144 Commits

Author SHA1 Message Date
ef7397f7f1 fix(api): fixes (#58)
Reviewed-on: #58
2025-11-27 09:53:14 +01:00
d833932f16 feat(ui): Websocket (#57)
Started implementing functionality to the Websocket

Co-authored-by: LQ63 <lkhermann@web.de>
Reviewed-on: #57
2025-11-27 09:17:17 +01:00
c5dd02a5e8 fix(base)!: Fixed gamelogic, but it breaks current UI - required more attention (CORE-2). (#56)
Reviewed-on: #56
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-11-26 11:27:58 +01:00
3048552f4c fix(base): COR-1 No Dog after vorletzte Runde (#55)
Reviewed-on: #55
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-11-24 12:17:56 +01:00
ec94ecd46c fix(polling): Improve polling mechanism and delay handling (#54)
Reviewed-on: #54
2025-11-20 10:51:14 +01:00
20e8bae883 feat(game)!: Fixed polling, SPA, Gameplayloop etc. (#53)
Reviewed-on: #53
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-11-19 22:53:48 +01:00
a5dcf3ee90 feat(game): implement tie resolution and enhance player interaction (#52)
43 [Subtask] UI looks better and improved

Reviewed-on: #52
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-11-12 11:47:05 +01:00
b9a7b0a2af feat(user-sessions): enhance game lobby management with user session handling and game full exception (#51)
Reviewed-on: #51
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-11-01 20:53:41 +01:00
fbc0ea2277 fix(ui): add light mode styles, update font families and fixed ui (#50)
Reviewed-on: #50
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-28 19:06:52 +01:00
f998d5f6f0 fix(imports): reorganized import statements for clarity and consistency (#49)
Reviewed-on: #49
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-26 18:09:45 +01:00
c5895f094b fix(base): fixed persistence logic (#48)
Fixed persistence logic for Trump Selection and Save File Loading

Reviewed-on: #48
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-26 18:03:20 +01:00
8645d4a219 test(base): added some tests to improve the coverage (#47)
Reviewed-on: #47
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-22 20:12:03 +02:00
c9e44bc604 fix(base): fixed logic regarding dog player detection (#46)
Reviewed-on: #46
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-22 20:11:21 +02:00
7dad9052f7 fix(base): no dogs after the first round (#45)
Stopped people from becoming dogs in the first round

Reviewed-on: #45
Co-authored-by: Janis <janis.e.20@gmx.de>
Co-committed-by: Janis <janis.e.20@gmx.de>
2025-10-22 15:08:09 +02:00
65921c289a Merge pull request 'finished: webapplication-logic-refactor' (#44) from webapplication-logic-refactor into webapplication
Reviewed-on: #44
2025-10-22 13:08:02 +02:00
cc4bc9d93e Fix tie number selection logic to include highest allowed number 2025-10-22 10:34:49 +02:00
c43cc7cac0 Fixes 2025-10-22 08:20:47 +02:00
e17ab6a552 Various fixes 2025-10-22 08:16:22 +02:00
786204dfaf Rename PlayCardEvent to RequestCardEvent for clarity in event handling 2025-10-19 20:49:25 +02:00
026c666f03 Refactor game logic to track player input state; add CardPlayedEvent and update RoundEndEvent with trick count 2025-10-19 20:48:45 +02:00
6335cbee23 Fixed TUI refactor and logic errors 2025-10-19 13:30:25 +02:00
16857fe42c TUI finished 2025-10-18 01:28:42 +02:00
1a189ef0fe Add core game logic components and event handling for player actions 2025-10-17 20:39:57 +02:00
f9a6e6af05 Refactor player classes and enhance game logic; add tie handling and player input management 2025-10-17 16:25:46 +02:00
11834a7d44 Refactor match handling and session management; add player session functionality and update event handling in WebUI 2025-10-13 15:16:41 +02:00
51ef1f1607 Provided the match with an ID 2025-10-10 20:17:25 +02:00
7676dd8ed1 Add WebUI and ingame route, update Configuration and DefaultConfiguration for UI integration 2025-10-10 13:31:50 +02:00
51604124fd Add initial application structure with HomeController and routing 2025-10-09 13:25:05 +02:00
48cd4d3956 Add migration state XML files and update build configuration 2025-10-09 10:52:04 +02:00
d54f814192 Merge pull request 'Implemented Docker' (#43) from dockertest into master
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Reviewed-on: #43
2025-01-23 18:09:24 +01:00
05b6ebb2a8 DOCKER WORKS
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2025-01-23 17:46:18 +01:00
079e66a5cf Docker File update
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2025-01-23 17:00:18 +01:00
220c3d04ea Hotfix for Presentation
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2025-01-23 16:04:39 +01:00
a6e514880c Docker File implementation
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2025-01-23 13:05:10 +01:00
ec329df768 Hotfix for Presentation
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2025-01-23 09:38:18 +01:00
a856843fc3 Fixed Tests v2
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2025-01-20 14:08:19 +01:00
LQ63
f57537b3eb updated WinnerScreen
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2025-01-20 13:34:07 +01:00
6c825845ea Merge branch 'master' into FileIO
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2025-01-20 13:32:43 +01:00
5b37ebb01d Fixed Tests 2025-01-20 13:31:54 +01:00
2b63fbe88d Merge pull request 'FileIO' (#42) from FileIO into master
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Reviewed-on: #42
2025-01-20 13:04:14 +01:00
LQ63
0e31134dfb better winning screen
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2025-01-18 19:54:26 +01:00
LQ63
d0ab531e16 Finished Basic functionality for Gui. Includes working cut, (very) basic winning screen 2025-01-18 17:16:18 +01:00
b6812d1223 Fixed Dog Play + Savegames 2025-01-18 15:17:06 +01:00
LQ63
169537c479 Added new Stuff for the gui, added support for gamesaving and loading. 2025-01-17 09:18:10 +01:00
aad61fd10a Load File improvements 2025-01-17 09:09:53 +01:00
d9b1bb2186 Tie fixes 2025-01-17 09:00:10 +01:00
d48e3b1daa File ending support 2025-01-17 08:55:45 +01:00
fa8cab1d6f FileIO 2025-01-16 21:53:31 +01:00
a53f4dda46 Tried fixing CT 2025-01-16 21:09:21 +01:00
483991bdbb Reduced Critical Section 2025-01-16 21:06:58 +01:00
bd73997959 XML FileIO Done 2025-01-16 20:24:40 +01:00
3a41a4bb4d Current FileIO State 2025-01-16 18:59:04 +01:00
474de82cde Fixed GUI 2025-01-16 18:47:59 +01:00
d39e92cfa8 Fixed PersistenceManager 2025-01-16 18:04:13 +01:00
e1d7405f51 FileIO Impl 2025-01-16 17:49:41 +01:00
a33e404378 Start of fileio 2025-01-15 20:24:25 +01:00
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2e0d24adbd changed tests
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2025-01-14 21:13:57 +01:00
13199ddd74 Dependency Injection 2025-01-09 14:35:45 +01:00
3396355193 Config Version yay
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2024-12-20 10:54:29 +01:00
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111242a6aa removed comments
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2024-12-20 10:52:37 +01:00
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681fdd4253 Merge remote-tracking branch 'origin/Components' into Components
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2024-12-20 10:51:26 +01:00
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3fe3abe7fc removed comments 2024-12-20 10:51:09 +01:00
e0b7a68207 Components yayyy
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2024-12-20 10:48:46 +01:00
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67a590e544 Configuration
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2024-12-20 10:38:19 +01:00
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8742c5dc7a Mock PlayerQueue + startet config
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2024-12-20 10:33:20 +01:00
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7a46bed011 Mock PlayerQueue
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2024-12-20 09:30:34 +01:00
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9ecf91282e Merge remote-tracking branch 'origin/Components' into Components 2024-12-20 09:29:55 +01:00
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0526f99464 Mock PlayerQueue 2024-12-20 09:29:32 +01:00
95228cbd51 Current Component State
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49e378b51a Merge remote-tracking branch 'origin/Components' into Components
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2024-12-19 21:44:10 +01:00
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3b6ec1cd1b interfaces finished 2024-12-19 21:43:44 +01:00
d21540bbe7 Componentiesierung round 2
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2024-12-19 21:26:11 +01:00
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05afe8b392 interfaces almost finished(comments missing)
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2024-12-19 21:24:49 +01:00
92e9149d55 Componentiesierung
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2024-12-19 21:03:43 +01:00
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5324a16cbe Started components
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2024-12-19 20:38:00 +01:00
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ecff0a318d Started components 2024-12-19 20:37:52 +01:00
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b8c5b7a389 Started components
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2024-12-19 20:37:23 +01:00
3c83fec6b5 Added Background
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2024-12-19 11:29:59 +01:00
a5f7f14d06 GUI changes
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2024-12-13 12:28:27 +01:00
4aafd01f92 GUI changes 2024-12-13 12:23:57 +01:00
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2fe0ddcf45 Merge remote-tracking branch 'origin/GUI' into GUI
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2024-12-13 12:18:25 +01:00
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e1c2d660f1 added RoundEnd and TrickEnd animations 2024-12-13 12:18:00 +01:00
648a1b2ce7 Main Menu
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2024-12-13 11:54:33 +01:00
56cc2f1182 Changed Delays added FirstCard
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2024-12-13 11:31:03 +01:00
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f7b09a0bd9 fixed TrumpsuitMenu
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2024-12-13 11:18:20 +01:00
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ed8356577c added PickTrumpsuit Menu
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2024-12-13 11:07:53 +01:00
085002a35a Made cards playable
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2024-12-13 09:40:59 +01:00
c3dcca6bde PlayedCards implemented
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2024-12-13 09:33:59 +01:00
4e43e25437 Main updated
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2024-12-13 09:30:55 +01:00
9d5194bf1d Game updated 2024-12-13 09:30:41 +01:00
LQ63
f5250f401f rendered cards for gui
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2024-12-13 01:23:06 +01:00
30e395d649 Game GUI WIP
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2024-12-13 00:58:59 +01:00
597c0f196a Starting GUI integration
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2024-12-13 00:24:31 +01:00
33c14d3731 Fixed Main Menu spawning twice
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2024-12-13 00:16:19 +01:00
961f91eef8 Custom Input... 2024-12-13 00:14:57 +01:00
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bb51dcb69b gui update
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2024-12-12 23:40:18 +01:00
82c6398dab Added State handling
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2024-12-12 23:31:50 +01:00
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b0e44b6690 started GUI
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2024-12-12 23:21:25 +01:00
0aae73f530 Fixed GUI Thread problems
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2024-12-12 23:02:18 +01:00
de63e94342 Changed Logic:
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Made UndoLogic Thread safe.
CustomThread optimized
2024-12-12 22:47:21 +01:00
b45efc91cb Merge branch 'WIPGUI' into GUI
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#	src/main/scala/de/knockoutwhist/ui/gui/MainMenu.scala
2024-12-12 21:06:02 +01:00
fbd2f7a4dd Changed Logic:
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UIs must now directly call the logic.
Removed Returnable Events
2024-12-12 21:00:13 +01:00
7f4a08c673 Custom Thread Support
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2024-12-12 15:50:12 +01:00
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34d9986979 added Return and checkmark button
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2024-12-12 01:35:17 +01:00
21e810b0da Agony and Pain
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2024-12-11 19:18:01 +01:00
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452810f9fa updated MainMenu
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2024-12-11 19:17:49 +01:00
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bfcd207c38 updated MainMenu
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2024-12-11 18:31:26 +01:00
3f958cf20a Added some animations added change child
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2024-12-11 18:08:54 +01:00
faecdf00be Added Main Menu
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2024-12-11 17:31:53 +01:00
de9aa383ea Started Main Menu
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2fad96bb2c GUI start
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aec723d243 updated sbt
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2024-12-11 15:27:44 +01:00
28c8f5850e Logic fixes (Tie a bit unstable)
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2024-12-06 11:23:16 +01:00
5e065c04c7 Fixed Undo - cause didn't work before
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2024-12-06 10:42:01 +01:00
4ef7333ef5 Fixed AI Logic - Fixed dog life (thx Leon)
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2024-12-06 10:18:01 +01:00
dddbd97362 Made everything immutable -> Tests severely broken, AI broken, Coverage very low (But it works)
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2024-12-05 23:19:06 +01:00
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46075fa356 changed RoundControl
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2024-12-05 19:36:16 +01:00
8553bf7941 Merge remote-tracking branch 'origin/commandPattern' into commandPattern
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2024-12-05 19:27:14 +01:00
1311cb20b8 Match immutable 2024-12-05 19:26:56 +01:00
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87e9d66f46 Player immutable
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2024-12-05 19:23:16 +01:00
9edea7082d CustomPlayerQueue clone 2024-12-05 18:20:44 +01:00
0a4d725669 Immutable + Command Pattern
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2024-12-05 18:15:41 +01:00
9e9941cd70 Merge pull request 'Hotfix Code Coverage' (#41) from development into master
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Reviewed-on: #41
2024-11-29 12:31:41 +01:00
0ce277fe33 Merge branch 'master' into development
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2024-11-29 12:29:05 +01:00
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4573f4c2a6 Coverage 100%
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2024-11-29 12:28:23 +01:00
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9c5947a18f Merge pull request 'Patterns implemented' (#40) from development into master
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2024-11-29 12:20:06 +01:00
337d27abbf Added second Iterator
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2024-11-29 12:16:02 +01:00
4e8a8a958d Merge remote-tracking branch 'origin/development' into playerpattern
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2024-11-29 12:05:37 +01:00
a9871e6038 Removed Code Smell 2024-11-29 12:05:06 +01:00
0a37a583f7 Merge pull request 'Patterns implemented' (#39) from playerpattern into development
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2024-11-29 12:01:55 +01:00
9da9477763 Merge branch 'master' into playerpattern 2024-11-29 12:01:37 +01:00
36286be458 100% coverage
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2024-11-29 11:58:37 +01:00
ca3ffa4ba7 Builder Pattern finished
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82d7ab94b4 Started Builder
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2024-11-29 11:44:39 +01:00
7487a0edf6 Merge remote-tracking branch 'origin/playerpattern' into playerpattern
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# Conflicts:
#	src/test/scala/de/knockoutwhist/player/AITests.scala
2024-11-29 11:19:30 +01:00
6b3b702ffe Added Code Coverage 2024-11-29 11:18:26 +01:00
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1cc776bfaa optimized imports
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2024-11-29 10:40:20 +01:00
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1e50a40868 startet tests for ai
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2024-11-28 22:55:38 +01:00
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fe4f6a7f46 fixed current test to match the new patterns
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7f69e6f444 optimized imports
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e589f36c22 changed constructor access
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2024-11-28 20:38:06 +01:00
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33e15bca27 finished AILogic implementation, added Factory Pattern and Template Pattern
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2024-11-28 20:31:08 +01:00
8d7420358d Added AI Logic
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522a1cfa23 started pattern creation
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230 changed files with 6449 additions and 2700 deletions

