summaryrefslogtreecommitdiffstats
path: root/uml
diff options
context:
space:
mode:
authorJannis Harder <harder@informatik.uni-luebeck.de>2011-05-31 19:04:22 +0200
committerJannis Harder <harder@informatik.uni-luebeck.de>2011-05-31 19:04:22 +0200
commit807a9ac692dcf5f57551c0b8496def676cd88465 (patch)
treebe42360d17b11f0706f7e9ffbf488da9cc430611 /uml
parentbc04d21afb9534e3f0aed53045ecc3a30a37bf81 (diff)
downloadJRummikub-807a9ac692dcf5f57551c0b8496def676cd88465.tar
JRummikub-807a9ac692dcf5f57551c0b8496def676cd88465.zip
Added new sequence diagrams
git-svn-id: svn://sunsvr01.isp.uni-luebeck.de/swproj13/trunk@355 72836036-5685-4462-b002-a69064685172
Diffstat (limited to 'uml')
-rw-r--r--uml/sequence/img/sequence_01.pngbin0 -> 47871 bytes
-rw-r--r--uml/sequence/img/sequence_02.pngbin0 -> 37235 bytes
-rw-r--r--uml/sequence/img/sequence_03.pngbin0 -> 51303 bytes
-rw-r--r--uml/sequence/img/sequence_04.pngbin0 -> 51773 bytes
-rw-r--r--uml/sequence/img/sequence_05.pngbin0 -> 45798 bytes
-rw-r--r--uml/sequence/img/sequence_06.pngbin0 -> 49943 bytes
-rw-r--r--uml/sequence/img/sequence_07.pngbin0 -> 49331 bytes
-rw-r--r--uml/sequence/img/sequence_08.pngbin0 -> 36704 bytes
-rw-r--r--uml/sequence/img/sequence_09.pngbin0 -> 51833 bytes
-rw-r--r--uml/sequence/img/sequence_10.pngbin0 -> 45932 bytes
-rw-r--r--uml/sequence/img/sequence_11.pngbin0 -> 31476 bytes
-rw-r--r--uml/sequence/img/sequence_complete.pngbin0 -> 777925 bytes
-rw-r--r--uml/sequence/sequence.plant2031
13 files changed, 2031 insertions, 0 deletions
diff --git a/uml/sequence/img/sequence_01.png b/uml/sequence/img/sequence_01.png
new file mode 100644
index 0000000..76e4e26
--- /dev/null
+++ b/uml/sequence/img/sequence_01.png
Binary files differ
diff --git a/uml/sequence/img/sequence_02.png b/uml/sequence/img/sequence_02.png
new file mode 100644
index 0000000..61bd123
--- /dev/null
+++ b/uml/sequence/img/sequence_02.png
Binary files differ
diff --git a/uml/sequence/img/sequence_03.png b/uml/sequence/img/sequence_03.png
new file mode 100644
index 0000000..1f753c4
--- /dev/null
+++ b/uml/sequence/img/sequence_03.png
Binary files differ
diff --git a/uml/sequence/img/sequence_04.png b/uml/sequence/img/sequence_04.png
new file mode 100644
index 0000000..2985968
--- /dev/null
+++ b/uml/sequence/img/sequence_04.png
Binary files differ
diff --git a/uml/sequence/img/sequence_05.png b/uml/sequence/img/sequence_05.png
new file mode 100644
index 0000000..1e19df5
--- /dev/null
+++ b/uml/sequence/img/sequence_05.png
Binary files differ
diff --git a/uml/sequence/img/sequence_06.png b/uml/sequence/img/sequence_06.png
new file mode 100644
index 0000000..cf434db
--- /dev/null
+++ b/uml/sequence/img/sequence_06.png
Binary files differ
diff --git a/uml/sequence/img/sequence_07.png b/uml/sequence/img/sequence_07.png
new file mode 100644
index 0000000..638f852
--- /dev/null
+++ b/uml/sequence/img/sequence_07.png
Binary files differ
diff --git a/uml/sequence/img/sequence_08.png b/uml/sequence/img/sequence_08.png
new file mode 100644
index 0000000..2590f84
--- /dev/null
+++ b/uml/sequence/img/sequence_08.png
Binary files differ
diff --git a/uml/sequence/img/sequence_09.png b/uml/sequence/img/sequence_09.png
new file mode 100644
index 0000000..bb7eac0
--- /dev/null
+++ b/uml/sequence/img/sequence_09.png
Binary files differ
diff --git a/uml/sequence/img/sequence_10.png b/uml/sequence/img/sequence_10.png
new file mode 100644
index 0000000..3e09bb7
--- /dev/null
+++ b/uml/sequence/img/sequence_10.png
Binary files differ
diff --git a/uml/sequence/img/sequence_11.png b/uml/sequence/img/sequence_11.png
new file mode 100644
index 0000000..c5108d2
--- /dev/null
+++ b/uml/sequence/img/sequence_11.png
Binary files differ
diff --git a/uml/sequence/img/sequence_complete.png b/uml/sequence/img/sequence_complete.png
new file mode 100644
index 0000000..bb6c656
--- /dev/null
+++ b/uml/sequence/img/sequence_complete.png
Binary files differ
diff --git a/uml/sequence/sequence.plant b/uml/sequence/sequence.plant
new file mode 100644
index 0000000..34be5aa
--- /dev/null
+++ b/uml/sequence/sequence.plant
@@ -0,0 +1,2031 @@
+@startuml img/sequence_complete.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant playerPanel as "playerPanel : PlayerPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant roundControl as "roundControl : RoundControl"
+participant ITurnControlFactory
+participant humanTurnControlFactory as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl as "turnControl : HumanTurnControl"
+participant humanTurnControlFactory2 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl2 as "turnControl : HumanTurnControl"
+participant humanTurnControlFactory3 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl3 as "turnControl : HumanTurnControl"
+participant humanTurnControlFactory4 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl4 as "turnControl : HumanTurnControl"
+participant roundState as "roundState : RoundState"
+participant table as "table : Table"
+participant clonedTable as "clonedTable : Table"
+participant clonedTable2 as "clonedTable2 : Table"
+participant clonedTable3 as "clonedTable3 : Table"
+participant clonedTable4 as "clonedTable4 : Table"
+participant playerA as "playerA : Player"
+participant playerASettings as "playerASettings : PlayerSettings"
+participant playerAHand as "playerAHand : Hand"
+participant playerB as "playerB : Player"
+participant playerBSettings as "playerBSettings : PlayerSettings"
+participant playerBHand as "playerBHand : Hand"
+participant gameHeap as "gameHeap : StoneHeap"
+
+== Initialize player B's turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerB
+deactivate roundState
+
+roundControl -> playerB : getPlayerSettings() : PlayerSettings
+activate playerB
+roundControl <<-- playerB : playerBSettings
