Merge pull request #111 from rubenpirreram/Javadoc-fixed

Javadoc fixed
This commit is contained in:
rubenpirreram
2026-05-19 17:54:56 +02:00
committed by GitHub
28 changed files with 1266 additions and 326 deletions
@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.Building;
* Represents the possible effect types of building cards.
*/
public enum EffectType {
FINAL, CARD_SET, INVENTOR_PAIR, ON_EVENT, ON_END_TURN, ON_ROUND_END
}
/**
* Effect applied during the final scoring phase.
*/
FINAL,
/**
* Effect based on collecting a specific set of cards.
*/
CARD_SET,
/**
* Effect based on pairs of Inventor cards.
*/
INVENTOR_PAIR,
/**
* Effect triggered when an event card is resolved.
*/
ON_EVENT,
/**
* Effect triggered at the end of a player's turn.
*/
ON_END_TURN,
/**
* Effect triggered at the end of a round.
*/
ON_ROUND_END
}
@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
* Represents the different types of character cards available in the game.
*/
public enum CharacterType {
INVENTOR, BUILDER, GATHERER, ARTIST, SHAMAN, HUNTER
/**
* Character card representing an Inventor.
*/
INVENTOR,
/**
* Character card representing a Builder.
*/
BUILDER,
/**
* Character card representing a Gatherer.
*/
GATHERER,
/**
* Character card representing an Artist.
*/
ARTIST,
/**
* Character card representing a Shaman.
*/
SHAMAN,
/**
* Character card representing a Hunter.
*/
HUNTER
}
@@ -4,5 +4,24 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
* Represents the different types of event cards available in the game.
*/
public enum EventType {
SUSTENANCE, SHAMANIC_RITUAL, CAVE_PAINTINGS, HUNT
}
/**
* Event card representing Sustenance.
*/
SUSTENANCE,
/**
* Event card representing the Shamanic Ritual.
*/
SHAMANIC_RITUAL,
/**
* Event card representing Cave Paintings.
*/
CAVE_PAINTINGS,
/**
* Event card representing the Hunt.
*/
HUNT
}
@@ -29,11 +29,20 @@ import java.util.stream.Stream;
*/
public class Game implements Serializable {
/**
* The final ranking of players at the end of the game.
*/
private ArrayList<Player> playerStanding;
/**
* Returns the final ranking of players.
*
* @return the list of players ordered according to their final standing.
*/
public ArrayList<Player> getPlayerStanding() {
return playerStanding;
}
/**
* Returns the list of players participating in the game.
*
@@ -42,16 +51,38 @@ public class Game implements Serializable {
public List<Player> getPlayers() {
return playersList;
}
//TODO
/**
* Returns the list of totems that have not yet been assigned to any player.
*
* @return the list of currently available totems.
*/
public List<Totems>getAvailableTotems() {
List<Totems> totems=new ArrayList<>(List.of(Totems.values()));
playersList.forEach(player -> {if(player.totem!=null)totems.remove(player.totem);});
return totems;
}
//TODO
/**
* Queue containing the players who still have to choose their totem.
*/
private Queue<Player> totemChoiceQueue = new LinkedList<>();
//TODO
/**
* Assigns the selected totem to the specified player during the totem choice phase.
*
* <p>The choice is accepted only if the game is currently in the
* {@link GameStages#TOTEM_CHOICE} stage, the player is the current one,
* and the selected totem is still available.
*
* <p>After a valid choice, the method advances to the next player in the queue.
* If all players have completed the selection, the game moves to the slot choice phase.
* Disconnected players are automatically assigned a random available totem.
*
* @param player the player making the totem choice.
* @param totem the selected totem.
* @return {@code true} if the choice is applied successfully, {@code false} otherwise.
*/
public boolean TotemChoice(Player player,Totems totem) {
if(!currentState.getGameStage().equals(GameStages.TOTEM_CHOICE))
return false;
@@ -87,9 +118,23 @@ public class Game implements Serializable {
return true;
}
//TODO
/**
* Map tracking the players who are currently disconnected.
*/
public Map<Player,Boolean> disconnetedPlayers = new HashMap<>();
//TODO
/**
* Marks the specified player as disconnected and updates the game flow accordingly.