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.idea/copilot.data.migration.agent.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="AgentMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="AskMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Ask2AgentMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="EditMigrationStateService">
<option name="migrationStatus" value="COMPLETED" />
</component>
</project>

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docker run -it --rm -e DISPLAY=host.docker.internal:0 -v /tmp/.X11-unix:/tmp/.X11-unix knockout:v1

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FROM sbtscala/scala-sbt:eclipse-temurin-jammy-22_36_1.10.0_3.4.2
WORKDIR /knockout
ENV DEBIAN_FRONTEND=noninterface
RUN apt-get update && apt-get install -y curl gnupg2 x11-apps
RUN apt-get update && apt-get install -y \
libxext6 \
libxrender1 \
libxtst6 \
libxi6 \
libxrandr2 \
libgtk-3-0 \
xorg
RUN curl -sL https://dlcdn.apache.org/sbt/debian/sbt-1.9.4.deb -o sbt.deb
RUN dpkg -i sbt.deb || apt-get install -f -y
ENV DEBIAN_FRONTEND=dialog
RUN sbt update
ENV DISPLAY=:99
ENV SBT_OPTS="-Xms512M -Xmx1536M -Xss2M -XX:MaxMetaspaceSize=512M"
ENV _JAVA_OPTIONS="-Djava.security.policy=applet.policy -Dprism.order=sw"
VOLUME /tmp/.X11-unix
COPY . /knockout
RUN sbt compile
CMD ["sh", "-c", "sbt run"]

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@@ -1,35 +0,0 @@
Compile/mainClass := Some("de.knockoutwhist.KnockOutWhist")
name := "KnockOutWhist"
version := {
val major = sys.env.getOrElse("MAJOR_VERSION", "0")
val minor = sys.env.getOrElse("MINOR_VERSION", "0")
val buildNR = sys.env.getOrElse("BUI_COUNTER", "1")
s"$major.$minor.$buildNR"
}
ThisBuild / organization := "de.knockoutwhist"
ThisBuild / version := version.value
ThisBuild / scalaVersion := "3.5.1"
lazy val root = (project in file("."))
.settings(
name := "Projekt-zu-SE",
assembly / mainClass := Some("de.knockoutwhist.KnockOutWhist"),
assembly / assemblyJarName := s"KnockOutWhist-${version.value}.jar",
)
libraryDependencies += "org.scalactic" %% "scalactic" % "3.2.18"
libraryDependencies += "org.scalatest" %% "scalatest" % "3.2.18" % "test"
Test / testOptions += Tests.Filter(_.equals("de.knockoutwhist.TestSequence"))
coverageEnabled := true
coverageFailOnMinimum := true
coverageMinimumStmtTotal := 85
coverageMinimumBranchTotal := 100

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@@ -1 +0,0 @@
sbt.version = 1.10.2

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addSbtPlugin("org.scoverage" % "sbt-scoverage" % "2.2.1")
addSbtPlugin("com.eed3si9n" % "sbt-assembly" % "2.3.0")
addSbtPlugin("org.scoverage" % "sbt-coveralls" % "1.3.1")

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View File

@@ -1,23 +1,45 @@
package de.knockoutwhist
import de.knockoutwhist.control.MatchControl
import de.knockoutwhist.ui.tui.TUIMain
import com.google.inject.{Guice, Injector}
import de.knockoutwhist.components.Configuration
import de.knockoutwhist.control.ControlThread
import de.knockoutwhist.control.controllerBaseImpl.BaseGameLogic
import de.knockoutwhist.di.KnockOutConfigurationModule
import de.knockoutwhist.utils.events.EventListener
object KnockOutWhist {
/*
Debug mode:
Debug mode
- Disables the random shuffle of the cards
*/
private[knockoutwhist] var DEBUG_MODE_VAR: Boolean = false
private var _config: Option[Configuration] = None
def config: Configuration = _config.get
def debugmode = DEBUG_MODE_VAR
def debugmode: Boolean = DEBUG_MODE_VAR
def main(args: Array[String]): Unit = {
if(!TUIMain.initial) throw new IllegalStateException("Game could not be started.")
val injector: Injector = Guice.createInjector(KnockOutConfigurationModule())
val config: Configuration = injector.getInstance(classOf[Configuration])
entry(config)
}
def entry(configuration: Configuration): Unit = {
_config = Some(configuration)
val baseLogic = BaseGameLogic(configuration)
for (handler <- configuration.listener) baseLogic.addListener(handler)
for (ui <- configuration.uis) {
if (!ui.initial(baseLogic)) throw new IllegalStateException(s"${ui.getClass.getName} could not be started.")
ui match {
case eventListener: EventListener => baseLogic.addListener(eventListener)
case _ =>
}
}
}
}

