);
initializeDialog();
}
/**
* Handles the action for the connect button in the connection dialog.
* Tries to parse the port number and initiate connection to the server.
* Initializes the dialog with input fields and connection buttons.
*/
private void initializeDialog() {
final MonopolyApp app = network.getApp();
Container inputContainer = new Container();
// Titel und Eingabefelder für Host und Port
inputContainer.addChild(new Label("Server-Adresse"));
inputContainer.addChild(host);
inputContainer.addChild(new Label("Port"));
inputContainer.addChild(port);
Button connectButton = inputContainer.addChild(new Button("Verbinden"));
connectButton.addClickCommands(source -> connect());
Button cancelButton = inputContainer.addChild(new Button("Abbrechen"));
cancelButton.addClickCommands(source -> app.closeApp());
app.getGuiNode().attachChild(inputContainer);
}
/**
* Initiates the connection attempt based on the entered host and port.
*/
private void connect() {
LOGGER.log(Level.INFO, "connect to host={0}, port={1}", host, port); //NON-NLS
LOGGER.log(Level.INFO, "Connecting to host={0}, port={1}", host, port);
try {
hostname = host.getText().trim().isEmpty() ? LOCALHOST : host.getText();
portNumber = Integer.parseInt(port.getText());
openProgressDialog();
connectionFuture = network.getApp().getExecutor().submit(this::initNetwork);
}
catch (NumberFormatException e) {
network.getApp().errorDialog(lookup("port.must.be.integer"));
} catch (NumberFormatException e) {
network.getApp().errorDialog("Port muss eine Zahl sein.");
}
}
/**
* Creates a dialog indicating that the connection is in progress.
* Opens a progress dialog while connecting.
*/
private void openProgressDialog() {
progressDialog = DialogBuilder.simple(network.getApp().getDialogManager())
.setText(lookup("label.connecting"))
.setText("Verbinde zum Server...")
.build();
progressDialog.open();
}
/**
* Tries to initialize the network connection.
* Attempts to initialize the network connection.
*
* @throws RuntimeException If an error occurs when creating the client.
*/
@@ -103,40 +98,37 @@ class NetworkDialog extends SimpleDialog {
try {
network.initNetwork(hostname, portNumber);
return null;
}
catch (Exception e) {
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* This method is called by {@linkplain pp.dialog.DialogManager#update(float)} for periodically
* updating this dialog. T
* Updates the connection status and handles completion or failure.
*/
@Override
public void update(float delta) {
if (connectionFuture != null && connectionFuture.isDone())
if (connectionFuture != null && connectionFuture.isDone()) {
try {
connectionFuture.get();
success();
}
catch (ExecutionException e) {
failure(e.getCause());
}
catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Interrupted!", e); //NON-NLS
onSuccess();
} catch (ExecutionException e) {
onFailure(e.getCause());
} catch (InterruptedException e) {
LOGGER.log(Level.WARNING, "Connection interrupted.", e);
Thread.currentThread().interrupt();
}
}
}
/**
* Handles a successful connection to the game server.
*/
private void success() {
private void onSuccess() {
connectionFuture = null;
progressDialog.close();
this.close();
network.getApp().setInfoText(lookup("wait.for.an.opponent"));
network.getApp().setInfoText("Warte auf einen Gegner...");
}
/**
@@ -144,10 +136,11 @@ class NetworkDialog extends SimpleDialog {
*
* @param e The cause of the failure.
*/
private void failure(Throwable e) {
private void onFailure(Throwable e) {
connectionFuture = null;
progressDialog.close();
network.getApp().errorDialog(lookup("server.connection.failed"));
network.getApp().errorDialog("Verbindung zum Server fehlgeschlagen.");
network.getApp().setInfoText(e.getLocalizedMessage());
}
}
}

View File

@@ -1,29 +1,21 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import com.jme3.network.Client;
import com.jme3.network.ClientStateListener;
import com.jme3.network.Message;
import com.jme3.network.MessageListener;
import com.jme3.network.Network;
import pp.monopoly.game.client.ServerConnection;
import pp.monopoly.message.client.ClientMessage;
import pp.monopoly.message.server.ServerMessage;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import static pp.monopoly.Resources.lookup;
/**
* Manages the network connection for the Battleship application.
* Manages the network connection for the Monopoly application.
* Handles connecting to and disconnecting from the server, and sending messages.
*/
class NetworkSupport implements MessageListener<Client>, ClientStateListener, ServerConnection {
@@ -32,18 +24,18 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
private Client client;
/**
* Constructs a NetworkSupport instance for the given Battleship application.
* Constructs a NetworkSupport instance for the Monopoly application.
*
* @param app The Battleship application instance.
* @param app The Monopoly application instance.
*/
public NetworkSupport(MonopolyApp app) {
this.app = app;
}
/**
* Returns the Battleship application instance.
* Returns the Monopoly application instance.
*
* @return Battleship application instance
* @return Monopoly application instance
*/
MonopolyApp getApp() {
return app;
@@ -65,8 +57,9 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
*/
@Override
public void connect() {
if (client == null)
if (client == null) {
new NetworkDialog(this).open();
}
}
/**
@@ -77,7 +70,7 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
if (client == null) return;
client.close();
client = null;
LOGGER.log(Level.INFO, "client closed"); //NON-NLS
LOGGER.log(Level.INFO, "Client connection closed.");
}
/**
@@ -88,8 +81,9 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
* @throws IOException If an I/O error occurs when creating the client.
*/
void initNetwork(String host, int port) throws IOException {
if (client != null)
throw new IllegalStateException("trying to join a game again");
if (client != null) {
throw new IllegalStateException("Already connected to the game server.");
}
client = Network.connectToServer(host, port);
client.start();
client.addMessageListener(this);
@@ -104,9 +98,10 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
*/
@Override
public void messageReceived(Client client, Message message) {
LOGGER.log(Level.INFO, "message received from server: {0}", message); //NON-NLS
if (message instanceof ServerMessage serverMessage)
LOGGER.log(Level.INFO, "Message received from server: {0}", message);
if (message instanceof ServerMessage serverMessage) {
app.enqueue(() -> serverMessage.accept(app.getGameLogic()));
}
}
/**
@@ -116,7 +111,7 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
*/
@Override
public void clientConnected(Client client) {
LOGGER.log(Level.INFO, "Client connected: {0}", client); //NON-NLS
LOGGER.log(Level.INFO, "Successfully connected to server: {0}", client);
}
/**
@@ -127,13 +122,9 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
*/
@Override
public void clientDisconnected(Client client, DisconnectInfo disconnectInfo) {
LOGGER.log(Level.INFO, "Client {0} disconnected: {1}", client, disconnectInfo); //NON-NLS
if (this.client != client)
throw new IllegalArgumentException("parameter value must be client");
LOGGER.log(Level.INFO, "client still connected: {0}", client.isConnected()); //NON-NLS
LOGGER.log(Level.INFO, "Disconnected from server: {0}", disconnectInfo);
this.client = null;
disconnect();
app.enqueue(() -> app.setInfoText(lookup("lost.connection.to.server")));
app.enqueue(() -> app.setInfoText("Verbindung zum Server verloren."));
}
/**
@@ -143,10 +134,11 @@ class NetworkSupport implements MessageListener<Client>, ClientStateListener, Se
*/
@Override
public void send(ClientMessage message) {
LOGGER.log(Level.INFO, "sending {0}", message); //NON-NLS
if (client == null)
app.errorDialog(lookup("lost.connection.to.server"));
else
LOGGER.log(Level.INFO, "Sending message to server: {0}", message);
if (client == null) {
app.errorDialog("Verbindung zum Server verloren.");
} else {
client.send(message);
}
}
}
}

View File

@@ -1,117 +1,181 @@
package pp.monopoly.client;
import com.jme3.asset.TextureKey;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.Texture;
import com.simsilica.lemur.Axis;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Insets3f;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.Panel;
import com.simsilica.lemur.style.ElementId;
import com.simsilica.lemur.Container;
import com.simsilica.lemur.HAlignment;
import com.simsilica.lemur.component.QuadBackgroundComponent;
import com.jme3.math.ColorRGBA;
import com.simsilica.lemur.component.SpringGridLayout;
import pp.dialog.Dialog;
import pp.monopoly.client.gui.CreateGameMenu;
import pp.monopoly.client.gui.SettingsMenu;
/**
* Constructs the startup menu dialog for the Monopoly application.
import pp.monopoly.client.gui.GameMenu;
import pp.dialog.DialogManager;
import java.util.prefs.Preferences;
import static pp.monopoly.Resources.lookup;
import static pp.util.PreferencesUtils.getPreferences;
*/
public class StartMenu extends Dialog {
private static final Preferences PREFERENCES = getPreferences(StartMenu.class);
private final MonopolyApp app;
// Buttons for the menu
private final Button playButton = new Button(lookup("button.play"));
private final Button quitButton = new Button(lookup("menu.quit"));
private final Button settingsButton = new Button("Einstellungen", new ElementId("menu-button"));
private Container logoContainer;
private Container unibwLogoContainer;
/**
* Constructs the StartMenu dialog for the Monopoly application.
* Constructs the Startup Menu dialog for the Monopoly application.
*
* @param app the MonopolyApp instance
*/
public StartMenu(MonopolyApp app) {
super(app.getDialogManager());
this.app = app;
}
// Load and display the background image
TextureKey backgroundKey = new TextureKey("unibw-bib", false);
Texture backgroundTexture = app.getAssetManager().loadTexture(backgroundKey);
/**
* Creates and displays the Start Menu with buttons for starting the game,
* opening settings, and quitting the application.
*/
public static void createStartMenu(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Set up the background image
Texture backgroundImage = app.getAssetManager().loadTexture("Pictures/unibw-Bib2.png");
Quad quad = new Quad(screenWidth, screenHeight);
Geometry background = new Geometry("Background", quad);
Material backgroundMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
backgroundMaterial.setTexture("ColorMap", backgroundTexture);
// Create a large Quad for the background
Quad backgroundQuad = new Quad(16, 9); // Adjust size as necessary to fill the screen
Geometry background = new Geometry("Background", backgroundQuad);
backgroundMaterial.setTexture("ColorMap", backgroundImage);
background.setMaterial(backgroundMaterial);
background.setLocalTranslation(new Vector3f(-8, -4.5f, -1)); // Position it behind the UI components
// Attach the background as the first element
background.setLocalTranslation(0, 0, -1); // Ensure it is behind other GUI elements
app.getGuiNode().attachChild(background);
// Load and display the Monopoly logo
TextureKey monopolyLogoKey = new TextureKey("log-Monopoly", false);
Texture monopolyLogoTexture = app.getAssetManager().loadTexture(monopolyLogoKey);
Material monopolyLogoMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
monopolyLogoMaterial.setTexture("ColorMap", monopolyLogoTexture);
createMonopolyLogo(app);
createUnibwLogo(app);
Quad monopolyQuad = new Quad(5, 1.5f); // Adjust dimensions as necessary
Geometry monopolyLogo = new Geometry("MonopolyLogo", monopolyQuad);
monopolyLogo.setMaterial(monopolyLogoMaterial);
monopolyLogo.setLocalTranslation(new Vector3f(0, 5, 0)); // Position Monopoly logo at the top
// Center container for title and play button
Container centerMenu = new Container(new SpringGridLayout(Axis.Y, Axis.X));
Panel monopolyLogoPanel = new Panel();
addChild(monopolyLogoPanel);
Button startButton = new Button("Spielen");
startButton.setPreferredSize(new Vector3f(190, 60, 0)); // Increase button size (width, height)
startButton.setFontSize(40); // Set the font size for the button text
startButton.setTextHAlignment(HAlignment.Center); // Center the text horizontally
// Load and display the university logo
TextureKey universityLogoKey = new TextureKey("unibw-logo.png", false);
Texture universityLogoTexture = app.getAssetManager().loadTexture(universityLogoKey);
Material universityLogoMaterial = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
universityLogoMaterial.setTexture("ColorMap", universityLogoTexture);
startButton.addClickCommands(source -> startGame(app));
centerMenu.addChild(startButton);
Quad universityQuad = new Quad(4, 1); // Adjust dimensions to fit below Monopoly logo
Geometry universityLogo = new Geometry("UniversityLogo", universityQuad);
universityLogo.setMaterial(universityLogoMaterial);
universityLogo.setLocalTranslation(new Vector3f(0, 3, 0)); // Position below the Monopoly logo
// Position the center container in the middle of the screen
centerMenu.setLocalTranslation(new Vector3f(screenWidth / 2f - centerMenu.getPreferredSize().x / 2f,
screenHeight / 2f - 280 + centerMenu.getPreferredSize().y / 2f,
0));
app.getGuiNode().attachChild(centerMenu);
Panel universityLogoPanel = new Panel();
addChild(universityLogoPanel);
// Lower-left container for "Spiel beenden" button
Container lowerLeftMenu = new Container();
lowerLeftMenu.setLocalTranslation(new Vector3f(100, 90, 0));
Button quitButton = new Button("Spiel beenden");
quitButton.setPreferredSize(new Vector3f(130, 40, 0)); // Increase button size slightly (width, height)
quitButton.setFontSize(18);
quitButton.addClickCommands(source -> quitGame());
lowerLeftMenu.addChild(quitButton);
app.getGuiNode().attachChild(lowerLeftMenu);
// Button actions
playButton.addClickCommands(source -> startGame());
quitButton.addClickCommands(source -> app.closeApp());
settingsButton.addClickCommands(source -> openSettings());
addChild(monopolyLogoPanel);
addChild(universityLogoPanel);
addChild(playButton);
addChild(quitButton);
addChild(settingsButton);
// Lower-right container for "Einstellungen" button
Container lowerRightMenu = new Container();
lowerRightMenu.setLocalTranslation(new Vector3f(screenWidth - 200, 90, 0));
Button settingsButton = new Button("Einstellungen");
settingsButton.setPreferredSize(new Vector3f(130, 40, 0)); // Increase button size slightly (width, height)
settingsButton.setFontSize(18); // Increase the font size for the text
settingsButton.addClickCommands(source -> openSettings(app));
lowerRightMenu.addChild(settingsButton);
app.getGuiNode().attachChild(lowerRightMenu);
}
private void startGame() {
System.out.println("Starting game...");
/**
* Creates and positions the Monopoly logo container in the center of the screen.
*/
private static void createMonopolyLogo(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Load the Monopoly logo as a texture
Texture logoTexture = app.getAssetManager().loadTexture("Pictures/logo-monopoly.png");
// Create a container for the logo
Container logoContainer = new Container();
QuadBackgroundComponent logoBackground = new QuadBackgroundComponent(logoTexture);
logoContainer.setBackground(logoBackground);
// Set the size of the container to fit the logo
float logoWidth = 512; // Adjust these values based on the logo dimensions
float logoHeight = 128; // Adjust these values based on the logo dimensions
logoContainer.setPreferredSize(new Vector3f(logoWidth, logoHeight, 0));
// Position the container at the center of the screen
logoContainer.setLocalTranslation(new Vector3f(
screenWidth / 2f - logoWidth / 2f,
screenHeight / 2f + 200, // Adjust this value for vertical position
0
));
// Attach the container to the GUI node
app.getGuiNode().attachChild(logoContainer);
}
private void openSettings() {
app.getDialogManager().close(this);
app.getDialogManager().open(new GameMenu(app));
/**
* Creates and positions the Unibw logo container in the center of the screen.
*/
private static void createUnibwLogo(MonopolyApp app) {
int screenWidth = app.getContext().getSettings().getWidth();
int screenHeight = app.getContext().getSettings().getHeight();
// Load the Unibw logo as a texture
Texture unibwTexture = app.getAssetManager().loadTexture("Pictures/logo-unibw.png");
// Create a container for the Unibw logo
Container unibwContainer = new Container();
QuadBackgroundComponent unibwBackground = new QuadBackgroundComponent(unibwTexture);
unibwContainer.setBackground(unibwBackground);
// Set the size of the container to fit the Unibw logo
float unibwWidth = 512; // Adjust these values based on the logo dimensions
float unibwHeight = 128; // Adjust these values based on the logo dimensions
unibwContainer.setPreferredSize(new Vector3f(unibwWidth, unibwHeight, 0));
// Position the container slightly below the Monopoly logo
unibwContainer.setLocalTranslation(new Vector3f(
screenWidth / 2f - unibwWidth / 2f,
screenHeight / 2f + 100, // Adjust this value for vertical position
0
));
// Attach the container to the GUI node
app.getGuiNode().attachChild(unibwContainer);
}
@Override
public void update() {
/**
* Starts the game by transitioning to the CreateGameMenu.
*/
private static void startGame(MonopolyApp app) {
app.getGuiNode().detachAllChildren();
new CreateGameMenu(app);
}
@Override
public void escape() {
close();
/**
* Opens the settings menu.
*/
private static void openSettings(MonopolyApp app) {
app.getGuiNode().detachAllChildren();
new SettingsMenu(app);
}
}
/**
* Quits the game application.
*/
private static void quitGame() {
System.exit(0);
}
}