*
* <p>If the player disconnects during the waiting phase, they are removed from
* the player list and from the totem choice queue. If the disconnected player is
* the current one, the game advances to the next suitable player or, during the
* totem choice phase, handles the remaining selection flow automatically.
*
* @param player the player who disconnected.
* @return {@code true} if the disconnection is handled successfully,
* {@code false} if the player was already marked as disconnected.
*/
public boolean DisconnectedPlayer(Player player)
{
if(disconnetedPlayers.containsKey(player) && disconnetedPlayers.get(player))
@@ -121,7 +166,17 @@ public class Game implements Serializable {
return true;
}
//TODO
/**
* Marks the specified player as reconnected.
*
* <p>If the player reconnects during the slot choice phase, they are removed
* from the disconnected players map and reinserted into the order logic card
* when necessary.
*
* @param player the player who reconnected.
* @return {@code true} if the reconnection is handled successfully,
* {@code false} if the player was not previously marked as disconnected.
*/
public boolean ReconnectPlayer(Player player)
{
if(!disconnetedPlayers.containsKey(player))
@@ -140,12 +195,14 @@ public class Game implements Serializable {
return true;
}
//Totem
//TODO
/**
* Clears the collection of disconnected players.
*/
public void ClearDisconnected()
{
disconnetedPlayers.clear();
}
/**
* Returns the current number of players participating in the game.
* @return the current number of players.
@@ -195,7 +252,12 @@ public class Game implements Serializable {
* The board associated with this game.
*/
private Board board;
//TODO
/**
* Returns the game board.
*
* @return the board associated with the game.
*/
public Board getBoard() {return board;}
/**
@@ -925,6 +987,13 @@ public class Game implements Serializable {
return true;
}
/**
* Ends the game by forfeit and determines the final player standing.
*
* <p>The player who is still connected is declared the winner and placed
* in the first position of the final ranking. The remaining players are
* ordered by prestige value and, in case of a tie, by food value.
*/
public void EndGameForFeit() {
Player winner=playersList.stream().filter(x->!disconnetedPlayers.containsKey(x)||!disconnetedPlayers.get(x)).toList().get(0);
currentState.GameStageUpdate(GameStages.ENDED);
@@ -4,5 +4,43 @@ package it.polimi.ingsw.gc14.Model.GamePackage;
* Represents the possible stages of a game.
*/
public enum GameStages {
WAITING,TOTEM_CHOICE, SLOT_CHOICE, RES_ACTIONS, OPT_CARD_E, RES_EVENT, ENDING, ENDED
}
/**
* Stage in which the game is waiting for players to join.
*/
WAITING,
/**
* Stage in which players choose their totems.
*/
TOTEM_CHOICE,
/**
* Stage in which players select their action slots.
*/
SLOT_CHOICE,
/**
* Stage in which the mandatory actions associated with the chosen slots are resolved.
*/
RES_ACTIONS,
/**
* Stage in which an optional card effect can be resolved.
*/
OPT_CARD_E,
/**
* Stage in which an event card is being resolved.
*/
RES_EVENT,
/**
* Stage in which end-of-round or end-of-game operations are processed.
*/
ENDING,
/**
* Stage indicating that the game has ended.
*/
ENDED
}
@@ -1,37 +1,86 @@
package it.polimi.ingsw.gc14.Model;
import it.polimi.ingsw.gc14.Model.Cards.BuildingCard;
import it.polimi.ingsw.gc14.Model.Cards.TribeCard;
import it.polimi.ingsw.gc14.Model.Cards.TribeCards.Character;
import it.polimi.ingsw.gc14.Model.GamePackage.Board;
import it.polimi.ingsw.gc14.Model.GamePackage.CurrentState;
import java.io.Serializable;
import java.util.*;
/**
* Lightweight representation of the game model shared with clients.
*
* <p>The mini model contains only the information required by the client-side
* view and controllers to render the current match state and process incoming
* network updates.
*/
public class MiniModel implements Serializable {
/**
* Current game board.
*/
public Board board;
/**
* Map associating each occupied slot with the corresponding player.
