Add: complete JavaDoc for networking, heartbeat, totem flow and game events
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@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.Building;
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* Represents the possible effect types of building cards.
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*/
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public enum EffectType {
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FINAL, CARD_SET, INVENTOR_PAIR, ON_EVENT, ON_END_TURN, ON_ROUND_END
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}
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/**
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* Effect applied during the final scoring phase.
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*/
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FINAL,
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/**
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* Effect based on collecting a specific set of cards.
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*/
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CARD_SET,
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/**
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* Effect based on pairs of Inventor cards.
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*/
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INVENTOR_PAIR,
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/**
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* Effect triggered when an event card is resolved.
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*/
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ON_EVENT,
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/**
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* Effect triggered at the end of a player's turn.
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*/
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ON_END_TURN,
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/**
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* Effect triggered at the end of a round.
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*/
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ON_ROUND_END
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}
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@@ -4,5 +4,34 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
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* Represents the different types of character cards available in the game.
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*/
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public enum CharacterType {
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INVENTOR, BUILDER, GATHERER, ARTIST, SHAMAN, HUNTER
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/**
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* Character card representing an Inventor.
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*/
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INVENTOR,
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/**
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* Character card representing a Builder.
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*/
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BUILDER,
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/**
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* Character card representing a Gatherer.
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*/
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GATHERER,
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/**
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* Character card representing an Artist.
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*/
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ARTIST,
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/**
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* Character card representing a Shaman.
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*/
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SHAMAN,
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/**
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* Character card representing a Hunter.
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*/
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HUNTER
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}
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@@ -4,5 +4,24 @@ package it.polimi.ingsw.gc14.Model.Cards.TribeCards;
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* Represents the different types of event cards available in the game.
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*/
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public enum EventType {
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SUSTENANCE, SHAMANIC_RITUAL, CAVE_PAINTINGS, HUNT
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}
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/**
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* Event card representing Sustenance.
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*/
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SUSTENANCE,
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/**
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* Event card representing the Shamanic Ritual.
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*/
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SHAMANIC_RITUAL,
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/**
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* Event card representing Cave Paintings.
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*/
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CAVE_PAINTINGS,
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/**
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* Event card representing the Hunt.
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*/
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HUNT
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}
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@@ -29,11 +29,20 @@ import java.util.stream.Stream;
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*/
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public class Game implements Serializable {
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/**
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* The final ranking of players at the end of the game.
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*/
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private ArrayList<Player> playerStanding;
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/**
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* Returns the final ranking of players.
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*
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* @return the list of players ordered according to their final standing.
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*/
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public ArrayList<Player> getPlayerStanding() {
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return playerStanding;
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}
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/**
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* Returns the list of players participating in the game.
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*
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@@ -42,16 +51,38 @@ public class Game implements Serializable {
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public List<Player> getPlayers() {
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return playersList;
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}
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//TODO
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/**
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* Returns the list of totems that have not yet been assigned to any player.
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*
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* @return the list of currently available totems.
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*/
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public List<Totems>getAvailableTotems() {
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List<Totems> totems=new ArrayList<>(List.of(Totems.values()));
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playersList.forEach(player -> {if(player.totem!=null)totems.remove(player.totem);});
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return totems;
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}
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//TODO
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/**
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* Queue containing the players who still have to choose their totem.
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*/
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private Queue<Player> totemChoiceQueue = new LinkedList<>();
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//TODO
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/**
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* Assigns the selected totem to the specified player during the totem choice phase.
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*
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* <p>The choice is accepted only if the game is currently in the
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* {@link GameStages#TOTEM_CHOICE} stage, the player is the current one,
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* and the selected totem is still available.
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*
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* <p>After a valid choice, the method advances to the next player in the queue.
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* If all players have completed the selection, the game moves to the slot choice phase.
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* Disconnected players are automatically assigned a random available totem.
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*
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* @param player the player making the totem choice.
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* @param totem the selected totem.
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* @return {@code true} if the choice is applied successfully, {@code false} otherwise.
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*/
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public boolean TotemChoice(Player player,Totems totem) {
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if(!currentState.getGameStage().equals(GameStages.TOTEM_CHOICE))
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return false;
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@@ -87,9 +118,23 @@ public class Game implements Serializable {
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return true;
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}
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//TODO
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/**
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* Map tracking the players who are currently disconnected.