View File

@@ -1,16 +1,10 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client.gui;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.monopoly.model.Item;
import pp.monopoly.model.Board;
import pp.monopoly.model.Item;
import pp.monopoly.model.Visitor;
import pp.monopoly.notification.GameEventListener;
import pp.monopoly.notification.ItemAddedEvent;
@@ -21,30 +15,23 @@ import pp.view.ModelViewSynchronizer;
* Abstract base class for synchronizing the visual representation of a {@link Board} with its model state.
* This class handles the addition and removal of items from the map, ensuring that changes in the model
* are accurately reflected in the view.
* <p>
* Subclasses are responsible for providing the specific implementation of how each item in the map
* is represented visually by implementing the {@link Visitor} interface.
* </p>
*/
abstract class BoardSynchronizer extends ModelViewSynchronizer<Item> implements Visitor<Spatial>, GameEventListener {
// The map that this synchronizer is responsible for
private final Board board;
protected final Board board;
/**
* Constructs a new BoardSynchronizer.
* Initializes the synchronizer with the provided map and the root node for attaching view representations.
*
* @param map the map to be synchronized
* @param root the root node to which the view representations of the map items are attached
* @param board the game board to synchronize
* @param root the root node to which the view representations of the board items are attached
*/
protected BoardSynchronizer(Board map, Node root) {
protected BoardSynchronizer(Board board, Node root) {
super(root);
this.board = map;
this.board = board;
}
/**
* Translates a model item into its corresponding visual representation.
* The specific visual representation is determined by the concrete implementation of the {@link Visitor} interface.
*
* @param item the item from the model to be translated
* @return the visual representation of the item as a {@link Spatial}
@@ -55,35 +42,33 @@ abstract class BoardSynchronizer extends ModelViewSynchronizer<Item> implements
}
/**
* Adds the existing items from the map to the view.
* This method should be called during initialization to ensure that all current items in the map
* are visually represented.
* Adds the existing items from the board to the view during initialization.
*/
protected void addExisting() {
board.getItems().forEach(this::add);
}
/**
* Handles the event when an item is removed from the map.
* Removes the visual representation of the item from the view if it belongs to the synchronized map.
* Handles the event when an item is removed from the board.
*
* @param event the event indicating that an item has been removed from the map
* @param event the event indicating that an item has been removed from the board
*/
@Override
public void receivedEvent(ItemRemovedEvent event) {
if (board == event.map())
delete(event.item());
if (board == event.getBoard()) {
delete(event.getItem());
}
}
/**
* Handles the event when an item is added to the map.
* Adds the visual representation of the new item to the view if it belongs to the synchronized map.
* Handles the event when an item is added to the board.
*
* @param event the event indicating that an item has been added to the map
* @param event the event indicating that an item has been added to the board
*/
@Override
public void receivedEvent(ItemAddedEvent event) {
if (board == event.map())
add(event.item());
if (board == event.getBoard()) {
add(event.getItem());
}
}
}

View File

@@ -5,6 +5,7 @@ import com.jme3.math.ColorRGBA;
import com.simsilica.lemur.Button;
import com.simsilica.lemur.Label;
import com.simsilica.lemur.style.ElementId;
import pp.dialog.Dialog;
import pp.monopoly.client.MonopolyApp;

View File

@@ -1,55 +1,38 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client.gui;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial.CullHint;
import com.jme3.scene.shape.Quad;
import pp.monopoly.client.MonopolyApp;
import pp.monopoly.model.IntPoint;
import pp.monopoly.model.Board;
import pp.util.FloatPoint;
import pp.util.Position;
/**
* Represents the visual view of a {@link Board}, used to display the map structure such as the player's map, harbor,
* and opponent's map. This class handles the graphical representation of the map, including background setup, grid lines,
* and interaction between the model and the view.
* Represents the visual view of a {@link Board}, used to display the map structure and elements.
* This class handles the graphical representation of the board, including background setup and grid lines.
*/
class MapView {
private static final float FIELD_SIZE = 40f;
private static final float GRID_LINE_WIDTH = 2f;
private static final float BACKGROUND_DEPTH = -4f;
private static final float GRID_DEPTH = -1f;
private static final ColorRGBA BACKGROUND_COLOR = new ColorRGBA(0, 0.05f, 0.05f, 0.5f);
private static final ColorRGBA GRID_COLOR = ColorRGBA.Green;
// Reference to the main application and the ship map being visualized
private final MonopolyApp app;
private final Node mapNode = new Node("map"); // NON-NLS
private final Board map;
private final Node mapNode = new Node("map");
private final Board board;
private final MapViewSynchronizer synchronizer;
/**
* Constructs a new MapView for a given {@link Board} and {@link MonopolyApp}.
* Initializes the view by setting up the background and registering a synchronizer to listen to changes in the map.
*
* @param map the ship map to visualize
* @param app the main application instance
* @param board the board to visualize
* @param app the main application instance
*/
MapView(Board map, MonopolyApp app) {
this.map = map;
MapView(Board board, MonopolyApp app) {
this.board = board;
this.app = app;
this.synchronizer = new MapViewSynchronizer(this);
setupBackground();
@@ -57,65 +40,26 @@ class MapView {
}
/**
* Unregisters the {@link MapViewSynchronizer} from the listener list of the ClientGameLogic,
* stopping the view from receiving updates when the underlying {@link Board} changes.
* After calling this method, this MapView instance should no longer be used.
* Unregisters the {@link MapViewSynchronizer} from listening to board changes.
*/
void unregister() {
app.getGameLogic().removeListener(synchronizer);
}
/**
* Gets the {@link Board} associated with this view.
*
* @return the ship map
*/
public Board getMap() {
return map;
}
/**
* Gets the {@link MonopolyApp} instance associated with this view.
*
* @return the main application instance
*/
public MonopolyApp getApp() {
return app;
}
/**
* Sets up the background of the map view using a quad geometry.
* The background is configured with a semi-transparent color and placed at a specific depth.
*/
private void setupBackground() {
final Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md"); // NON-NLS
mat.setColor("Color", BACKGROUND_COLOR); // NON-NLS
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", BACKGROUND_COLOR);
mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
final Position corner = modelToView(map.getWidth(), map.getHeight());
final Geometry background = new Geometry("MapBackground", new Quad(corner.getX(), corner.getY()));
Geometry background = new Geometry("MapBackground", new Quad(board.getWidth() * FIELD_SIZE, board.getHeight() * FIELD_SIZE));
background.setMaterial(mat);
background.setLocalTranslation(0f, 0f, BACKGROUND_DEPTH);
background.setLocalTranslation(0f, 1f, BACKGROUND_DEPTH);
background.setCullHint(CullHint.Never);
mapNode.attachChild(background);
}
/**
* Adds grid lines to the map view to visually separate the fields within the map.
* The grid lines are drawn based on the dimensions of the ship map.
*/
public void addGrid() {
for (int x = 0; x <= map.getWidth(); x++) {
final Position f = modelToView(x, 0);
final Position t = modelToView(x, map.getHeight());
mapNode.attachChild(gridLine(f, t));
}
for (int y = 0; y <= map.getHeight(); y++) {
final Position f = modelToView(0, y);
final Position t = modelToView(map.getWidth(), y);
mapNode.attachChild(gridLine(f, t));
}
}
/**
* Gets the root node containing all visual elements in this map view.
*
@@ -125,67 +69,7 @@ class MapView {
return mapNode;
}
/**
* Gets the total width of the map in view coordinates.
*
* @return the width of the map in view coordinates
*/
public float getWidth() {
return FIELD_SIZE * map.getWidth();
}
/**
* Gets the total height of the map in view coordinates.
*
* @return the height of the map in view coordinates
*/
public float getHeight() {
return FIELD_SIZE * map.getHeight();
}
/**
* Converts coordinates from view coordinates to model coordinates.
*
* @param x the x-coordinate in view space
* @param y the y-coordinate in view space
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint viewToModel(float x, float y) {
return new IntPoint((int) Math.floor(x / FIELD_SIZE), (int) Math.floor(y / FIELD_SIZE));
}
/**
* Converts coordinates from model coordinates to view coordinates.
*
* @param x the x-coordinate in model space
* @param y the y-coordinate in model space
* @return the corresponding view coordinates as a {@link Position}
*/
public Position modelToView(float x, float y) {
return new FloatPoint(x * FIELD_SIZE, y * FIELD_SIZE);
}
/**
* Converts the mouse position to model coordinates.
* This method takes into account the map's transformation in the 3D scene.
*
* @param pos the 2D vector representing the mouse position in the view
* @return the corresponding model coordinates as an {@link IntPoint}
*/
public IntPoint mouseToModel(Vector2f pos) {
final Vector3f world = new Vector3f(pos.getX(), pos.getY(), 0f);
final Vector3f view = mapNode.getWorldTransform().transformInverseVector(world, null);
return viewToModel(view.getX(), view.getY());
}
/**
* Creates a visual representation of a grid line between two positions.
*
* @param p1 the start position of the grid line
* @param p2 the end position of the grid line
* @return a {@link Geometry} representing the grid line
*/
private Geometry gridLine(Position p1, Position p2) {
return app.getDraw().makeFatLine(p1, p2, GRID_DEPTH, GRID_COLOR, GRID_LINE_WIDTH);
public Board getBoard() {
return board;
}
}

View File

@@ -1,63 +1,45 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.client.gui;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import pp.util.Position;
import pp.monopoly.model.Figure;
/**
* Synchronizes the visual representation of the ship map with the game model.
* It handles the rendering of ships and shots on the map view, updating the view
* whenever changes occur in the model.
* Synchronizes the visual representation of the board with the game model.
* Handles updates for items on the board.
*/
class MapViewSynchronizer extends BoardSynchronizer {
// Constants for rendering properties
private static final float SHIP_LINE_WIDTH = 6f;
private static final float SHOT_DEPTH = -2f;
private static final float SHIP_DEPTH = 0f;
private static final float INDENT = 4f;
// Colors used for different visual elements
private static final ColorRGBA HIT_COLOR = ColorRGBA.Red;
private static final ColorRGBA MISS_COLOR = ColorRGBA.Blue;
private static final ColorRGBA SHIP_BORDER_COLOR = ColorRGBA.White;
private static final ColorRGBA PREVIEW_COLOR = ColorRGBA.Gray;
private static final ColorRGBA ERROR_COLOR = ColorRGBA.Red;
// The MapView associated with this synchronizer
private final MapView view;
/**
* Constructs a new MapViewSynchronizer for the given MapView.
* Initializes the synchronizer and adds existing elements from the model to the view.
*
* @param view the MapView to synchronize with the game model
*/
public MapViewSynchronizer(MapView view) {
super(view.getMap(), view.getNode());
super(view.getBoard(), view.getNode());
this.view = view;
addExisting();
}
/**
* Creates a line geometry representing part of the ship's border.
*
* @param x1 the starting x-coordinate of the line
* @param y1 the starting y-coordinate of the line
* @param x2 the ending x-coordinate of the line
* @param y2 the ending y-coordinate of the line
* @param color the color of the line
* @return a Geometry representing the line
* Enables the state by performing initial setup, such as adding any items to the view.
*/
private Geometry shipLine(float x1, float y1, float x2, float y2, ColorRGBA color) {
return view.getApp().getDraw().makeFatLine(x1, y1, x2, y2, SHIP_DEPTH, color, SHIP_LINE_WIDTH);
protected void enableState() {
// Platz für zusätzliche Initialisierungen
}
/**
* Disables the state by clearing the view.
*/
protected void disableState() {
view.getNode().detachAllChildren(); // Entfernt alle visuellen Elemente vom Knoten
}
public Spatial visit(Figure figure) {
return figure.accept(this);
}
}

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View File

@@ -7,4 +7,9 @@ description = 'Monopoly common model'
dependencies {
api project(":common")
api libs.jme3.networking
}
testImplementation libs.mockito.core
testImplementation project(":monopoly:client")
testImplementation project(":monopoly:model")
testImplementation project(":monopoly:server")
}

View File

@@ -7,13 +7,10 @@
package pp.monopoly;
import pp.util.config.Config;
import java.util.Map;
import java.util.TreeMap;
import static java.lang.Math.max;
import pp.util.config.Config;
/**
* Provides access to the configuration settings for the Monopoly game.
* <p>
@@ -31,7 +28,7 @@ public class MonopolyConfig extends Config {
* The default port number for the Monopoly server.
*/
@Property("port")
private int port = 1234;
private int port = 42069;
/**
* The width of the game map in terms of grid units.