+deactivate playerB
+
+roundControl -> playerBSettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerBSettings
+roundControl <<-- playerBSettings : HUMAN
+deactivate playerBSettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory : <<create>>
+activate humanTurnControlFactory
+humanTurnControlFactory -->> ITurnControlFactory
+deactivate humanTurnControlFactory
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory : create() : ITurnControl
+activate humanTurnControlFactory
+create turnControl
+humanTurnControlFactory -> turnControl : <<create>>
+activate turnControl
+turnControl -->> humanTurnControlFactory
+deactivate turnControl
+
+humanTurnControlFactory -->> roundControl : turnControl
+deactivate humanTurnControlFactory
+
+' roundControl -> table : clone()
+' activate table
+' create clonedTable
+' table -> clonedTable : <<create>>
+' activate clonedTable
+' table <<-- clonedTable
+' deactivate clonedTable
+' roundControl <<-- table : clonedTable
+' deactivate table
+
+roundControl -> turnControl : setup(player, clonedTable, view, false, false) : void
+activate turnControl
+turnControl -->> roundControl
+deactivate turnControl
+
+roundControl -> turnControl : startTurn() : void
+activate turnControl
+
+turnControl -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl
+deactivate handPanel
+
+turnControl -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl
+deactivate view
+
+
+turnControl -->> roundControl
+deactivate turnControl
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+== Player B appends stone to set ==
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl : stoneClick(stone1, false) : void
+activate turnControl
+
+turnControl -> view : setSelectedStones({stone1}) : void
+activate view
+turnControl <<- view
+deactivate view
+
+handPanel <<-- turnControl
+deactivate turnControl
+
+[<<-- handPanel
+deactivate handPanel
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl : connectorClick(stoneSet1, true) : void
+activate turnControl
+
+' TODO self calls?
+
+turnControl -> turnControl : pickUpSelectedStones() : void
+activate turnControl
+
+turnControl -> playerBHand : pickUp(stone1) : boolean
+activate playerBHand
+turnControl <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl <<-- turnControl
+deactivate turnControl
+
+
+turnControl -> clonedTable : getPosition(stoneSet1) : Position
+activate clonedTable
+turnControl <<-- clonedTable : position
+deactivate clonedTable
+
+turnControl -> clonedTable : pickUp(stoneSet1) : boolean
+activate clonedTable
+turnControl <<-- clonedTable : true
+deactivate clonedTable
+
+turnControl -> clonedTable : drop(joinedStoneSet, newPosition) : void
+activate clonedTable
+turnControl <<-- clonedTable
+deactivate clonedTable
+
+turnControl -> tablePanel : setStoneSets(clonedTable) : void
+activate tablePanel
+turnControl <<- tablePanel
+deactivate tablePanel
+
+turnControl -> handPanel : setStones(playerBHand) : void
+activate handPanel
+turnControl <<- handPanel
+deactivate handPanel
+
+turnControl -> view : setSelectedStones({}) : void
+activate view
+turnControl <<- view
+deactivate view
+
+
+tablePanel <<-- turnControl
+deactivate turnControl
+
+[<<-- tablePanel
+deactivate tablePanel
+
+== End of player B's turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl : endOfTurn() : void
+activate turnControl
+
+turnControl -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable : isValid() : boolean
+activate clonedTable
+
+roundControl <<-- clonedTable : false
+deactivate clonedTable
+destroy clonedTable
+
+roundControl -> roundControl : rejectMove() : void
+activate roundControl
+
+roundControl -> gameHeap : putBack({stone1}) : void
+activate gameHeap
+
+roundControl <<-- gameHeap
+deactivate gameHeap
+
+loop 4 times
+roundControl -> gameHeap : drawStone() : Stone
+activate gameHeap
+
+roundControl <<-- gameHeap : stone
+deactivate gameHeap
+
+roundControl -> playerBHand : drop(stone) : void
+activate playerBHand
+
+roundControl <<-- playerBHand
+deactivate playerBHand
+
+end
+
+' reject move
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+
+roundControl -> table : clone()
+activate table
+create clonedTable2
+table -> clonedTable2 : <<create>>
+activate clonedTable2
+table <<-- clonedTable2
+deactivate clonedTable2
+roundControl <<-- table : clonedTable2
+deactivate table
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable2) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+turnControl <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl
+deactivate turnControl
+destroy turnControl
+
+[<<-- playerPanel
+deactivate playerPanel
+
+== Initialize player A's turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerA
+deactivate roundState
+
+roundControl -> playerA : getPlayerSettings() : PlayerSettings
+activate playerA
+roundControl <<-- playerA : playerASettings
+deactivate playerA
+
+roundControl -> playerASettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerASettings
+roundControl <<-- playerASettings : HUMAN
+deactivate playerASettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory2 : <<create>>
+activate humanTurnControlFactory2
+humanTurnControlFactory2 -->> ITurnControlFactory
+deactivate humanTurnControlFactory2
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory2 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory2 : create() : ITurnControl
+activate humanTurnControlFactory2
+create turnControl2
+humanTurnControlFactory -> turnControl2 : <<create>>
+activate turnControl2
+turnControl2 -->> humanTurnControlFactory
+deactivate turnControl2
+
+humanTurnControlFactory2 -->> roundControl : turnControl2
+deactivate humanTurnControlFactory2
+
+roundControl -> turnControl2 : setup(player, clonedTable2, view, false, false) : void
+activate turnControl2
