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@ -11,14 +11,14 @@ namespace Model.Games
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{
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public class GameRunner : IManager<Game>
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{
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private readonly IManager<Player> globalPlayerManager;
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private readonly IManager<KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>> globalDieManager;
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public IManager<Player> GlobalPlayerManager { get; private set; }
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public IManager<KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>> GlobalDieManager { get; private set; }
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private readonly List<Game> games;
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public GameRunner(IManager<Player> globalPlayerManager, IManager<KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>> globalDieManager, List<Game> games)
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{
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this.globalPlayerManager = globalPlayerManager;
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this.globalDieManager = globalDieManager;
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GlobalPlayerManager = globalPlayerManager;
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GlobalDieManager = globalDieManager;
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this.games = games ?? new();
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}
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@ -88,66 +88,5 @@ namespace Model.Games
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game.PerformTurn(current);
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game.PrepareNextPlayer(current);
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}
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public void AddGlobalPlayer(Player player)
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{
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globalPlayerManager.Add(player);
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}
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public IEnumerable<Player> GetGlobalPlayers()
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{
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return globalPlayerManager.GetAll();
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}
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public Player GetOneGlobalPlayerByName(string name)
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{
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return globalPlayerManager.GetOneByName(name);
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}
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public void UpdateGlobalPlayer(Player oldPlayer, Player newPlayer)
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{
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globalPlayerManager.Update(oldPlayer, newPlayer);
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}
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public void DeleteGlobalPlayer(Player oldPlayer)
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{
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globalPlayerManager.Remove(oldPlayer);
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}
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public void AddGlobalDiceGroup(string name, IEnumerable<AbstractDie<AbstractDieFace>> dice)
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{
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globalDieManager.Add(new KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>(name, dice));
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}
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public IEnumerable<KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>> GetGlobalDiceGroups()
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{
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return globalDieManager.GetAll();
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}
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public KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>> GetOneGlobalDiceGroupByName(string name)
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{
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return globalDieManager.GetOneByName(name);
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}
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/// <summary>
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/// only updates names
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/// </summary>
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/// <param name="oldName">old name</param>
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/// <param name="newName">new name</param>
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public void UpdateGlobalDiceGroup(string oldName, string newName)
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{
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KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>> oldDiceGroup = GetOneGlobalDiceGroupByName(oldName);
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KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>> newDiceGroup = new(newName, oldDiceGroup.Value);
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globalDieManager.Update(oldDiceGroup, newDiceGroup);
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}
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/// <summary>
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/// will remove those dice groups from other games, potentially breaking them
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/// </summary>
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/// <param name="oldDiceGroup"></param>
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public void DeleteGlobalDiceGroup(string oldName)
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{
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globalDieManager.Remove(GetOneGlobalDiceGroupByName(oldName));
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}
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}
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}
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