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@@ -0,0 +1,9 @@
//start from 0, stop at 9 inclusive
for (i <- 0 until 10){
println("Hi " + i)
}
//or start from 0, stop at 9 inclusive
for (i <- 0 to 9){
println("Hi " + i)
}

View File

@@ -33,4 +33,13 @@ end CardValue
case class Card(cardValue: CardValue, suit: Suit) {
override def toString: String = s"$cardValue of $suit"
override def canEqual(that: Any): Boolean = that.isInstanceOf[Card]
override def equals(obj: Any): Boolean = obj match {
case that: Card =>
this.cardValue == that.cardValue &&
this.suit == that.suit
case _ => false
}
}

View File

@@ -1,50 +1,25 @@
package de.knockoutwhist.cards
import de.knockoutwhist.KnockOutWhist
trait CardManager {
import scala.collection.mutable.ListBuffer
import scala.util.Random
def cardContainer: List[Card]
object CardManager {
def shuffleAndReset(): Unit
def resetOrder(): Unit
var cardContainer: List[Card] = {
val cc = ListBuffer[Card]()
for (suit <- Suit.values) {
for (cardValue <- CardValue.values) {
cc += Card(cardValue, suit)
}
}
cc.toList
}
private var currentIdx = 0
def shuffleAndReset(): Unit = {
cardContainer = Random.shuffle(cardContainer)
currentIdx = 0
}
def nextCard(): Card
def resetOrder(): Unit = {
cardContainer = cardContainer.sortBy(c => (c.suit.ordinal, c.cardValue.ordinal))
currentIdx = 0
}
def remainingCards: Int = cardContainer.size - currentIndx
def nextCard(): Card = {
val card = cardContainer(currentIdx)
if (currentIdx + 1 > 51) {
throw new IndexOutOfBoundsException("Trying to access card 53(out of bounds)")
} else {
currentIdx += 1
card
}
}
def removeCards(amount: Int): List[Card]
def createHand(amount: Int = 7): Hand = {
val hand = ListBuffer[Card]()
for (_ <- 1 to amount) {
hand += nextCard()
}
Hand(hand.toList)
}
def createHand(amount: Int = 7): Hand
def grabSpecificCard(card: Card): Card
def currentIndx: Int
def setState(cc: List[Card], currentIndex: Int): Unit
}

View File

@@ -1,7 +1,5 @@
package de.knockoutwhist.cards
import scala.collection.mutable.ListBuffer
case class Hand(cards: List[Card]) {
def removeCard(card: Card): Hand = {

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@@ -0,0 +1,66 @@
package de.knockoutwhist.cards.base
import de.knockoutwhist.cards.*
import scala.collection.mutable.ListBuffer
import scala.util.Random
class CardBaseManager extends CardManager {
override def setState(cc: List[Card], currentIndex: Int): Unit = {
this.cc = cc
this.currentIdx = currentIndex
}
override def cardContainer: List[Card] = cc
private var cc: List[Card] = {
val cc = ListBuffer[Card]()
for (suit <- Suit.values) {
for (cardValue <- CardValue.values) {
cc += Card(cardValue, suit)
}
}
cc.toList
}
private var currentIdx = 0
override def currentIndx: Int = currentIdx
override def shuffleAndReset(): Unit = {
cc = Random.shuffle(cc)
currentIdx = 0
}
override def resetOrder(): Unit = {
cc = cc.sortBy(c => (c.suit.ordinal, c.cardValue.ordinal))
currentIdx = 0
}
override def nextCard(): Card = {
if (currentIdx > 51)
throw new IndexOutOfBoundsException("Trying to access card 53(out of bounds)")
val card = cc(currentIdx)
currentIdx += 1
card
}
override def removeCards(amount: Int): List[Card] = {
val removedCards = ListBuffer[Card]()
for (_ <- 0 to amount) {
removedCards += nextCard()
}
removedCards.toList
}
override def createHand(amount: Int = 7): Hand = {
val hand = ListBuffer[Card]()
for (_ <- 1 to amount) {
hand += nextCard()
}
Hand(hand.toList)
}
override def grabSpecificCard(card: Card): Card = {
cc.filter(c => c.suit == card.suit && c.cardValue == card.cardValue).head
}
}

View File

@@ -0,0 +1,23 @@
package de.knockoutwhist.cards.stub
import de.knockoutwhist.cards.*
object StubCardManager extends CardManager {
override def cardContainer: List[Card] = List()
override def shuffleAndReset(): Unit = {}
override def resetOrder(): Unit = {}
override def nextCard(): Card = Card(CardValue.Ace, Suit.Clubs)
override def removeCards(amount: Int): List[Card] = List(Card(CardValue.Ace, Suit.Clubs))
override def createHand(amount: Int): Hand = Hand(List(Card(CardValue.Ace, Suit.Clubs)))
override def grabSpecificCard(card: Card): Card = card
override def currentIndx: Int = -1
override def setState(cc: List[Card], currentIndex: Int): Unit = {}
}

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@@ -0,0 +1,18 @@
package de.knockoutwhist.components
import de.knockoutwhist.cards.CardManager
import de.knockoutwhist.persistence.formats.FileFormatter
import de.knockoutwhist.player.AbstractPlayer
import de.knockoutwhist.ui.UI
import de.knockoutwhist.utils.CustomPlayerQueue
import de.knockoutwhist.utils.events.EventListener
trait Configuration {
def cardManager: CardManager
def fileFormatter: FileFormatter
def uis: Set[UI]
def listener: Set[EventListener]
def createRightQueue(players: Array[AbstractPlayer], start: Int = 0): CustomPlayerQueue[AbstractPlayer]
}

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@@ -0,0 +1,38 @@
package de.knockoutwhist.components
import com.google.inject.Guice
import de.knockoutwhist.cards.CardManager
import de.knockoutwhist.di.{KnockOutConfigurationModule, KnockOutLogicModule}
import de.knockoutwhist.persistence.formats.FileFormatter
import de.knockoutwhist.player.AbstractPlayer
import de.knockoutwhist.ui.UI
import de.knockoutwhist.ui.gui.GUIMain
import de.knockoutwhist.ui.tui.TUIMain
import de.knockoutwhist.utils
import de.knockoutwhist.utils.CustomPlayerQueue
import de.knockoutwhist.utils.baseQueue.QueueBuilder
import de.knockoutwhist.utils.events.EventListener
import scala.language.postfixOps
class DefaultConfiguration extends Configuration {
private val injector = Guice.createInjector(KnockOutLogicModule(), KnockOutConfigurationModule())
override def cardManager: CardManager = injector.getInstance(classOf[CardManager])
override def fileFormatter: FileFormatter = injector.getInstance(classOf[FileFormatter])
override def uis: Set[UI] = Set[UI](
TUIMain(),
GUIMain()
)
override def listener: Set[EventListener] = Set[EventListener](
utils.DelayHandler
)
override def createRightQueue(players: Array[AbstractPlayer], start: Int): CustomPlayerQueue[AbstractPlayer] = {
val builder = injector.getInstance(classOf[QueueBuilder])
builder.setStart(start)
builder.setPlayer(players)
builder.build()
}
}

View File

@@ -1,12 +0,0 @@
package de.knockoutwhist.control
import de.knockoutwhist.ui.tui.TUIMain
import de.knockoutwhist.utils.DelayHandler
import de.knockoutwhist.utils.events.EventHandler
object ControlHandler extends EventHandler {
addListener(TUIMain)
addListener(DelayHandler)
}

View File

@@ -0,0 +1,9 @@
package de.knockoutwhist.control
object ControlThread {
def runLater[R](op: => R): Unit = {
op
}
}

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@@ -0,0 +1,41 @@
package de.knockoutwhist.control
import de.knockoutwhist.control.controllerBaseImpl.sublogic.util.RoundResult
import de.knockoutwhist.control.sublogic.{PersistenceManager, PlayerInputLogic, PlayerTieLogic, UndoManager}
import de.knockoutwhist.player.AbstractPlayer
import de.knockoutwhist.rounds.{Match, Round, Trick}
import de.knockoutwhist.utils.CustomPlayerQueue
import de.knockoutwhist.utils.events.EventHandler
trait GameLogic extends EventHandler with SnapshottingGameLogic {
def createSession(): Unit
def endSession(): Unit
def createMatch(players: List[AbstractPlayer]): Match
def controlMatch(): Unit
def controlPreRound(): Unit
def controlRound(): Unit
def endRound(winner: AbstractPlayer, roundResult: RoundResult): Match
def returnFromTie(winner: AbstractPlayer): Unit
def controlTrick(): Unit
def endTrick(): Round
def controlPlayerPlay(): Unit
def providePlayersWithCards(): Unit
def isWaitingForInput: Boolean
def playerInputLogic: PlayerInputLogic
def playerTieLogic: PlayerTieLogic
def undoManager: UndoManager
def persistenceManager: PersistenceManager
def getCurrentState: GameState
def getCurrentMatch: Option[Match]
def getCurrentRound: Option[Round]
def getCurrentTrick: Option[Trick]
def getCurrentPlayer: Option[AbstractPlayer]
def getWinner: Option[AbstractPlayer]
def getTrumpPlayer: Option[AbstractPlayer]
def getPlayerQueue: Option[CustomPlayerQueue[AbstractPlayer]]
}