+turnControl2 -->> roundControl
+deactivate turnControl2
+
+roundControl -> turnControl2 : startTurn() : void
+activate turnControl2
+
+turnControl2 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl2
+deactivate handPanel
+
+turnControl2 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl2
+deactivate view
+
+
+turnControl2 -->> roundControl
+deactivate turnControl2
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+
+
+
+
+== End of player A's turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl : endOfTurn() : void
+activate turnControl
+
+turnControl -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable2 : isValid() : boolean
+activate clonedTable2
+
+roundControl <<-- clonedTable2 : true
+deactivate clonedTable2
+destroy clonedTable2
+
+roundControl -> roundControl : dealStone() : void
+activate roundControl
+
+
+roundControl -> gameHeap : drawStone() : Stone
+activate gameHeap
+
+roundControl <<-- gameHeap : stone
+deactivate gameHeap
+
+roundControl -> playerAHand : drop(stone) : void
+activate playerAHand
+
+roundControl <<-- playerAHand
+deactivate playerAHand
+
+
+' deal stone
+roundControl <<-- roundControl
+deactivate roundControl
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+
+roundControl -> table : clone()
+activate table
+create clonedTable3
+table -> clonedTable3 : <<create>>
+activate clonedTable3
+table <<-- clonedTable3
+deactivate clonedTable3
+roundControl <<-- table : clonedTable3
+deactivate table
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable3) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+turnControl <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl
+deactivate turnControl
+destroy turnControl
+
+[<<-- playerPanel
+deactivate playerPanel
+
+
+== Initialize player B's 2nd turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerB
+deactivate roundState
+
+roundControl -> playerB : getPlayerSettings() : PlayerSettings
+activate playerB
+roundControl <<-- playerB : playerBSettings
+deactivate playerB
+
+roundControl -> playerBSettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerBSettings
+roundControl <<-- playerBSettings : HUMAN
+deactivate playerBSettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory3
+ITurnControlFactory -> humanTurnControlFactory3 : <<create>>
+activate humanTurnControlFactory3
+humanTurnControlFactory3 -->> ITurnControlFactory
+deactivate humanTurnControlFactory3
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory3 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory3 : create() : ITurnControl
+activate humanTurnControlFactory3
+create turnControl3
+humanTurnControlFactory3 -> turnControl3 : <<create>>
+activate turnControl3
+turnControl3 -->> humanTurnControlFactory3
+deactivate turnControl3
+
+humanTurnControlFactory3 -->> roundControl : turnControl3
+deactivate humanTurnControlFactory3
+
+roundControl -> turnControl3 : setup(player, clonedTable3, view, false, false) : void
+activate turnControl3
+turnControl3 -->> roundControl
+deactivate turnControl3
+
+roundControl -> turnControl3 : startTurn() : void
+activate turnControl3
+
+turnControl3 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl3
+deactivate handPanel
+
+turnControl3 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl3
+deactivate view
+
+
+turnControl3 -->> roundControl
+deactivate turnControl3
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+== Player B's three stone set ==
+
+
+' first stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone2, false) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' second stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone3, true) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2, stone3}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' third stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone4, true) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2, stone3, stone4}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' put down
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl3 : tableClick(newPosition2)
+activate turnControl3
+'pickups
+
+turnControl3 -> turnControl3 : pickUpSelectedStones() : void
+activate turnControl3
+
+turnControl3 -> playerBHand : pickUp(stone2) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl3 -> playerBHand : pickUp(stone3) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl3 -> playerBHand : pickUp(stone4) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+
+turnControl3 <<-- turnControl3
+deactivate turnControl3
+
+turnControl3 -> clonedTable3 : drop(stoneSet2, newPosition2) : void
+activate clonedTable3
+turnControl3 <<-- clonedTable3
+deactivate clonedTable3
+
+
+turnControl3 -> tablePanel : setStoneSets(clonedTable3) : void
+activate tablePanel
+turnControl3 <<- tablePanel
+deactivate tablePanel
+
+turnControl3 -> handPanel : setStones(playerBHand) : void
+activate handPanel
+turnControl3 <<- handPanel
+deactivate handPanel
+
+turnControl3 -> view : setSelectedStones({}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+tablePanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- tablePanel
+deactivate tablePanel
+
+== Player B ends the 2nd turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl3 : endOfTurn() : void
+activate turnControl3
+
+turnControl3 -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable3 : isValid() : boolean
+activate clonedTable3
+
+roundControl <<-- clonedTable3 : true
+deactivate clonedTable3
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> playerBHand : getSize() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 10
+deactivate playerBHand
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+roundControl -> clonedTable3 : clone()
+activate clonedTable3
+create clonedTable4
+table -> clonedTable4 : <<create>>
+activate clonedTable4
