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Refactor: Decouple game logic (Patience Game) from UI for SRP adherence
This commit refactors the Patience Solitaire game to better align with the Single Responsibility Principle (SRP). The primary goal was to separate core game logic from user interface concerns, leading to a more modular, testable, and maintainable codebase. Key changes include: 1. **`PatienceGame` Class (Game Engine):** * Removed all direct console input (`Scanner`) and output (`System.out.println`). * Methods performing game actions (e.g., `moveCard`, `drawCard`, `moveUncoveredCardToSuit`) now return boolean status or appropriate values instead of printing messages. * The `playGame()` game loop and `displayGameState()` methods were removed. * Added getter methods to allow external classes (like the UI) to access game state information. * The `main()` method was removed. * Refined card movement logic (e.g., `canMoveCardToLane`, `moveMultipleCards`) to rely on return values and internal state checks. 2. **`GameConsoleUI` Class (New - Console User Interface):** * Created to handle all console-based user interactions. * Manages the main game loop (`start()` method). * Contains `Scanner` for user input and uses `System.out.println` for all output. * Implements `displayGameState()` to render the game board and status. * Parses user commands and invokes corresponding methods on the `PatienceGame` instance. * Handles displaying error or success messages based on return values from `PatienceGame`. * Includes logic for `initializeLaneCards()` to correctly set up the tableau with face-up/face-down cards at the start. 3. **`Application` Class (New - Entry Point):** * Created to serve as the main entry point for the application. * Its `main()` method initializes `PatienceGame` and `GameConsoleUI` instances and starts the game. 4. **`Card` Class:** * Added a `faceUp` boolean property and associated `isFaceUp()`, `setFaceUp()` methods to represent card visibility in Solitaire. * Enhanced `toString()` to display cards differently based on their `faceUp` status (e.g., "[XX]" for face-down). * Reviewed and ensured methods like `isOneValueHigher` and `isOppositeColor` correctly support game rules. Benefits of this refactoring: - **Improved Modularity:** Game logic is now independent of its presentation. - **Enhanced Testability:** `PatienceGame` can be unit-tested without UI dependencies. - **Increased Maintainability:** Changes to UI do not affect game logic, and vice-versa. - **Flexibility:** Easier to introduce new UIs (e.g., GUI, web) in the future by creating new UI classes that interact with the existing `PatienceGame` engine.
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Patience_game/Application.java

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public class Application {
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public static void main(String[] args) {
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PatienceGame game = new PatienceGame();
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GameConsoleUI consoleUI = new GameConsoleUI(game);
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consoleUI.start();
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}
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}

Patience_game/GameConsoleUI.java

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import java.util.List;
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import java.util.Scanner;
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import java.util.Stack;
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public class GameConsoleUI {
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private PatienceGame game;
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private Scanner scanner;
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public GameConsoleUI(PatienceGame game) {
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this.game = game;
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this.scanner = new Scanner(System.in);
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}
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public void start() {
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// Initial setup of cards in lanes might require some cards to be face up
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initializeLaneCards();
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while (true) {
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displayGameState();
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if (game.isGameOver()) {
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System.out.println("Congratulations! You won the game!");
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System.out.println("Final Score: " + game.getScore());
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break;
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}
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System.out.print("Enter a command (Q, D, or move e.g., P1, 12, 1S, 123): ");
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String command = scanner.nextLine().toUpperCase().trim();
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if (command.equals("Q")) {
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System.out.println("Game Over. Final Score: " + game.getScore());
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break;
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} else if (command.equals("D")) {
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if (!game.drawCard()) {
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System.out.println("Draw pile is empty or cannot draw.");
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}
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} else if (command.length() == 2) {
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if (!game.moveCard(command)) {
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System.out.println("Invalid move. Please check rules or piles.");
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}
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} else if (command.length() == 3 && Character.isDigit(command.charAt(2))) {
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// Assuming the third char is a number for multiple cards
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if (!game.moveMultipleCards(command)) {
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System.out.println("Invalid multiple card move. Please check rules or piles.");
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}
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} else {
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System.out.println("Invalid command format. Please try again.");
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}
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}
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scanner.close();
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}
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private void initializeLaneCards() {
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// Classic Solitaire: 1 card in 1st lane, 2 in 2nd, ..., 7 in 7th
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// The last card in each lane is face up.
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// This logic should be part of PatienceGame.initializeGame() or a new method there.
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// For now, let's assume PatienceGame.initializeGame deals cards face down
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// and we flip the top one of each lane here, or PatienceGame does it.
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// If PatienceGame.initializeGame doesn't set up lanes, it should be done here by drawing.
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// For simplicity, this example assumes lanes are populated by PatienceGame constructor.
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// We just need to ensure top cards are face up.
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for (int i = 0; i < game.getNumLanes(); i++) {
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Stack<Card> lane = game.getLanes().get(i);
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// Deal cards to lanes according to Solitaire rules
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// For i-th lane (0-indexed), deal i+1 cards
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for (int j = 0; j <= i; j++) {
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if (!game.getDrawPile().isEmpty()) {
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Card card = game.getDrawPile().pop();
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if (j == i) { // Last card is face up
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card.setFaceUp(true);
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}
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lane.push(card);
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}
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}
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}
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}
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private void displayGameState() {
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System.out.println("\n-----------------------------------");
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System.out.println("Score: " + game.getScore() + " | Moves: " + game.getMoves());
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System.out.println("-----------------------------------");
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// Draw Pile and Uncovered Pile
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String drawPileStr = game.getDrawPile().isEmpty() ? "[ ]" : "[XXX]";
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String uncoveredPileStr = game.getUncoveredPile().isEmpty() ? "[ ]" : game.getUncoveredPile().peek().toString();
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System.out.println("Draw (D): " + drawPileStr + " Uncovered (P): " + uncoveredPileStr + " (" + game.getUncoveredPile().size() + ")");
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System.out.println("-----------------------------------");
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// Suit Piles
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System.out.print("Suit Piles: ");
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for (int i = 0; i < game.getNumSuits(); i++) {
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Stack<Card> pile = game.getSuitPiles().get(i);
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char suitLabel = Card.SUIT_LABELS[i].charAt(0);
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String topCard = pile.isEmpty() ? "[ ]" : pile.peek().toString();
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System.out.print(suitLabel + ": " + topCard + " ");
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}
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System.out.println("\n-----------------------------------");
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// Lanes
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System.out.println("Lanes (1-7):");
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int maxLaneSize = 0;
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for (Stack<Card> lane : game.getLanes()) {
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if (lane.size() > maxLaneSize) {
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maxLaneSize = lane.size();
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}
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}
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for (int i = 0; i < game.getNumLanes(); i++) {
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System.out.printf("%d: ", i + 1);
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Stack<Card> lane = game.getLanes().get(i);
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if (lane.isEmpty()) {
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System.out.print("[ ]");
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} else {
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// Display all cards, faceUp status will be handled by Card.toString()
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for (Card card : lane) {
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System.out.print(card.toString() + " ");
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}
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}
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System.out.println();
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}
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System.out.println("-----------------------------------");
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}
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}

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