💡♻️ Add to Game thanks to new classes, add fixes
continuous-integration/drone/push Build is passing Details

pull/57/head
Alexis Drai 2 years ago
parent d744b07e3b
commit 48db9ba6de

@ -15,12 +15,7 @@ namespace Data
public GameRunner LoadApp()
{
// this doesn't do much for now, because the classes aren't coded
List<Game> games = new()
{
new Game("a"),
new Game("b"),
new Game("c")
};
List<Game> games = new();
PlayerManager gpm = new();
gpm.Add(new Player("Alice"));

@ -1,10 +1,22 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using Model.Dice.Faces;
namespace Model.Dice
{
public class Die
{
private IEnumerable<AbstractDieFace> faces;
private static readonly Random random = new Random();
private List<AbstractDieFace> faces;
public AbstractDieFace Throw()
{
// next(x, y) --> [x, y[
return faces[random.Next(0, faces.Count)];
// replace with better algo later
}
}
}

@ -1,10 +1,13 @@
using System.Collections.Generic;
using Model.Players;
using System.Collections.Generic;
namespace Model.Dice
{
public class FavGroup
{
private IEnumerable<Die> dice;
public IEnumerable<Die> Dice { get; private set; }
public string Name { get; private set; }
}
}

@ -1,17 +1,45 @@
using Model.Dice;
using Model.Dice.Faces;
using Model.Players;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
namespace Model.Games
{
public class Game
{
public string Name { get; private set; }
/// <summary>
/// the name of the game 😎
/// </summary>
public string Name
{
get
{
return name;
}
set // GameRunner will need to take care of forbidding
// (or allowing) having two Games with the same name etc.
{
if (string.IsNullOrWhiteSpace(value))
{
throw new ArgumentException("param should not be null or blank", nameof(value));
}
name = value;
}
}
private string name;
/// <summary>
/// whether this game is new or not
/// </summary>
public bool IsFirstTurn { get; private set; } = false;
/// <summary>
/// the turns that have been done so far
/// </summary>
private readonly List<Turn> turns;
/// </summary>
@ -20,36 +48,112 @@ namespace Model.Games
/// <returns>a readonly enumerable of all this game's turns</returns>
public IEnumerable<Turn> GetHistory() => turns.AsEnumerable();
/// <summary>
/// the game's player manager, doing CRUD on players and switching whose turn it is
/// </summary>
private readonly PlayerManager playerManager;
/// <summary>
/// the group of dice used for this game
/// </summary>
private readonly FavGroup favGroup;
public Game(string name, IEnumerable<Turn> turns, PlayerManager playerManager, FavGroup favGroup)
/// <summary>
/// constructs a Game with its own history of Turns.
/// If <paramref name="turns"/> is null, starts a new history
/// </summary>
/// <param name="name">the name of the game 😎</param>
/// <param name="turns">the turns that have been done so far</param>
/// <param name="playerManager">the game's player manager, doing CRUD on players and switching whose turn it is</param>
/// <param name="favGroup">the group of dice used for this game</param>
public Game(string name, PlayerManager playerManager, FavGroup favGroup, IEnumerable<Turn> turns)
{
Name = name;
this.turns = turns.ToList() ?? new List<Turn>();
this.playerManager = playerManager ?? new PlayerManager();
this.favGroup = favGroup ?? new FavGroup();
this.playerManager = playerManager;
this.favGroup = favGroup;
}
public Game(string name)
: this(name, null, null, null)
/// <summary>
/// constructs a Game with no history of turns.
/// </summary>
/// <param name="name">the name of the game 😎</param>
/// <param name="playerManager">the game's player manager, doing CRUD on players and switching whose turn it is</param>
/// <param name="favGroup">the group of dice used for this game</param>
public Game(string name, PlayerManager playerManager, FavGroup favGroup)
: this(name, playerManager, favGroup, null)
{ }
public void PerformTurn()
/// <summary>
/// performs a Turn, marks this Game as "started", and logs that Turn
/// </summary>
/// <param name="player">the player whose turn it is</param>
public void PerformTurn(Player player)
{
Player player = playerManager.WhoPlaysNow(IsFirstTurn);
if (IsFirstTurn) { IsFirstTurn = false; } // only true one time (on the first turn...)
Turn turn = Turn.CreateWithDefaultTime(
new Player(player),
ThrowAll() //using a copy so that next line doesn't "change history"
);
turns.Add(turn);
}
/// <summary>
/// finds whose turn it is
/// </summary>
/// <returns>the Player whose turn it is</returns>
public Player GetWhoPlaysNow()
{
return playerManager.WhoPlaysNow(IsFirstTurn);
}
// throw favGroup's dice and record it in a "faces" var
/// <summary>
/// throws all the Dice in FavGroup and returns a list of their Faces
/// </summary>
/// <returns>list of AbstractDieFaces after a throw</returns>
private List<AbstractDieFace> ThrowAll()
{
List<AbstractDieFace> faces = new();
foreach (Die die in favGroup.Dice)
{
faces.Add(die.Throw());
}
return faces;
}
Turn turn = Turn.CreateWithDefaultTime(new Player(player)/*, faces*/); //using a copy so that next line doesn't "change history"
playerManager.PrepareNextPlayer(player);
turns.Add(turn);
/// <summary>
/// asks the PlayerManager to prepare the next Player
/// </summary>
/// <param name="currentPlayer">the Player whose turn it was</param>
public void PrepareNextPlayer(Player currentPlayer)
{
playerManager.PrepareNextPlayer(currentPlayer);
}
public Player AddPlayerToGame(Player player)
{
return playerManager.Add(player);
}
public IEnumerable<Player> GetPlayersFromGame()
{
return playerManager.GetAll();
}
public Player UpdatePlayerInGame(Player oldPlayer, Player newPlayer)
{
return playerManager.Update(oldPlayer, newPlayer);
}
// TODO test and debug
public void RemovePlayerFromGame(Player player)
{
playerManager.Remove(player);
}
/// <summary>
/// represents a Game in string format
/// </summary>
/// <returns>a Game in string format</returns>
public override string ToString()
{
StringBuilder sb = new();

@ -79,8 +79,6 @@ namespace Model.Players
/// <summary>
/// finds and returns the player whose turn it is
/// <br/>
/// SHOULD HAVE NO SIDE EFFECT
/// </summary>
/// <returns></returns>
/// <exception cref="Exception"></exception>
@ -93,8 +91,7 @@ namespace Model.Players
throw new Exception("you are exploring an empty collection\nthis should not have happened");
}
Player result = null;
Player result;
if (isFirstTurn)
{
result = players[0];
@ -103,7 +100,6 @@ namespace Model.Players
{
result = players[NextIndex];
}
return result;
}

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