View File

@@ -7,6 +7,13 @@
package pp.monopoly.game.client;
import java.io.File;
import java.io.IOException;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List;
import pp.monopoly.message.client.ClientMessage;
import pp.monopoly.message.server.BuyPropertyResponse;
import pp.monopoly.message.server.DiceResult;
@@ -19,10 +26,9 @@ import pp.monopoly.message.server.ServerInterpreter;
import pp.monopoly.message.server.TimeOutWarning;
import pp.monopoly.message.server.TradeReply;
import pp.monopoly.message.server.TradeRequest;
import pp.monopoly.message.server.UpdatePlayerAssets;
import pp.monopoly.message.server.ViewAssetsResponse;
import pp.monopoly.model.IntPoint;
import pp.monopoly.model.Board;
import pp.monopoly.model.IntPoint;
import pp.monopoly.notification.ClientStateEvent;
import pp.monopoly.notification.GameEvent;
import pp.monopoly.notification.GameEventBroker;
@@ -38,8 +44,6 @@ import java.lang.System.Logger.Level;
import java.util.ArrayList;
import java.util.List;
import static java.lang.Math.max;
/**
* Controls the client-side game logic for Monopoly.
* Manages the player's placement, interactions with the map, and response to server messages.
@@ -48,9 +52,8 @@ public class ClientGameLogic implements ServerInterpreter, GameEventBroker {
static final Logger LOGGER = System.getLogger(ClientGameLogic.class.getName());
private final ClientSender clientSender;
private final List<GameEventListener> listeners = new ArrayList<>();
private Board ownMap;
private Board harbor;
private Board opponentMap;
private Board board;
private ClientState state = new ClientState(this) {
};
@@ -88,8 +91,8 @@ public class ClientGameLogic implements ServerInterpreter, GameEventBroker {
*
* @return the player's own map
*/
public Board getMap() {
return ownMap;
public Board getBoard() {
return board;
}
/**
@@ -185,73 +188,73 @@ public class ClientGameLogic implements ServerInterpreter, GameEventBroker {
@Override
public void received(BuyPropertyResponse msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
if (msg.isSuccessful()) {
setInfoText("You successfully bought " + msg.getPropertyName() + "!");
playSound(Sound.MONEY_LOST);
} else {
setInfoText("Unable to buy " + msg.getPropertyName() + ". Reason: " + msg.getReason());
}
}
@Override
public void received(DiceResult msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("You rolled a " + msg.calcTotal() + "!");
playSound(Sound.DICE_ROLL);
}
@Override
public void received(EventDrawCard msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("Event card drawn: " + msg.getCardDescription());
playSound(Sound.EVENT_CARD);
}
@Override
public void received(GameOver msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
if (msg.isWinner()) {
setInfoText("Congratulations! You have won the game!");
playSound(Sound.WINNER);
} else {
setInfoText("Game over. Better luck next time!");
playSound(Sound.LOSER);
}
}
@Override
public void received(GameStart msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("The game has started! Good luck!");
}
@Override
public void received(JailEvent msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
if (msg.isGoingToJail()) {
setInfoText("You are sent to jail!");
playSound(Sound.GULAG);
} else {
setInfoText("You are out of jail!");
}
}
@Override
public void received(PlayerStatusUpdate msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("Player " + msg.getPlayerName() + " status updated: " + msg.getStatus());
}
@Override
public void received(TimeOutWarning msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("Warning! Time is running out. You have " + msg.getRemainingTime() + " seconds left.");
}
@Override
public void received(UpdatePlayerAssets msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
}
@Override
public void received(ViewAssetsResponse msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
setInfoText("Your current assets are being displayed.");
}
@Override
public void received(TradeReply msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
}
@Override
public void received(TradeRequest msg) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'received'");
}
}

View File

@@ -7,13 +7,9 @@
package pp.monopoly.game.client;
import pp.monopoly.MonopolyConfig;
import pp.monopoly.model.IntPoint;
import java.io.File;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import pp.monopoly.MonopolyConfig;
/**
* Class providing access to the Monopoly client configuration.

View File

@@ -307,7 +307,7 @@ public class Player implements FieldVisitor<Void>{
return count;
}
/**
/**
* Inner class for dice functionality in the game.
* Rolls random dice values.
*/
@@ -438,7 +438,7 @@ public class Player implements FieldVisitor<Void>{
getOutOfJailCard--;
state = new ActiveState();
}
}
private class BankruptState implements PlayerState {
@@ -460,7 +460,7 @@ public class Player implements FieldVisitor<Void>{
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'useJailCard'");
}
}
private class WaitForTurnState implements PlayerState {
@@ -482,6 +482,6 @@ public class Player implements FieldVisitor<Void>{
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'useJailCard'");
}
}
}

View File

@@ -109,8 +109,10 @@ public class PlayerHandler {
* @return the next players who is active
*/
Player nextPlayer() {
players.addLast(players.removeFirst());
return players.getFirst();
Player tmp = players.get(0);
players.remove(0);
players.add(tmp);
return players.get(0);
}
/**

View File

@@ -12,6 +12,10 @@ import pp.monopoly.model.fields.PropertyField;
import java.lang.System.Logger;
import java.lang.System.Logger.Level;
import pp.monopoly.MonopolyConfig;
import pp.monopoly.message.client.ClientInterpreter;
import pp.monopoly.message.server.ServerMessage;
/**
* Controls the server-side game logic for Monopoly.
* Manages game states, player interactions, and message handling.
@@ -95,6 +99,31 @@ public class ServerGameLogic implements ClientInterpreter {
return player;
}
/**
* Adds a new player to the game if the game is in the LOBBY state and the maximum
* player limit has not been reached.
*
* @param id the id of the player to add to the game
* @return the added Player, or null if the player could not be added
*/
public Player addPlayer(int id) {
Player player = new Player(id, playerHandler);
if (state != ServerState.LOBBY) {
LOGGER.log(Level.WARNING, "Cannot add player; game is not in LOBBY state.");
return null;
}
if (playerHandler.getPlayerCount() >= MAX_PLAYERS) {
LOGGER.log(Level.WARNING, "Cannot add player; maximum player limit reached.");
return null;
}
playerHandler.addPlayer(player);
LOGGER.log(Level.DEBUG, "Player added: {0}", player.getId());
return player;
}
/**
* Handles a BuyPropertyRequest from a player, allowing the player to purchase a property
* if it is unowned and they have sufficient funds.
@@ -223,4 +252,8 @@ public class ServerGameLogic implements ClientInterpreter {
public BoardManager getBoardManager() {
return boardManager;
}
public Player getPlayerById(int id) {
return playerHandler.getPlayerById(id);
}
}

View File

@@ -1,11 +1,34 @@
package pp.monopoly.message.server;
/**
* Represents the server's response to a player's request to buy a property.
*/
public class BuyPropertyResponse extends ServerMessage{
private final boolean successful;
private final String propertyName;
private final String reason; // Reason for failure, if any
public BuyPropertyResponse(boolean successful, String propertyName, String reason) {
this.successful = successful;
this.propertyName = propertyName;
this.reason = reason;
}
public boolean isSuccessful() {
return successful;
}
public String getPropertyName() {
return propertyName;
}
public String getReason() {
return reason;
}
@Override
public void accept(ServerInterpreter interpreter) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'accept'");
interpreter.received(this);
}
@Override
@@ -13,5 +36,4 @@ public class BuyPropertyResponse extends ServerMessage{
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -1,6 +1,11 @@
package pp.monopoly.message.server;
public class EventDrawCard extends ServerMessage{
private final String cardDescription;
public EventDrawCard(String cardDescription) {
this.cardDescription = cardDescription;
}
@Override
public void accept(ServerInterpreter interpreter) {
@@ -13,4 +18,8 @@ public class EventDrawCard extends ServerMessage{
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
public String getCardDescription() {
return cardDescription;
}
}

View File

@@ -1,6 +1,15 @@
package pp.monopoly.message.server;
public class GameOver extends ServerMessage{
private final boolean isWinner;
public GameOver(boolean isWinner) {
this.isWinner = isWinner;
}
public boolean isWinner() {
return isWinner;
}
@Override
public void accept(ServerInterpreter interpreter) {

View File

@@ -2,6 +2,16 @@ package pp.monopoly.message.server;
public class JailEvent extends ServerMessage{
private final boolean goingToJail;
public JailEvent(boolean goingToJail) {
this.goingToJail = goingToJail;
}
public boolean isGoingToJail() {
return goingToJail;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);

View File

@@ -1,7 +1,31 @@
package pp.monopoly.message.server;
import pp.monopoly.game.server.PlayerColor;
public class PlayerStatusUpdate extends ServerMessage{
private final String playerName;
private final String status;
private final PlayerColor color;
public PlayerStatusUpdate(String playerName, String status, PlayerColor color) {
this.playerName = playerName;
this.status = status;
this.color = color;
}
public String getPlayerName() {
return playerName;
}
public String getStatus() {
return status;
}
public PlayerColor getColor() {
return color;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);

View File

@@ -69,13 +69,6 @@ public interface ServerInterpreter {
*/
void received(TimeOutWarning msg);
/**
* Handles a UpdatePlayerAssets message received from the server.
*
* @param msg the UpdatePlayerAssets message received
*/
void received(UpdatePlayerAssets msg);
/**
* Handles a ViewAssetsResponse message received from the server.
*

View File

@@ -2,6 +2,16 @@ package pp.monopoly.message.server;
public class TimeOutWarning extends ServerMessage{
private final int remainingTime;
public TimeOutWarning(int remainingTime) {
this.remainingTime = remainingTime;
}
public int getRemainingTime() {
return remainingTime;
}
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);

View File

@@ -1,16 +0,0 @@
package pp.monopoly.message.server;
public class UpdatePlayerAssets extends ServerMessage{
@Override
public void accept(ServerInterpreter interpreter) {
interpreter.received(this);
}
@Override
public String getInfoTextKey() {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'getInfoTextKey'");
}
}

View File

@@ -8,9 +8,9 @@ import pp.monopoly.model.fields.PropertyField;
*/
public class ViewAssetsResponse extends ServerMessage{
private List<PropertyField> properties;
private int accountBalance;
private int jailCards;
private final List<PropertyField> properties;
private final int accountBalance;
private final int jailCards;
/**
* Constructs a ViewAssetsResponse with the specified properties and account balance.

View File

@@ -7,15 +7,16 @@
package pp.monopoly.model;
import pp.monopoly.notification.GameEvent;
import pp.monopoly.notification.GameEventBroker;
import pp.monopoly.notification.ItemAddedEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.stream.Stream;
import pp.monopoly.notification.GameEvent;
import pp.monopoly.notification.GameEventBroker;
import pp.monopoly.notification.ItemAddedEvent;
import pp.monopoly.notification.ItemRemovedEvent;
/**
* Represents a rectangular map that holds figures and registers houses, hotels
* It also supports event notification for game state changes such as item addition or removal.
@@ -56,6 +57,7 @@ public class Board {
this.width = width;
this.height = height;
this.eventBroker = eventBroker;
addItem(new Figure(5, 5, 5, Rotation.LEFT));
}
/**
@@ -65,7 +67,7 @@ public class Board {
*/
private void addItem(Item item) {
items.add(item);
notifyListeners(new ItemAddedEvent(item, this));
notifyListeners((GameEvent) new ItemAddedEvent(item, null));
}
/**
@@ -75,7 +77,7 @@ public class Board {
*/
public void remove(Item item) {
items.remove(item);
notifyListeners(new ItemAddedEvent(item, this));
notifyListeners((GameEvent) new ItemRemovedEvent(item, null)); // Falls es ein entsprechendes ItemRemovedEvent gibt
}
/**

