refactor: move event checks from builder to their respective classes
This commit is contained in:
parent
d36466a5a0
commit
80c77b7956
@ -47,6 +47,50 @@ public class CharacterEvent extends Event {
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return this;
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}
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@Override
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public boolean check() {
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if(!super.check()) {
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return false;
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}
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switch(type) {
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// Melee- and ranged attacks need the same properties (except for the type)
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case MeleeAttackEvent:
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case RangedAttackEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null ||
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this.targetEntity == null) {
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return false;
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}
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break;
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// Exchanging and using InfinityStones both uses the same keys. Hereby, using a stone like the
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// RealityStone causes the stone to be used on oneself
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case ExchangeInfinityStoneEvent:
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case UseInfinityStoneEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null ||
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this.targetEntity == null ||
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this.stoneType == null) {
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return false;
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}
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break;
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// MoveEvents take an originField, a targetField, and an originEntity.
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case MoveEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null) {
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return false;
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}
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break;
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}
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return true;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -8,6 +8,24 @@ public class CustomEvent extends Event {
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public String teamIdentifier;
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public HashMap<String, Object> customContent;
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@Override
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public boolean check() {
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if(!super.check()) {
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return false;
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}
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switch(type) {
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// CustomEvent only requires the custom data.
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case CustomEvent:
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if (this.customContent == null) {
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return false;
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}
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break;
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}
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return true;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -28,6 +28,43 @@ public class EntityEvent extends Event {
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return this;
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}
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@Override
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public boolean check() {
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if(!super.check()) {
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return false;
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}
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switch(type) {
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// DestroyedEntityEvent takes an ID and a field, and destroys the entity if the field is correct
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case DestroyedEntityEvent:
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if (this.targetField == null || this.targetEntity == null) {
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return false;
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}
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break;
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// TakenDamage, ConsumedAP / MP and Healed all need a targetField, targetEntity and Amount.
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case TakenDamageEvent:
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case ConsumedAPEvent:
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case ConsumedMPEvent:
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case HealedEvent:
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if (this.targetField == null ||
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this.targetEntity == null ||
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this.amount == null) {
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return false;
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}
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break;
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// SpawnEntity needs an entity, of course.
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case SpawnEntityEvent:
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if (this.entity == null) {
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return false;
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}
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break;
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}
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return true;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -13,6 +13,14 @@ public abstract class Event {
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return this;
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}
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/**
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* Checks whether the event contains all necessary properties according to its {@link EventType}.
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* @return True if the event has all required properties set, otherwise false
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*/
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public boolean check() {
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return type != null;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -6,7 +6,6 @@ import uulm.teamname.marvelous.gamelibrary.entities.EntityID;
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import uulm.teamname.marvelous.gamelibrary.entities.StoneType;
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import java.lang.reflect.Field;
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import java.util.Arrays;
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import java.util.HashMap;
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import java.util.StringJoiner;
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@ -166,153 +165,6 @@ public class EventBuilder {
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return this;
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}
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/**
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* A method to check whether the current event is actually built correctly. If that is not the case, it
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* throws an {@link IllegalStateException}.
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* This occurs if for example a property is null even though it shouldn't be.
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* The check is based on the EventType. <b>Using this method is strongly recommended when working with
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* entities, as it prevents unnoticed bugs before they might happen!</b>
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*
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* @throws IllegalStateException if the current event is non-valid
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*/
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public EventBuilder check() throws IllegalStateException {
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if (this.type == null) throw new IllegalStateException("The eventType is null");
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else {
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switch (this.type) {
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// all of those events do not need any extra values except the EventType
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case Ack:
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case Nack:
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case Req:
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case PauseStartEvent:
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case PauseStopEvent:
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case TurnTimeoutEvent:
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case DisconnectEvent:
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break;
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// GameState needs very specific properties
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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.activeCharacter == null ||
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this.winCondition == null) {
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throwException();
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}
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break;
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// CustomEvent needs only... well, CustomContent. Who would've thought!
