Docs: refine JavaDoc for building effects and controllers
This commit is contained in:
@@ -1,42 +1,39 @@
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package it.polimi.ingsw.gc14.Controller;
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import it.polimi.ingsw.gc14.Model.*;
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import it.polimi.ingsw.gc14.Model.GamePackage.Board;
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import it.polimi.ingsw.gc14.Model.GamePackage.CurrentState;
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import it.polimi.ingsw.gc14.Model.MiniModel;
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import it.polimi.ingsw.gc14.Network.IClient;
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import it.polimi.ingsw.gc14.Network.NetworkEvents.*;
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import it.polimi.ingsw.gc14.View.IView;
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import java.rmi.RemoteException;
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import java.util.Map;
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import java.util.Objects;
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/**
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* Controller class that holds all the components of the client, such as view, network client and Game Controller.
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* It provides methods to set the client components and to execute requested actions.
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* Controller responsible for coordinating the client-side components,
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* including the view, the network client and the local mini model.
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*
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* <p>It receives user actions from the view, performs basic client-side
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* checks and forwards valid requests to the network client.
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*/
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public class ClientController {
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/** Game Controller of the client */
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/** Local mini model representing the client-side game state. */
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public MiniModel miniModel;
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/** View of the client */
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/** View of the client. */
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public IView view;
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/** Network client (either TCP or RMI) */
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/** Network client, either TCP or RMI. */
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private IClient client;
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/**
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* The username of the client associated with this event.
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*/
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/** Username associated with this client. */
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public String myUsername;
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/**
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* Constructs the ClientController.
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* Initializes all attributes.
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* @param view the client view (either TUI or GUI)
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* Constructs a client controller with the specified view.
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*
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* <p>The network client is initially unset and an empty local mini model
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* is created.
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*
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* @param view the client view, either TUI or GUI.
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*/
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public ClientController(IView view) {
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this.view = view;
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@@ -44,19 +41,19 @@ public class ClientController {
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this.miniModel = new MiniModel();
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}
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/**
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* Sets the network client.
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* @param client the client to set (either TCP or RMI)
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*
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* @param client the client to set, either TCP or RMI.
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*/
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public void setClient(IClient client) {
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this.client = client;
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}
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/**
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* Sets the model in the GameController and updates the view.
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* @param model the model to set
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* Sets the local mini model and updates the view accordingly.
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*
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* @param model the mini model to set.
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*/
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public void setModel(MiniModel model) {
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this.miniModel = model;
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@@ -64,7 +61,7 @@ public class ClientController {
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}
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/**
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* Sets the username of the client associated with this event.
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* Sets the username associated with this client.
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*
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* @param username the username to set.
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*/
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@@ -72,103 +69,112 @@ public class ClientController {
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this.myUsername = username;
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}
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/**
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* Displays an error message in the view.
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* @param message the error message to display
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*
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* @param message the error message to display.
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*/
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public void onError(String message) {
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view.showError(message);
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}
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/**
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* Requests to draw a tribe card from the upper list.
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* Creates a NetworkEvent and sends it through the network client.
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* @param playerUsername the name of the player performing the action
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* @param pos the index of the card to draw
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the index of the card to draw.
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*/
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public void drawUpperTribeCard(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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{
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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}
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else
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{
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} else {
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client.drawUpperTribeCard(playerUsername, pos);
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}
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}
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/**
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* Requests to draw a tribe card from the lower list.
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* Creates a NetworkEvent and sends it through the network client.
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* @param playerUsername the name of the player performing the action
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* @param pos the index of the card to draw
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the index of the card to draw.
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*/
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public void drawLowerTribeCard(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else
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} else {
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client.drawLowerTribeCard(playerUsername, pos);
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}
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}
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/**
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* Requests to draw a building card from the upper list.
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* Creates a NetworkEvent and sends it through the network client.
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* @param playerUsername the name of the player performing the action
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* @param pos the index of the card to draw
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the index of the card to draw.
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*/
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public void drawUpperBuildingCard(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else {
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} else {
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client.drawUpperBuildingCard(playerUsername, pos);
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}
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}
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/**
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* Requests to draw a building card from the lower list.
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* Creates a NetworkEvent and sends it through the network client.
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* @param playerUsername the name of the player performing the action
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* @param pos the index of the card to draw
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the index of the card to draw.