View File

@@ -1,17 +1,309 @@
package pp.monopoly.model;
public class Figure implements Item{
import java.util.Collections;
import java.util.HashSet;
import java.util.Set;
@Override
public <T> T accept(Visitor<T> visitor) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'accept'");
import static java.lang.Math.max;
import static java.lang.Math.min;
public class Figure implements Item{
/**
* Enumeration representing the different statuses a Figure can have during the game.
*/
public enum Status {
/**
* The ship is in its normal state, not being previewed for placement.
*/
NORMAL,
/**
* The ship is being previewed in a valid position for placement.
*/
VALID_PREVIEW,
/**
* The ship is being previewed in an invalid position for placement.
*/
INVALID_PREVIEW
}
private final int length; // The length of the Figure
private int x; // The x-coordinate of the Figure's position
private int y; // The y-coordinate of the Figure's position
private Rotation rot; // The rotation of the Figure
private Status status; // The current status of the Figure
private final Set<IntPoint> damaged = new HashSet<>(); // The set of positions that have been hit on this ship
/**
* Default constructor for serialization. Initializes a Figure with length 0,
* at position (0, 0), with a default rotation of RIGHT.
*/
private Figure() {
this(0, 0, 0, Rotation.RIGHT);
}
/**
* Constructs a new Figure with the specified length, position, and rotation.
*
* @param length the length of the Figure
* @param x the x-coordinate of the Figure's initial position
* @param y the y-coordinate of the Figure's initial position
* @param rot the rotation of the Figure
*/
public Figure(int length, int x, int y, Rotation rot) {
this.x = x;
this.y = y;
this.rot = rot;
this.length = length;
this.status = Status.NORMAL;
}
/**
* Returns the current x-coordinate of the Figure's position.
*
* @return the x-coordinate of the Figure
*/
public int getX() {
return x;
}
/**
* Returns the current y-coordinate of the Figure's position.
*
* @return the y-coordinate of the Figure
*/
public int getY() {
return y;
}
/**
* Moves the Figure to the specified coordinates.
*
* @param x the new x-coordinate of the Figure's position
* @param y the new y-coordinate of the Figure's position
*/
public void moveTo(int x, int y) {
this.x = x;
this.y = y;
}
/**
* Moves the Figure to the specified position.
*
* @param pos the new position of the Figure
*/
public void moveTo(IntPosition pos) {
moveTo(pos.getX(), pos.getY());
}
/**
* Returns the current status of the Figure.
*
* @return the status of the Figure
*/
public Status getStatus() {
return status;
}
/**
* Sets the status of the Figure.
*
* @param status the new status to be set for the Figure
*/
public void setStatus(Status status) {
this.status = status;
}
/**
* Returns the length of the Figure.
*
* @return the length of the Figure
*/
public int getLength() {
return length;
}
/**
* Returns the minimum x-coordinate that the Figure occupies based on its current position and rotation.
*
* @return the minimum x-coordinate of the Figure
*/
public int getMinX() {
return x + min(0, (length - 1) * rot.dx());
}
/**
* Returns the maximum x-coordinate that the Figure occupies based on its current position and rotation.
*
* @return the maximum x-coordinate of the Figure
*/
public int getMaxX() {
return x + max(0, (length - 1) * rot.dx());
}
/**
* Returns the minimum y-coordinate that the Figure occupies based on its current position and rotation.
*
* @return the minimum y-coordinate of the Figure
*/
public int getMinY() {
return y + min(0, (length - 1) * rot.dy());
}
/**
* Returns the maximum y-coordinate that the Figure occupies based on its current position and rotation.
*
* @return the maximum y-coordinate of the Figure
*/
public int getMaxY() {
return y + max(0, (length - 1) * rot.dy());
}
/**
* Returns the current rotation of the Figure.
*
* @return the rotation of the Figure
*/
public Rotation getRot() {
return rot;
}
/**
* Sets the rotation of the Figure.
*
* @param rot the new rotation to be set for the Figure
*/
public void setRotation(Rotation rot) {
this.rot = rot;
}
/**
* Rotates the Figure by 90 degrees clockwise.
*/
public void rotated() {
setRotation(rot.rotate());
}
/**
* Attempts to hit the Figure at the specified position.
* If the position is part of the Figure, the hit is recorded.
*
* @param x the x-coordinate of the position to hit
* @param y the y-coordinate of the position to hit
* @return true if the position is part of the Figure, false otherwise
* @see #contains(int, int)
*/
public boolean hit(int x, int y) {
if (!contains(x, y))
return false;
damaged.add(new IntPoint(x, y));
return true;
}
/**
* Attempts to hit the Figure at the specified position.
* If the position is part of the Figure, the hit is recorded.
* This is a convenience method for {@linkplain #hit(int, int)}.
*
* @param position the position to hit
* @return true if the position is part of the Figure, false otherwise
*/
public boolean hit(IntPosition position) {
return hit(position.getX(), position.getY());
}
/**
* Returns the positions of this Figure that have been hit.
*
* @return a set of positions that have been hit
* @see #hit(int, int)
*/
public Set<IntPoint> getDamaged() {
return Collections.unmodifiableSet(damaged);
}
/**
* Checks whether the specified position is covered by the Figure. This method does
* not record a hit, only checks coverage.
* This is a convenience method for {@linkplain #contains(int, int)}.
*
* @param pos the position to check
* @return true if the position is covered by the Figure, false otherwise
*/
public boolean contains(IntPosition pos) {
return contains(pos.getX(), pos.getY());
}
/**
* Checks whether the specified position is covered by the Figure. This method does
* not record a hit, only checks coverage.
*
* @param x the x-coordinate of the position to check
* @param y the y-coordinate of the position to check
* @return true if the position is covered by the Figure, false otherwise
*/
public boolean contains(int x, int y) {
return getMinX() <= x && x <= getMaxX() &&
getMinY() <= y && y <= getMaxY();
}
/**
* Determines if the Figure has been completely destroyed. A Figure is considered
* destroyed if all of its positions have been hit.
*
* @return true if the Figure is destroyed, false otherwise
* @see #hit(int, int)
*/
public boolean isDestroyed() {
return damaged.size() == length;
}
/**
* Checks whether this Figure collides with another Figure. Two Figures collide
* if any of their occupied positions overlap.
*
* @param other the other Figure to check collision with
* @return true if the Figures collide, false otherwise
*/
public boolean collidesWith(Figure other) {
return other.getMaxX() >= getMinX() && getMaxX() >= other.getMinX() &&
other.getMaxY() >= getMinY() && getMaxY() >= other.getMinY();
}
/**
* Returns a string representation of the Figure, including its length, position,
* and rotation.
*
* @return a string representation of the Figure
*/
@Override
public String toString() {
return "Ship{length=" + length + ", x=" + x + ", y=" + y + ", rot=" + rot + '}'; //NON-NLS
}
/**
* Accepts a visitor that returns a value of type {@code T}. This method is part of the
* Visitor design pattern.
*
* @param visitor the visitor to accept
* @param <T> the type of the value returned by the visitor
* @return the value returned by the visitor
*/
@Override
public <T> T accept(Visitor<T> visitor) {
return visitor.visit(this);
}
/**
* Accepts a visitor that does not return a value. This method is part of the
* Visitor design pattern.
*
* @param visitor the visitor to accept
*/
@Override
public void accept(VoidVisitor visitor) {
// TODO Auto-generated method stub
throw new UnsupportedOperationException("Unimplemented method 'accept'");
visitor.visit(this);
}
}

View File

@@ -7,10 +7,10 @@
package pp.monopoly.model;
import com.jme3.network.serializing.Serializable;
import java.util.Objects;
import com.jme3.network.serializing.Serializable;
/**
* Represents a point in the two-dimensional plane with integer coordinates.
*/

View File

@@ -14,4 +14,12 @@ package pp.monopoly.model;
*/
public interface Visitor<T> {
/**
* Visits a Figure element.
*
* @param figure the figure element to visit
* @return the result of visiting the figure element
*/
T visit(Figure figure);
}

View File

@@ -12,5 +12,11 @@ package pp.monopoly.model;
* without returning any result.
*/
public interface VoidVisitor {
/**
* Visits a Figure element.
*
* @param figure the Figure element to visit
*/
void visit(Figure figure);
}

View File

@@ -13,7 +13,7 @@ public class Card {
visitor.visit(this);
}
String getDescription() {
public String getDescription() {
return description;
}

View File

@@ -25,46 +25,46 @@ public class BoardManager {
private static List<Field> createBoard() {
ArrayList<Field> fields = new ArrayList<>();
fields.addLast(new GoField());
fields.addLast(new BuildingProperty("Gym", 1, 600, 20));
fields.addLast(new EventField("Hausfeier", 2));
fields.addLast(new BuildingProperty("Sportplatz", 3, 600, 40));
fields.addLast(new FineField("Diszi", 4, 2000));
fields.addLast(new GateField("Südtor", 5));
fields.addLast(new BuildingProperty("Studium+", 6, 1000, 60));
fields.addLast(new EventField("Üvas", 7));
fields.addLast(new BuildingProperty("PhysikHörsaal", 8, 1000, 60));
fields.addLast(new BuildingProperty("Audimax", 9, 1200, 80));
fields.addLast(new GulagField());
fields.addLast(new BuildingProperty("99er", 11, 1400, 100));
fields.addLast(new FoodField("Brandl", 12));
fields.addLast(new BuildingProperty("12er", 13, 1400, 100));
fields.addLast(new BuildingProperty("23er", 14, 1600, 120));
fields.addLast(new GateField("HauptWache", 15));
fields.addLast(new BuildingProperty("Schwimmhalle", 16, 1800, 140));
fields.addLast(new BuildingProperty("CISM-Bahn", 17, 1800, 140));
fields.addLast(new EventField("Marine-Welcome-Party", 18));
fields.addLast(new BuildingProperty("Kletterturm", 19, 2000, 160));
fields.addLast(new TestStreckeField());
fields.addLast(new BuildingProperty("StudFBer C", 21, 2200, 180));
fields.addLast(new EventField("Üvas", 22));
fields.addLast(new BuildingProperty("StudFBer B", 23, 2200, 180));
fields.addLast(new BuildingProperty("StudFBer A", 24, 2400, 200));
fields.addLast(new GateField("Nordtor", 25));
fields.addLast(new BuildingProperty("Cascada", 26, 2600, 220));
fields.addLast(new BuildingProperty("Fakultätsgebäude", 27, 2600, 220));
fields.addLast(new FoodField("Truppenküche", 28));
fields.addLast(new BuildingProperty("Prüfungsamt", 29, 2800, 240));
fields.addLast(new WacheField());
fields.addLast(new BuildingProperty("Feuerwehr", 31, 3000, 260));
fields.addLast(new BuildingProperty("SanZ", 32, 300, 260));
fields.addLast(new EventField("Maibock", 33));
fields.addLast(new BuildingProperty("Rechenzentrum", 34, 3200, 280));
fields.addLast(new GateField("Osttor", 35));
fields.addLast(new EventField("Üvas", 36));
fields.addLast(new BuildingProperty("2er", 37, 3500, 350));
fields.addLast(new FineField("EZM", 38, 1000));
fields.addLast(new BuildingProperty("20er", 39, 4000, 500));
fields.add(new GoField());
fields.add(new BuildingProperty("Gym", 1, 600, 20));
fields.add(new EventField("Hausfeier", 2));
fields.add(new BuildingProperty("Sportplatz", 3, 600, 40));
fields.add(new FineField("Diszi", 4, 2000));
fields.add(new GateField("Südtor", 5));
fields.add(new BuildingProperty("Studium+", 6, 1000, 60));
fields.add(new EventField("Üvas", 7));
fields.add(new BuildingProperty("PhysikHörsaal", 8, 1000, 60));
fields.add(new BuildingProperty("Audimax", 9, 1200, 80));
fields.add(new GulagField());
fields.add(new BuildingProperty("99er", 11, 1400, 100));
fields.add(new FoodField("Brandl", 12));
fields.add(new BuildingProperty("12er", 13, 1400, 100));
fields.add(new BuildingProperty("23er", 14, 1600, 120));
fields.add(new GateField("HauptWache", 15));
fields.add(new BuildingProperty("Schwimmhalle", 16, 1800, 140));
fields.add(new BuildingProperty("CISM-Bahn", 17, 1800, 140));
fields.add(new EventField("Marine-Welcome-Party", 18));
fields.add(new BuildingProperty("Kletterturm", 19, 2000, 160));
fields.add(new TestStreckeField());
fields.add(new BuildingProperty("StudFBer C", 21, 2200, 180));
fields.add(new EventField("Üvas", 22));
fields.add(new BuildingProperty("StudFBer B", 23, 2200, 180));
fields.add(new BuildingProperty("StudFBer A", 24, 2400, 200));
fields.add(new GateField("Nordtor", 25));
fields.add(new BuildingProperty("Cascada", 26, 2600, 220));
fields.add(new BuildingProperty("Fakultätsgebäude", 27, 2600, 220));
fields.add(new FoodField("Truppenküche", 28));
fields.add(new BuildingProperty("Prüfungsamt", 29, 2800, 240));
fields.add(new WacheField());
fields.add(new BuildingProperty("Feuerwehr", 31, 3000, 260));
fields.add(new BuildingProperty("SanZ", 32, 300, 260));
fields.add(new EventField("Maibock", 33));
fields.add(new BuildingProperty("Rechenzentrum", 34, 3200, 280));
fields.add(new GateField("Osttor", 35));
fields.add(new EventField("Üvas", 36));
fields.add(new BuildingProperty("2er", 37, 3500, 350));
fields.add(new FineField("EZM", 38, 1000));
fields.add(new BuildingProperty("20er", 39, 4000, 500));
return fields;
}

View File

@@ -1,29 +1,41 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.notification;
import pp.monopoly.model.Item;
import pp.monopoly.model.Board;
import pp.monopoly.model.Item;
/**
* Event when an item is added to a map.
*
* @param item the added item
* @param map the map that got the additional item
* Event that is triggered when an item is added to a board.
*/
public record ItemAddedEvent(Item item, Board map) implements GameEvent {
public class ItemAddedEvent {
private final Item item;
private final Board board;
/**
* Notifies the game event listener of this event.
* Constructs a new ItemAddedEvent.
*
* @param listener the game event listener
* @param item the item that was added
* @param board the board to which the item was added
*/
@Override
public void notifyListener(GameEventListener listener) {
listener.receivedEvent(this);
public ItemAddedEvent(Item item, Board board) {
this.item = item;
this.board = board;
}
/**
* Gets the item that was added.
*
* @return the added item
*/
public Item getItem() {
return item;
}
/**
* Gets the board to which the item was added.
*
* @return the board
*/
public Board getBoard() {
return board;
}
}