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case CustomEvent:
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if (this.customContent == null) {
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throwException();
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}
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break;
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// DestroyedEntityEvent takes an ID and a field, and destroys the entity if the field is correct
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case DestroyedEntityEvent:
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if (this.targetField == null || this.targetEntity == null) {
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throwException();
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}
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break;
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// TakenDamage, ConsumedAP / MP and Healed all need a targetField, targetEntity and Amount.
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case TakenDamageEvent:
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case ConsumedAPEvent:
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case ConsumedMPEvent:
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case HealedEvent:
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if (this.targetField == null ||
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this.targetEntity == null ||
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this.amount == null) {
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throwException();
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}
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break;
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// SpawnEntity needs an entity, of course.
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case SpawnEntityEvent:
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if (this.entity == null) {
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throwException();
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}
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break;
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// Melee- and ranged attacks need the same properties (except for the type)
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case MeleeAttackEvent:
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case RangedAttackEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null ||
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this.targetEntity == null) {
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throwException();
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}
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break;
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// Exchanging and using InfinityStones both uses the same keys. Hereby, using a stone like the
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// RealityStone causes the stone to be used on oneself
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case ExchangeInfinityStoneEvent:
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case UseInfinityStoneEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null ||
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this.targetEntity == null ||
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this.stoneType == null) {
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throwException();
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}
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break;
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// MoveEvents take an originField, a targetField, and an originEntity.
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case MoveEvent:
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if (this.originField == null ||
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this.targetField == null ||
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this.originEntity == null) {
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throwException();
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}
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break;
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// RoundSetupEvents take a RoundCount and a CharacterOrder
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case RoundSetupEvent:
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if (this.roundCount == null || this.characterOrder == null) {
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throwException();
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}
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break;
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// TurnEvents take a TurnCount and a NextCharacter
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case TurnEvent:
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if (this.turnCount == null || this.nextCharacter == null) {
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throwException();
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}
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break;
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// A WinEvent needs to know what player has won
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case WinEvent:
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if (this.playerWon == null) {
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throwException();
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}
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break;
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// TimeoutEvents give a message back. As the only events to do so, this might be removed later on.
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case TimeoutEvent:
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if (this.message == null) {
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throwException();
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}
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break;
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// TimeoutWarnings carry a message and the amount of time left in seconds. The message might disappear.
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case TimeoutWarningEvent:
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if (this.message == null || this.timeLeft == null) {
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throwException();
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}
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break;
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}
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}
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return this;
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}
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/**
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* Utility function for throwing a specific exception.
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* @throws IllegalStateException if the builder hasn't received enough properties to construct the event
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*/
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private void throwException() throws IllegalStateException {
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throw new IllegalStateException("Properties malformed for " + this.type + ".\n" + "Builder properties: " + this.notNullToString());
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}
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/**
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* Builds a {@link GameEvent} from the values given to the builder.
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* <ul>
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@ -326,21 +178,9 @@ public class EventBuilder {
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* <li>timeLeft describes the time left for a client to act before getting kicked in the TimeoutWarning event</li>
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* </ul>
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*
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* @param checked Determines if properties should be checked
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* @return a {@link GameEvent} based on the builder
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*/
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public GameEvent buildGameEvent(boolean checked) throws IllegalStateException {
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if(checked) {
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this.check();
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}
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return buildGameEvent();
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}
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/**
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* Builds a {@link GameEvent} from the values given to the builder without checking.