+table <<-- clonedTable4
+deactivate clonedTable4
+roundControl <<-- clonedTable3 : clonedTable4
+deactivate clonedTable3
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable4) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+turnControl3 <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl3
+deactivate turnControl3
+destroy turnControl3
+
+[<<-- playerPanel
+deactivate playerPanel
+
+== Initialize player A's 2nd turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerA
+deactivate roundState
+
+roundControl -> playerA : getPlayerSettings() : PlayerSettings
+activate playerA
+roundControl <<-- playerA : playerASettings
+deactivate playerA
+
+roundControl -> playerASettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerASettings
+roundControl <<-- playerASettings : HUMAN
+deactivate playerASettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory4 : <<create>>
+activate humanTurnControlFactory4
+humanTurnControlFactory4 -->> ITurnControlFactory
+deactivate humanTurnControlFactory4
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory4 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory4 : create() : ITurnControl
+activate humanTurnControlFactory4
+create turnControl4
+humanTurnControlFactory -> turnControl4 : <<create>>
+activate turnControl4
+turnControl4 -->> humanTurnControlFactory
+deactivate turnControl4
+
+humanTurnControlFactory4 -->> roundControl : turnControl4
+deactivate humanTurnControlFactory4
+
+roundControl -> turnControl4 : setup(player, clonedTable4, view, false, false) : void
+activate turnControl4
+turnControl4 -->> roundControl
+deactivate turnControl4
+
+roundControl -> turnControl4 : startTurn() : void
+activate turnControl4
+
+turnControl4 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl4
+deactivate handPanel
+
+turnControl4 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl4
+deactivate view
+
+
+turnControl4 -->> roundControl
+deactivate turnControl4
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+== Player A appends two stones to set ==
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl4 : stoneClick(stone5, false) : void
+activate turnControl4
+
+turnControl4 -> view : setSelectedStones({stone5}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+handPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- handPanel
+deactivate handPanel
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl4 : stoneClick(stone6, true) : void
+activate turnControl4
+
+turnControl4 -> view : setSelectedStones({stone5, stone6}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+handPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- handPanel
+deactivate handPanel
+
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl4 : connectorClick(stoneSet3, true) : void
+activate turnControl4
+
+' TODO self calls?
+
+turnControl4 -> turnControl4 : pickUpSelectedStones() : void
+activate turnControl4
+
+turnControl4 -> playerAHand : pickUp(stone5) : boolean
+activate playerAHand
+turnControl4 <<-- playerAHand : true
+deactivate playerAHand
+
+turnControl4 -> playerAHand : pickUp(stone6) : boolean
+activate playerAHand
+turnControl4 <<-- playerAHand : true
+deactivate playerAHand
+
+
+turnControl4 <<-- turnControl4
+deactivate turnControl4
+
+
+turnControl4 -> clonedTable4 : getPosition(stoneSet3) : Position
+activate clonedTable4
+turnControl4 <<-- clonedTable4 : position2
+deactivate clonedTable4
+
+turnControl4 -> clonedTable4 : pickUp(stoneSet3) : boolean
+activate clonedTable4
+turnControl4 <<-- clonedTable4 : true
+deactivate clonedTable4
+
+turnControl4 -> clonedTable4 : drop(joinedStoneSet2, newPosition2) : void
+activate clonedTable4
+turnControl4 <<-- clonedTable4
+deactivate clonedTable4
+
+turnControl4 -> tablePanel : setStoneSets(clonedTable4) : void
+activate tablePanel
+turnControl4 <<- tablePanel
+deactivate tablePanel
+
+turnControl4 -> handPanel : setStones(playerAHand) : void
+activate handPanel
+turnControl4 <<- handPanel
+deactivate handPanel
+
+turnControl4 -> view : setSelectedStones({}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+
+tablePanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- tablePanel
+deactivate tablePanel
+
+
+== Player A ends the 2nd turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl4 : endOfTurn() : void
+activate turnControl4
+
+turnControl4 -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable4 : isValid() : boolean
+activate clonedTable4
+
+roundControl <<-- clonedTable4 : true
+deactivate clonedTable4
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> playerAHand : getSize() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> roundControl : score()
+activate roundControl
+
+roundControl -> playerAHand : getSize() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> playerAHand : getStonePoints() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> playerBHand : getSize() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 10
+deactivate playerBHand
+
+roundControl -> playerBHand : getStonePoints() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 42
+deactivate playerBHand
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+[<- roundControl : endOfRoundEvent.emit(score)
+[-->> roundControl
+
+turnControl4 <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- playerPanel
+deactivate playerPanel
+
+@enduml
+
+
+
+@startuml img/sequence_01.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant roundControl as "roundControl : RoundControl"
+participant ITurnControlFactory
+participant humanTurnControlFactory as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl as "turnControl : HumanTurnControl"
+participant roundState as "roundState : RoundState"
+participant playerB as "playerB : Player"
+participant playerBSettings as "playerBSettings : PlayerSettings"
