remove game signals

This commit is contained in:
2025-04-04 19:42:23 +02:00
parent 55ef180f57
commit 48a215eae5
4 changed files with 68 additions and 77 deletions

View File

@@ -1,8 +1,8 @@
package chess.io;
import chess.io.commands.MoveCommand;
import chess.io.commands.PromoteCommand;
import chess.model.Game;
import chess.model.Game.GameStatus;
public class CommandExecutor {
@@ -33,48 +33,58 @@ public class CommandExecutor {
if (command instanceof MoveCommand move) {
boolean needsPromote = this.game.checkPromotion(move.getMove().getFinish());
if (this.game.checkGameStatus())
if (needsPromote)
this.outputSystem.promotePawn(move.getMove().getFinish());
if (checkGameStatus())
return;
if (!needsPromote)
this.game.switchPlayerTurn();
if(!needsPromote)
switchPlayerTurn();
} else if (command instanceof PlayerCommand) {
this.game.switchPlayerTurn();
switchPlayerTurn();
}
}
private void switchPlayerTurn() {
this.game.switchPlayerTurn();
this.outputSystem.playerTurn(this.game.getPlayerTurn());
}
/**
*
* @return True if the game is over
*/
private boolean checkGameStatus() {
GameStatus gameStatus = this.game.checkGameStatus();
switch (gameStatus) {
case Check:
this.outputSystem.kingIsInCheck();
return false;
case CheckMate:
this.outputSystem.kingIsInMat();
this.outputSystem.winnerIs(this.game.getPlayerTurn());
return true;
case OnGoing:
return false;
case Pat:
this.outputSystem.patSituation();
return true;
}
return false;
}
public void setOutputSystem(OutputSystem outputSystem) {
unbindListeners();
this.outputSystem = outputSystem;
bindListeners();
}
public void setGame(Game game) {
unbindListeners();
this.game = game;
bindListeners();
}
private void unbindListeners() {
if (this.game == null || this.outputSystem == null)
return;
this.game.OnCheck.disconnect(outputSystem::kingIsInCheck);
this.game.OnMat.disconnect(outputSystem::kingIsInMat);
this.game.OnPat.disconnect(outputSystem::patSituation);
this.game.OnPromote.disconnect(outputSystem::promotePawn);
this.game.OnWin.disconnect(outputSystem::winnerIs);
this.game.OnPlayerTurn.disconnect(outputSystem::playerTurn);
}
private void bindListeners() {
if (this.game == null || this.outputSystem == null)
return;
this.game.OnCheck.connect(outputSystem::kingIsInCheck);
this.game.OnMat.connect(outputSystem::kingIsInMat);
this.game.OnPat.connect(outputSystem::patSituation);
this.game.OnPromote.connect(outputSystem::promotePawn);
this.game.OnWin.connect(outputSystem::winnerIs);
this.game.OnPlayerTurn.connect(outputSystem::playerTurn);
}
}