View File

@@ -0,0 +1,12 @@
package de.knockoutwhist.control
enum GameState {
case MainMenu
case Lobby
case InGame
case SelectTrump
case TieBreak
case FinishedMatch
}

View File

@@ -1,69 +0,0 @@
package de.knockoutwhist.control
import de.knockoutwhist.control.RoundControl.controlRound
import de.knockoutwhist.events.*
import de.knockoutwhist.events.ERROR_STATUS.{IDENTICAL_NAMES, INVALID_NAME_FORMAT, INVALID_NUMBER_OF_PLAYERS}
import de.knockoutwhist.events.GLOBAL_STATUS.*
import de.knockoutwhist.player.Player
import de.knockoutwhist.rounds.Match
import de.knockoutwhist.utils.CustomPlayerQueue
import scala.compiletime.uninitialized
import scala.io.StdIn
import scala.util.Random
object MatchControl {
private[control] var playerQueue: CustomPlayerQueue[Player] = uninitialized
def startMatch(): Player = {
ControlHandler.invoke(ShowGlobalStatus(SHOW_START_MATCH))
val players = enterPlayers()
playerQueue = CustomPlayerQueue[Player](players, Random.nextInt(players.length))
controlMatch()
}
def enterPlayers(): Array[Player] = {
ControlHandler.invoke(ShowGlobalStatus(SHOW_TYPE_PLAYERS))
val names = StdIn.readLine().split(",")
if (names.length < 2) {
ControlHandler.invoke(ShowErrorStatus(INVALID_NUMBER_OF_PLAYERS))
return enterPlayers()
}
if (names.distinct.length != names.length) {
ControlHandler.invoke(ShowErrorStatus(IDENTICAL_NAMES))
return enterPlayers()
}
if (names.count(_.trim.isBlank) > 0 || names.count(_.trim.length <= 2) > 0 || names.count(_.trim.length > 10) > 0) {
ControlHandler.invoke(ShowErrorStatus(INVALID_NAME_FORMAT))
return enterPlayers()
}
names.map(s => Player(s))
}
def controlMatch(): Player = {
val matchImpl = Match(playerQueue.toList)
while (!isOver(matchImpl)) {
controlRound(matchImpl)
}
val winner = finalizeMatch(matchImpl)
ControlHandler.invoke(ShowGlobalStatus(SHOW_FINISHED_MATCH, winner))
winner
}
def isOver(matchImpl: Match): Boolean = {
if (matchImpl.roundlist.isEmpty) {
false
} else {
RoundControl.remainingPlayers(matchImpl.roundlist.last).size == 1
}
}
def finalizeMatch(matchImpl: Match): Player = {
if (!isOver(matchImpl)) {
throw new IllegalStateException("Match is not over yet.")
}
RoundControl.remainingPlayers(matchImpl.roundlist.last).head
}
}

View File

@@ -1,119 +0,0 @@
package de.knockoutwhist.control
import de.knockoutwhist.KnockOutWhist
import de.knockoutwhist.cards.{Card, CardManager, Suit}
import de.knockoutwhist.events.ERROR_STATUS.{INVALID_INPUT, INVALID_NUMBER, NOT_A_NUMBER}
import de.knockoutwhist.events.GLOBAL_STATUS.{SHOW_TIE, SHOW_TIE_TIE, SHOW_TIE_WINNER}
import de.knockoutwhist.events.PLAYER_STATUS.*
import de.knockoutwhist.events.cards.{RenderHandEvent, ShowTieCardsEvent}
import de.knockoutwhist.events.directional.{RequestCardEvent, RequestDogPlayCardEvent, RequestNumberEvent, RequestPickTrumpsuitEvent}
import de.knockoutwhist.events.util.DelayEvent
import de.knockoutwhist.events.{ShowErrorStatus, ShowGlobalStatus, ShowPlayerStatus}
import de.knockoutwhist.player.Player
import de.knockoutwhist.rounds.Round
import scala.annotation.tailrec
import scala.collection.mutable
import scala.collection.mutable.ListBuffer
import scala.util.{Failure, Success}
object PlayerControl {
@tailrec
def playCard(player: Player): Card = {
ControlHandler.invoke(ShowPlayerStatus(SHOW_TURN, player))
ControlHandler.invoke(DelayEvent(3000L))
ControlHandler.invoke(ShowPlayerStatus(SHOW_PLAY_CARD, player))
ControlHandler.invoke(RenderHandEvent(player.currentHand().get, true))
ControlHandler.invoke(RequestCardEvent(player.currentHand().get)) match {
case Success(value) =>
value
case Failure(exception) =>
ControlHandler.invoke(ShowErrorStatus(INVALID_NUMBER))
playCard(player)
}
}
@tailrec
def dogplayCard(player: Player, round: Round): Option[Card] = {
ControlHandler.invoke(ShowPlayerStatus(SHOW_TURN, player))
ControlHandler.invoke(DelayEvent(3000L))
ControlHandler.invoke(ShowPlayerStatus(SHOW_DOG_PLAY_CARD, player, RoundControl.dogNeedsToPlay(round)))
ControlHandler.invoke(RenderHandEvent(player.currentHand().get, false))
ControlHandler.invoke(RequestDogPlayCardEvent(player.currentHand().get, RoundControl.dogNeedsToPlay(round))) match {
case Success(value) =>
value
case Failure(exception) =>
ControlHandler.invoke(ShowErrorStatus(INVALID_INPUT))
dogplayCard(player, round)
}
}
def determineWinnerTie(players: List[Player]): Player = {
determineWinnerTie(players, true)
}
private def determineWinnerTie(players: List[Player], tieMessage: Boolean): Player = {
if (!KnockOutWhist.debugmode) CardManager.shuffleAndReset()
if (tieMessage) ControlHandler.invoke(ShowGlobalStatus(SHOW_TIE))
var currentStep = 0
var remaining = CardManager.cardContainer.size - (players.length - 1)
val cut: mutable.HashMap[Player, Card] = mutable.HashMap()
for (player <- players) {
var selCard: Card = null
while (selCard == null) {
ControlHandler.invoke(ShowPlayerStatus(SHOW_TIE_NUMBERS, player, remaining))
ControlHandler.invoke(RequestNumberEvent(1, remaining)) match {
case Success(value) =>
selCard = CardManager.cardContainer(currentStep + (value-1))
cut.put(player, selCard)
currentStep += value
remaining -= (value-1)
case Failure(exception) =>
ControlHandler.invoke(ShowErrorStatus(NOT_A_NUMBER))
}
}
}
ControlHandler.invoke(ShowTieCardsEvent(cut.toList))
evaluateTieWinner(cut)
}
private def evaluateTieWinner(cut: mutable.HashMap[Player, Card]): Player = {
val winner: ListBuffer[Player] = ListBuffer()
var currentHighest: Card = null
for ((player, card) <- cut) {
if (currentHighest == null) {
currentHighest = card
winner += player
} else {
val compared = card.cardValue.ordinal.compareTo(currentHighest.cardValue.ordinal)
if (compared > 0) {
currentHighest = card
winner.clear()
winner += player
} else if (compared == 0) {
winner += player
}
}
}
if (winner.size == 1) {
ControlHandler.invoke(ShowGlobalStatus(SHOW_TIE_WINNER, winner.head))
return winner.head
}
ControlHandler.invoke(ShowGlobalStatus(SHOW_TIE_TIE))
determineWinnerTie(winner.toList, false)
}
@tailrec
def pickNextTrumpsuit(player: Player): Suit = {
ControlHandler.invoke(ShowPlayerStatus(SHOW_TRUMPSUIT_OPTIONS, player))
ControlHandler.invoke(RenderHandEvent(player.currentHand().get, false))
ControlHandler.invoke(RequestPickTrumpsuitEvent()) match {
case Success(value) =>
value
case Failure(exception) =>
ControlHandler.invoke(ShowErrorStatus(INVALID_NUMBER))
pickNextTrumpsuit(player)
}
}
}