View File

@@ -7,22 +7,30 @@
package pp.monopoly.notification;
import pp.monopoly.model.Item;
import pp.monopoly.model.Board;
import pp.monopoly.model.Item;
/**
* Event when an item gets removed.
*
* @param item the destroyed item
*/
public record ItemRemovedEvent(Item item, Board map) implements GameEvent {
/**
* Notifies the game event listener of this event.
*
* @param listener the game event listener
*/
@Override
public void notifyListener(GameEventListener listener) {
listener.receivedEvent(this);
public class ItemRemovedEvent {
private final Item item;
private final Board board;
public ItemRemovedEvent(Item item, Board board) {
this.item = item;
this.board = board;
}
public Item getItem() {
return item;
}
public Board getBoard() {
return board;
}
}

View File

@@ -1,8 +1,61 @@
package pp.monopoly.notification;
/**
* Enumeration representing different types of sounds used in the game.
* Enum representing various sound effects in the game.
*/
public enum Sound {
/**
* UC-sound-01: Sound effect for passing the start/Los field.
*/
PASS_START,
}
/**
* UC-sound-02: Sound effect for drawing an event card.
*/
EVENT_CARD,
/**
* UC-sound-03: Sound effect for entering the Gulag.
*/
GULAG,
/**
* UC-sound-04: Sound effect for rolling the dice.
*/
DICE_ROLL,
/**
* UC-sound-05: Sound effect for collecting money.
*/
MONEY_COLLECTED,
/**
* UC-sound-06: Sound effect for losing money.
*/
MONEY_LOST,
/**
* UC-sound-07: Sound effect for accepting a trade offer.
*/
TRADE_ACCEPTED,
/**
* UC-sound-08: Sound effect for rejecting a trade offer.
*/
TRADE_REJECTED,
/**
* UC-sound-09: Sound effect for winning the game.
*/
WINNER,
/**
* UC-sound-10: Sound effect for losing the game.
*/
LOSER,
/**
* UC-sound-11: Sound effect for button click.
*/
BUTTON;
}

View File

@@ -40,3 +40,4 @@ dialog.question=Question
port.must.be.integer=Port must be an integer number
map.doesnt.fit=The map doesn't fit to this game
client.server-start=Start server
menu.settings=Open Settings

View File

@@ -1,3 +1,4 @@
/*
package pp.monopoly;
import org.junit.Test;
import static org.junit.Assert.assertNotNull;
@@ -383,3 +384,4 @@ public class Testhandbuch {
}
*/

View File

@@ -1,7 +1,239 @@
package pp.monopoly.client;
import com.jme3.scene.Spatial;
import com.jme3.scene.Node;
import org.junit.Before;
import org.junit.Test;
import static org.junit.Assert.assertNotNull;
import static org.mockito.Mockito.*;
public class ClientLogicTest {
private MonopolyApp app;
private Node guiNodeMock;
@Before
public void setUp() {
// Erstelle eine Mock-Instanz der MonopolyApp
app = spy(new MonopolyApp());
// Mock GuiNode
guiNodeMock = mock(Node.class);
doReturn(guiNodeMock).when(app).getGuiNode();
// Initialisiere die App
doNothing().when(app).simpleInitApp();
app.simpleInitApp();
}
@Test
// T001: UC-game-01 - Überprüft, ob die Anwendung erfolgreich gestartet wird und das Hauptmenü angezeigt wird
public void testStartApplication() {
// Mock des Hauptmenü-Kindes
Spatial mainMenuMock = mock(Spatial.class);
when(guiNodeMock.getChild("MainMenu")).thenReturn(mainMenuMock);
// Test, ob das Hauptmenü angezeigt wird
Spatial mainMenu = app.getGuiNode().getChild("MainMenu");
assertNotNull("Das Hauptmenü sollte sichtbar sein", mainMenu);
}
@Test
// T002: UC-game-02 - Überprüft, ob das Startmenü nach dem Start der Anwendung angezeigt wird
public void testOpenStartMenu() {
// Mock des Startmenü-Kindes
Spatial startMenuMock = mock(Spatial.class);
when(guiNodeMock.getChild("StartMenu")).thenReturn(startMenuMock);
// Test, ob das Startmenü angezeigt wird
Spatial startMenu = app.getGuiNode().getChild("StartMenu");
assertNotNull("Das Startmenü sollte sichtbar sein", startMenu);
}
@Test
// T003: UC-game-03 - Überprüft, ob der „Spiel starten“-Button das Spielerstellungsmenü öffnet
public void testNavigateToPlayOption() {
// Mock des Spielerstellungsmenü-Kindes
Spatial playMenuMock = mock(Spatial.class);
when(guiNodeMock.getChild("PlayMenu")).thenReturn(playMenuMock);
// Test, ob das Spielerstellungsmenü angezeigt wird
Spatial playMenu = app.getGuiNode().getChild("PlayMenu");
assertNotNull("Das Spielerstellungsmenü sollte sichtbar sein", playMenu);
}
@Test
// T004: UC-game-04 - Testet, ob die Anwendung geschlossen wird, wenn „Beenden“ im Hauptmenü gewählt wird
public void testExitApplicationFromMenu() {
// Simuliere den Schließen-Aufruf
doNothing().when(app).closeApp();
// Rufe die Schließen-Methode auf
app.closeApp();
// Verifiziere, dass die Methode aufgerufen wurde
verify(app, times(1)).closeApp();
}
@Test
// T005: UC-game-05 - Überprüft, ob das Einstellungen-Menü aus dem Hauptmenü aufgerufen werden kann
public void testOpenSettingsFromMenu() {
// Mock des Einstellungsmenü-Kindes
Spatial settingsMenuMock = mock(Spatial.class);
when(guiNodeMock.getChild("SettingsMenu")).thenReturn(settingsMenuMock);
// Test, ob das Einstellungsmenü angezeigt wird
Spatial settingsMenu = app.getGuiNode().getChild("SettingsMenu");
assertNotNull("Das Einstellungsmenü sollte sichtbar sein", settingsMenu);
}
@Test
// T006: UC-game-06 - Testet, ob das Spielmenü geöffnet wird, wenn der Spieler im Spiel „ESC“ drückt
public void testOpenGameMenuWithESC() {
// Simuliere den ESC-Tastendruck
doNothing().when(app).handleEscape(true);
// Rufe die ESC-Tastenmethode auf
app.handleEscape(true);
// Verifiziere, dass die Methode aufgerufen wurde
verify(app, times(1)).handleEscape(true);
}
}
/*
@Test
// T002: UC-game-02 - Überprüft, ob das Startmenü nach dem Start der Anwendung angezeigt wird
public void testOpenStartMenu() {
Spatial startMenu = app.getGuiNode().getChild("StartMenu");
assertNotNull("Das Startmenü sollte sichtbar sein", startMenu);
}
*/
/*
@Test
// T002: UC-game-02 - Überprüft, ob das Startmenü (MainMenu) angezeigt wird und die Buttons korrekt funktionieren
public void testMainMenuButtons() {
Spatial mainMenu = app.getGuiNode().getChild("MainMenu");
assertNotNull("Das Hauptmenü (MainMenu) sollte sichtbar sein", mainMenu);
Spatial playButtonSpatial = app.getGuiNode().getChild("PlayButton");
assertNotNull("Der 'Spielen'-Button sollte existieren", playButtonSpatial);
Spatial settingsButtonSpatial = app.getGuiNode().getChild("SettingsButton");
assertNotNull("Der 'Einstellungen'-Button sollte existieren", settingsButtonSpatial);
Spatial exitButtonSpatial = app.getGuiNode().getChild("ExitButton");
assertNotNull("Der 'Spiel beenden'-Button sollte existieren", exitButtonSpatial);
// Optional: Überprüfung der Funktionalität (Simulation von Button-Klicks)
if (playButtonSpatial instanceof Button) {
Button playButton = (Button) playButtonSpatial;
playButton.click();
Spatial newGameMenu = app.getGuiNode().getChild("NewGameMenu");
assertNotNull("Das Spielerstellungsmenü sollte nach dem Klicken auf 'Spielen' sichtbar sein", newGameMenu);
} else {
throw new AssertionError("'PlayButton' ist kein Button-Objekt.");
}
if (settingsButtonSpatial instanceof Button) {
Button settingsButton = (Button) settingsButtonSpatial;
settingsButton.click();
Spatial settingsMenu = app.getGuiNode().getChild("SettingsMenu");
assertNotNull("Das Einstellungsmenü sollte nach dem Klicken auf 'Einstellungen' sichtbar sein", settingsMenu);
} else {
throw new AssertionError("'SettingsButton' ist kein Button-Objekt.");
}
if (exitButtonSpatial instanceof Button) {
Button exitButton = (Button) exitButtonSpatial;
exitButton.click();
Spatial mainMenuAfterExit = app.getGuiNode().getChild("MainMenu");
assertNull("Das Hauptmenü sollte nach dem Klicken auf 'Spiel beenden' nicht mehr sichtbar sein", mainMenuAfterExit);
} else {
throw new AssertionError("'ExitButton' ist kein Button-Objekt.");
}
}
@Test
// T003: UC-game-03 - Überprüft, ob der „Spiel starten“-Button das Spielerstellungsmenü öffnet
public void testNavigateToPlayOption() {
Spatial startGameButtonSpatial = app.getGuiNode().getChild("StartGameButton");
assertNotNull("Der 'Spiel starten'-Button sollte existieren", startGameButtonSpatial);
if (startGameButtonSpatial instanceof Button) {
Button startGameButton = (Button) startGameButtonSpatial;
startGameButton.click();
Spatial newGameMenu = app.getGuiNode().getChild("NewGameMenu");
assertNotNull("Das Spielerstellungsmenü sollte sichtbar sein", newGameMenu);
} else {
throw new AssertionError("'StartGameButton' ist kein Button-Objekt.");
}
}
@Test
// T004: UC-game-04 - Testet, ob die Anwendung geschlossen wird, wenn „Beenden“ im Hauptmenü gewählt wird
public void testExitApplicationFromMenu() {
Spatial exitButtonSpatial = app.getGuiNode().getChild("ExitButton");
assertNotNull("Der 'Beenden'-Button sollte existieren", exitButtonSpatial);
if (exitButtonSpatial instanceof Button) {
Button exitButton = (Button) exitButtonSpatial;
exitButton.click();
Spatial mainMenuAfterExit = app.getGuiNode().getChild("MainMenu");
assertNull("Das Hauptmenü sollte nach dem Beenden nicht mehr sichtbar sein", mainMenuAfterExit);
} else {
throw new AssertionError("'ExitButton' ist kein Button-Objekt.");
}
}
@Test
// T005: UC-game-05 - Überprüft, ob das Einstellungen-Menü aus dem Hauptmenü aufgerufen werden kann
public void testOpenSettingsFromMenu() {
Spatial settingsButtonSpatial = app.getGuiNode().getChild("SettingsButton");
assertNotNull("Der 'Einstellungen'-Button sollte existieren", settingsButtonSpatial);
if (settingsButtonSpatial instanceof Button) {
Button settingsButton = (Button) settingsButtonSpatial;
settingsButton.click();
Spatial settingsMenu = app.getGuiNode().getChild("SettingsMenu");
assertNotNull("Das Einstellungsmenü sollte sichtbar sein", settingsMenu);
} else {
throw new AssertionError("'SettingsButton' ist kein Button-Objekt.");
}
}
@Test
// T006: UC-game-06 - Testet, ob das Spielmenü geöffnet wird, wenn der Spieler im Spiel „ESC“ drückt
public void testOpenGameMenuWithESC() {
app.escape(true); // Simuliert das Drücken der ESC-Taste
Spatial gameMenu = app.getGuiNode().getChild("GameMenu");
assertNotNull("Das Spielmenü sollte nach Drücken von ESC sichtbar sein", gameMenu);
app.escape(false); // Simuliert das Loslassen der ESC-Taste
}
@Test
// T083: UC-menu-05 - Überprüfen, ob der Spieler erfolgreich ins Spiel zurückkehren kann
public void testReturnToGame() {
Spatial returnButtonSpatial = app.getGuiNode().getChild("ReturnButton");
assertNotNull("Der 'Zurück'-Button sollte existieren", returnButtonSpatial);
if (returnButtonSpatial instanceof Button) {
Button returnButton = (Button) returnButtonSpatial;
returnButton.click();
Spatial gameScene = app.getGuiNode().getChild("GameScene");
assertNotNull("Die Spielszene sollte nach dem Klick auf 'Zurück' sichtbar sein", gameScene);
} else {
throw new AssertionError("'ReturnButton' ist kein Button-Objekt.");
}
}
}
*/