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* @return a {@link GameEvent} based on the builder
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*/
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private GameEvent buildGameEvent() {
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public GameEvent buildGameEvent() throws IllegalStateException {
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var gameEvent = new GameEvent();
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gameEvent.type = this.type;
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gameEvent.roundCount = this.roundCount;
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@ -364,21 +204,9 @@ public class EventBuilder {
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* <li>amount is a generic amount, for example damage taken</li>
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* </ul>
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*
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* @param checked Determines if properties should be checked
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* @return an {@link EntityEvent} based on the builder
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*/
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public EntityEvent buildEntityEvent(boolean checked) throws IllegalStateException {
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if(checked) {
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this.check();
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}
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return this.buildEntityEvent();
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}
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/**
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* Builds an {@link EntityEvent} from the values given to the builder without checking.
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* @return an {@link EntityEvent} based on the builder
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*/
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private EntityEvent buildEntityEvent() {
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public EntityEvent buildEntityEvent() throws IllegalStateException {
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var entityEvent = new EntityEvent();
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entityEvent.type = this.type;
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entityEvent.targetEntity = this.targetEntity;
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@ -398,21 +226,9 @@ public class EventBuilder {
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* <li>targetField is the target field in the form of an {@link IntVector2}</li>
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* </ul>
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*
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* @param checked Determines if properties should be checked
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* @return a {@link CharacterEvent} based on the builder
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*/
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public CharacterEvent buildCharacterEvent(boolean checked) throws IllegalStateException {
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if(checked) {
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this.check();
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}
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return buildCharacterEvent();
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}
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/**
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* Builds a {@link CharacterEvent} from the values given to the builder without checking.
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* @return a {@link CharacterEvent} based on the builder
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*/
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private CharacterEvent buildCharacterEvent() {
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public CharacterEvent buildCharacterEvent() throws IllegalStateException {
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var characterEvent = new CharacterEvent();
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characterEvent.type = this.type;
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characterEvent.originEntity = this.originEntity;
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@ -434,21 +250,9 @@ public class EventBuilder {
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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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* @param checked Determines if properties should be checked
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* @return a {@link GameStateEvent} based on the builder
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*/
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public GameStateEvent buildGameStateEvent(boolean checked) throws IllegalStateException {
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if(checked) {
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this.check();
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}
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return this.buildGameStateEvent();
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}
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/**
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* Builds a {@link GameStateEvent} from the values given to the builder without checking.
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* @return a {@link GameStateEvent} based on the builder
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*/
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private GameStateEvent buildGameStateEvent() {
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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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@ -465,21 +269,9 @@ public class EventBuilder {
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* <li>customContent is a {@link HashMap}<{@link String}, {@link Object}> resembling the JSON keys in the event</li>
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* </ul>
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*
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* @param checked Determines if properties should be checked
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* @return a {@link CustomEvent} based on the builder
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*/
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public CustomEvent buildCustomEvent(boolean checked) throws IllegalStateException {
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if(checked) {
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this.check();
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}
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return this.buildCustomEvent();
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}
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/**
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* Builds a {@link CustomEvent} from the values given to the builder without checking.
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* @return a {@link CustomEvent} based on the builder
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*/
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private CustomEvent buildCustomEvent() {
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public CustomEvent buildCustomEvent() throws IllegalStateException {
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var customEvent = new CustomEvent();
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customEvent.type = this.type;
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customEvent.teamIdentifier = this.teamIdentifier;
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@ -17,6 +17,59 @@ public class GameEvent extends Event {
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public String message;
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public Integer timeLeft;
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@Override
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public boolean check() {
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if(!super.check()) {
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return false;
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}
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switch(type) {
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// all of those events do not need any extra values except the EventType
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case PauseStartEvent:
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case PauseStopEvent:
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case TurnTimeoutEvent:
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case DisconnectEvent:
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break;
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// RoundSetupEvents take a RoundCount and a CharacterOrder
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case RoundSetupEvent:
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if (this.roundCount == null || this.characterOrder == null) {
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return false;
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}
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break;
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// TurnEvents take a TurnCount and a NextCharacter
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case TurnEvent:
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if (this.turnCount == null || this.nextCharacter == null) {
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return false;
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}
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break;
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// A WinEvent needs to know what player has won
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case WinEvent:
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if (this.playerWon == null) {
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return false;
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}
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break;
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// TimeoutEvents give a message back. As the only events to do so, this might be removed later on.