*/
public Map<Slot, Player> slotPlayerMap;
/**
* Card used to manage the player turn order.
*/
public OrderLogicCard orderLogicCard;
/**
* Current state of the game.
*/
public CurrentState currentState;
/**
* Map of players indexed by username.
*/
public Map<String, Player> players;
/**
* List of totems still available for selection.
*/
public List<Totems> availableTotems;
/**
* Final standing of the players at the end of the game.
*/
public List<Player> standingPlayers;
// --- Costruttori ---
/**
* Constructs an empty mini model.
*/
public MiniModel() {
}
/**
* Constructs a mini model containing only the game board.
*
* @param board the current game board.
*/
public MiniModel(Board board) {
this.board = board;
}
public MiniModel(Board board, Map<Slot, Player> slotPlayerMap, OrderLogicCard orderLogicCard,
CurrentState currentState, List<Player> players, List<Totems> availableTotems) {
/**
* Constructs a complete mini model from the current server-side game data.
*
* @param board the current game board.
* @param slotPlayerMap the map associating occupied slots with players.
* @param orderLogicCard the card managing player turn order.
* @param currentState the current state of the game.
* @param players the list of players in the match.
* @param availableTotems the list of totems still available for selection.
*/
public MiniModel(Board board,
Map<Slot, Player> slotPlayerMap,
OrderLogicCard orderLogicCard,
CurrentState currentState,
List<Player> players,
List<Totems> availableTotems) {
this.board = board;
this.slotPlayerMap = slotPlayerMap;
this.orderLogicCard = orderLogicCard;
@@ -42,43 +91,90 @@ public class MiniModel implements Serializable {
setPlayers(players);
}
// --- Setter ---
/**
* Sets the current game board.
*
* @param board the board to assign.
*/
public void setBoard(Board board) {
this.board = board;
}
/**
* Sets the list of totems still available for selection.
*
* @param availableTotems the available totems.
*/
public void setAvailableTotems(List<Totems> availableTotems) {
this.availableTotems = availableTotems;
}
/**
* Sets the map associating occupied slots with players.
*
* @param slotPlayerMap the slot-player map to assign.
*/
public void setSlotPlayerMap(Map<Slot, Player> slotPlayerMap) {
this.slotPlayerMap = slotPlayerMap;
}
/**
* Sets the card used to manage the player turn order.
*
* @param orderLogicCard the order logic card to assign.
*/
public void setOrderLogicCard(OrderLogicCard orderLogicCard) {
this.orderLogicCard = orderLogicCard;
}
/**
* Sets the current state of the game.
*
* @param currentState the current game state.
*/
public void setCurrentState(CurrentState currentState) {
this.currentState = currentState;
}
/**
* Replaces or updates the players stored in the mini model.
*
* <p>Each player is indexed by username.
*
* @param players the list of players to store.
*/
public void setPlayers(List<Player> players) {
for (Player player : players) {
this.players.put(player.getUserName(), player);
}
}
/**
* Adds or updates a single player in the mini model.
*
* @param player the player to store.
*/
public void setPlayer(Player player) {
players.put(player.getUserName(), player);
}
/**
* Sets the final standing of the players.
*
* @param standingPlayers the final ordered list of players.
*/
public void setStandingPlayers(ArrayList<Player> standingPlayers) {
this.standingPlayers = standingPlayers;
}
/**
* Returns the position of the player with the specified username
* within the player collection.
*
* @param username the username of the player to search for.
* @return the zero-based position of the player, or {@code -1}
* if no matching username is found.
*/
public int getPositionByUsername(String username) {
int i = 0;
for (Player player : players.values()) {
@@ -1,5 +1,32 @@
package it.polimi.ingsw.gc14.Model;
/**
* Represents the different totem colors available in the game.
*/
public enum Totems {
YELLOW, BLUE, ORANGE, WHITE, PURPLE
/**
* Yellow totem.
*/
YELLOW,
/**
* Blue totem.
*/
BLUE,
/**
* Orange totem.
*/
ORANGE,
/**
* White totem.
*/
WHITE,
/**
* Purple totem.
*/
PURPLE
}