View File

@@ -1,20 +1,123 @@
////////////////////////////////////////
// Programming project code
// UniBw M, 2022, 2023, 2024
// www.unibw.de/inf2
// (c) Mark Minas (mark.minas@unibw.de)
////////////////////////////////////////
package pp.monopoly.game.client;
/*
import org.junit.Before;
import org.junit.Test;
import org.mockito.Mock;
import org.mockito.MockitoAnnotations;
import pp.monopoly.server.MonopolyServer;
import pp.monopoly.client.ClientSender;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertTrue;
import static org.mockito.Mockito.*;
/**
* Tests the client-side logic of the Monopoly game.
*/
/*
public class ClientGameLogicTest {
}
private ClientGameLogic logic;
@Mock
private MonopolyServer serverMock;
@Mock
private ClientSender clientSenderMock;
@Before
public void setUp() {
MockitoAnnotations.openMocks(this);
logic = new ClientGameLogic(clientSenderMock);
}
@Test
public void testEnterHostName() {
String hostName = "localhost";
logic.setHostName(hostName);
assertEquals("The hostname should be correctly set.", hostName, logic.getHostName());
}
@Test
public void testEnterPortNumber() {
int portNumber = 12345;
logic.setPortNumber(portNumber);
assertEquals("The port number should be correctly set.", portNumber, logic.getPortNumber());
}
@Test
public void testCancelGameCreation() {
doNothing().when(clientSenderMock).returnToMainMenu();
logic.cancelGameCreation();
verify(clientSenderMock, times(1)).returnToMainMenu();
}
@Test
public void testEnterPlayerLobby() {
doNothing().when(clientSenderMock).enterLobby();
logic.enterLobby();
verify(clientSenderMock, times(1)).enterLobby();
}
@Test
public void testEnterStartingCapital() {
int startingCapital = 1500;
logic.setStartingCapital(startingCapital);
assertEquals("The starting capital should be correctly set.", startingCapital, logic.getStartingCapital());
}
@Test
public void testIncreaseStartingCapital() {
logic.setStartingCapital(1500);
logic.increaseStartingCapital();
assertEquals("The starting capital should increase by 100.", 1600, logic.getStartingCapital());
}
@Test
public void testDecreaseStartingCapital() {
logic.setStartingCapital(1500);
logic.decreaseStartingCapital();
assertEquals("The starting capital should decrease by 100.", 1400, logic.getStartingCapital());
}
@Test
public void testDefaultPlayerName() {
logic.addPlayer("Player 1");
assertTrue("The player name should be correctly set.", logic.getPlayerNames().contains("Player 1"));
}
@Test
public void testEnterDisplayName() {
String displayName = "JohnDoe";
logic.setPlayerName(displayName);
assertEquals("The display name should be correctly set.", displayName, logic.getPlayerName());
}
@Test
public void testDuplicateNameEntry() {
logic.addPlayer("Player 1");
boolean result = logic.addPlayer("Player 1");
assertTrue("Duplicate names should not be allowed.", !result);
}
@Test
public void testSelectPlayerColor() {
logic.addPlayer("Player 1");
boolean result = logic.setPlayerColor("Player 1", "Red");
assertTrue("The player should be able to select an available color.", result);
}
}
*/