+
+== Initialize player B's turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerB
+deactivate roundState
+
+roundControl -> playerB : getPlayerSettings() : PlayerSettings
+activate playerB
+roundControl <<-- playerB : playerBSettings
+deactivate playerB
+
+roundControl -> playerBSettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerBSettings
+roundControl <<-- playerBSettings : HUMAN
+deactivate playerBSettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory : <<create>>
+activate humanTurnControlFactory
+humanTurnControlFactory -->> ITurnControlFactory
+deactivate humanTurnControlFactory
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory : create() : ITurnControl
+activate humanTurnControlFactory
+create turnControl
+humanTurnControlFactory -> turnControl : <<create>>
+activate turnControl
+turnControl -->> humanTurnControlFactory
+deactivate turnControl
+
+humanTurnControlFactory -->> roundControl : turnControl
+deactivate humanTurnControlFactory
+
+' roundControl -> table : clone()
+' activate table
+' create clonedTable
+' table -> clonedTable : <<create>>
+' activate clonedTable
+' table <<-- clonedTable
+' deactivate clonedTable
+' roundControl <<-- table : clonedTable
+' deactivate table
+
+roundControl -> turnControl : setup(player, clonedTable, view, false, false) : void
+activate turnControl
+turnControl -->> roundControl
+deactivate turnControl
+
+roundControl -> turnControl : startTurn() : void
+activate turnControl
+
+turnControl -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl
+deactivate handPanel
+
+turnControl -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl
+deactivate view
+
+
+turnControl -->> roundControl
+deactivate turnControl
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+@enduml
+
+@startuml img/sequence_02.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant playerPanel as "playerPanel : PlayerPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant turnControl as "turnControl : HumanTurnControl"
+participant clonedTable as "clonedTable : Table"
+
+== Player B appends stone to set ==
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl : stoneClick(stone1, false) : void
+activate turnControl
+
+turnControl -> view : setSelectedStones({stone1}) : void
+activate view
+turnControl <<- view
+deactivate view
+
+handPanel <<-- turnControl
+deactivate turnControl
+
+[<<-- handPanel
+deactivate handPanel
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl : connectorClick(stoneSet1, true) : void
+activate turnControl
+
+' TODO self calls?
+
+turnControl -> turnControl : pickUpSelectedStones() : void
+activate turnControl
+
+turnControl -> playerBHand : pickUp(stone1) : boolean
+activate playerBHand
+turnControl <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl <<-- turnControl
+deactivate turnControl
+
+
+turnControl -> clonedTable : getPosition(stoneSet1) : Position
+activate clonedTable
+turnControl <<-- clonedTable : position
+deactivate clonedTable
+
+turnControl -> clonedTable : pickUp(stoneSet1) : boolean
+activate clonedTable
+turnControl <<-- clonedTable : true
+deactivate clonedTable
+
+turnControl -> clonedTable : drop(joinedStoneSet, newPosition) : void
+activate clonedTable
+turnControl <<-- clonedTable
+deactivate clonedTable
+
+turnControl -> tablePanel : setStoneSets(clonedTable) : void
+activate tablePanel
+turnControl <<- tablePanel
+deactivate tablePanel
+
+turnControl -> handPanel : setStones(playerBHand) : void
+activate handPanel
+turnControl <<- handPanel
+deactivate handPanel
+
+turnControl -> view : setSelectedStones({}) : void
+activate view
+turnControl <<- view
+deactivate view
+
+
+tablePanel <<-- turnControl
+deactivate turnControl
+
+[<<-- tablePanel
+deactivate tablePanel
+
+@enduml
+
+@startuml img/sequence_03.png
+hide footbox
+
+== End of player B's turn ==
+
+participant view as "view : View"
+participant playerPanel as "playerPanel : PlayerPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant roundControl as "roundControl : RoundControl"
+participant turnControl as "turnControl : HumanTurnControl"
+participant table as "table : Table"
+participant clonedTable as "clonedTable : Table"
+participant clonedTable2 as "clonedTable2 : Table"
+participant playerBHand as "playerBHand : Hand"
+participant gameHeap as "gameHeap : StoneHeap"
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl : endOfTurn() : void
+activate turnControl
+
+turnControl -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable : isValid() : boolean
+activate clonedTable
+
+roundControl <<-- clonedTable : false
+deactivate clonedTable
+destroy clonedTable
+
+roundControl -> roundControl : rejectMove() : void
+activate roundControl
+
+roundControl -> gameHeap : putBack({stone1}) : void
+activate gameHeap
+
+roundControl <<-- gameHeap
+deactivate gameHeap
+
+loop 4 times
+roundControl -> gameHeap : drawStone() : Stone
+activate gameHeap
+
+roundControl <<-- gameHeap : stone
+deactivate gameHeap
+
+roundControl -> playerBHand : drop(stone) : void
+activate playerBHand
+
+roundControl <<-- playerBHand
+deactivate playerBHand
+
+end
+
+' reject move
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+
+roundControl -> table : clone()
+activate table
+create clonedTable2
+table -> clonedTable2 : <<create>>
+activate clonedTable2
+table <<-- clonedTable2
+deactivate clonedTable2
+roundControl <<-- table : clonedTable2
+deactivate table
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable2) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+turnControl <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl
+deactivate turnControl
+destroy turnControl
+
+[<<-- playerPanel
+deactivate playerPanel
+
+
+@enduml
+
