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https://gitlab.com/arnekeller/kit-programmieren-ws1920-final2.git
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Javadoc + allow various command during game end phase
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@ -1,5 +1,12 @@
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package edu.kit.informatik.cardgame.model;
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package edu.kit.informatik.cardgame.model;
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/**
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* Game card.
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*
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* @see CardCategory
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* @author Arne Keller
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* @version 1.0
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*/
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public enum Card {
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public enum Card {
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/**
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/**
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* Wood. Basic resource.
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* Wood. Basic resource.
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@ -1,7 +1,23 @@
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package edu.kit.informatik.cardgame.model;
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package edu.kit.informatik.cardgame.model;
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/**
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* Card category. Game cards are categorized into three categories depending on their properties.
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*
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* @see Card
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* @author Arne Keller
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* @version 1.0
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*/
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public enum CardCategory {
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public enum CardCategory {
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/**
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* Basic resource card, harmless.
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*/
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RESOURCE,
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RESOURCE,
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/**
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* Animal card, can attack player.
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*/
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ANIMAL,
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ANIMAL,
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/**
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* Catastrophic card, can not harm player.
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*/
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CATASTROPHE
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CATASTROPHE
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}
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}
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@ -21,6 +21,7 @@ public class CardGame {
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/**
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/**
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* Start a new game with the specified stack of cards.
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* Start a new game with the specified stack of cards.
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*
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* @param cardStack stack of cards to use, where the first element is the first to take
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* @param cardStack stack of cards to use, where the first element is the first to take
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* @throws LogicException if card stack has wrong distribution of cards
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* @throws LogicException if card stack has wrong distribution of cards
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* @return whether the game could be successfully started
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* @return whether the game could be successfully started
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@ -38,6 +39,13 @@ public class CardGame {
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return true;
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return true;
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}
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}
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/**
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* Draw a new card. Will automatically add the card to the players resources, start an encounter or let the
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* thunderstorm do its work.
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*
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* @return the card
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* @throws LogicException if no card to draw exists or phase is not scavenge
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*/
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public Card draw() throws LogicException {
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public Card draw() throws LogicException {
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if (currentCardStack == null || currentCardStack.isEmpty()) {
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if (currentCardStack == null || currentCardStack.isEmpty()) {
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throw new LogicException("no card to draw exists");
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throw new LogicException("no card to draw exists");
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@ -65,6 +73,14 @@ public class CardGame {
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return card;
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return card;
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}
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}
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/**
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* Roll a dice with the specified size and result.
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*
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* @param size dice size
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* @param roll dice result
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* @return result of the throw (survived, lose or win)
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* @throws LogicException if not expecting dice roll or dice roll is invalid
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*/
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public String rollDice(int size, int roll) throws LogicException {
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public String rollDice(int size, int roll) throws LogicException {
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if (phase != Phase.ENDEAVOR && phase != Phase.ENCOUNTER) {
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if (phase != Phase.ENDEAVOR && phase != Phase.ENCOUNTER) {
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throw new LogicException("not expecting dice roll");
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throw new LogicException("not expecting dice roll");
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@ -100,13 +116,20 @@ public class CardGame {
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}
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}
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}
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}
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public void clearResources() {
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private void clearResources() {
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final int keepLastResources = items.stream().mapToInt(Item::itemsSecured).sum();
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final int keepLastResources = items.stream().mapToInt(Item::itemsSecured).sum();
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while (resources.size() > keepLastResources) {
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while (resources.size() > keepLastResources) {
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resources.removeFirst();
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resources.removeFirst();
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}
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}
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}
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}
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/**
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* Attempt to build the specified item.
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*
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* @param item item to build
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* @return building result (OK or win), or null if item can not be built
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* @throws LogicException if in wrong phase or item already built
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*/
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public String build(Item item) throws LogicException {
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public String build(Item item) throws LogicException {
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if (item == null) {
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if (item == null) {
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throw new LogicException("can not build item");
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throw new LogicException("can not build item");
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@ -134,7 +157,7 @@ public class CardGame {
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return "win";
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return "win";
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}
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}
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break;
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break;
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case DEFAULT:
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default:
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checkLost();
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checkLost();
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break;
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break;
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@ -174,39 +197,65 @@ public class CardGame {
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private void checkLost() {
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private void checkLost() {
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if (phase != Phase.LOST
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if (phase != Phase.LOST
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// can not draw new cards
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&& currentCardStack != null && currentCardStack.isEmpty()
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&& currentCardStack != null && currentCardStack.isEmpty()
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// can not roll dice
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&& phase != Phase.ENCOUNTER && phase != Phase.ENDEAVOR
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&& phase != Phase.ENCOUNTER && phase != Phase.ENDEAVOR
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&& !Arrays.stream(Item.values()).anyMatch(this::canBuild)) {
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// can not build item
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&& Arrays.stream(Item.values()).noneMatch(this::canBuild)) {
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endGame();
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endGame();
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phase = Phase.LOST;
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phase = Phase.LOST;
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}
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}
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}
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}
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/**
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* Check whether the active game is lost. The game is lost if no cards to draw exist and no further actions are
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* possible.
