Coverage Summary for Class: Building0 (it.polimi.ingsw.gc14.Model.Cards.Building.Effects)

Class Class, % Method, % Branch, % Line, %
Building0 100% (1/1) 100% (6/6) 81.2% (13/16) 100% (30/30)


 package it.polimi.ingsw.gc14.Model.Cards.Building.Effects;
 
 import it.polimi.ingsw.gc14.Model.Cards.Building.EffectType;
 import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
 import it.polimi.ingsw.gc14.Model.Player;
 import it.polimi.ingsw.gc14.Model.Cards.TribeCards.CharacterType;
 
 
 
 /**
  * Building effect that grants 5 food for each new complete set of
  * 6 different character types obtained after purchasing this building.
  *
  * <p>Character sets already completed before the building is purchased
  * are stored during initialization and do not provide food.
  */
 public class Building0 extends BuildingCard {
 
     /** Food units granted per newly completed character set. */
     private static final int FOOD_PER_CHARACTER_SET = 5;
 
     /**
      * Indicates whether the building effect has already been initialized
      * after purchase.
      */
     private boolean purchased;
 
     /**
      * Number of complete character sets already counted by this building effect.
      */
     private int numSet;
 
     /**
      * Creates a building with the specified image identifier, era, price
      * and prestige value.
      *
      * @param idImage the image identifier of the building.
      * @param era the game era of the building.
      * @param price the price in food of the building.
      * @param prestigeValue the number of Prestige Points granted by this building
      *                      at the end of the game.
      */
     public Building0(String idImage,int era,int price,int prestigeValue) {
         super(idImage,era,price,prestigeValue);
         effectType=EffectType.CARD_SET;
         effectId=0;
         purchased = false;
         numSet = 0;
     }
 
     /**
      * Creates a building with the specified era, price and prestige value.
      *
      * @param era the game era of the building.
      * @param price the price in food of the building.
      * @param prestigeValue the number of Prestige Points granted by this building
      *                      at the end of the game.
      */
     public Building0(int era,int price,int prestigeValue) {
         super(era,price,prestigeValue);
         effectType=EffectType.CARD_SET;
         effectId=0;
         purchased = false;
         numSet = 0;
     }
 
     /**
      * Attempts to purchase the building and initializes its effect if the
      * purchase succeeds.
      *
      * @param player the player who attempts to buy the building.
      * @return {@code true} if the building is successfully purchased and initialized,
      *         {@code false} otherwise.
      */
     @Override
     public boolean buy(Player player)
     {
         if(!super.buy(player))
             return false;
         initialize(player);
         return true;
     }
 
     /**
      * Initializes the building effect by storing the number of complete
      * character sets already owned by the player at the moment of purchase.
      *
      * <p>The initialization is performed only once.
      *
      * @param player the player who owns the building.
      */
     public void initialize(Player player)
     {
         if(purchased)
         {
             return;
         }
         numSet=player.getNType(CharacterType.INVENTOR);
         for(CharacterType type : CharacterType.values())
         {
             if(player.getNType(type)<=numSet)
                 numSet=player.getNType(type);
         }
         purchased = true;
     }
 
     /**
      * Creates a new building instance with the same configuration values
      * as this card.
      *
      * <p>The runtime state of the effect, such as initialization status and
      * counted character sets, is not copied.
      *
      * @return a new building card with the same base properties.
      */
     @Override
     public BuildingCard clone() {
         return new Building0(getIdIMG(),getEra(),getPrice(),getPrestigeValue());
     }
 
     /**
      * Applies the building effect to the specified player.
      *
      * <p>The method counts the complete character sets currently owned by the player
      * and grants 5 food for each set completed since the last stored value.
      *
      * @param player the player who owns the building.
      * @throws IllegalArgumentException if the specified player does not own this card.
      */
     public void applyEffect(Player player) throws IllegalArgumentException {
         if(!player.getBuildingCards().contains(this))
             throw new IllegalArgumentException();
         int min_temp=player.getNType(CharacterType.INVENTOR);
         for(CharacterType type : CharacterType.values())
         {
             if(player.getNType(type)<=min_temp)
                 min_temp=player.getNType(type);
         }
         if(min_temp<=numSet)
         {
             return;
         }
         player.addFood(FOOD_PER_CHARACTER_SET *(min_temp-numSet));
         numSet=min_temp;
     }
 
 }