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*/
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public Map<Player,Boolean> disconnetedPlayers = new HashMap<>();
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//TODO
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/**
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* Marks the specified player as disconnected and updates the game flow accordingly.
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*
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* <p>If the player disconnects during the waiting phase, they are removed from
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* the player list and from the totem choice queue. If the disconnected player is
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* the current one, the game advances to the next suitable player or, during the
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* totem choice phase, handles the remaining selection flow automatically.
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*
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* @param player the player who disconnected.
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* @return {@code true} if the disconnection is handled successfully,
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* {@code false} if the player was already marked as disconnected.
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*/
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public boolean DisconnectedPlayer(Player player)
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{
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if(disconnetedPlayers.containsKey(player) && disconnetedPlayers.get(player))
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@@ -121,7 +166,17 @@ public class Game implements Serializable {
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return true;
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}
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//TODO
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/**
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* Marks the specified player as reconnected.
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*
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* <p>If the player reconnects during the slot choice phase, they are removed
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* from the disconnected players map and reinserted into the order logic card
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* when necessary.
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*
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* @param player the player who reconnected.
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* @return {@code true} if the reconnection is handled successfully,
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* {@code false} if the player was not previously marked as disconnected.
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*/
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public boolean ReconnectPlayer(Player player)
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{
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if(!disconnetedPlayers.containsKey(player))
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@@ -140,12 +195,14 @@ public class Game implements Serializable {
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return true;
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}
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//Totem
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//TODO
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/**
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* Clears the collection of disconnected players.
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*/
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public void ClearDisconnected()
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{
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disconnetedPlayers.clear();
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}
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/**
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* Returns the current number of players participating in the game.
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* @return the current number of players.
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@@ -195,7 +252,12 @@ public class Game implements Serializable {
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* The board associated with this game.
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*/
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private Board board;
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//TODO
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/**
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* Returns the game board.
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*
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* @return the board associated with the game.
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*/
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public Board getBoard() {return board;}
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/**
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@@ -925,6 +987,13 @@ public class Game implements Serializable {
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return true;
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}
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/**
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* Ends the game by forfeit and determines the final player standing.
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*
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* <p>The player who is still connected is declared the winner and placed
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* in the first position of the final ranking. The remaining players are
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* ordered by prestige value and, in case of a tie, by food value.
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*/
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public void EndGameForFeit() {
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Player winner=playersList.stream().filter(x->!disconnetedPlayers.containsValue(x)||!disconnetedPlayers.get(x)).toList().get(0);
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currentState.GameStageUpdate(GameStages.ENDED);
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@@ -4,5 +4,43 @@ package it.polimi.ingsw.gc14.Model.GamePackage;
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* Represents the possible stages of a game.
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*/
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public enum GameStages {
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WAITING,TOTEM_CHOICE, SLOT_CHOICE, RES_ACTIONS, OPT_CARD_E, RES_EVENT, ENDING, ENDED
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}
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/**
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* Stage in which the game is waiting for players to join.
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*/
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WAITING,
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/**
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* Stage in which players choose their totems.
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*/
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TOTEM_CHOICE,
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/**
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* Stage in which players select their action slots.
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*/
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SLOT_CHOICE,
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/**
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* Stage in which the mandatory actions associated with the chosen slots are resolved.
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*/
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RES_ACTIONS,
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/**
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* Stage in which an optional card effect can be resolved.
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*/
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OPT_CARD_E,
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/**
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* Stage in which an event card is being resolved.
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*/
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RES_EVENT,
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/**
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* Stage in which end-of-round or end-of-game operations are processed.
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*/
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ENDING,
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/**
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* Stage indicating that the game has ended.
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*/
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ENDED
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}
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@@ -1,5 +1,32 @@
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package it.polimi.ingsw.gc14.Model;
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/**
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* Represents the different totem colors available in the game.
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*/
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public enum Totems {
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YELLOW, BLUE, ORANGE, WHITE, PURPLE
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/**
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* Yellow totem.
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*/
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YELLOW,
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/**
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* Blue totem.
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*/
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BLUE,
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/**
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* Orange totem.
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*/
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ORANGE,
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/**
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* White totem.
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*/
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WHITE,
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/**
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* Purple totem.
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*/
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PURPLE
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}
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