Further semantic organization: Moved getGameInfo out of AllZone, into FModel.

getGameInfo returns a GameSummary object, so it has been renamed to getGameSummary.
This commit is contained in:
Doublestrike
2012-01-22 08:18:35 +00:00
parent 617e0833cb
commit 332fc9c41f
6 changed files with 15 additions and 21 deletions

View File

@@ -27,7 +27,6 @@ import forge.card.cardfactory.PreloadingCardFactory;
import forge.card.replacement.ReplacementHandler;
import forge.card.trigger.TriggerHandler;
import forge.deck.DeckManager;
import forge.game.GameSummary;
import forge.game.limited.CardRatings;
import forge.gui.input.InputControl;
import forge.model.FGameState;
@@ -427,18 +426,6 @@ public final class AllZone {
return null;
}
/**
* <p>
* getGameInfo.
* </p>
*
* @return a {@link forge.game.GameSummary} object.
* @since 1.0.15
*/
public static GameSummary getGameInfo() {
return Singletons.getModel().getGameState().getGameInfo();
}
/**
* <p>
* getTriggerHandler.

View File

@@ -753,7 +753,7 @@ public class GameAction {
*/
public final boolean checkEndGameState() {
// Win / Lose
final GameSummary game = AllZone.getGameInfo();
final GameSummary game = Singletons.getModel().getGameSummary();
boolean humanWins = false;
boolean computerWins = false;
final Player computer = AllZone.getComputerPlayer();

View File

@@ -65,7 +65,7 @@ public class PhaseUtil {
final Player turn = AllZone.getPhaseHandler().getPlayerTurn();
AllZone.getPhaseHandler().turnReset();
AllZone.getGameInfo().notifyNextTurn();
Singletons.getModel().getGameSummary().notifyNextTurn();
AllZone.getCombat().reset();
AllZone.getCombat().setAttackingPlayer(turn);

View File

@@ -32,6 +32,7 @@ import forge.PhaseHandler;
import forge.PhaseUtil;
import forge.Player;
import forge.PlayerZone;
import forge.Singletons;
import forge.card.abilityfactory.AbilityFactory;
import forge.card.spellability.SpellAbility;
import forge.game.GamePlayerRating;
@@ -99,7 +100,7 @@ public class InputMulligan extends Input {
@Override
public final void selectButtonCancel() {
final Player humanPlayer = AllZone.getHumanPlayer();
final GamePlayerRating humanRating = AllZone.getGameInfo().getPlayerRating(humanPlayer.getName());
final GamePlayerRating humanRating = Singletons.getModel().getGameSummary().getPlayerRating(humanPlayer.getName());
final int newHand = this.doMulligan(humanPlayer, humanRating);
@@ -122,7 +123,7 @@ public class InputMulligan extends Input {
final void end() {
// Computer mulligan
final Player aiPlayer = AllZone.getComputerPlayer();
final GamePlayerRating aiRating = AllZone.getGameInfo().getPlayerRating(aiPlayer.getName());
final GamePlayerRating aiRating = Singletons.getModel().getGameSummary().getPlayerRating(aiPlayer.getName());
boolean aiTakesMulligan = true;
// Computer mulligans if there are no cards with converted mana cost of

View File

@@ -68,7 +68,7 @@ public class FGameState {
private PlayerZone stackZone = new DefaultPlayerZone(Constant.Zone.Stack, null);
private long timestamp = 0;
private GameSummary gameInfo;
private GameSummary gameSummary;
/**
* Constructor.
@@ -384,15 +384,15 @@ public class FGameState {
*
* @return the game info
*/
public final GameSummary getGameInfo() {
return this.gameInfo;
public final GameSummary getGameSummary() {
return this.gameSummary;
}
/**
* Call this each time you start a new game, ok?.
*/
public final void newGameCleanup() {
this.gameInfo = new GameSummary(this.humanPlayer.getName(), this.computerPlayer.getName());
this.gameSummary = new GameSummary(this.humanPlayer.getName(), this.computerPlayer.getName());
this.getHumanPlayer().reset();
this.getComputerPlayer().reset();

View File

@@ -34,6 +34,7 @@ import forge.Constant;
import forge.ConstantStringArrayList;
import forge.FileUtil;
import forge.HttpUtil;
import forge.game.GameSummary;
import forge.gui.input.InputControl;
import forge.properties.ForgePreferences;
import forge.properties.ForgeProps;
@@ -297,6 +298,11 @@ public class FModel {
return this.gameState;
}
/** @return {@link forge.game.GameSummary} */
public final GameSummary getGameSummary() {
return this.gameState.getGameSummary();
}
/**
* Create and return a new game state.
*