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*/
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public void drawLowerBuildingCard(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername,miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else {
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} else {
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client.drawLowerBuildingCard(playerUsername, pos);
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}
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}
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/**
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* Requests to skip turn .
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* This action is available only when the player cannot draw any tribe card.
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* @param playerUsername the name of the player performing the action
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* Requests to skip the current turn.
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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*/
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public void skipTurn(String playerUsername) {
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if(!Objects.equals(playerUsername,miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else {
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} else {
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client.skipTurn(playerUsername);
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}
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}
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/**
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* Used to perform the slot choice action for the specified player at the specified position.
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* @param playerUsername the name of the player performing the action
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* @param pos the index of the selected slot
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* Requests the selection of a slot by the specified player.
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*
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the request is forwarded to the network client.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the index of the selected slot.
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*/
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public void slotChoice(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else {
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} else {
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client.slotChoice(playerUsername, pos);
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}
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}
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@@ -176,19 +182,18 @@ public class ClientController {
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/**
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* Handles the selection of a totem by the specified player.
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*
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* <p>If the player is not the current one, an error message is shown.
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* Otherwise, the selected totem is retrieved from the available totems
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* and the choice is forwarded to the client.
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* <p>If the specified player is not the current player, an error message
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* is shown. Otherwise, the selected totem is retrieved from the available
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* totems list and the choice is forwarded to the network client.
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*
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* @param playerUsername the username of the player making the choice.
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* @param pos the position of the selected totem in the available totems list.
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* @param pos the index of the selected totem in the available totems list.
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*/
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public void totemChoice(String playerUsername, int pos) {
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if(!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName()))
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if (!Objects.equals(playerUsername, miniModel.currentState.getCurrentPlayer().getUserName())) {
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view.showError("It's not your turn!");
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else {
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} else {
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client.totemChoice(playerUsername, String.valueOf(miniModel.availableTotems.get(pos)));
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}
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}
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}
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@@ -5,9 +5,10 @@ import it.polimi.ingsw.gc14.Model.Player;
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import it.polimi.ingsw.gc14.Model.Totems;
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/**
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* Controller class that manages interactions between the client-side logic
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* and the {@link Game} model.
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* It provides methods to add players and to perform game actions by delegating them to the model.
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* Controller responsible for managing interactions with the {@link Game} model.
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*
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* <p>It provides methods to update the game state by delegating player-related
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* actions and game actions to the underlying model.
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*/
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public class GameController {
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@@ -36,7 +37,8 @@ public class GameController {
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*
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* @param username the username of the player who disconnected.
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* @return {@code true} if the disconnection is handled successfully,
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* {@code false} if no player with the specified username exists.
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* {@code false} if no player with the specified username exists
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* or if the operation fails.
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*/
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public boolean DisconnectedPlayer(String username)
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{
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@@ -51,7 +53,8 @@ public class GameController {
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*
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* @param username the username of the player who reconnected.
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* @return {@code true} if the reconnection is handled successfully,
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* {@code false} if no player with the specified username exists.
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* {@code false} if no player with the specified username exists
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* or if the operation fails.
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*/
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public boolean ReconnectPlayer(String username)
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{
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@@ -83,19 +86,21 @@ public class GameController {
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* Attempts to add a new player with the specified username to the game model.
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*
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* @param username the username of the player to add.
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* @return {@code true} if the player is successfully added, {@code false} otherwise.
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* @return {@code true} if the player is successfully added,
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* {@code false} otherwise.
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*/
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public boolean addPlayer(String username) {
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return model.addPlayer(new Player(username));
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}
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/**
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* Attempts to draw an upper tribe card for the specified player from the specified position.
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* Attempts to draw an upper tribe card for the specified player
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* from the specified position.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the upper tribe card to draw.
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* @return {@code true} if the action succeeds, {@code false} if the player does not exist
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* or if the draw operation fails.
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* @return {@code true} if the action succeeds,
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* {@code false} if the player does not exist or if the draw operation fails.
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*/
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public boolean drawUpperTribeCard(String playerUsername,int pos) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -105,12 +110,13 @@ public class GameController {
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}
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/**
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* Attempts to draw a lower tribe card for the specified player from the specified position.
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* Attempts to draw a lower tribe card for the specified player
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* from the specified position.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the lower tribe card to draw.
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* @return {@code true} if the action succeeds, {@code false} if the player does not exist
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* or if the draw operation fails.