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*
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* @return whether the active game is lost
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*/
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public boolean gameLost() {
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public boolean gameLost() {
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return phase == Phase.LOST;
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return phase == Phase.LOST;
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}
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}
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/**
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* Get the resources available for building.
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*
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* @return resources available
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* @throws LogicException if no game is active
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*/
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public Deque<Card> getResources() throws LogicException {
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public Deque<Card> getResources() throws LogicException {
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if (!gameActive()) {
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if (!gameStarted()) {
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throw new LogicException("can not get resources: game not started");
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throw new LogicException("can not get resources: game not started");
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}
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}
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// do not allow caller to modify internal queue
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// do not allow caller to modify internal queue
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return new ArrayDeque<>(resources);
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return new ArrayDeque<>(resources);
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}
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}
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/**
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* Get the items already built.
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*
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* @return items owned by the player
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* @throws LogicException if no game is active
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*/
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public List<Item> getItems() throws LogicException {
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public List<Item> getItems() throws LogicException {
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if (!gameActive()) {
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if (!gameStarted()) {
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throw new LogicException("can not get buildings: game not started");
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throw new LogicException("can not get buildings: game not started");
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}
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}
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// do not allow caller to modify internal list
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// have to copy here: caller does not expect an auto-updating list
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return new ArrayList<>(items);
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return new ArrayList<>(items);
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}
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}
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/**
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* Get the currently buildable items.
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*
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* @return set of items currently buildable
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* @throws LogicException if game not in scavenge phase
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*/
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public Set<Item> getBuildableItems() throws LogicException {
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public Set<Item> getBuildableItems() throws LogicException {
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if (!gameActive()) {
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if (!gameStarted()) {
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throw new LogicException("can not get buildable items: game not started");
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throw new LogicException("can not get buildable items: game not started");
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}
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} else if (phase != Phase.SCAVENGE) {
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if (phase != Phase.SCAVENGE) {
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throw new LogicException("can not get buildable items: awaiting dice roll");
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throw new LogicException("can not get buildable items: awaiting dice roll");
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}
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}
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return Arrays.stream(Item.values()).filter(this::canBuild).collect(Collectors.toSet());
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return Arrays.stream(Item.values()).filter(this::canBuild).collect(Collectors.toSet());
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@ -216,6 +265,11 @@ public class CardGame {
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currentCardStack = null;
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currentCardStack = null;
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}
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}
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/**
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* Reset the game, restoring the original card stack.
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*
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* @throws LogicException if game was never started
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*/
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public void reset() throws LogicException {
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public void reset() throws LogicException {
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if (cardStack == null) {
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if (cardStack == null) {
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throw new LogicException("can not reset a game that is not started!");
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throw new LogicException("can not reset a game that is not started!");
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@ -229,11 +283,29 @@ public class CardGame {
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this.phase = Phase.SCAVENGE;
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this.phase = Phase.SCAVENGE;
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}
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}
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/**
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* Game phase.
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*/
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enum Phase {
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enum Phase {
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/**
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* Player can draw cards and build.
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*/
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SCAVENGE,
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SCAVENGE,
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/**
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* Player has to fight an animal.
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*/
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ENCOUNTER,
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ENCOUNTER,
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/**
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* Player is attempting to escape.
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*/
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ENDEAVOR,
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ENDEAVOR,
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/**
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* Player won.
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*/
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WON,
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WON,
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/**
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* Player lost.
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*/
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LOST
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LOST
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}
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}
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}
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}
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@ -8,6 +8,13 @@ import static edu.kit.informatik.cardgame.model.Card.METAL;
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import static edu.kit.informatik.cardgame.model.Card.PLASTIC;
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import static edu.kit.informatik.cardgame.model.Card.PLASTIC;
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import static edu.kit.informatik.cardgame.model.Card.WOOD;
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import static edu.kit.informatik.cardgame.model.Card.WOOD;
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/**
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* Game item.
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*
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* @see ItemCategory
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* @author Arne Keller
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* @version 1.0
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*/
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public enum Item {
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public enum Item {
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/**
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/**
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* Axe. Provides an attack bonus of two.
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* Axe. Provides an attack bonus of two.
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package edu.kit.informatik.cardgame.model;
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package edu.kit.informatik.cardgame.model;
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/**
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* Item category. Game items are categorized into two categories: normal items and items used to escape.
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*
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* @see Item
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* @author Arne Keller
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* @version 1.0
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*/
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public enum ItemCategory {
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public enum ItemCategory {
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/**
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* Normal item, can not be used to escape.
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*/
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DEFAULT,
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DEFAULT,
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/**
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* Item that can be used to escape.
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*/
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ESCAPE;
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ESCAPE;
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}
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}
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