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case TimeoutEvent:
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if (this.message == null) {
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return false;
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}
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break;
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// TimeoutWarnings carry a message and the amount of time left in seconds. The message might disappear.
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case TimeoutWarningEvent:
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if (this.message == null || this.timeLeft == null) {
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return false;
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}
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break;
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}
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return true;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -13,6 +13,27 @@ public class GameStateEvent extends Event {
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public EntityID activeCharacter;
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public Boolean winCondition;
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@Override
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public boolean check() {
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if(!super.check()) {
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return false;
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}
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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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if (this.entities == null ||
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this.turnOrder == null ||
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this.activeCharacter == null ||
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this.winCondition == null) {
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return false;
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}
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break;
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}
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return true;
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}
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@Override
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public boolean equals(Object o) {
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if (this == o) return true;
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@ -37,7 +37,7 @@ class EventBuilderTest {
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new EntityID(EntityType.P2, 0),
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};
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turn = new EntityID(EntityType.P1, 0);
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turn = turns[0];
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entities = new Entity[]{
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new Character(
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@ -79,7 +79,6 @@ class EventBuilderTest {
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25);
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filled = new EventBuilder(EventType.CustomEvent)
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// .withType(EventType.CustomEvent)
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.withTargetEntity(new EntityID(EntityType.P1, 1))
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.withTargetField(new IntVector2(11, 13))
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.withAmount(15)
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@ -126,7 +125,11 @@ class EventBuilderTest {
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var roundSetupEvent = new EventBuilder(EventType.RoundSetupEvent)
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.withRoundCount(4)
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.withCharacterOrder(turns)
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.buildGameEvent(true);
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.buildGameEvent();
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assertThat(roundSetupEvent.check())
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.isTrue()
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.withFailMessage("RoundSetupEvent failed check");
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var roundSetupEventBaseline = new GameEvent();
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roundSetupEventBaseline.type = EventType.RoundSetupEvent;
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@ -139,13 +142,17 @@ class EventBuilderTest {