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* @return {@code true} if the action succeeds,
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* {@code false} if the player does not exist or if the draw operation fails.
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*/
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public boolean drawLowerTribeCard(String playerUsername,int pos) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -120,12 +126,13 @@ public class GameController {
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}
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/**
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* Attempts to draw an upper building card for the specified player from the specified position.
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* Attempts to draw an upper building card for the specified player
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* from the specified position.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the upper building card to draw.
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* @return {@code true} if the action succeeds, {@code false} if the player does not exist
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* or if the draw operation fails.
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* @return {@code true} if the action succeeds,
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* {@code false} if the player does not exist or if the draw operation fails.
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*/
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public boolean drawUpperBuildingCard(String playerUsername,int pos) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -135,12 +142,13 @@ public class GameController {
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}
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/**
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* Attempts to draw a lower building card for the specified player from the specified position.
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* Attempts to draw a lower building card for the specified player
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* from the specified position.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the lower building card to draw.
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* @return {@code true} if the action succeeds, {@code false} if the player does not exist
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* or if the draw operation fails.
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* @return {@code true} if the action succeeds,
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* {@code false} if the player does not exist or if the draw operation fails.
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*/
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public boolean drawLowerBuildingCard(String playerUsername,int pos) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -153,9 +161,9 @@ public class GameController {
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/**
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* Skips the card drawing action for the specified player.
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*
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* @param playerUsername the username of the player who wants to skip the turn action.
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* @return {@code true} if the skip action is valid and successfully performed;
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* {@code false} if the player does not exist or the action is not valid.
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* @param playerUsername the username of the player performing the action.
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* @return {@code true} if the skip action is valid and successfully performed,
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* {@code false} if the player does not exist or if the action is not valid.
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*/
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public boolean SkipTurn(String playerUsername) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -167,12 +175,13 @@ public class GameController {
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/**
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* Attempts to perform the slot choice action for the specified player at the specified position.
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* Attempts to perform the slot choice action for the specified player
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* at the specified position.
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*
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* @param playerUsername the username of the player performing the action.
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* @param pos the position of the chosen slot.
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* @return {@code true} if the action succeeds, {@code false} if the player does not exist
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* or if the slot choice operation fails.
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* @return {@code true} if the action succeeds,
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* {@code false} if the player does not exist or if the slot choice operation fails.
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*/
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public boolean slotChoice(String playerUsername,int pos) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -187,7 +196,8 @@ public class GameController {
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* @param playerUsername the username of the player making the choice.
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* @param totem the name of the selected totem.
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* @return {@code true} if the choice is handled successfully,
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* {@code false} if no player with the specified username exists.
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* {@code false} if no player with the specified username exists
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* or if the choice operation fails.
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*/
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public boolean TotemChoice(String playerUsername,String totem) {
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Player player= model.getPlayerByUsername(playerUsername);
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@@ -8,28 +8,34 @@ import it.polimi.ingsw.gc14.Model.Cards.TribeCards.CharacterType;
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/**
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* From the moment you buy this building, every time you complete a set of 6 different characters, you gain 5 food.
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* Note: sets of characters already present before purchasing the building do not count.
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* Building effect that grants 5 food for each new complete set of
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* 6 different character types obtained after purchasing this building.
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*
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* <p>Character sets already completed before the building is purchased
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* are stored during initialization and do not provide food.
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*/
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public class Building0 extends BuildingCard {
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/**
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* The purchased attribute is used to indicate whether the card has already been initialized.
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* Indicates whether the building effect has already been initialized
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* after purchase.
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*/
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boolean purchased ;
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/**
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* The numSet attribute indicates how many complete sets the player has.
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* Number of complete character sets already counted by this building effect.
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*/
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private int numSet;
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/**
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* Constructor of the building.
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* Creates a building with the specified image identifier, era, price
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* and prestige value.
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*
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* @param idImage the image identifier of the building.
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* @param era the game era of the building.
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* @param price the price in food of the building.
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* @param prestigeValue the number of Prestige Points gained from this building at the end of the game.
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* @param prestigeValue the number of Prestige Points granted by this building
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* at the end of the game.
