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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     * 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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     *  <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>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>describes whether the win condition is in effect</li>
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     * </ul>
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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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    public GameStateEvent buildGameStateEvent() throws IllegalStateException {
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        var gameStateEvent = new GameStateEvent();
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    public GamestateEvent buildGameStateEvent() throws IllegalStateException {
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        var gameStateEvent = new GamestateEvent();
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        gameStateEvent.type = this.type;
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        gameStateEvent.entities = this.entities;
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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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    Ack,
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    Nack,
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    GameStateEvent,
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    GamestateEvent,
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    // CustomEvents
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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.Objects;
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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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/** Represents the game state event ({@link EventType#GamestateEvent}). */
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public class GamestateEvent extends Event {
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    public Entity[] entities;
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    public EntityID[] turnOrder;
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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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            // 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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                        this.turnOrder == 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 (o == null || getClass() != o.getClass()) 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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    }
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@ -157,7 +157,7 @@ class GameLogic {
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                }
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            }
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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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                        .withTurnOrder((EntityID[])state.turnOrder.toArray())
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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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                .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.entities = entities;
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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.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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                .withActiveCharacter(turn)
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                .buildGameStateEvent()
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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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                .withTurnOrder(turns)
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                .withMapSize(new IntVector2(42, 24))
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