Fix sudden death
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@@ -125,4 +125,15 @@ public class WebSocketController {
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e.printStackTrace();
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}
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}
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@MessageMapping("enter-sudden-death")
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public void enterSuddenDeath(@Header("room") String roomId, @Header("player") String player) {
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Grid g = gm.findGrid(roomId);
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try {
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gm.enterSuddenDeath(g);
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} catch (IllegalGameActionException e) {
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publishError(player.charAt(0), e);
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e.printStackTrace();
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}
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}
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}
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@@ -188,7 +188,7 @@ public class GameManager {
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/**
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* Enters the sudden death phase
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*/
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private void enterSuddenDeath(Grid g) {
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private void enterSuddenDeathInternal(Grid g) {
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newGameEvent(g, GameEvent.newSuddenDeath());
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if(allGreenRevealed(g, 'A', g.getConfig().isOnlyOneGreenGreen())) {
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// If all 'A''s greens are revealed, A is the only one to guess
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@@ -209,7 +209,7 @@ public class GameManager {
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if(g.getUsedHints() >= g.getConfig().getMaxMaxHint()) {
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if(!g.getConfig().isSuddenDeath()) {
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// We're entering sudden death
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enterSuddenDeath(g);
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enterSuddenDeathInternal(g);
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} else {
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// Only sudden death can get us out
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setPhase(g, Phase.NEED_SUDDEN_DEATH);
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@@ -301,6 +301,13 @@ public class GameManager {
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newGameEvent(g, GameEvent.newEndGuessingEvent(true, player));
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}
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public void enterSuddenDeath(Grid g) throws IllegalGameActionException {
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if(!g.getPhase().isNeedMoreHints()) {
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throw new IllegalGameActionException(g, "You can only enter sudden death when being out of hints");
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}
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enterSuddenDeathInternal(g);
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}
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/**
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* UPDATE GAME CONFIG
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@@ -396,7 +403,7 @@ public class GameManager {
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setPhase(g, Phase.needMoreHints(g.getPhase().getHinting()));
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} else if (g.getPhase() == Phase.NEED_SUDDEN_DEATH) {
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// We're entering sudden death
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enterSuddenDeath(g);
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enterSuddenDeathInternal(g);
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}
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}
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@@ -84,7 +84,7 @@ public class Grid {
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return (this == HINTING_BOTH) || (this == ((player == 'A')?HINTING_A:HINTING_B));
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}
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public boolean isGuessing(char player) {
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return (this == ((player == 'A')?GUESSING_A:GUESSING_B));
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return this == guessing(player) || this == suddenDeathOnly(player) || this == SUDDEN_DEATH_BOTH;
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}
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public boolean isAnyoneGuessing() {
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return isGuessing('A') || isGuessing('B');
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@@ -57,6 +57,11 @@ function updatePhase() {
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$('.card-button').css('visibility', 'hidden')
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$('#end-guessing-button').hide()
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}
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if(phase['name'] == 'need_more_hints_a' || phase['name'] == 'need_more_hints_b') {
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$('#enter-sudden-death-button').show()
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} else {
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$('#enter-sudden-death-button').hide()
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}
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if((phase['name'] == 'waiting_for_one_more_'+p) ||
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(phase[p+'-guessing'] &&
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(gc['end-guessing'] || (currentHint && currentGuessCount >= currentHint['wordCount'])))) {
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@@ -284,6 +289,9 @@ function pointCard(e) {
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function endGuessing(e) {
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socket.send('/app/end-guessing', wsHeaders, "")
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}
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function enterSuddenDeath(e) {
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socket.send('/app/enter-sudden-death', wsHeaders, "")
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}
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function onNewPhase(m) {
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phase = JSON.parse(m.body)
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updatePhase()
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@@ -332,6 +340,7 @@ function initialize() {
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$('#select-player-b').on('click', selectPlayer)
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$('#submit-hint button').on('click', submitHint)
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$('#end-guessing-button').on('click', endGuessing)
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$('#enter-sudden-death-button').on('click', enterSuddenDeath)
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roomId = getRoomId()
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@@ -33,6 +33,9 @@
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<div id="end-guessing" class="centered-bar">
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<button id="end-guessing-button">End Guessing</button>
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</div>
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<div id="enter-sudden-death" class="centered-bar">
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<button id="enter-sudden-death-button">Enter Sudden Death</button>
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</div>
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</div>
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<div id="side-panel">
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<div id="identity-pane">
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