View File

@@ -2,11 +2,992 @@ package pp.monopoly.game.server;
import org.junit.Before;
import org.junit.Test;
import org.mockito.MockedStatic;
import pp.monopoly.message.server.DiceResult;
import pp.monopoly.model.card.Card;
import pp.monopoly.model.card.DeckHelper;
import pp.monopoly.model.fields.BoardManager;
import pp.monopoly.model.fields.EventField;
import pp.monopoly.model.fields.FineField;
import pp.monopoly.model.fields.GulagField;
import pp.monopoly.model.fields.PropertyField;
import pp.monopoly.model.fields.BuildingProperty;
import java.lang.reflect.Constructor;
import java.lang.reflect.Field;
import java.util.ArrayList;
import java.util.List;
import java.util.Queue;
import static junit.framework.TestCase.assertSame;
import static org.junit.Assert.assertEquals;
import static org.junit.Assert.assertFalse;
import static org.junit.Assert.assertThrows;
import static org.junit.Assert.assertTrue;
import static org.mockito.ArgumentMatchers.any;
import static org.mockito.ArgumentMatchers.anyInt;
import static org.mockito.Mockito.atLeastOnce;
import static org.mockito.Mockito.doAnswer;
import static org.mockito.Mockito.doCallRealMethod;
import static org.mockito.Mockito.doNothing;
import static org.mockito.Mockito.doReturn;
import static org.mockito.Mockito.mock;
import static org.mockito.Mockito.mockStatic;
import static org.mockito.Mockito.never;
import static org.mockito.Mockito.spy;
import static org.mockito.Mockito.times;
import static org.mockito.Mockito.verify;
import static org.mockito.Mockito.when;
public class ServerGameLogicTest {
private ServerGameLogic serverGameLogic;
private PlayerHandler playerHandler;
private Player player;
private PropertyField property;
@Before
public void setUp() {
// Initialisierung von Abhängigkeiten
serverGameLogic = new ServerGameLogic(null, null);
playerHandler = new PlayerHandler(serverGameLogic);
player = new Player(1, "TestPlayer", playerHandler);
}
/**
* T026: Überprüfen, ob der Spieler erfolgreich würfeln kann.
*/
@Test
public void testRollDice() {
// Act: Spieler würfelt
player = mock(Player.class);
when(player.rollDice()).thenReturn(new DiceResult(List.of(4, 3))); // Beispiel: Würfel zeigen 4 und 3
DiceResult diceResult = player.rollDice();
// Assert: Würfelwerte liegen im Bereich von 2 bis 12
assertTrue(diceResult.calcTotal() >= 2 && diceResult.calcTotal() <= 12);
}
/**
* T027: Überprüfen, ob der Spieler die richtige Anzahl an Feldern basierend auf dem Wurf bewegt.
*/
@Test
public void testMovePlayer() {
// Arrange: Spieler initialisieren und Position setzen
player.getFieldID(); // Startfeld
DiceResult diceResult = new DiceResult(List.of(3, 4)); // Würfel: 3 und 4
// Act: Spieler bewegen
int newFieldID = (player.getFieldID() + diceResult.calcTotal()) % 40; // Spielfeld mit 40 Feldern
player.move(newFieldID);
// Assert: Position überprüfen
assertEquals(newFieldID, player.getFieldID());
}
/**
* T028: Überprüft, ob die Würfel zufällige Zahlen generieren.
*/
@Test
public void testGenerationDice() {
// Arrange: Statistiken für Würfel
int min = Integer.MAX_VALUE;
int max = Integer.MIN_VALUE;
// Act: Simuliere mehrere Würfe
for (int i = 0; i < 1000; i++) {
DiceResult diceResult = new DiceResult(List.of(
(int) (Math.random() * 6) + 1,
(int) (Math.random() * 6) + 1
));
int total = diceResult.calcTotal();
// Erfasse den minimalen und maximalen Wert
min = Math.min(min, total);
max = Math.max(max, total);
}
// Assert: Überprüfung der Zufälligkeit (Werte zwischen 2 und 12)
assertTrue(min >= 2); // Minimaler Wurf: 1 + 1
assertTrue(max <= 12); // Maximaler Wurf: 6 + 6
}
/**
* T030: Überprüfen, ob die Summe der Würfelergebnisse korrekt berechnet wird.
*/
@Test
public void testSumDiceResults() {
// Arrange: Teste alle möglichen Würfelkombinationen
for (int dice1 = 1; dice1 <= 6; dice1++) {
for (int dice2 = 1; dice2 <= 6; dice2++) {
// Act: Simuliere die Würfelergebnisse und berechne die Summe
DiceResult diceResult = new DiceResult(List.of(dice1, dice2));
int sum = diceResult.calcTotal();
// Assert: Überprüfe die korrekte Summe
assertEquals(dice1 + dice2, sum); // Erwartetes Ergebnis: Summe der beiden Würfel
}
}
}
/**
* T031 Überprüfen, ob die Würfel nach dem Wurf ausgegraut werden
*/
@Test
public void testGrayOutDiceAfterRoll() {
//TODO
}
/**
* T032: Überprüfen, ob alle Paschs (zwei identische Augenzahlen) korrekt erkannt werden.
*/
@Test
public void testDetectDoubleForAllPossibleDoubles() {
// Act & Assert: Überprüfe für alle möglichen Paschs (1-1 bis 6-6)
for (int i = 1; i <= 6; i++) {
DiceResult diceResult = new DiceResult(List.of(i, i)); // Pasch mit zwei gleichen Zahlen
assertTrue("Pasch wurde nicht korrekt erkannt für " + i + "-" + i, diceResult.isDoublets());
}
}
/**
* T033: Überprüfen, ob ein Spieler bei einem Pasch erneut würfeln darf.
*/
@Test
public void testDoubleRoll() {
// Arrange: Mock für Player erstellen
Player mockPlayer = mock(Player.class);
// Würfel-Ergebnis simulieren
DiceResult doubleResult = new DiceResult(List.of(6, 6));
when(mockPlayer.rollDice()).thenReturn(doubleResult); // rollDice wird gemockt
// Act: Spieler würfelt
DiceResult result = mockPlayer.rollDice();
// Assert: Überprüfen, ob Pasch erkannt wird
assertTrue(result.isDoublets()); // Pasch sollte erkannt werden
verify(mockPlayer, times(1)).rollDice(); // Sicherstellen, dass rollDice genau einmal aufgerufen wurde
}
/**
* T034: Überprüfen, ob ein Spieler nach dem dritten Pasch ins Gulag kommt.
*/
@Test
public void testTripleDoubleGulag() {
// Arrange: Spieler-Mock erstellen
Player mockedPlayer = mock(Player.class);
// Drei aufeinanderfolgende Paschs simulieren
when(mockedPlayer.rollDice())
.thenReturn(new DiceResult(List.of(2, 2))) // Erster Pasch
.thenReturn(new DiceResult(List.of(5, 5))) // Zweiter Pasch
.thenReturn(new DiceResult(List.of(6, 6))); // Dritter Pasch
// Act: Spieler würfelt dreimal
boolean firstDouble = mockedPlayer.rollDice().isDoublets();
boolean secondDouble = mockedPlayer.rollDice().isDoublets();
boolean thirdDouble = mockedPlayer.rollDice().isDoublets();
// Spieler wird ins Jail bewegt, wenn drei Paschs gewürfelt wurden
if (firstDouble && secondDouble && thirdDouble) {
mockedPlayer.movePos(10); // Jail-Position im Spiel
}
// Assert: Spieler ist nach dem dritten Pasch im Jail
assertTrue(firstDouble);
assertTrue(secondDouble);
assertTrue(thirdDouble);
verify(mockedPlayer, times(1)).movePos(10); // Spieler sollte genau einmal ins Jail bewegt werden
}
/*
/**
* T035: Überprüft, ob der Spieler ein Grundstück kaufen kann.
*/
/*
@Test
public void testBuyProperty() {
// Arrange
Player player = mock(Player.class);
PropertyField propertyField = mock(PropertyField.class);
List<PropertyField> properties = new ArrayList<>(); // Liste der Immobilien
// Simuliere das Verhalten von getProperties() und add
when(player.getProperties()).thenReturn(properties);
when(propertyField.getOwner()).thenReturn(null); // Kein Besitzer
when(propertyField.getPrice()).thenReturn(200); // Preis
when(player.getAccountBalance()).thenReturn(500); // Spieler hat genug Geld
// Act
player.buyProperty(propertyField);
// Hinzufügen der Immobilie simulieren
properties.add(propertyField);
// Assert
verify(propertyField).setOwner(player); // Eigentümer setzen
verify(player).pay(200); // Betrag abziehen
assertTrue(properties.contains(propertyField)); // Überprüfen, ob die Immobilie hinzugefügt wurde
}
*/
/**
* T037: Überprüft, ob der Spieler in den Gulag geschickt wird.
*/
@Test
public void testGoToGulag() {
// Arrange
Player player = mock(Player.class);
GulagField gulagField = mock(GulagField.class);
// Spieler wird auf ein Ereignis gesetzt, das ihn ins Gefängnis schickt
when(player.getFieldID()).thenReturn(30); // Beispiel: Feld 30 = Gehe-ins-Gefängnis-Feld
// Act: Spieler wird ins Gefängnis geschickt
player.movePos(gulagField.getId());
// Assert: Überprüfe, ob der Spieler korrekt ins Gefängnis bewegt wurde
verify(player, times(1)).movePos(gulagField.getId());
verify(player, never()).earnMoney(anyInt()); // Spieler sollte kein Geld erhalten
}
/**
* T039: Überprüft, ob der Spieler nicht mehr als vier Häuser bauen kann.
*/
@Test
public void testMaxBuildHouses() {
// Arrange: Mock des BuildingProperty
BuildingProperty buildingProperty = mock(BuildingProperty.class);
// Setze Rückgabewerte für Methoden
when(buildingProperty.buildHouse()).thenReturn(true).thenReturn(true).thenReturn(true).thenReturn(true).thenReturn(false);
// Act: Spieler versucht mehr als 4 Häuser zu bauen
boolean firstBuild = buildingProperty.buildHouse(); // Haus 1
boolean secondBuild = buildingProperty.buildHouse(); // Haus 2
boolean thirdBuild = buildingProperty.buildHouse(); // Haus 3
boolean fourthBuild = buildingProperty.buildHouse(); // Haus 4
boolean fifthBuild = buildingProperty.buildHouse(); // Versuch, Haus 5 zu bauen
// Assert: Überprüfung, dass der fünfte Bau abgelehnt wird
assertTrue(firstBuild);
assertTrue(secondBuild);
assertTrue(thirdBuild);
assertTrue(fourthBuild);
assertFalse(fifthBuild); // Der fünfte Hausbau sollte blockiert werden
}
/**
* T040: Überprüfen, ob der Spieler eine Hypothek auf ein Grundstück aufnehmen kann.
*/
@Test
public void testTakeMortgage() {
// Arrange: Mock für Spieler und Grundstück
Player player = mock(Player.class);
BuildingProperty property = mock(BuildingProperty.class);
// Voraussetzungen: Spieler ist der Besitzer und Grundstück ist nicht hypothekiert
when(property.getOwner()).thenReturn(player);
when(property.isMortgaged()).thenReturn(false);
when(property.getHypo()).thenReturn(500);
// Act: Spieler nimmt Hypothek auf
property.setMortgaged(true); // Hypothek setzen
verify(property).setMortgaged(true); // Hypothek bestätigt
when(property.isMortgaged()).thenReturn(true); // Zustand simulieren
player.earnMoney(property.getHypo()); // Spieler erhält Geld
// Assert: Überprüfe die Ergebnisse
verify(player).earnMoney(500); // Spieler erhält Hypothekenwert
assertTrue(property.isMortgaged()); // Hypothek erfolgreich
}
/**
* T041: UC-gameplay-12
* Überprüfen, ob eine Würfelanimation beim Würfeln ausgeführt wird.
*/
@Test
public void testDiceRollAnimation() {
//TODO
}
/**
* T042: UC-gameplay-13
* Überprüfen, ob der Spieler beim Betreten von Steuerfeldern Steuern zahlt.
*/
@Test
public void testPayTaxes() {
// Arrange: Mock für Spieler und Steuerfeld
Player player = mock(Player.class);
FineField taxField = mock(FineField.class);
// Mocking: Stub für Steuerbetrag und Guthaben des Spielers
when(taxField.getFine()).thenReturn(200); // Steuerbetrag
when(player.getAccountBalance()).thenReturn(1000); // Spieler hat 1000 Guthaben
// Mock visit() Logik, um die Zahlung auszulösen
doAnswer(invocation -> {
FineField field = invocation.getArgument(0);
player.pay(field.getFine());
return null;
}).when(player).visit(any(FineField.class));
// Act: Spieler betritt das Steuerfeld
taxField.accept(player);
assertEquals(800, player.getAccountBalance());
}
/**
* T044: UC-gameplay-14
* Überprüfen, ob der Spieler eine Ereigniskarte zieht und die entsprechende Aktion ausgeführt wird.
*/
@Test
public void testDrawEventCard() {
// Arrange: Mock für Spieler und Karten
Player player = mock(Player.class);
EventField eventField = new EventField("Ereignisfeld", 1);
// Mocking: Ereigniskarte simulieren
Card eventCard = mock(Card.class);
Queue<Card> mockCardQueue = mock(Queue.class);
// Mock DeckHelper: Simuliere Kartenstapel
try (MockedStatic<DeckHelper> mockedDeckHelper = mockStatic(DeckHelper.class)) {
mockedDeckHelper.when(DeckHelper::drawCard).thenReturn(eventCard);
// Mocking: Simuliere die Aktion der Karte
doNothing().when(eventCard).accept(any());
// Act: Spieler betritt das Ereignisfeld und zieht eine Karte
eventField.accept(player);
Card drawnCard = eventField.drawCard();
// Assert: Überprüfe die Interaktionen
verify(eventCard).accept(any()); // Aktion der Karte ausführen
assertSame(eventCard, drawnCard); // Sicherstellen, dass die gezogene Karte zurückgegeben wurde
}
}
/**
* T043: Überprüfen, ob der Spieler die Hypothek zurückzahlt.
*/
@Test
public void testPayBackMortgage() {
// Arrange: Mock für Spieler und Grundstück
Player player = mock(Player.class);
BuildingProperty property = mock(BuildingProperty.class);
// Voraussetzungen: Spieler ist der Besitzer und Grundstück ist hypothekiert
when(property.getOwner()).thenReturn(player);
when(property.isMortgaged()).thenReturn(true);
when(property.getHypo()).thenReturn(500);
// Act: Spieler zahlt Hypothek zurück
int repaymentAmount = (int) Math.round(property.getHypo() * 1.1); // Hypothek + 10% Zinsen
player.pay(repaymentAmount); // Spieler zahlt zurück
verify(player).pay(repaymentAmount); // Zahlung bestätigt
property.setMortgaged(false); // Hypothek wird aufgehoben
when(property.isMortgaged()).thenReturn(false); // Zustand simulieren
// Assert: Überprüfe die Ergebnisse
verify(property).setMortgaged(false); // Hypothek aufgehoben
assertFalse(property.isMortgaged()); // Hypothekenstatus ist aufgehoben
}
/**
* T045 - UC-gameplay-16
* Testet, ob der Spieler nur ein Hotel auf einem Grundstück bauen kann.
*/
@Test
public void testBuildHotel() {
// Arrange: Spieler und Grundstück mocken
Player player = mock(Player.class);
BuildingProperty buildingProperty = mock(BuildingProperty.class);
// Verhalten des Mocks definieren
when(buildingProperty.getOwner()).thenReturn(player); // Spieler ist der Besitzer
when(buildingProperty.buildHotel())
.thenReturn(true) // Erster Versuch: Hotel erfolgreich gebaut
.thenReturn(false); // Zweiter Versuch: Hotelbau blockiert
// Act: Spieler versucht, Hotels zu bauen
boolean firstBuildSuccess = buildingProperty.buildHotel(); // Erster Versuch
boolean secondBuildSuccess = buildingProperty.buildHotel(); // Zweiter Versuch
// Assert: Überprüfen der Ergebnisse
assertTrue(firstBuildSuccess); // Erstes Hotel sollte erlaubt sein
assertFalse(secondBuildSuccess); // Zweites Hotel sollte blockiert werden
}
/**
* T046: Überprüfen, ob das Spiel korrekt zum nächsten Spieler wechselt.
*/
@Test
public void testSwitchTurnToNextPlayer() {
// Arrange
ServerGameLogic logic = mock(ServerGameLogic.class);
Player player1 = mock(Player.class);
Player player2 = mock(Player.class);
Player player3 = mock(Player.class);
when(player1.getId()).thenReturn(1);
when(player2.getId()).thenReturn(2);
when(player3.getId()).thenReturn(3);
// Initialisiere den PlayerHandler mit Spielern
PlayerHandler playerHandler = new PlayerHandler(logic);
playerHandler.addPlayer(player1);
playerHandler.addPlayer(player2);
playerHandler.addPlayer(player3);
// Act
Player currentPlayer = playerHandler.nextPlayer();
// Assert
assertEquals(player2, currentPlayer); // Spieler 2 ist an der Reihe
assertEquals(player3, playerHandler.nextPlayer()); // Spieler 3 ist danach dran
assertEquals(player1, playerHandler.nextPlayer()); // Spieler 1 ist danach wieder dran
}
/**
* T048: Überprüft, ob der Spieler korrekt die Strafzahlung entrichtet.
*/
@Test
public void testPenaltyPayment() {
// Arrange: Mock für Spieler und die Strafe
Player player = mock(Player.class);
int penaltyAmount = 300; // Beispiel-Strafbetrag
// Voraussetzungen: Der Spieler hat ein Konto mit genügend Guthaben
when(player.getAccountBalance()).thenReturn(1000);
// Act: Spieler zahlt die Strafe
player.pay(penaltyAmount);
// Assert: Überprüfe, ob der Betrag abgezogen wurde
verify(player).pay(penaltyAmount);
assertEquals(700, player.getAccountBalance() - penaltyAmount); // Neues Guthaben nach Strafzahlung
}
/**
* T049: Überprüft, ob der Spieler korrekt Strafzahlungen erhält.
*/
@Test
public void testReceivePenaltyPayment() {
// Arrange: Mock für den zahlenden und empfangenden Spieler
Player payingPlayer = mock(Player.class);
Player receivingPlayer = mock(Player.class);
int penaltyAmount = 200; // Beispiel-Strafbetrag
// Voraussetzungen: Der zahlende Spieler hat genug Guthaben
when(payingPlayer.getAccountBalance()).thenReturn(1000);
// Act: Strafzahlung durchführen
payingPlayer.pay(penaltyAmount);
receivingPlayer.earnMoney(penaltyAmount);
// Assert: Überprüfen, ob der Betrag korrekt abgezogen wurde
verify(payingPlayer).pay(penaltyAmount);
// Überprüfen, ob der Betrag beim Empfänger gutgeschrieben wurde
verify(receivingPlayer).earnMoney(penaltyAmount);
// Optional: Überprüfen der neuen Guthabenstände
assertEquals(800, payingPlayer.getAccountBalance() - penaltyAmount); // Neues Guthaben des zahlenden Spielers
assertEquals(200, receivingPlayer.getAccountBalance() + penaltyAmount); // Neues Guthaben des empfangenden Spielers
}
/**
* T050: Überprüfen, ob der Spieler das Gulag verlassen kann.
*
* /
@Test public void testLeaveGulag() {
// Arrange: Mock für PlayerHandler
PlayerHandler handlerMock = mock(PlayerHandler.class);
Player player = new Player(1, handlerMock);
// Simuliere, dass der Spieler eine "Gulag-Frei"-Karte besitzt
player.addJailCard(); // Spieler erhält eine "Gulag-Frei"-Karte
assertEquals(1, player.getNumJailCard()); // Sicherstellen, dass die Karte vorhanden ist
// Simuliere, dass der Spieler das Gulag betritt
GulagField gulagFieldMock = mock(GulagField.class);
gulagFieldMock.accept(player); // Spieler wird in den JailState versetzt
// Act: Spieler nutzt die "Gulag-Frei"-Karte
player.useJailCard(); // Spieler verlässt das Gulag durch die Karte
// Assert: Überprüfen, ob die Karte entfernt wurde und der Spieler aktiv ist
assertEquals(0, player.getNumJailCard()); // Keine Karten mehr übrig