+@startuml img/sequence_04.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant roundControl as "roundControl : RoundControl"
+participant ITurnControlFactory
+participant humanTurnControlFactory as "humanTurnControlFactory : ITurnControlFactory"
+participant humanTurnControlFactory2 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl2 as "turnControl : HumanTurnControl"
+participant roundState as "roundState : RoundState"
+participant clonedTable2 as "clonedTable2 : Table"
+participant playerA as "playerA : Player"
+participant playerASettings as "playerASettings : PlayerSettings"
+
+
+== Initialize player A's turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerA
+deactivate roundState
+
+roundControl -> playerA : getPlayerSettings() : PlayerSettings
+activate playerA
+roundControl <<-- playerA : playerASettings
+deactivate playerA
+
+roundControl -> playerASettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerASettings
+roundControl <<-- playerASettings : HUMAN
+deactivate playerASettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory2 : <<create>>
+activate humanTurnControlFactory2
+humanTurnControlFactory2 -->> ITurnControlFactory
+deactivate humanTurnControlFactory2
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory2 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory2 : create() : ITurnControl
+activate humanTurnControlFactory2
+create turnControl2
+humanTurnControlFactory -> turnControl2 : <<create>>
+activate turnControl2
+turnControl2 -->> humanTurnControlFactory
+deactivate turnControl2
+
+humanTurnControlFactory2 -->> roundControl : turnControl2
+deactivate humanTurnControlFactory2
+
+roundControl -> turnControl2 : setup(player, clonedTable2, view, false, false) : void
+activate turnControl2
+turnControl2 -->> roundControl
+deactivate turnControl2
+
+roundControl -> turnControl2 : startTurn() : void
+activate turnControl2
+
+turnControl2 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl2
+deactivate handPanel
+
+turnControl2 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl2
+deactivate view
+
+
+turnControl2 -->> roundControl
+deactivate turnControl2
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+
+@enduml
+
+@startuml img/sequence_05.png
+hide footbox
+
+participant view as "view : View"
+participant playerPanel as "playerPanel : PlayerPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant roundControl as "roundControl : RoundControl"
+participant turnControl as "turnControl : HumanTurnControl"
+participant table as "table : Table"
+participant clonedTable2 as "clonedTable2 : Table"
+participant clonedTable3 as "clonedTable3 : Table"
+participant playerAHand as "playerAHand : Hand"
+participant gameHeap as "gameHeap : StoneHeap"
+
+== End of player A's turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl : endOfTurn() : void
+activate turnControl
+
+turnControl -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable2 : isValid() : boolean
+activate clonedTable2
+
+roundControl <<-- clonedTable2 : true
+deactivate clonedTable2
+destroy clonedTable2
+
+roundControl -> roundControl : dealStone() : void
+activate roundControl
+
+
+roundControl -> gameHeap : drawStone() : Stone
+activate gameHeap
+
+roundControl <<-- gameHeap : stone
+deactivate gameHeap
+
+roundControl -> playerAHand : drop(stone) : void
+activate playerAHand
+
+roundControl <<-- playerAHand
+deactivate playerAHand
+
+
+' deal stone
+roundControl <<-- roundControl
+deactivate roundControl
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+
+roundControl -> table : clone()
+activate table
+create clonedTable3
+table -> clonedTable3 : <<create>>
+activate clonedTable3
+table <<-- clonedTable3
+deactivate clonedTable3
+roundControl <<-- table : clonedTable3
+deactivate table
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable3) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+
+turnControl <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl
+deactivate turnControl
+destroy turnControl
+
+[<<-- playerPanel
+deactivate playerPanel
+
+@enduml
+
+@startuml img/sequence_06.png
+hide footbox
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant roundControl as "roundControl : RoundControl"
+participant ITurnControlFactory
+participant humanTurnControlFactory3 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl3 as "turnControl : HumanTurnControl"
+participant roundState as "roundState : RoundState"
+participant clonedTable3 as "clonedTable3 : Table"
+participant playerB as "playerB : Player"
+participant playerBSettings as "playerBSettings : PlayerSettings"
+
+
+== Initialize player B's 2nd turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerB
+deactivate roundState
+
+roundControl -> playerB : getPlayerSettings() : PlayerSettings
+activate playerB
+roundControl <<-- playerB : playerBSettings
+deactivate playerB
+
+roundControl -> playerBSettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerBSettings
+roundControl <<-- playerBSettings : HUMAN
+deactivate playerBSettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory3
+ITurnControlFactory -> humanTurnControlFactory3 : <<create>>
+activate humanTurnControlFactory3
+humanTurnControlFactory3 -->> ITurnControlFactory
+deactivate humanTurnControlFactory3
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory3 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory3 : create() : ITurnControl
+activate humanTurnControlFactory3
+create turnControl3
+humanTurnControlFactory3 -> turnControl3 : <<create>>
+activate turnControl3
+turnControl3 -->> humanTurnControlFactory3
+deactivate turnControl3
+
+humanTurnControlFactory3 -->> roundControl : turnControl3
+deactivate humanTurnControlFactory3
+
+roundControl -> turnControl3 : setup(player, clonedTable3, view, false, false) : void
+activate turnControl3