View File

@@ -1,122 +0,0 @@
package de.knockoutwhist.control
import de.knockoutwhist.KnockOutWhist
import de.knockoutwhist.cards.CardManager
import de.knockoutwhist.control.MatchControl.playerQueue
import de.knockoutwhist.events.ROUND_STATUS.{PLAYERS_OUT, SHOW_START_ROUND, WON_ROUND}
import de.knockoutwhist.events.ShowRoundStatus
import de.knockoutwhist.events.util.DelayEvent
import de.knockoutwhist.player.Player
import de.knockoutwhist.rounds.{Match, Round}
import de.knockoutwhist.utils.Implicits.*
object RoundControl {
def isOver(round: Round): Boolean = {
round.playersin.map(_.currentHand()).count(_.get.cards.isEmpty) == round.playersin.size
}
def dogNeedsToPlay(round: Round): Boolean = {
round.playersin.filter(!_.doglife).map(_.currentHand()).exists(_.get.cards.isEmpty)
}
def finalizeRound(round: Round, matchImpl: Match,force: Boolean = false): (Player, Round) = {
if (!force && round.tricklist.isEmpty)
throw new IllegalStateException("No tricks played in this round")
if (!force && !isOver(round))
throw new IllegalStateException("Not all tricks were played in this round")
val tricksMapped = round.tricklist
.map(t => t.winner)
.groupBy(identity).map((p, l) => (p, l.size)) //l.size = Anzahl gewonnener Tricks
val winners = tricksMapped
.filter((p, i) => i == tricksMapped.values.max)
.keys
var playersOut = round.firstRound
? List()
|: round.playersin.filter(!tricksMapped.contains(_))
if (playersOut.nonEmpty && !matchImpl.dogLife) {
matchImpl.dogLife = true
playersOut.foreach(p => p.doglife = true)
playersOut = List()
}
tricksMapped.keys.foreach(p => {
p.doglife = false
})
val winner = (winners.size == 1)
? winners.head
|: PlayerControl.determineWinnerTie(winners.toList)
val finalRound = Round(round.trumpSuit, matchImpl, round.tricklist, round.playersin, playersOut, winner, round.firstRound)
matchImpl.roundlist += finalRound
(winner, finalRound)
}
def remainingPlayers(round: Round): List[Player] = {
if (round.playersout == null) {
return round.playersin
}
round.playersin.filter(!round.playersout.contains(_))
}
def createround(matchImpl: Match): Round = {
val remainingPlayer = matchImpl.roundlist.isEmpty ? matchImpl.totalplayers |: RoundControl.remainingPlayers(matchImpl.roundlist.last)
provideCards(matchImpl, remainingPlayer)
if (matchImpl.roundlist.isEmpty) {
val randomTrumpsuit = CardManager.nextCard().suit
matchImpl.current_round = Some(new Round(randomTrumpsuit, matchImpl, remainingPlayer, true))
} else {
val winner = matchImpl.roundlist.last.winner
val trumpsuit = PlayerControl.pickNextTrumpsuit(winner)
matchImpl.current_round = Some(new Round(trumpsuit, matchImpl, remainingPlayer, false))
}
matchImpl.numberofcards -= 1
matchImpl.current_round.get
}
def nextRound(matchImpl: Match): Round = {
if (MatchControl.isOver(matchImpl)) {
return null
}
createround(matchImpl)
}
def controlRound(matchImpl: Match): Round = {
val roundImpl = nextRound(matchImpl)
ControlHandler.invoke(ShowRoundStatus(SHOW_START_ROUND, roundImpl))
while (!RoundControl.isOver(roundImpl)) {
TrickControl.controlTrick(roundImpl)
}
val (roundWinner, finalRound) = RoundControl.finalizeRound(roundImpl, matchImpl)
ControlHandler.invoke(ShowRoundStatus(WON_ROUND, finalRound, roundWinner))
ControlHandler.invoke(DelayEvent(5000L))
if (finalRound.playersout.nonEmpty) {
ControlHandler.invoke(ShowRoundStatus(PLAYERS_OUT, finalRound))
finalRound.playersout.foreach(p => {
playerQueue.remove(p)
})
}
playerQueue.resetAndSetStart(roundWinner)
finalRound
}
private def provideCards(matchImpl: Match, players: List[Player]): Int = {
if (!KnockOutWhist.debugmode) CardManager.shuffleAndReset()
var hands = 0
for (player <- players) {
if (!player.doglife) {
player.provideHand(CardManager.createHand(matchImpl.numberofcards))
} else {
player.provideHand(CardManager.createHand(1))
}
hands += 1
}
hands
}
}

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package de.knockoutwhist.control
trait SnapshottingGameLogic {
def createSnapshot(): LogicSnapshot[this.type]
}
trait LogicSnapshot[T <: SnapshottingGameLogic] {
def restore(logic: T): Unit
}

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@@ -1,107 +0,0 @@
package de.knockoutwhist.control
import de.knockoutwhist.cards.Card
import de.knockoutwhist.control.MatchControl.playerQueue
import de.knockoutwhist.events.ERROR_STATUS.WRONG_CARD
import de.knockoutwhist.events.PLAYER_STATUS.{SHOW_NOT_PLAYED, SHOW_WON_PLAYER_TRICK}
import de.knockoutwhist.events.round.ShowCurrentTrickEvent
import de.knockoutwhist.events.util.DelayEvent
import de.knockoutwhist.events.{ShowErrorStatus, ShowPlayerStatus}
import de.knockoutwhist.player.Player
import de.knockoutwhist.rounds.{Round, Trick}
object TrickControl {
def playCard(trick: Trick, round: Round, card: Card, player: Player): Boolean = {
if (trick.finished) {
throw new IllegalStateException("This trick is already finished")
} else {
if (trick.getfirstcard().isEmpty) {
trick.setfirstcard(card)
trick.cards += (card -> player)
true
} else if ((card.suit == trick.getfirstcard().getOrElse(card).suit) || (card.suit == round.trumpSuit)) { // Wert aus Option extrahieren
trick.cards += (card -> player)
true
} else {
trick.cards += (card -> player)
false
}
}
}
def wonTrick(trick: Trick, round: Round): (Player, Trick) = {
val winningCard = {
if (trick.cards.keys.exists(_.suit == round.trumpSuit)) {
trick.cards.keys.filter(_.suit == round.trumpSuit).maxBy(_.cardValue.ordinal) //stream
} else {
trick.cards.keys.filter(_.suit == trick.getfirstcard().get.suit).maxBy(_.cardValue.ordinal) //stream
}
}
val winningPlayer = trick.cards(winningCard)
val finalTrick = Trick(round, trick.cards, winningPlayer, true)
round.tricklist += finalTrick
(winningPlayer, finalTrick)
}
def createtrick(round: Round): Trick = {
val trick = new Trick(round)
round.setcurrenttrick(trick)
trick
}
def controlTrick(round: Round): Trick = {
val trick = nextTrick(round)
for (player <- playerQueue) {
ControlHandler.invoke(ShowCurrentTrickEvent(round, trick))
if (!player.doglife) {
val rightCard = controlSuitplayed(trick, player)
player.removeCard(rightCard)
TrickControl.playCard(trick, round, rightCard, player)
} else if (player.currentHand().exists(_.cards.nonEmpty)) {
val card = PlayerControl.dogplayCard(player, round)
if (card.isEmpty) {
ControlHandler.invoke(ShowPlayerStatus(SHOW_NOT_PLAYED, player))
} else {
player.removeCard(card.get)
TrickControl.playCard(trick, round, card.get, player)
}
}
}
val (winner, finalTrick) = TrickControl.wonTrick(trick, round)
ControlHandler.invoke(ShowCurrentTrickEvent(round, finalTrick))
ControlHandler.invoke(ShowPlayerStatus(SHOW_WON_PLAYER_TRICK, winner))
playerQueue.resetAndSetStart(winner)
ControlHandler.invoke(DelayEvent(3000L))
finalTrick
}
def nextTrick(roundImpl: Round): Trick = {
if (RoundControl.isOver(roundImpl)) {
return null
}
createtrick(roundImpl)
}
private[control] def controlSuitplayed(trick: Trick, player: Player): Card = {
var card = PlayerControl.playCard(player)
if (trick.getfirstcard().isDefined) {
val firstCard = trick.getfirstcard().get
while (firstCard.suit != card.suit) {
var hasSuit = false
for (cardInHand <- player.currentHand().get.cards) {
if (cardInHand.suit == firstCard.suit) {
hasSuit = true
}
}
if (!hasSuit) {
return card
} else {
ControlHandler.invoke(ShowErrorStatus(WRONG_CARD, firstCard))
card = PlayerControl.playCard(player)
}
}
}
card
}
}