assertEquals(1, player.getFieldID()); // Sicherstellen, dass der Spieler nicht mehr im Gulag ist
}
/**
* T051: UC-gameplay-23
* Überprüfen, ob die Spielreihenfolge korrekt bestimmt wird.
*/
/*
@Test
public void testDetermineTurnOrder() {
// Arrange: Erstellen einer Liste von Spielern mit simulierten Würfel-Ergebnissen
PlayerHandler playerHandler = new PlayerHandler(mock(ServerGameLogic.class));
Player player1 = mock(Player.class);
Player player2 = mock(Player.class);
Player player3 = mock(Player.class);
when(player1.rollDice()).thenReturn(new DiceResult(List.of(4, 3))); // Ergebnis: 7
when(player2.rollDice()).thenReturn(new DiceResult(List.of(6, 1))); // Ergebnis: 7
when(player3.rollDice()).thenReturn(new DiceResult(List.of(5, 5))); // Ergebnis: 10
playerHandler.addPlayer(player1);
playerHandler.addPlayer(player2);
playerHandler.addPlayer(player3);
// Act: Reihenfolge der Spieler bestimmen
List<Player> turnOrder = playerHandler.determineTurnOrder();
// Assert: Überprüfung, ob die Spieler in der korrekten Reihenfolge sortiert sind
assertEquals(player3, turnOrder.get(0)); // Spieler 3 hat die höchste Summe (10)
assertTrue(turnOrder.containsAll(List.of(player1, player2))); // Spieler 1 und 2 folgen
assertEquals(3, turnOrder.size()); // Überprüfung, ob alle Spieler berücksichtigt wurden
}
*/
/**
* T052: UC-gameplay-24
* Überprüfen, ob der Spieler Bankrott erklären kann.
*//*
@Test
public void testDeclareBankruptcy() {
// Arrange: Mock für Spieler, Bank und Besitz
Player player = new Player(1, "Spieler 1", mock(PlayerHandler.class));
PropertyField property1 = mock(PropertyField.class);
PropertyField property2 = mock(PropertyField.class);
List<PropertyField> properties = List.of(property1, property2);
// Spieler besitzt zwei Grundstücke und hat kein Geld mehr
player.earnMoney(500); // Spieler hat 500 auf dem Konto
when(property1.getOwner()).thenReturn(player);
when(property2.getOwner()).thenReturn(player);
player.getProperties().addAll(properties);
// Spieler hat Schulden (z. B. 1000)
int debt = 1000;
// Act: Spieler erklärt Bankrott
player.pay(debt); // Schulden abziehen
player.declareBankruptcy(); // Bankrott erklären
// Assert: Überprüfen, ob Besitz zurückgegeben wurde und Spieler bankrott ist
for (PropertyField property : properties) {
verify(property).setOwner(null); // Besitz zurück an die Bank
}
assertTrue(player.state instanceof Player.BankruptState); // Spieler ist jetzt bankrott
assertEquals(0, player.getAccountBalance()); // Spieler hat kein Geld mehr
}
*/
/**
* T053: UC-gameplay-25
* Überprüfen, ob der Spieler aufgrund eines anderen Spielers Bankrott geht.
*//*
@Test
public void testBankruptcyByPlayer() {
// Arrange: Mock für Spieler und Besitz
Player player1 = new Player(1, "Spieler 1", mock(PlayerHandler.class)); // Schuldner
Player player2 = new Player(2, "Spieler 2", mock(PlayerHandler.class)); // Gläubiger
PropertyField property1 = mock(PropertyField.class);
PropertyField property2 = mock(PropertyField.class);
List<PropertyField> properties = List.of(property1, property2);
// Spieler 1 besitzt zwei Grundstücke und hat wenig Geld
player1.earnMoney(500); // Spieler 1 hat 500 auf dem Konto
when(property1.getOwner()).thenReturn(player1);
when(property2.getOwner()).thenReturn(player1);
player1.getProperties().addAll(properties);
// Spieler 2 ist der Gläubiger
player2.earnMoney(1000); // Spieler 2 hat genug Geld
// Act: Spieler 1 zahlt an Spieler 2, bis er bankrott geht
int debt = 1000; // Spieler 1 schuldet Spieler 2 1000
player1.pay(debt);
player2.earnMoney(debt); // Spieler 2 erhält das Geld
if (player1.getAccountBalance() < 0) {
player1.declareBankruptcy();
}
// Assert: Überprüfen, ob Spieler 1 bankrott ist und Spieler 2 das Geld erhalten hat
for (PropertyField property : properties) {
verify(property).setOwner(null); // Besitz von Spieler 1 zurück an die Bank
}
assertTrue(player1.state instanceof Player.BankruptState); // Spieler 1 ist bankrott
assertEquals(0, player1.getAccountBalance()); // Spieler 1 hat kein Geld mehr
assertEquals(1500, player2.getAccountBalance()); // Spieler 2 hat das Geld erhalten
}
*/
/**
* T054: UC-gameplay-26
* Überprüfen, ob das Spiel bei Bankrott eines Spielers mit Game Over endet.
*/
/*@Test
public void testGameOverBankruptcy() {
// Arrange: Mock für Spieler und Spiel-Logik
PlayerHandler playerHandler = mock(PlayerHandler.class);
ServerGameLogic gameLogic = mock(ServerGameLogic.class);
when(playerHandler.getLogic()).thenReturn(gameLogic);
Player player1 = new Player(1, "Spieler 1", playerHandler); // Spieler, der bankrott geht
Player player2 = new Player(2, "Spieler 2", playerHandler); // Letzter verbleibender Spieler
// Spieler in die PlayerHandler-Liste hinzufügen
List<Player> players = List.of(player1, player2);
when(playerHandler.getPlayerCount()).thenReturn(players.size());
// Spieler 1 verliert alles und erklärt Bankrott
player1.declareBankruptcy();
players.remove(player1); // Spieler 1 wird entfernt
when(playerHandler.getPlayerCount()).thenReturn(players.size() - 1);
// Act: Überprüfen, ob nur noch ein Spieler übrig ist
if (players.size() == 1) {
gameLogic.endGame(player2); // Spielende auslösen
}
// Assert: Prüfen, ob das Spiel im GameOver-Zustand ist und der Gewinner korrekt gesetzt wurde
verify(gameLogic).setGameState(GameState.GAME_OVER); // Spielstatus auf "Game Over" setzen
verify(gameLogic).endGame(player2); // Gewinner ist Spieler 2
assertTrue(player2.getAccountBalance() > 0); // Gewinner hat ein positives Guthaben
}
*/
/**
* T056: UC-gameplay-29
* Überprüfen, ob das Ereignisfeld eine zufällige Karte anzeigt und die entsprechende Aktion ausführt.
*/
@Test
public void testTriggerEventTile() {
// Arrange: Mock für Spieler, Ereignisfeld und DeckHelper
Player player = mock(Player.class);
EventField eventField = mock(EventField.class);
DeckHelper deckHelper = mock(DeckHelper.class);
Card eventCard = mock(Card.class); // Ereigniskarte
// Stubbing: Ereigniskarte ziehen
when(eventField.drawCard()).thenReturn(eventCard);
when(eventCard.getDescription()).thenReturn("Du bekommst 200€!"); // Beispieltext
// Stubbing: Spieleraktion durch Ereigniskarte
doAnswer(invocation -> {
player.earnMoney(200); // Aktion: Geld dem Spieler gutschreiben
return null;
}).when(eventCard).accept(any());
// Act: Spieler betritt das Ereignisfeld
eventField.accept(player); // Spieler interagiert mit dem Ereignisfeld
Card drawnCard = eventField.drawCard(); // Ereigniskarte wird gezogen
drawnCard.accept(deckHelper); // Ereigniskarte führt ihre Aktion aus
// Assert: Überprüfen, ob die Karte korrekt angezeigt und die Aktion ausgeführt wurde
assertEquals("Du bekommst 200€!", drawnCard.getDescription()); // Überprüfung der Kartenbeschreibung
verify(player).earnMoney(200); // Überprüfung, ob dem Spieler 200€ gutgeschrieben wurden
}
/**
* T057: UC-gameplay-30
* Überprüfen, ob der Spieler beim Erreichen des Gulag-Feldes in den Gulag versetzt wird.
*/
/*
@Test
public void testTriggerGulagTransfer() {
// Arrange: Mock-Objekte erstellen
Player player = mock(Player.class);
PlayerHandler handler = mock(PlayerHandler.class);
ServerGameLogic logic = mock(ServerGameLogic.class);
BoardManager boardManager = mock(BoardManager.class);
GulagField gulagField = mock(GulagField.class);
// Setup: Spieler-Setup mit Logik und Mock-Feld
when(handler.getLogic()).thenReturn(logic);
when(logic.getBoardManager()).thenReturn(boardManager);
// Act: Spieler interagiert mit dem Gulag-Feld
doCallRealMethod().when(player).visit(gulagField);
player.visit(gulagField); // Spieler landet auf dem Gulag-Feld
// Assert: Überprüfen, ob der Spieler in den "JailState" versetzt wird
verify(player).setState(any(Player.JailState.class));
assertTrue(player.getState() instanceof Player.JailState); // Spieler ist jetzt im JailState
}*/
/**
* T058: UC-gameplay-31
* Überprüfen, ob der Spieler eine Karte von der Bank erfolgreich kaufen kann.
*/
/*
@Test
public void testBuyCard() {
// Arrange: Mock-Objekte für Spieler und Property erstellen
Player player = spy(new Player(1, mock(PlayerHandler.class))); // Verwenden Sie spy, um die reale Methode zu testen
BuildingProperty property = mock(BuildingProperty.class);
// Voraussetzungen: Karte ist unbesessen und der Spieler hat genug Geld
when(property.getOwner()).thenReturn(null); // Karte gehört niemandem
when(property.getPrice()).thenReturn(1000); // Kartenpreis
when(player.getAccountBalance()).thenReturn(2000); // Spieler hat genug Geld
// Act: Spieler kauft die Karte
player.buyProperty(property);
// Assert: Überprüfen, ob der Spieler die Karte besitzt und das Geld abgezogen wurde
verify(player).pay(1000); // Geld abgezogen
verify(property).setOwner(player); // Spieler wird als Besitzer gesetzt
verify(property).getOwner(); // Prüfen, ob das Eigentümer-Attribut korrekt gesetzt wurde
}
*/
/**
* T059: UC-gameplay-32
* Überprüfen, ob der Kartenerwerb fehlschlägt, wenn der Spieler nicht genug Geld hat.
*/
/*@Test
public void testCardPurchaseFailed() {
// Arrange: Mock-Objekte für Spieler und Property erstellen
Player player = spy(new Player(1, mock(PlayerHandler.class))); // Spy verwendet für reale Methoden
BuildingProperty property = mock(BuildingProperty.class);
// Voraussetzungen: Karte gehört der Bank und Spieler hat zu wenig Geld
when(property.getOwner()).thenReturn(null); // Karte gehört der Bank
when(property.getPrice()).thenReturn(1000); // Preis der Karte
when(player.getAccountBalance()).thenReturn(500); // Spieler hat zu wenig Geld
// Act & Assert: Spieler versucht, die Karte zu kaufen
Exception exception = assertThrows(IllegalStateException.class, () -> {
player.buyProperty(property); // Kaufversuch
});
// Überprüfen, ob die erwartete Ausnahme mit der korrekten Nachricht ausgelöst wurde
assertEquals("Property cannot be purchased", exception.getMessage());
// Verifizieren, dass der Besitzer nicht geändert wurde
verify(property, never()).setOwner(player); // Spieler darf nicht als Besitzer gesetzt werden
// Verifizieren, dass kein Geld abgezogen wurde
verify(player, never()).pay(anyInt());
}
*/
/**
* T60: Überprüfen, ob der Spieler korrekt Miete zahlt, wenn er auf einem besetzten Grundstück landet.
*/
/*
@Test
public void testPayRent() {
// Arrange: Erstelle Mock-Objekte für Spieler und Grundstück
Player tenant = spy(new Player(1, mock(PlayerHandler.class))); // Spieler, der die Miete zahlt
Player owner = spy(new Player(2, mock(PlayerHandler.class))); // Spieler, der die Miete erhält
BuildingProperty property = mock(BuildingProperty.class); // Grundstück
// Voraussetzungen:
when(property.getOwner()).thenReturn(owner); // Eigentümer des Grundstücks
when(property.calcRent()).thenReturn(300); // Berechnete Miete beträgt 300
when(tenant.getAccountBalance()).thenReturn(1000); // Mieter hat 1000 Guthaben
when(owner.getAccountBalance()).thenReturn(2000); // Vermieter hat 2000 Guthaben
// Act: Spieler besucht das Grundstück
property.accept(tenant);
// Assert: Überprüfen, ob die Miete korrekt verarbeitet wurde
verify(tenant).pay(300); // Spieler zahlt 300
verify(owner).earnMoney(300); // Eigentümer erhält 300
assertEquals(700, tenant.getAccountBalance()); // Mieter hat noch 700 übrig
assertEquals(2300, owner.getAccountBalance()); // Vermieter hat jetzt 2300
}
*/
/**
* T61: Überprüfen, ob der Spieler bei fehlendem Guthaben die Miete nicht zahlen kann.
*/
@Test
public void testRentPaymentFailed() {
// Arrange: Mock-Objekte für Spieler und Grundstück
Player tenant = spy(new Player(1, mock(PlayerHandler.class))); // Spieler, der die Miete zahlen soll
Player owner = spy(new Player(2, mock(PlayerHandler.class))); // Vermieter
BuildingProperty property = mock(BuildingProperty.class); // Grundstück
// Voraussetzungen
when(property.getOwner()).thenReturn(owner); // Eigentümer des Grundstücks
when(property.calcRent()).thenReturn(300); // Berechnete Miete
when(tenant.getAccountBalance()).thenReturn(200); // Guthaben des Mieters unzureichend
when(owner.getAccountBalance()).thenReturn(2000); // Guthaben des Vermieters
// Act: Spieler besucht das Grundstück
property.accept(tenant);
// Assert: Überprüfe, dass keine Zahlung stattfindet
verify(tenant, never()).pay(300); // Spieler zahlt nichts
verify(owner, never()).earnMoney(300); // Vermieter erhält nichts
assertEquals(200, tenant.getAccountBalance()); // Guthaben des Mieters bleibt unverändert
assertEquals(2000, owner.getAccountBalance()); // Guthaben des Vermieters bleibt unverändert
}
/**
* T63: Überprüfen, ob der Spieler aufgrund einer Strafe eine Runde aussetzen muss.
*/
/*
@Test
public void testSkipTurnDueToPenalty() {
// Arrange
Player player = mock(Player.class);
PlayerHandler handler = mock(PlayerHandler.class);
when(handler.nextPlayer()).thenReturn(player); // Spielerwechsel simulieren
EventField penaltyField = mock(EventField.class);
ServerGameLogic logic = mock(ServerGameLogic.class);
when(penaltyField.accept(player)).then(invocation -> {
player.skipTurn(); // Spieler erhält eine Strafe und muss aussetzen
return null;
});
// Act
penaltyField.accept(player);
// Assert
verify(player).skipTurn(); // Spieler muss Runde aussetzen
}
*/
/**
T68: Überprüfen, ob die Anzahl der "Gulag-Frei"-Karten nach der Verwendung korrekt abgezogen wird
*/
@Test
public void testDeductGulagFreeCard() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.addJailCard(); // Spieler besitzt eine Karte
player.addJailCard(); // Spieler besitzt zwei Karten
assertEquals(2, player.getNumJailCard()); // Sicherstellen, dass Spieler 2 Karten hat
// Act
player.removeJailCard(); // Spieler verwendet eine Karte
// Assert
assertEquals(1, player.getNumJailCard()); // Anzahl der Karten sollte um 1 reduziert sein
}
/**
* T070: Überprüfen, ob der Spieler erfolgreich aus dem Gulag rauswürfeln kann.
*/
/*
@Test
public void testRollToExitGulag() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.addJailCard();
player.state = player.new JailState();
DiceResult successfulRoll = new DiceResult(List.of(3, 3)); // Doppelte gewürfelt
when(player.rollDice()).thenReturn(successfulRoll);
// Act
DiceResult rollResult = player.rollDice();
// Assert
assertTrue(rollResult.isDoublets()); // Sicherstellen, dass doppelte gewürfelt wurde
assertTrue(player.state instanceof Player.ActiveState); // Spieler ist jetzt aktiv
}
*/
/**
* T071: Überprüfen, ob das Rauswürfeln aus dem Gulag fehlschlägt.
*/
/*
@Test
public void testFailRollToExitGulag() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.state = player.new JailState();
DiceResult unsuccessfulRoll = new DiceResult(List.of(1, 2)); // Keine Doppel
when(player.rollDice()).thenReturn(unsuccessfulRoll);
// Act
DiceResult rollResult = player.rollDice();
// Assert
assertFalse(rollResult.isDoublets()); // Sicherstellen, dass keine Doppel gewürfelt wurden
assertTrue(player.state instanceof Player.JailState); // Spieler bleibt im Gulag
}
*/
/**
* T072: Überprüfen, ob der Spieler durch Zahlung erfolgreich das Gulag verlassen kann.
*/
/*
@Test
public void testPayToExitGulag() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.state = player.new JailState();
player.earnMoney(500); // Spieler hat genug Geld
// Act
player.payBail();
// Assert
assertTrue(player.state instanceof Player.ActiveState); // Spieler ist jetzt aktiv
assertEquals(0, player.getAccountBalance()); // Geld korrekt abgezogen
}
*/
/**
* T073: Überprüfen, ob der Ausstieg aus dem Gulag durch Zahlung fehlschlägt, wenn nicht genug Geld vorhanden ist.
*/
/*
@Test
public void testFailPayToExitGulag() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.state = player.new JailState();
player.pay(100); // Spieler hat kein Geld mehr
// Act & Assert
assertThrows(IllegalStateException.class, () -> player.payBail());
assertTrue(player.state instanceof Player.JailState); // Spieler bleibt im Gulag
}
*/
/*
/**
* T074: Überprüfen, ob der Spieler eine "Gulag-Frei"-Karte erfolgreich nutzen kann.
*/
/*
@Test
public void testUseGulagFreeCardToExit() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.state = player.new JailState();
player.addJailCard(); // Spieler besitzt eine Karte
// Act
player.useJailCard();
// Assert
assertEquals(0, player.getNumJailCard()); // Karte wurde verbraucht
assertTrue(player.state instanceof Player.ActiveState); // Spieler ist jetzt aktiv
}
*/
/**
* T075: Überprüfen, ob der Spieler das Gulag nicht verlassen kann, wenn keine "Gulag-Frei"-Karten verfügbar sind.
*/
/*
@Test
public void testFailUseGulagFreeCardToExit() {
// Arrange
Player player = new Player(1, mock(PlayerHandler.class));
player.state = player.new JailState();
// Act & Assert
assertThrows(IllegalStateException.class, () -> player.useJailCard());
assertTrue(player.state instanceof Player.JailState); // Spieler bleibt im Gulag
}
*/
}

View File

@@ -65,7 +65,7 @@ public class MonopolyServer implements MessageListener<HostedConnection>, Connec
/**
* Creates the server.
*/
MonopolyServer() {
public MonopolyServer() {
config.readFromIfExists(CONFIG_FILE);
LOGGER.log(Level.INFO, "Configuration: {0}", config); //NON-NLS
logic = new ServerGameLogic(this, config);
@@ -120,7 +120,7 @@ public class MonopolyServer implements MessageListener<HostedConnection>, Connec
@Override
public void connectionAdded(Server server, HostedConnection hostedConnection) {
LOGGER.log(Level.INFO, "new connection {0}", hostedConnection); //NON-NLS
logic.addPlayer(new Player(hostedConnection.getId()));
logic.addPlayer(hostedConnection.getId());
}
@Override