+turnControl3 -->> roundControl
+deactivate turnControl3
+
+roundControl -> turnControl3 : startTurn() : void
+activate turnControl3
+
+turnControl3 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl3
+deactivate handPanel
+
+turnControl3 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl3
+deactivate view
+
+
+turnControl3 -->> roundControl
+deactivate turnControl3
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+@enduml
+
+@startuml img/sequence_07.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant turnControl3 as "turnControl : HumanTurnControl"
+participant table as "table : Table"
+participant clonedTable3 as "clonedTable3 : Table"
+participant playerBHand as "playerBHand : Hand"
+
+== Player B's three stone set ==
+
+
+' first stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone2, false) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' second stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone3, true) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2, stone3}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' third stone
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl3 : stoneClick(stone4, true) : void
+activate turnControl3
+
+turnControl3 -> view : setSelectedStones({stone2, stone3, stone4}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+handPanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- handPanel
+deactivate handPanel
+
+' put down
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl3 : tableClick(newPosition2)
+activate turnControl3
+'pickups
+
+turnControl3 -> turnControl3 : pickUpSelectedStones() : void
+activate turnControl3
+
+turnControl3 -> playerBHand : pickUp(stone2) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl3 -> playerBHand : pickUp(stone3) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+turnControl3 -> playerBHand : pickUp(stone4) : boolean
+activate playerBHand
+turnControl3 <<-- playerBHand : true
+deactivate playerBHand
+
+
+turnControl3 <<-- turnControl3
+deactivate turnControl3
+
+turnControl3 -> clonedTable3 : drop(stoneSet2, newPosition2) : void
+activate clonedTable3
+turnControl3 <<-- clonedTable3
+deactivate clonedTable3
+
+
+turnControl3 -> tablePanel : setStoneSets(clonedTable3) : void
+activate tablePanel
+turnControl3 <<- tablePanel
+deactivate tablePanel
+
+turnControl3 -> handPanel : setStones(playerBHand) : void
+activate handPanel
+turnControl3 <<- handPanel
+deactivate handPanel
+
+turnControl3 -> view : setSelectedStones({}) : void
+activate view
+turnControl3 <<- view
+deactivate view
+
+tablePanel <<-- turnControl3
+deactivate turnControl3
+
+[<<-- tablePanel
+deactivate tablePanel
+
+@enduml
+
+@startuml img/sequence_08.png
+hide footbox
+
+participant view as "view : View"
+participant playerPanel as "playerPanel : PlayerPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant roundControl as "roundControl : RoundControl"
+participant turnControl3 as "turnControl : HumanTurnControl"
+participant table as "table : Table"
+participant clonedTable3 as "clonedTable3 : Table"
+participant clonedTable4 as "clonedTable4 : Table"
+participant playerBHand as "playerBHand : Hand"
+
+== Player B ends the 2nd turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl3 : endOfTurn() : void
+activate turnControl3
+
+turnControl3 -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable3 : isValid() : boolean
+activate clonedTable3
+
+roundControl <<-- clonedTable3 : true
+deactivate clonedTable3
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> playerBHand : getSize() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 10
+deactivate playerBHand
+
+roundControl -> roundControl : prepareTurn() : void
+activate roundControl
+
+roundControl -> clonedTable3 : clone()
+activate clonedTable3
+create clonedTable4
+table -> clonedTable4 : <<create>>
+activate clonedTable4
+table <<-- clonedTable4
+deactivate clonedTable4
+roundControl <<-- clonedTable3 : clonedTable4
+deactivate clonedTable3
+
+roundControl -> view : setBottomPanel(START_TURN_PANEL) : void
+activate view
+roundControl <<-- view
+deactivate view
+
+roundControl -> tablePanel : setStoneSets(clonedTable4) : void
+activate tablePanel
+roundControl <<- tablePanel
+deactivate tablePanel
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+turnControl3 <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl3
+deactivate turnControl3
+destroy turnControl3
+
+[<<-- playerPanel
+deactivate playerPanel
+
+@enduml
+
+@startuml img/sequence_09.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant roundControl as "roundControl : RoundControl"
+participant ITurnControlFactory
+participant humanTurnControlFactory as "humanTurnControlFactory : ITurnControlFactory"
+participant humanTurnControlFactory4 as "humanTurnControlFactory : ITurnControlFactory"
+participant turnControl4 as "turnControl : HumanTurnControl"
+participant roundState as "roundState : RoundState"
+participant clonedTable4 as "clonedTable4 : Table"
+participant playerA as "playerA : Player"
+participant playerASettings as "playerASettings : PlayerSettings"
+
+
+== Initialize player A's 2nd turn ==
+
+[-> view
+activate view
+view -> roundControl : startTurn() : void
+activate roundControl
+
+roundControl -> roundState : getActivePlayer() : Player
+activate roundState
+roundControl <<-- roundState : playerA
+deactivate roundState
+
+roundControl -> playerA : getPlayerSettings() : PlayerSettings
+activate playerA
+roundControl <<-- playerA : playerASettings
+deactivate playerA
+
+roundControl -> playerASettings : getTurnControlType() : ITurnControlFactory.Type
+activate playerASettings
+roundControl <<-- playerASettings : HUMAN
+deactivate playerASettings
+
+
+roundControl -> ITurnControlFactory : getFactory(HUMAN) : ITurnControlFactory
+activate ITurnControlFactory