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*/
|
||||
public Building0(String idImage,int era,int price,int prestigeValue) {
|
||||
super(idImage,era,price,prestigeValue);
|
||||
@@ -40,10 +46,12 @@ public class Building0 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor 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 gained from this building at the end of the game.
|
||||
* 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);
|
||||
@@ -54,9 +62,12 @@ public class Building0 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Method used to purchase the building. It also handles its initialization.
|
||||
* @param player The player who buys the building.
|
||||
* @return The outcome of the operation.
|
||||
* 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)
|
||||
@@ -68,9 +79,12 @@ public class Building0 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the building by counting the number of complete sets at the moment of purchase.
|
||||
* The building can only be initialized once.
|
||||
* @param player The player who owns the building, whose cards are counted to determine the number of sets.
|
||||
* 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)
|
||||
{
|
||||
@@ -88,8 +102,13 @@ public class Building0 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Method to clone the building: it creates an exact copy.
|
||||
* @return The new copy of the building
|
||||
* 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() {
|
||||
@@ -97,10 +116,13 @@ public class Building0 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the current number of card sets and subtracts the previous value (i.e., the number of newly obtained sets).
|
||||
* The player gains an amount of food equal to 5 times this result.
|
||||
* @param player The player who owns the building.
|
||||
* @throws IllegalArgumentException thrown if the specified player does not own this card.
|
||||
* 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.
|
||||
*/
|
||||
@Override
|
||||
public void applyEffect(Player player) throws IllegalArgumentException {
|
||||
|
||||
@@ -5,27 +5,31 @@ import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
|
||||
import it.polimi.ingsw.gc14.Model.Cards.TribeCards.CharacterType;
|
||||
|
||||
/**
|
||||
* During the Sustenance Event, you have a discount of 1 food token on the total you
|
||||
* would have to pay, for each of the indicated characters in your tribe.
|
||||
* Building effect that grants a discount of 1 food during the Sustenance Event
|
||||
* for each character of the indicated type present in the player's tribe.
|
||||
*/
|
||||
public class Building1 extends BuildingCard {
|
||||
|
||||
/**
|
||||
* The icon attribute indicates the character type involved in the building effect.
|
||||
* Character type involved in the building effect.
|
||||
*/
|
||||
private CharacterType icon ;
|
||||
|
||||
/**
|
||||
* @return The character type associated with this building effect.
|
||||
* Returns the character type associated with this building effect.
|
||||
*
|
||||
* @return the character type associated with this building effect.
|
||||
*/
|
||||
public CharacterType getIcon() {return icon;}
|
||||
|
||||
/**
|
||||
* Constructor 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 gained from this building at the end of the game.
|
||||
* @param icon The character type used by the building effect.
|
||||
* Creates a building with the specified era, price, prestige value
|
||||
* and character type involved in its effect.
|
||||
*
|
||||
* @param era the game era of the building.
|
||||
* @param price the price in food of the building.
|
||||
* @param prestigeValue the number of Prestige Points gained from this building at the end of the game.
|
||||
* @param icon the character type used by the building effect.
|
||||
*/
|
||||
public Building1(int era, int price,int prestigeValue, CharacterType icon) {
|
||||
super(era,price,prestigeValue);
|
||||
@@ -35,7 +39,8 @@ public class Building1 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor of the building.
|
||||
* Creates a building with the specified image identifier, era, price,
|
||||
* prestige value and character type involved in its effect.
|
||||
*
|
||||
* @param idIMG the image identifier of the building.
|
||||
* @param era the game era of the building.
|
||||
@@ -51,8 +56,10 @@ public class Building1 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Method to clone the building: it creates an exact copy.
|
||||
* @return The new copy of the building.
|
||||
* Creates a new building instance with the same configuration values
|
||||
* as this card.
|
||||
*
|
||||
* @return a new building card with the same base properties and icon.
|
||||
*/
|
||||
@Override
|
||||
public BuildingCard clone() {
|
||||
@@ -60,14 +67,10 @@ public class Building1 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Prints a string representation of this {@code Building1}. This specific variation is used in the {@code Game}'s
|
||||
* toString to print a more detailed version.
|
||||
* <p>includes:
|
||||
* <li>{@link #icon Icon}
|
||||
* </p>
|
||||
* @return {@code String} - a string representation of this {@code Building1}.
|
||||
* @see it.polimi.ingsw.gc14.Model.Game Game
|
||||
* @see it.polimi.ingsw.gc14.Model.GamePackage.Board Board
|
||||
* Returns a string representation of this building, including the character
|
||||
* type associated with its effect.
