refactor: changed GameStateEvent to GamestateEvent
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@ -253,19 +253,19 @@ public class EventBuilder {
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}
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}
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/**
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/**
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* Builds a generic {@link GameStateEvent} from the values given to the builder.
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* Builds a generic {@link GamestateEvent} from the values given to the builder.
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* <ul>
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* <ul>
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* <li>type is the {@link EventType} of the {@link GameStateEvent}</li>
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* <li>type is the {@link EventType} of the {@link GamestateEvent}</li>
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* <li>entities is an array of {@link Entity Entities}</li>
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* <li>entities is an array of {@link Entity Entities}</li>
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* <li>turnOrder describes the order in which characters take turns</li>
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* <li>turnOrder describes the order in which characters take turns</li>
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* <li>activeCharacter describes the currently active character</li>
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* <li>activeCharacter describes the currently active character</li>
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* <li>describes whether the win condition is in effect</li>
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* <li>describes whether the win condition is in effect</li>
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* </ul>
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* </ul>
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*
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*
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* @return a {@link GameStateEvent} based on the builder
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* @return a {@link GamestateEvent} based on the builder
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*/
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*/
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public GameStateEvent buildGameStateEvent() throws IllegalStateException {
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public GamestateEvent buildGameStateEvent() throws IllegalStateException {
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var gameStateEvent = new GameStateEvent();
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var gameStateEvent = new GamestateEvent();
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gameStateEvent.type = this.type;
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gameStateEvent.type = this.type;
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gameStateEvent.entities = this.entities;
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gameStateEvent.entities = this.entities;
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gameStateEvent.turnOrder = this.turnOrder;
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gameStateEvent.turnOrder = this.turnOrder;
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@ -5,7 +5,7 @@ public enum EventType {
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// GameStateEvents
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// GameStateEvents
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Ack,
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Ack,
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Nack,
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Nack,
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GameStateEvent,
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GamestateEvent,
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// CustomEvents
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// CustomEvents
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CustomEvent,
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CustomEvent,
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@ -7,8 +7,8 @@ import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import java.util.Arrays;
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import java.util.Arrays;
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import java.util.Objects;
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import java.util.Objects;
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/** Represents the game state event ({@link EventType#GameStateEvent}). */
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/** Represents the game state event ({@link EventType#GamestateEvent}). */
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public class GameStateEvent extends Event {
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public class GamestateEvent extends Event {
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public Entity[] entities;
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public Entity[] entities;
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public EntityID[] turnOrder;
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public EntityID[] turnOrder;
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public IntVector2 mapSize;
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public IntVector2 mapSize;
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@ -24,7 +24,7 @@ public class GameStateEvent extends Event {
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switch(type) {
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switch(type) {
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// GameState needs very specific properties
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// GameState needs very specific properties
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case GameStateEvent:
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case GamestateEvent:
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if (this.entities == null ||
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if (this.entities == null ||
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this.turnOrder == null ||
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this.turnOrder == null ||
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this.mapSize == null ||
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this.mapSize == null ||
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@ -44,7 +44,7 @@ public class GameStateEvent extends Event {
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if (this == o) return true;
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if (this == o) return true;
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if (o == null || getClass() != o.getClass()) return false;
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if (o == null || getClass() != o.getClass()) return false;
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if (!super.equals(o)) return false;
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if (!super.equals(o)) return false;
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GameStateEvent that = (GameStateEvent) o;
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GamestateEvent that = (GamestateEvent) o;
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return Arrays.equals(entities, that.entities) && Arrays.equals(turnOrder, that.turnOrder) && Objects.equals(mapSize, that.mapSize) && Objects.equals(activeCharacter, that.activeCharacter) && Arrays.equals(stoneCooldowns, that.stoneCooldowns) && Objects.equals(winCondition, that.winCondition);
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return Arrays.equals(entities, that.entities) && Arrays.equals(turnOrder, that.turnOrder) && Objects.equals(mapSize, that.mapSize) && Objects.equals(activeCharacter, that.activeCharacter) && Arrays.equals(stoneCooldowns, that.stoneCooldowns) && Objects.equals(winCondition, that.winCondition);
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}
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}
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@ -157,7 +157,7 @@ class GameLogic {
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}
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}
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}
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}
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case Req -> {
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case Req -> {
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result.add(new EventBuilder(EventType.GameStateEvent)
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result.add(new EventBuilder(EventType.GamestateEvent)
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.withEntities(state.entities.export())
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.withEntities(state.entities.export())
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.withTurnOrder((EntityID[])state.turnOrder.toArray())
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.withTurnOrder((EntityID[])state.turnOrder.toArray())
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.withMapSize(state.mapSize)
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.withMapSize(state.mapSize)
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@ -205,7 +205,7 @@ class EventBuilderTest {
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.isTrue()
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.isTrue()
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.withFailMessage("GameStateEvent failed check");
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.withFailMessage("GameStateEvent failed check");
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var baseline = new GameStateEvent();
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var baseline = new GamestateEvent();
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baseline.type = EventType.ConsumedAPEvent;
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baseline.type = EventType.ConsumedAPEvent;
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baseline.entities = entities;
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baseline.entities = entities;
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baseline.turnOrder = turns;
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baseline.turnOrder = turns;
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@ -248,15 +248,15 @@ class EventBuilderTest {
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assertThat(new EventBuilder(EventType.Nack).buildGameStateEvent().check()).isTrue();
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assertThat(new EventBuilder(EventType.Nack).buildGameStateEvent().check()).isTrue();
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assertThat(new EventBuilder(EventType.Req).buildGameStateEvent().check()).isTrue();
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// assertThat(new EventBuilder(EventType.Req).buildGameStateEvent().check()).isTrue();
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assertThat(new EventBuilder(EventType.GameStateEvent) // if properties missing throw exception
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assertThat(new EventBuilder(EventType.GamestateEvent) // if properties missing throw exception
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.withTurnOrder(turns)
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.withTurnOrder(turns)
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.withActiveCharacter(turn)
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.withActiveCharacter(turn)
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.buildGameStateEvent()
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.buildGameStateEvent()
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.check()).isFalse();
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.check()).isFalse();
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assertThat(new EventBuilder(EventType.GameStateEvent) // no exception if all properties present
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assertThat(new EventBuilder(EventType.GamestateEvent) // no exception if all properties present
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.withEntities(entities)
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.withEntities(entities)
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.withTurnOrder(turns)
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.withTurnOrder(turns)
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.withMapSize(new IntVector2(42, 24))
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.withMapSize(new IntVector2(42, 24))
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