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package de.knockoutwhist.control.controllerBaseImpl
import de.knockoutwhist.cards.{Card, CardManager}
import de.knockoutwhist.components.Configuration
import de.knockoutwhist.control.GameState.*
import de.knockoutwhist.control.controllerBaseImpl.sublogic.util.{MatchUtil, RoundResult, RoundUtil, TrickUtil}
import de.knockoutwhist.control.controllerBaseImpl.sublogic.{BasePersistenceManager, BasePlayerInputLogic, BasePlayerTieLogic, BaseUndoManager}
import de.knockoutwhist.control.sublogic.{PersistenceManager, PlayerInputLogic, PlayerTieLogic}
import de.knockoutwhist.control.{GameLogic, GameState, LogicSnapshot}
import de.knockoutwhist.events.global.*
import de.knockoutwhist.events.global.tie.TieEvent
import de.knockoutwhist.events.player.ReceivedHandEvent
import de.knockoutwhist.events.util.DelayEvent
import de.knockoutwhist.persistence.MethodEntryPoint.{ControlMatch, ControlRound}
import de.knockoutwhist.player.{AbstractPlayer, PlayerData}
import de.knockoutwhist.rounds.{Match, Round, Trick}
import de.knockoutwhist.utils.CustomPlayerQueue
import de.knockoutwhist.utils.events.EventHandler
import java.util.UUID
import scala.util.Random
/*
Main game logic controller
*/
final class BaseGameLogic(val config: Configuration) extends EventHandler with GameLogic {
//Constants
val ID: UUID = UUID.randomUUID()
//Logics
val playerTieLogic: PlayerTieLogic = BasePlayerTieLogic(this)
val playerInputLogic: PlayerInputLogic = BasePlayerInputLogic(this)
val undoManager: BaseUndoManager = BaseUndoManager(this)
val persistenceManager: PersistenceManager = BasePersistenceManager(this)
//Game State
private[control] var state: GameState = GameState.MainMenu
//Variables
private[control] var cardManager: Option[CardManager] = Some(config.cardManager)
private[control] var currentMatch: Option[Match] = None
private[control] var currentRound: Option[Round] = None
private[control] var currentTrick: Option[Trick] = None
private[control] var currentPlayer: Option[AbstractPlayer] = None
private[control] var playerQueue: Option[CustomPlayerQueue[AbstractPlayer]] = None
override def createSession(): Unit = {
cardManager = Some(config.cardManager)
currentMatch = None
currentRound = None
currentTrick = None
currentPlayer = None
playerQueue = None
invoke(GameStateChangeEvent(state, Lobby))
state = Lobby
}
override def createMatch(players: List[AbstractPlayer]): Match = {
val matchImpl = Match(totalplayers = players, playersIn = players)
currentMatch = Some(matchImpl)
matchImpl
}
override def controlMatch(): Unit = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
persistenceManager.update(ControlMatch)
if (state != InGame)
invoke(GameStateChangeEvent(state, InGame))
if (matchImpl.isOver) {
//Winner is the last person in the playersIn list
val winner = matchImpl.playersIn.head
invoke(GameStateChangeEvent(state, FinishedMatch))
state = FinishedMatch
invoke(MatchEndEvent(winner))
} else {
if (matchImpl.roundlist.isEmpty) {
if (cardManager.isEmpty) throw new IllegalStateException("No card manager set")
val cardManagerImpl = cardManager.get
cardManagerImpl.shuffleAndReset()
val firstCard = cardManagerImpl.nextCard()
val newRound = RoundUtil.createRound(firstCard.suit, true)
providePlayersWithCards()
val randomPlayer: Int = Random.nextInt(matchImpl.playersIn.size)
playerQueue = Some(config.createRightQueue(matchImpl.playersIn.toArray, randomPlayer))
matchImpl.playersIn.foreach(player => {invoke(ReceivedHandEvent(player))})
currentRound = Some(newRound)
invoke(NewRoundEvent())
invoke(DelayEvent(500))
controlRound()
return
}
currentMatch = Some(matchImpl.setNumberOfCards(matchImpl.numberofcards - 1))
providePlayersWithCards()
matchImpl.playersIn.foreach(player => {invoke(ReceivedHandEvent(player))})
controlPreRound()
}
}
override def returnFromTie(winner: AbstractPlayer): Unit = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (currentRound.isEmpty) throw new IllegalStateException("No current round set")
val roundImpl = currentRound.get
val roundResult: RoundResult = RoundUtil.finishRound(roundImpl, matchImpl)
val newMatch = endRound(winner, roundResult)
currentMatch = Some(newMatch)
controlMatch()
}
//
override def controlPreRound(): Unit = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
//Check if the last round had a winner
val lastWinner = getTrumpPlayer
if (lastWinner.isEmpty) throw new IllegalStateException("No last round winner found")
//Create new player queue starting with last round winner
playerQueue = Some(config.createRightQueue(
matchImpl.playersIn.toArray,
matchImpl.playersIn.indexOf(lastWinner.get)
))
invoke(GameStateChangeEvent(state, SelectTrump))
state = SelectTrump
invoke(TrumpSelectEvent(lastWinner.get))
playerInputLogic.requestTrumpSuit(lastWinner.get)
}
override def controlRound(): Unit = {
if (state != InGame)
invoke(GameStateChangeEvent(state, InGame))
state = InGame
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (currentRound.isEmpty) throw new IllegalStateException("No current round set")
val roundImpl = currentRound.get
persistenceManager.update(ControlRound)
if (MatchUtil.isRoundOver(matchImpl, roundImpl)) {
val roundResult: RoundResult = RoundUtil.finishRound(roundImpl, matchImpl)
if (roundResult.isTie) {
invoke(GameStateChangeEvent(state, TieBreak))
state = TieBreak
invoke(TieEvent(roundResult.winners))
invoke(DelayEvent(2000))
playerTieLogic.handleTie(roundResult)
return
}
val newMatch = endRound(roundResult.winners.head, roundResult)
currentMatch = Some(newMatch)
controlMatch()
} else {
invoke(NewTrickEvent())
invoke(DelayEvent(1000))
val trick = Trick()
currentTrick = Some(trick)
controlTrick()
}
}
override def endRound(winner: AbstractPlayer, roundResult: RoundResult): Match = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
var matchImpl = currentMatch.get
if (currentRound.isEmpty) throw new IllegalStateException("No current round set")
val roundImpl = currentRound.get
//Create final round snapshot
val resultingRound = Round(
trumpSuit = roundImpl.trumpSuit,
firstRound = roundImpl.firstRound,
tricklist = roundImpl.tricklist,
winner = Some(winner)
)
invoke(RoundEndEvent(winner, roundResult.tricked.filter(
rp => rp.player == winner
).map(rp => rp.amountOfTricks).sum))
invoke(DelayEvent(2000))
if (roundResult.notTricked.nonEmpty && !resultingRound.firstRound) {
// When the number of cards is less than 2, dog life ends automatically
val cantDogLife = (matchImpl.numberofcards - 1) < 2
if (matchImpl.dogLife && !cantDogLife) {
invoke(ShowPlayersOutEvent(roundResult.notTricked))
invoke(DelayEvent(2000))
matchImpl = matchImpl.updatePlayersIn(matchImpl.playersIn.filterNot(roundResult.notTricked.contains(_)))
} else {
invoke(ShowDogsEvent(roundResult.notTricked))
invoke(DelayEvent(2000))
matchImpl = matchImpl.setDogLife()
// Make players dogs
roundResult.notTricked.foreach(player => {
player.setDogLife()
})
}
}
roundResult.tricked.foreach(player => {
player.player.resetDogLife()
})
matchImpl.addRound(resultingRound)
}
override def controlTrick(): Unit = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (playerQueue.isEmpty) throw new IllegalStateException("No player queue set")
val queueImpl = playerQueue.get
if (currentTrick.isEmpty) throw new IllegalStateException("No current trick set")
val trickImpl = currentTrick.get
persistenceManager.update(ControlRound)
if (TrickUtil.isOver(matchImpl, queueImpl)) {
val newRound = endTrick()
if (newRound.tricklist.isEmpty || newRound.tricklist.last.winner.isEmpty) throw new IllegalStateException("Trick has no winner after ending trick")
val winner = newRound.tricklist.last.winner.get
currentRound = Some(newRound)
invoke(TrickEndEvent(winner))
invoke(DelayEvent(2000))
queueImpl.resetAndSetStart(winner)
controlRound()
} else {
invoke(DelayEvent(2000))
val playerImpl = queueImpl.nextPlayer()
currentPlayer = Some(playerImpl)
controlPlayerPlay()
}
}
override def endTrick(): Round = {
if (currentTrick.isEmpty) throw new IllegalStateException("No current trick set")
val trickImpl = currentTrick.get
if (currentRound.isEmpty) throw new IllegalStateException("No current round set")
val roundImpl = currentRound.get
val resultTrick = TrickUtil.finishTrick(trickImpl, roundImpl)
val resultingTrick = Trick(
cards = trickImpl.cards,
winner = Some(resultTrick.winner),
firstCard = trickImpl.firstCard
)
roundImpl.addTrick(resultingTrick)
}
override def controlPlayerPlay(): Unit = {
if (currentPlayer.isEmpty) throw new IllegalStateException("No current player set")
val playerImpl = currentPlayer.get
if (playerImpl.currentHand().isEmpty) {
controlTrick()
return
}
val handImpl = playerImpl.currentHand().get
if (handImpl.cards.isEmpty) {
controlTrick()
return
}
invoke(TurnEvent(playerImpl))
playerInputLogic.requestCard(playerImpl)
}
override def isWaitingForInput: Boolean = {
if (state == InGame || state == SelectTrump) {
playerInputLogic.isWaitingForInput
} else if (state == TieBreak) {
playerTieLogic.isWaitingForInput
} else {
false
}
}
//
override def providePlayersWithCards(): Unit = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (cardManager.isEmpty) throw new IllegalStateException("No card manager set")
val cardManagerImpl = cardManager.get
cardManagerImpl.shuffleAndReset()
val handSize = matchImpl.numberofcards
matchImpl.playersIn.foreach(player => {
val hand = if (!player.isInDogLife) {
cardManagerImpl.createHand(handSize)
} else {
cardManagerImpl.createHand(1)
}
player.provideHand(hand)
})
}
// Getters
override def getCurrentState: GameState = state
override def getCurrentMatch: Option[Match] = currentMatch
override def getCurrentRound: Option[Round] = currentRound
override def getCurrentTrick: Option[Trick] = currentTrick
override def getCurrentPlayer: Option[AbstractPlayer] = currentPlayer
override def getPlayerQueue: Option[CustomPlayerQueue[AbstractPlayer]] = playerQueue
override def getWinner: Option[AbstractPlayer] = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (!matchImpl.isOver) return None
Some(matchImpl.playersIn.head)
}
override def getTrumpPlayer: Option[AbstractPlayer] = {
if (currentMatch.isEmpty) throw new IllegalStateException("No current match set")
val matchImpl = currentMatch.get
if (matchImpl.roundlist.isEmpty) return None
val roundImpl = matchImpl.roundlist.last
if (roundImpl.winner.isEmpty) return None
Some(roundImpl.winner.get)
}
//Snapshotting
override def createSnapshot(): LogicSnapshot[BaseGameLogic.this.type] = {
BaseGameLogicSnapshot(this).asInstanceOf[LogicSnapshot[BaseGameLogic.this.type]]
}
override def endSession(): Unit = {
cardManager = None
currentMatch = None
currentRound = None
currentTrick = None
currentPlayer = None
playerQueue = None
invoke(SessionClosed())
invoke(GameStateChangeEvent(state, MainMenu))
state = MainMenu
}
}
class BaseGameLogicSnapshot(
val savedState: GameState,
//Card Manager
val cardContainer: Option[List[Card]],
val cardIndex: Option[Int],
val currentMatch: Option[Match],
val currentRound: Option[Round],
val currentTrick: Option[Trick],
val currentPlayer: Option[AbstractPlayer],
//Custom Player Queue
val playerIndex: Option[Int],
val players: Option[List[AbstractPlayer]],
val playerStates: Map[UUID, PlayerData]
) extends LogicSnapshot[BaseGameLogic] {
def this(gameLogic: BaseGameLogic) = {
this(
gameLogic.state,
gameLogic.cardManager.map(cm => cm.cardContainer),
gameLogic.cardManager.map(cm => cm.currentIndx),
gameLogic.currentMatch,
gameLogic.currentRound,
gameLogic.currentTrick,
gameLogic.currentPlayer,
gameLogic.playerQueue.map(pq => pq.currentIndex),
gameLogic.playerQueue.map(pq => pq.duplicate().toList),
gameLogic.currentMatch match {
case Some(m) => m.totalplayers.map(p => (p.id, p.generatePlayerData())).toMap
case None => Map.empty[UUID, PlayerData]
}
)
}
override def restore(logic: BaseGameLogic): Unit = {
logic.state = savedState
//Card Manager
if (logic.cardManager.isDefined) {
val cardManagerImpl = logic.cardManager.get
if (cardContainer.isDefined && cardIndex.isDefined)
cardManagerImpl.setState(cardContainer.get, cardIndex.get)
} else {
if (cardContainer.isDefined && cardIndex.isDefined) {
val newCardManager = logic.config.cardManager
newCardManager.setState(cardContainer.get, cardIndex.get)
logic.cardManager = Some(newCardManager)
}
}
logic.currentMatch = currentMatch
logic.currentRound = currentRound
logic.currentTrick = currentTrick
logic.currentPlayer = currentPlayer
//Custom Player Queue
if (logic.playerQueue.isDefined) {
if (players.isDefined && playerIndex.isDefined)
logic.playerQueue = Some(logic.config.createRightQueue(
players.get.toArray,
playerIndex.get
))
} else {
if (players.isDefined && playerIndex.isDefined)
logic.playerQueue = Some(logic.config.createRightQueue(
players.get.toArray,
playerIndex.get
))
}
//Player States
logic.currentMatch match {
case Some(m) =>
m.totalplayers.foreach(player => {
val dataOpt = playerStates.get(player.id)
if (dataOpt.isDefined)
player.receivePlayerData(dataOpt.get)