|
||||
*
|
||||
* @return a string representation of this building.
|
||||
*/
|
||||
@Override
|
||||
public String toString() {
|
||||
|
||||
@@ -8,9 +8,10 @@ import it.polimi.ingsw.gc14.Model.Player;
|
||||
import java.util.HashMap;
|
||||
|
||||
/**
|
||||
* Represents the building card number 10.
|
||||
* At the end of the game, the player gains 6 Prestige Points
|
||||
* for each complete set of character types in their tribe.
|
||||
*
|
||||
* <p>This class defines the specific behavior and effects of building card 10.
|
||||
* <p>A complete set contains one character card of each {@link CharacterType}.
|
||||
*/
|
||||
public class Building10 extends BuildingCard {
|
||||
|
||||
@@ -53,8 +54,9 @@ public class Building10 extends BuildingCard {
|
||||
|
||||
/**
|
||||
* Applies the effect of this building card to the specified player.
|
||||
* The effect grants 6 prestige points for each complete set of character cards.
|
||||
* owned by the player, where a complete set contains one card of each.
|
||||
*
|
||||
* <p>The effect grants 6 Prestige Points for each complete set of character
|
||||
* cards owned by the player, where a complete set contains one card of each
|
||||
* {@link CharacterType}.
|
||||
*
|
||||
* @param player the player to whom the effect is applied.
|
||||
|
||||
@@ -6,9 +6,11 @@ import it.polimi.ingsw.gc14.Model.Cards.TribeCards.CharacterType;
|
||||
import it.polimi.ingsw.gc14.Model.Player;
|
||||
|
||||
/**
|
||||
* Represents the building card number 11.
|
||||
* At the end of the game, the player gains Prestige Points based on the number
|
||||
* of cards of the indicated character type in their tribe.
|
||||
*
|
||||
* <p>This class defines the specific behavior and effects of building card 11.
|
||||
* <p>The gained amount is equal to the number of matching character cards
|
||||
* multiplied by the building's prestige multiplier.
|
||||
*/
|
||||
public class Building11 extends BuildingCard {
|
||||
|
||||
@@ -85,8 +87,8 @@ public class Building11 extends BuildingCard {
|
||||
* The effect grants prestige points equal to the number of cards of the
|
||||
* associated CharacterType owned by the player, multiplied by the prestige multiplier.
|
||||
*
|
||||
* @param player the player to whom the effect is applied-
|
||||
* @throws IllegalArgumentException if the player does not own this building card-
|
||||
* @param player the player to whom the effect is applied.
|
||||
* @throws IllegalArgumentException if the player does not own this building card.
|
||||
*/
|
||||
@Override
|
||||
public void applyEffect(Player player) throws IllegalArgumentException {
|
||||
@@ -96,15 +98,10 @@ public class Building11 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Prints a string representation of this {@code Building1}. This specific variation is used in the {@code Game}'s
|
||||
* toString to print a more detailed version.
|
||||
* <p>includes:
|
||||
* <li>{@link #icon Icon}
|
||||
* <li>{@link #PrestigeMul Prestige Multiplier}
|
||||
* </p>
|
||||
* @return {@code String} - a string representation of this {@code Building1}.
|
||||
* @see it.polimi.ingsw.gc14.Model.Game Game
|
||||
* @see it.polimi.ingsw.gc14.Model.GamePackage.Board Board
|
||||
* Returns a string representation of this {@code Building11}, including the
|
||||
* character type associated with its effect and its prestige multiplier.
|
||||
*
|
||||
* @return a string representation of this {@code Building11}.
|
||||
*/
|
||||
@Override
|
||||
public String toString() {
|
||||
|
||||
@@ -5,9 +5,8 @@ import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
|
||||
import it.polimi.ingsw.gc14.Model.Player;
|
||||
|
||||
/**
|
||||
* Represents the building card number 13.
|
||||
*
|
||||
* <p>This class defines the specific behavior and effects of building card 13.
|
||||
* At the end of the game, this building grants 25 Prestige Points
|
||||
* to the player who owns it.
|
||||
*/
|
||||
public class Building13 extends BuildingCard{
|
||||
|
||||
@@ -49,7 +48,8 @@ public class Building13 extends BuildingCard{
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the effect of this building card to the specified player.
