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

@@ -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> {