})
case None => //Do nothing
}
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic
import de.knockoutwhist.KnockOutWhist
import de.knockoutwhist.control.controllerBaseImpl.BaseGameLogic
import de.knockoutwhist.control.sublogic.PersistenceManager
import de.knockoutwhist.control.{GameLogic, LogicSnapshot}
import de.knockoutwhist.events.util.ReloadAllEvent
import de.knockoutwhist.persistence.{MatchSnapshot, MethodEntryPoint}
class BasePersistenceManager(val gameLogic: BaseGameLogic) extends PersistenceManager {
private var currentSnapshot: MatchSnapshot = MatchSnapshot()
override def update(methodEntryPoint: MethodEntryPoint): MatchSnapshot = {
currentSnapshot = currentSnapshot
.withMethodEntryPoint(methodEntryPoint)
.withGameLogicSnapShot(gameLogic.createSnapshot().asInstanceOf[LogicSnapshot[GameLogic]])
currentSnapshot
}
override def saveFile(path: String): Unit = {
KnockOutWhist.config.fileFormatter.writeToFile(currentSnapshot, path + "." + KnockOutWhist.config.fileFormatter.fileEnding)
}
override def loadFile(path: String): Unit = {
currentSnapshot = KnockOutWhist.config.fileFormatter.readFromFile(path + "." + KnockOutWhist.config.fileFormatter.fileEnding)
if currentSnapshot.entryPoint.isEmpty then
throw new IllegalStateException("Loaded snapshot does not contain an entry point!")
currentSnapshot.gameLogicSnapShot.foreach(_.restore(gameLogic))
gameLogic.invoke(ReloadAllEvent())
currentSnapshot.entryPoint.get match {
case MethodEntryPoint.ControlMatch =>
gameLogic.controlMatch()
case MethodEntryPoint.ControlRound =>
gameLogic.controlRound()
case MethodEntryPoint.ControlTrick =>
gameLogic.controlTrick()
}
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic
import de.knockoutwhist.cards.{Card, Suit}
import de.knockoutwhist.control.controllerBaseImpl.BaseGameLogic
import de.knockoutwhist.control.controllerBaseImpl.sublogic.util.RoundUtil
import de.knockoutwhist.control.sublogic.PlayerInputLogic
import de.knockoutwhist.events.global.{CardPlayedEvent, TrumpSelectedEvent}
import de.knockoutwhist.events.player.{RequestCardEvent, RequestTrumpSuitEvent}
import de.knockoutwhist.player.AbstractPlayer
final class BasePlayerInputLogic(gameLogic: BaseGameLogic) extends PlayerInputLogic {
val TIME_TO_RESPOND: Int = 30 // seconds
private var _waitingForInput: Boolean = false
override def requestTrumpSuit(player: AbstractPlayer): Unit = {
_waitingForInput = true
gameLogic.invoke(RequestTrumpSuitEvent(player))
}
override def receivedTrumpSuit(suit: Suit): Unit = {
if (!_waitingForInput) throw new IllegalStateException("Not waiting for input")
_waitingForInput = false
val newRound = RoundUtil.createRound(suit)
gameLogic.currentRound = Some(newRound)
gameLogic.invoke(TrumpSelectedEvent(suit))
gameLogic.controlRound()
}
override def requestCard(player: AbstractPlayer): Unit = {
_waitingForInput = true
gameLogic.invoke(RequestCardEvent(player))
}
override def receivedCard(card: Card): Unit = {
if (!_waitingForInput) throw new IllegalStateException("Not waiting for input")
_waitingForInput = false
if (gameLogic.currentTrick.isEmpty) throw new IllegalStateException("No current trick set")
val trickImpl = gameLogic.currentTrick.get
if (gameLogic.currentPlayer.isEmpty) throw new IllegalStateException("No current player set")
val player = gameLogic.currentPlayer.get
val newTrick = if (trickImpl.firstCard.isEmpty) {
trickImpl
.setfirstcard(card)
.addCard(card, player)
} else {
trickImpl
.addCard(card, player)
}
player.removeCard(card)
gameLogic.currentTrick = Some(newTrick)
gameLogic.invoke(CardPlayedEvent(player, newTrick))
gameLogic.controlTrick()
}
override def receivedDog(dog: Option[Card]): Unit = {
if (!_waitingForInput) throw new IllegalStateException("Not waiting for input")
_waitingForInput = false
if (gameLogic.currentTrick.isEmpty) throw new IllegalStateException("No current trick set")
val trickImpl = gameLogic.currentTrick.get
if (gameLogic.currentPlayer.isEmpty) throw new IllegalStateException("No current player set")
val player = gameLogic.currentPlayer.get
if (dog.isDefined) {
val newTrick = if (trickImpl.firstCard.isEmpty) {
trickImpl
.setfirstcard(dog.get)
.addCard(dog.get, player)
} else {
trickImpl
.addCard(dog.get, player)
}
player.removeCard(dog.get)
gameLogic.currentTrick = Some(newTrick)
}
gameLogic.controlTrick()
}
override def isWaitingForInput: Boolean = _waitingForInput
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic
import de.knockoutwhist.cards.Card
import de.knockoutwhist.control.LogicSnapshot
import de.knockoutwhist.control.controllerBaseImpl.BaseGameLogic
import de.knockoutwhist.control.controllerBaseImpl.sublogic.util.{ResultPlayer, RoundResult}
import de.knockoutwhist.control.sublogic.PlayerTieLogic
import de.knockoutwhist.events.global.tie.*
import de.knockoutwhist.events.player.RequestTieChoiceEvent
import de.knockoutwhist.events.util.DelayEvent
import de.knockoutwhist.player.AbstractPlayer
final class BasePlayerTieLogic(gameLogic: BaseGameLogic) extends PlayerTieLogic {
private[control] var roundResult: Option[RoundResult] = None
private[control] var tiedPlayers: List[AbstractPlayer] = Nil
private[control] var tieBreakerIndex: Int = -1
private[control] var lastNumber = -1
private[control] var selectedCard: Map[AbstractPlayer, Card] = Map.empty
private var _waitingForInput: Boolean = false
override def handleTie(roundResult: RoundResult): Unit = {
this.roundResult = Some(roundResult)
tiedPlayers = roundResult.winners
tieBreakerIndex = -1
lastNumber = 0
selectedCard = Map.empty
if (gameLogic.cardManager.isEmpty) throw new IllegalStateException("No card manager set")
gameLogic.cardManager.get.shuffleAndReset()
handleNextTieBreakerPlayer()
}
override def handleNextTieBreakerPlayer(): Unit = {
tieBreakerIndex += 1
if(tieBreakerIndex >= 0 && tieBreakerIndex < tiedPlayers.size) {
requestTieChoice(currentTiePlayer())
} else {
// All players have selected their tie-breaker cards
// Find the highest card among selected cards
gameLogic.invoke(TieAllPlayersSelectedEvent())
gameLogic.invoke(DelayEvent(2000))
gameLogic.invoke(TieShowPlayerCardsEvent())
val winningEntry = selectedCard.values.maxBy(_.cardValue.ordinal)
val winners = selectedCard.filter((_, card) => card == winningEntry).keySet.toList
gameLogic.invoke(TieWinningPlayersEvent(winners))
gameLogic.invoke(DelayEvent(2000))
if (winners.size > 1) {
gameLogic.invoke(TieTieEvent(winners))
// Still a tie, handle again
tiedPlayers = winners
tieBreakerIndex = -1
lastNumber = 0
selectedCard = Map.empty
gameLogic.cardManager.get.shuffleAndReset()
handleNextTieBreakerPlayer()
return
}
// Tie-breaker resolved
roundResult = None
tiedPlayers = Nil
lastNumber = -1
tieBreakerIndex = -1
selectedCard = Map.empty
val winner = winners.head
// Inform game logic about the winner
gameLogic.returnFromTie(winner)
}
}
override def currentTiePlayer(): AbstractPlayer = {
tiedPlayers(tieBreakerIndex)
}
override def requestTieChoice(player: AbstractPlayer): Unit = {
_waitingForInput = true
gameLogic.invoke(TieTurnEvent(player))
gameLogic.invoke(RequestTieChoiceEvent(player, highestAllowedNumber()))
}
/**
* Called when a player has selected a tie-breaker card
* @param number the index of the selected card
*/
override def receivedTieBreakerCard(number: Int): Unit = {
if (!_waitingForInput) throw new IllegalStateException("Not waiting for input")
_waitingForInput = false
val player = tiedPlayers(tieBreakerIndex)
val highestNumber = highestAllowedNumber()
if (number < 0 || number > highestNumber)
throw new IllegalArgumentException(s"Selected number $number is out of allowed range (0 to $highestNumber)")
if (gameLogic.cardManager.isEmpty) throw new IllegalStateException("No card manager set")
val cardManager = gameLogic.cardManager.get
val card = cardManager.removeCards(number).last
selectedCard += (player -> card)
handleNextTieBreakerPlayer()
}
override def highestAllowedNumber(): Int = {
if (gameLogic.cardManager.isEmpty) throw new IllegalStateException("No card manager set")
val remainingCards = gameLogic.cardManager.get.remainingCards
// The highest allowed number is total cards minus the number of tied players already selected
// This ensures that each tied player can select a unique card
remainingCards - (tiedPlayers.size - (selectedCard.size + 1)) - 1
}
override def isWaitingForInput: Boolean = _waitingForInput
override def createSnapshot(): LogicSnapshot[BasePlayerTieLogic.this.type] = BasePlayerTieLogicSnapshot(this).asInstanceOf[LogicSnapshot[BasePlayerTieLogic.this.type]]
// Getter
override def getRoundResult: Option[RoundResult] = roundResult
override def getTiedPlayers: List[AbstractPlayer] = tiedPlayers
override def getTieBreakerIndex: Int = tieBreakerIndex
override def getLastNumber: Int = lastNumber
override def getSelectedCard: Map[AbstractPlayer, Card] = selectedCard
}
class BasePlayerTieLogicSnapshot(
//Round result
val winners: List[AbstractPlayer],
val tricked: List[ResultPlayer],
val notTricked: List[AbstractPlayer],
val tiedPlayers: List[AbstractPlayer],
val tieBreakerIndex: Int,
val lastNumber: Int,
val selectedCard: Map[AbstractPlayer, Card]
) extends LogicSnapshot[BasePlayerTieLogic] {
def this(logic: BasePlayerTieLogic) = {
this(
logic.roundResult.map(_.winners).getOrElse(Nil),
logic.roundResult.map(_.tricked).getOrElse(Nil),
logic.roundResult.map(_.notTricked).getOrElse(Nil),
logic.tiedPlayers,
logic.tieBreakerIndex,
logic.lastNumber,
logic.selectedCard
)
}
override def restore(logic: BasePlayerTieLogic): Unit = {
if (winners.nonEmpty || tricked.nonEmpty || notTricked.nonEmpty) {
logic.roundResult = Some(RoundResult(winners, tricked, notTricked))
} else {
logic.roundResult = None
}
logic.tiedPlayers = tiedPlayers
logic.tieBreakerIndex = tieBreakerIndex
logic.lastNumber = lastNumber
logic.selectedCard = selectedCard
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic
import de.knockoutwhist.control.ControlThread
import de.knockoutwhist.control.controllerBaseImpl.BaseGameLogic
import de.knockoutwhist.control.sublogic.UndoManager
import de.knockoutwhist.undo.{Command, UndoneException}
class BaseUndoManager(gameLogic: BaseGameLogic) extends UndoManager {
private var undoStack: List[Command] = Nil
private var redoStack: List[Command] = Nil
override def doStep(command: Command): Unit = {
redoStack = Nil
undoStack = command :: undoStack
command.doStep(gameLogic)
}
override def undoStep(): Unit = {
ControlThread.runLater {
undoStack match {
case Nil => false
case head :: stack =>
undoStack = stack
redoStack = head :: redoStack
try {
head.undoStep(gameLogic)
} catch {
case _: UndoneException =>
}
}
}
}
override def redoStep(): Unit = {
ControlThread.runLater {
redoStack match {
case Nil => false
case head :: stack =>
redoStack = stack
undoStack = head :: undoStack
try {
head.doStep(gameLogic)
} catch {
case _: UndoneException =>
}
}
}
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic.util
import de.knockoutwhist.rounds.{Match, Round}
object MatchUtil {
private def remainingRounds(matchImpl: Match, roundImpl: Round): Int = {
// If no player has any cards left, there are no rounds remaining
if !matchImpl.playersIn
.map(player => player.currentHand()).exists(hand => hand.isDefined && hand.get.cards.nonEmpty) then return 0
// Otherwise, calculate remaining rounds based on number of cards and tricks played
matchImpl.numberofcards - roundImpl.tricklist.size
}
def isRoundOver(matchImpl: Match, roundImpl: Round): Boolean = {
remainingRounds(matchImpl, roundImpl) == 0
}
def dogNeedsToPlay(matchImpl: Match, roundImpl: Round): Boolean = {
remainingRounds(matchImpl, roundImpl) <= 1
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic.util
import de.knockoutwhist.cards.Card
import de.knockoutwhist.player.AbstractPlayer
import de.knockoutwhist.rounds.{Round, Trick}
object PlayerUtil {
def canPlayCard(card: Card, round: Round, trick: Trick, player: AbstractPlayer): Boolean = {
if (trick.firstCard.isEmpty)
return true
val alternatives = alternativeCards(card, round, trick, player)
if (alternatives.nonEmpty) {
return false
}
true
}
def alternativeCards(card: Card, round: Round, trick: Trick, player: AbstractPlayer): List[Card] = {
if (trick.firstCard.isDefined) {
val firstCard = trick.firstCard.get
if (firstCard.suit != card.suit) {
val alternatives: List[Card] = for cardInHand <- player.currentHand().get.cards
if cardInHand.suit == firstCard.suit
yield cardInHand
if (round.trumpSuit == card.suit && alternatives.isEmpty) {
return Nil
}
if (alternatives.nonEmpty) {
return alternatives
}
}
}
Nil
}
def playableCards(round: Round, trick: Trick, player: AbstractPlayer): List[Card] = {
val handOption = player.currentHand()
if (handOption.isEmpty) {
throw new IllegalStateException("You have no cards!")
}
val hand = handOption.get
if (trick.firstCard.isEmpty) {
return hand.cards
}
val playableCards: List[Card] = for cardInHand <- hand.cards
if canPlayCard(cardInHand, round, trick, player)
yield cardInHand
playableCards
}
}