|
||||
* Applies the effect of this building card to the specified player,
|
||||
* granting 25 Prestige Points.
|
||||
*
|
||||
* @param player the player to whom the effect is applied.
|
||||
* @throws IllegalArgumentException if the player does not own this building card.
|
||||
|
||||
@@ -8,23 +8,28 @@ import it.polimi.ingsw.gc14.Model.Player;
|
||||
import java.util.HashMap;
|
||||
|
||||
/**
|
||||
* From the moment you purchase this building, every time you obtain a pair of identical inventors, you gain 3 food.
|
||||
* This effect doesn't apply to already owned pairs at the time of purchase.
|
||||
* Building effect that grants 3 food for each new pair of identical inventors
|
||||
* obtained after purchasing this building.
|
||||
*
|
||||
* <p>Pairs of identical inventors already owned at the moment of purchase
|
||||
* are stored during initialization and do not provide food.
|
||||
*/
|
||||
public class Building4 extends BuildingCard {
|
||||
|
||||
/**
|
||||
* The purchased attribute is used to indicate whether the card has already been initialized.
|
||||
* Indicates whether the building effect has already been initialized
|
||||
* after purchase.
|
||||
*/
|
||||
boolean purchased ;
|
||||
|
||||
/**
|
||||
* The numPair attribute indicates how many pairs of inventors the player has.
|
||||
* Number of inventor pairs already counted by this building effect.
|
||||
*/
|
||||
int numPair;
|
||||
|
||||
/**
|
||||
* Constructor of the building
|
||||
* 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 gained from this building at the end of the game.
|
||||
@@ -36,7 +41,8 @@ public class Building4 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructor of the building.
|
||||
* Creates a building with the specified image identifier, era, price
|
||||
* and prestige value.
|
||||
*
|
||||
* @param idIMG the image identifier of the building.
|
||||
* @param era the game era of the building.
|
||||
@@ -50,9 +56,12 @@ public class Building4 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the building by counting the number of pairs of inventors at the moment of purchase.
|
||||
* The building can only be initialized once.
|
||||
* @param player the player who owns the building, whose inventors are counted to determine the number of pairs.
|
||||
* Initializes the building effect by storing the number of pairs of identical
|
||||
* inventors 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)
|
||||
{
|
||||
@@ -79,9 +88,12 @@ public class Building4 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Method used to purchase the building. It also handles its initialization.
|
||||
* Attempts to purchase the building and initializes its effect if the
|
||||
* purchase succeeds.
|
||||
*
|
||||
* @param player The player who buys the building.
|
||||
* @return The outcome of the operation.
|
||||
* @return {@code true} if the building is successfully purchased and initialized,
|
||||
* {@code false} otherwise.
|
||||
*/
|
||||
@Override
|
||||
public boolean buy(Player player)
|
||||
@@ -93,8 +105,13 @@ public class Building4 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Method to clone the building: it creates an exact copy.
|
||||
* @return The new copy of the building.
|
||||
* 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 inventor pairs, is not copied.
|
||||
*
|
||||
* @return a new building card with the same base properties.
|
||||
*/
|
||||
@Override
|
||||
public BuildingCard clone() {
|
||||
@@ -102,8 +119,11 @@ public class Building4 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the current number of pairs and subtracts the previous value (i.e., the number of newly obtained pairs).
|
||||
* The player gains an amount of food equal to 3 times this result.
|
||||
* Applies the building effect to the specified player.
|
||||
*
|
||||
* <p>The method counts the current number of pairs of identical inventors
|
||||
* and grants 3 food for each pair obtained since the last stored value.
|
||||
*
|
||||
* @param player The player who owns the building.
|
||||
* @throws IllegalArgumentException Thrown if the specified player does not own this card.
|
||||
*/
|
||||
|
||||
@@ -47,7 +47,11 @@ public class Building8 extends BuildingCard {
|
||||
}
|
||||
|
||||
/**
|
||||
* For each builder in the player's hand, the player gains double the Prestige Point indicated on the builder card.
|
||||
* Applies the building effect by granting additional Prestige Points equal to
|
||||
* the Prestige Value of each Builder card owned by the player.
|
||||
*
|
||||
* <p>This effectively doubles the contribution of Builder cards to the final score.
|
||||
*
|
||||
* @param player The player who owns the building.
|
||||
* @throws IllegalArgumentException Thrown if the specified player does not own this building.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user