refactor(game): encapsulate Player and ClientGameState state management

- Replaced public `Player::handCard` pointer with private `HandCard` member.
- Introduced `draw`, `play`, and `getCards` methods in `Player` and `ClientGameState`.
- Modified `ClientGameState` constructor to accept player name instead of `Player` object.
- Updated tests to reflect new `Player` and `ClientGameState` structure.
This commit is contained in:
Kieran Kihn
2025-11-18 17:15:07 +08:00
parent 23cd94e656
commit e78741bd9d
5 changed files with 118 additions and 12 deletions

View File

@@ -97,7 +97,32 @@ namespace UNO::GAME {
return this->handCard_.isEmpty();
}
ClientGameState::ClientGameState(GameStatus gameStatus, Player player) : GameState(gameStatus), player(std::move(player)) {}
ClientGameState::ClientGameState(GameStatus gameStatus, std::string name) : GameState(gameStatus), player_(std::move(name)) {}
const std::multiset<Card> &ClientGameState::getCards() const
{
return this->player_.getCards();
}
void ClientGameState::draw(const Card &card)
{
this->player_.draw(card);
}
void ClientGameState::draw(const std::vector<Card> &cards)
{
this->player_.draw(cards);
}
Card ClientGameState::play(const std::multiset<Card>::iterator &it)
{
return this->player_.play(it);
}
bool ClientGameState::isEmpty() const
{
return this->player_.isEmpty();
}
ServerGameState::ServerGameState() : GameState(GameStatus::WAITING_PLAYERS_TO_JOIN) {}

View File

@@ -317,10 +317,41 @@ namespace UNO::GAME {
}
class ClientGameState final : public GameState<ClientPlayerState> {
public:
Player player;
private:
Player player_;
ClientGameState(GameStatus gameStatus, Player player);
public:
ClientGameState(GameStatus gameStatus, std::string name);
/**
* 获得当前手牌
* @return 当前手牌的集合
*/
[[nodiscard]] const std::multiset<Card> &getCards() const;
/**
* 摸一张牌
* @param card 摸的牌
*/
void draw(const Card &card);
/**
* 摸多张牌
* @param cards 摸的牌
*/
void draw(const std::vector<Card> &cards);
/**
* 打出一张牌
* @param it 要打出的手牌的迭代器
* @return 打出的手牌
*/
Card play(const std::multiset<Card>::iterator &it);
/**
* @return 手牌是否为空
*/
[[nodiscard]] bool isEmpty() const;
};
class ServerGameState final : public GameState<ServerPlayerState> {

View File

@@ -40,10 +40,35 @@ namespace UNO::GAME {
return cards_.empty();
}
Player::Player(std::string name) : name_(std::move(name)), handCard(nullptr) {}
Player::Player(std::string name) : name_(std::move(name)) {}
const std::string &Player::getName() const
{
return this->name_;
}
const std::multiset<Card> &Player::getCards() const
{
return this->handCard_.getCards();
}
void Player::draw(const Card &card)
{
this->handCard_.draw(card);
}
void Player::draw(const std::vector<Card> &cards)
{
this->handCard_.draw(cards);
}
bool Player::isEmpty() const
{
return this->handCard_.isEmpty();
}
Card Player::play(const std::multiset<Card>::iterator &it)
{
return this->handCard_.play(it);
}
} // namespace UNO::GAME

View File

@@ -62,16 +62,45 @@ namespace UNO::GAME {
class Player {
private:
std::string name_;
HandCard handCard_;
public:
HandCard *handCard;
explicit Player(std::string name);
/**
* @return 返回玩家名字
*/
[[nodiscard]] const std::string &getName() const;
/**
* 获得当前手牌
* @return 当前手牌的集合
*/
[[nodiscard]] const std::multiset<Card> &getCards() const;
/**
* 摸一张牌
* @param card 摸的牌
*/
void draw(const Card &card);
/**
* 摸多张牌
* @param cards 摸的牌
*/
void draw(const std::vector<Card> &cards);
/**
* 打出一张牌
* @param it 要打出的手牌的迭代器
* @return 打出的手牌
*/
Card play(const std::multiset<Card>::iterator &it);
/**
* @return 手牌是否为空
*/
[[nodiscard]] bool isEmpty() const;
};
} // namespace UNO::GAME

View File

@@ -13,11 +13,7 @@
TEST(game_state_test, game_state_test_1)
{
UNO::GAME::HandCard handCard;
UNO::GAME::Player player(std::string("lzh"));
player.handCard = &handCard;
UNO::GAME::ClientGameState clientGameState(UNO::GAME::GameStatus::WAITING_PLAYERS_TO_NEXT_TURN, player);
UNO::GAME::ClientGameState clientGameState(UNO::GAME::GameStatus::WAITING_PLAYERS_TO_NEXT_TURN, std::string("lzh"));
UNO::GAME::ClientPlayerState playerState1("pkq", 100, false);
UNO::GAME::ClientPlayerState playerState2("kpq", 100, false);