test: added TimeoutWarning and generateWin tests
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		@ -8,6 +8,8 @@ import uulm.teamname.marvelous.gamelibrary.config.FieldType;
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import uulm.teamname.marvelous.gamelibrary.config.PartyConfig;
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import uulm.teamname.marvelous.gamelibrary.config.ScenarioConfig;
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import uulm.teamname.marvelous.gamelibrary.entities.EntityType;
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import uulm.teamname.marvelous.gamelibrary.events.EventBuilder;
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import uulm.teamname.marvelous.gamelibrary.events.EventType;
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import uulm.teamname.marvelous.gamelibrary.messages.ParticipantType;
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import uulm.teamname.marvelous.gamelibrary.requests.Request;
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import uulm.teamname.marvelous.gamelibrary.requests.RequestBuilder;
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@ -57,4 +59,40 @@ class LobbyTest {
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        lobby.receiveRequests(requests, playerOne);
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    }
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    @Test
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    void soonTimeoutTest(){
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        var participant = mock(Participant.class);
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        lobby.soonTimeout(participant);
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        verify(connection).sendEvents(participant, new EventBuilder(EventType.TimeoutWarningEvent).buildGameStateEvent());
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    }
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    @Test
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    void generateWinPlayer1Test(){
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        var webSoc = mock(WebSocket.class);
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        Participant winner = new Participant(webSoc, ParticipantType.PlayerOne, "playerOne");
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        lobby.generateWin(winner);
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        verify(connection).broadcastEvents(
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                new EventBuilder(EventType.WinEvent)
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                        .withPlayerWon(1)
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                        .buildGameStateEvent(),
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                new EventBuilder(EventType.DisconnectEvent)
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                        .buildGameStateEvent());
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        verify(connection).terminateConnection();
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    }
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    @Test
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    void generateWinPlayer2Test(){
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        var webSoc = mock(WebSocket.class);
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        Participant winner = new Participant(webSoc, ParticipantType.PlayerOne, "playerOne");
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        lobby.generateWin(winner);
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        verify(connection).broadcastEvents(
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                new EventBuilder(EventType.WinEvent)
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                        .withPlayerWon(2)
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                        .buildGameStateEvent(),
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                new EventBuilder(EventType.DisconnectEvent)
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                        .buildGameStateEvent());
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        verify(connection).terminateConnection();
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    }
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}
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