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package de.knockoutwhist.control.controllerBaseImpl.sublogic.util
import de.knockoutwhist.cards.Suit
import de.knockoutwhist.player.AbstractPlayer
import de.knockoutwhist.rounds.{Match, Round}
object RoundUtil {
def createRound(trumpSuit: Suit, firstRound: Boolean = false): Round = {
Round(trumpSuit, firstRound)
}
def finishRound(round: Round, matchImpl: Match): RoundResult = {
val tricksMapped = round.tricklist
.map(t => t.winner)
.filter(t => t.isDefined)
.map(t => t.get)
.groupBy(identity).map((p, l) => (p, l.size))
val maxTricks = if (tricksMapped.isEmpty) 0 else tricksMapped.values.max
val winners = tricksMapped
.filter((p, i) => i == maxTricks)
.keys.toList
val trickedPlayers = tricksMapped.map((p, i) => ResultPlayer(p, i)).toList
val notTrickedPlayers = matchImpl.playersIn.filterNot(p => tricksMapped.keySet.contains(p))
RoundResult(winners, trickedPlayers, notTrickedPlayers)
}
def roundEndSnapshot(winner: AbstractPlayer, round: Round): Round = {
Round(
round.trumpSuit,
round.firstRound,
round.tricklist,
Some(winner)
)
}
}
case class RoundResult(winners: List[AbstractPlayer], tricked: List[ResultPlayer], notTricked: List[AbstractPlayer]) {
def isTie: Boolean = winners.size > 1
}
case class ResultPlayer(player: AbstractPlayer, amountOfTricks: Int)

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