+
+create humanTurnControlFactory
+ITurnControlFactory -> humanTurnControlFactory4 : <<create>>
+activate humanTurnControlFactory4
+humanTurnControlFactory4 -->> ITurnControlFactory
+deactivate humanTurnControlFactory4
+
+ITurnControlFactory -->> roundControl : humanTurnControlFactory4 : ITurnControlFactory
+deactivate ITurnControlFactory
+
+roundControl -> humanTurnControlFactory4 : create() : ITurnControl
+activate humanTurnControlFactory4
+create turnControl4
+humanTurnControlFactory -> turnControl4 : <<create>>
+activate turnControl4
+turnControl4 -->> humanTurnControlFactory
+deactivate turnControl4
+
+humanTurnControlFactory4 -->> roundControl : turnControl4
+deactivate humanTurnControlFactory4
+
+roundControl -> turnControl4 : setup(player, clonedTable4, view, false, false) : void
+activate turnControl4
+turnControl4 -->> roundControl
+deactivate turnControl4
+
+roundControl -> turnControl4 : startTurn() : void
+activate turnControl4
+
+turnControl4 -> handPanel : setStones(hand.clone()) : void
+activate handPanel
+handPanel -->> turnControl4
+deactivate handPanel
+
+turnControl4 -> view : setBottomPanel(HUMAN_HAND_PANEL) : void
+activate view
+view -->> turnControl4
+deactivate view
+
+
+turnControl4 -->> roundControl
+deactivate turnControl4
+
+view <<-- roundControl
+deactivate roundControl
+
+[<<-- view
+deactivate view
+
+@enduml
+
+@startuml img/sequence_10.png
+hide footbox
+
+participant view as "view : View"
+participant handPanel as "handPanel : HandPanel"
+participant tablePanel as "tablePanel : TablePanel"
+participant turnControl4 as "turnControl : HumanTurnControl"
+participant clonedTable4 as "clonedTable4 : Table"
+participant playerAHand as "playerAHand : Hand"
+
+== Player A appends two stones to set ==
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl4 : stoneClick(stone5, false) : void
+activate turnControl4
+
+turnControl4 -> view : setSelectedStones({stone5}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+handPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- handPanel
+deactivate handPanel
+
+[-> handPanel
+activate handPanel
+
+handPanel -> turnControl4 : stoneClick(stone6, true) : void
+activate turnControl4
+
+turnControl4 -> view : setSelectedStones({stone5, stone6}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+handPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- handPanel
+deactivate handPanel
+
+
+[-> tablePanel
+activate tablePanel
+
+tablePanel -> turnControl4 : connectorClick(stoneSet3, true) : void
+activate turnControl4
+
+' TODO self calls?
+
+turnControl4 -> turnControl4 : pickUpSelectedStones() : void
+activate turnControl4
+
+turnControl4 -> playerAHand : pickUp(stone5) : boolean
+activate playerAHand
+turnControl4 <<-- playerAHand : true
+deactivate playerAHand
+
+turnControl4 -> playerAHand : pickUp(stone6) : boolean
+activate playerAHand
+turnControl4 <<-- playerAHand : true
+deactivate playerAHand
+
+
+turnControl4 <<-- turnControl4
+deactivate turnControl4
+
+
+turnControl4 -> clonedTable4 : getPosition(stoneSet3) : Position
+activate clonedTable4
+turnControl4 <<-- clonedTable4 : position2
+deactivate clonedTable4
+
+turnControl4 -> clonedTable4 : pickUp(stoneSet3) : boolean
+activate clonedTable4
+turnControl4 <<-- clonedTable4 : true
+deactivate clonedTable4
+
+turnControl4 -> clonedTable4 : drop(joinedStoneSet2, newPosition2) : void
+activate clonedTable4
+turnControl4 <<-- clonedTable4
+deactivate clonedTable4
+
+turnControl4 -> tablePanel : setStoneSets(clonedTable4) : void
+activate tablePanel
+turnControl4 <<- tablePanel
+deactivate tablePanel
+
+turnControl4 -> handPanel : setStones(playerAHand) : void
+activate handPanel
+turnControl4 <<- handPanel
+deactivate handPanel
+
+turnControl4 -> view : setSelectedStones({}) : void
+activate view
+turnControl4 <<- view
+deactivate view
+
+
+tablePanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- tablePanel
+deactivate tablePanel
+
+@enduml
+
+@startuml img/sequence_11.png
+hide footbox
+
+participant playerPanel as "playerPanel : PlayerPanel"
+participant roundControl as "roundControl : RoundControl"
+participant turnControl4 as "turnControl : HumanTurnControl"
+participant clonedTable4 as "clonedTable4 : Table"
+participant playerAHand as "playerAHand : Hand"
+participant playerBHand as "playerBHand : Hand"
+
+== Player A ends the 2nd turn ==
+
+[-> playerPanel
+activate playerPanel
+
+playerPanel -> turnControl4 : endOfTurn() : void
+activate turnControl4
+
+turnControl4 -> roundControl : endOfTurn() : void
+activate roundControl
+
+roundControl -> roundControl : checkTurn() : void
+activate roundControl
+
+roundControl -> clonedTable4 : isValid() : boolean
+activate clonedTable4
+
+roundControl <<-- clonedTable4 : true
+deactivate clonedTable4
+
+' check turn
+roundControl <<-- roundControl
+deactivate roundControl
+
+roundControl -> playerAHand : getSize() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> roundControl : score()
+activate roundControl
+
+roundControl -> playerAHand : getSize() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> playerAHand : getStonePoints() : int
+activate playerAHand
+
+roundControl <<-- playerAHand : 0
+deactivate playerAHand
+
+roundControl -> playerBHand : getSize() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 10
+deactivate playerBHand
+
+roundControl -> playerBHand : getStonePoints() : int
+activate playerBHand
+
+roundControl <<-- playerBHand : 42
+deactivate playerBHand
+
+roundControl <<-- roundControl
+deactivate roundControl
+
+[<- roundControl : endOfRoundEvent.emit(score)
+[-->> roundControl
+
+turnControl4 <<-- roundControl
+deactivate roundControl
+
+playerPanel <<-- turnControl4
+deactivate turnControl4
+
+[<<-- playerPanel
+deactivate playerPanel
+
+@enduml