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var turnEvent = new EventBuilder(EventType.TurnEvent)
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.withNextCharacter(turn)
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.withRoundCount(5)
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.buildGameEvent(false);
|
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.withTurnCount(5)
|
||||
.buildGameEvent();
|
||||
|
||||
assertThat(turnEvent.check())
|
||||
.isTrue()
|
||||
.withFailMessage("TurnEvent failed check");
|
||||
|
||||
var turnEventBaseline = new GameEvent();
|
||||
turnEventBaseline.type = EventType.TurnEvent;
|
||||
turnEventBaseline.nextCharacter = turn;
|
||||
turnEventBaseline.roundCount = 5;
|
||||
turnEventBaseline.turnCount = 5;
|
||||
|
||||
assertThat(turnEvent)
|
||||
.isEqualTo(turnEventBaseline)
|
||||
@ -163,7 +170,11 @@ class EventBuilderTest {
|
||||
.withPlayerWon(5912)
|
||||
.withMessage("This message is very much not useful at all")
|
||||
.withTimeLeft(-144)
|
||||
.buildGameEvent(false);
|
||||
.buildGameEvent();
|
||||
|
||||
assertThat(gameEvent.check())
|
||||
.isTrue()
|
||||
.withFailMessage("GameEvent failed check");
|
||||
|
||||
var baseline = new GameEvent();
|
||||
baseline.type = EventType.DisconnectEvent;
|
||||
@ -188,7 +199,11 @@ class EventBuilderTest {
|
||||
.withTurnOrder(turns)
|
||||
.withActiveCharacter(turn)
|
||||
.withWinCondition(true)
|
||||
.buildGameStateEvent(false);
|
||||
.buildGameStateEvent();
|
||||
|
||||
assertThat(gameStateEvent.check())
|
||||
.isTrue()
|
||||
.withFailMessage("GameStateEvent failed check");
|
||||
|
||||
var baseline = new GameStateEvent();
|
||||
baseline.type = EventType.ConsumedAPEvent;
|
||||
@ -216,46 +231,42 @@ class EventBuilderTest {
|
||||
|
||||
@Test
|
||||
void buildGameStateEventWithTooManyProperties() {
|
||||
assertThatNoException()
|
||||
.isThrownBy(() -> new EventBuilder(EventType.Ack) // too many properties is fine
|
||||
.withAmount(15) // also properties of different EventTypes, they just get ignored
|
||||
.withEntities(entities) // properties belonging to the same eventType get incorporated into
|
||||
.withWinCondition(false) // the final event, so they have to be ignored
|
||||
.buildGameStateEvent(true)); // by the programmer later on
|
||||
assertThat(new EventBuilder(EventType.Ack) // too many properties is fine
|
||||
.withAmount(15) // also properties of different EventTypes, they just get ignored
|
||||
.withEntities(entities) // properties belonging to the same eventType get incorporated into
|
||||
.withWinCondition(false) // the final event, so they have to be ignored
|
||||
.buildGameStateEvent() // by the programmer later on
|
||||
.check()).isTrue();
|
||||
}
|
||||
|
||||
@Test
|
||||
void buildGameStateEvent() {
|
||||
assertThatNoException()
|
||||
.isThrownBy(() -> new EventBuilder(EventType.Ack) // needs no properties
|
||||
.buildGameStateEvent(true));
|
||||
assertThat(new EventBuilder(EventType.Ack) // needs no properties
|
||||
.buildGameStateEvent()
|
||||
.check()).isTrue();
|
||||
|
||||
|
||||
assertThat(new EventBuilder(EventType.Nack).buildGameStateEvent().check()).isTrue();
|
||||
|
||||
assertThatNoException()
|
||||
.isThrownBy(() -> new EventBuilder(EventType.Nack).buildGameStateEvent(true));
|
||||
assertThat(new EventBuilder(EventType.Req).buildGameStateEvent().check()).isTrue();
|
||||
|
||||
assertThatNoException()
|
||||
.isThrownBy(() -> new EventBuilder(EventType.Req).buildGameStateEvent(true));
|
||||
assertThat(new EventBuilder(EventType.GameStateEvent) // if properties missing throw exception
|
||||
.withTurnOrder(turns)
|
||||
.withActiveCharacter(turn)
|
||||
.buildGameStateEvent()
|
||||
.check()).isFalse();
|
||||
|
||||
assertThatExceptionOfType(IllegalStateException.class)
|
||||
.isThrownBy(() -> new EventBuilder(EventType.GameStateEvent) // if properties missing throw exception
|
||||
.withTurnOrder(turns)
|
||||
.withActiveCharacter(turn)
|
||||
.buildGameStateEvent(true));
|
||||
|
||||
assertThatNoException()
|
||||
.isThrownBy(() -> new EventBuilder(EventType.GameStateEvent) // no exception if all properties present
|
||||
.withEntities(entities)
|
||||
.withTurnOrder(turns)
|
||||
.withActiveCharacter(turn)
|
||||
.withWinCondition(false)
|
||||
.buildGameStateEvent(true));
|
||||
assertThat(new EventBuilder(EventType.GameStateEvent) // no exception if all properties present
|
||||
.withEntities(entities)
|
||||
.withTurnOrder(turns)
|
||||
.withActiveCharacter(turn)
|
||||
.withWinCondition(false)
|
||||
.buildGameStateEvent()
|
||||
.check()).isTrue();
|
||||
}
|
||||
|
||||
@Test
|
||||
void buildCustomEvent() {
|
||||
// TODO: check CustomEvent validation for correctness
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user