♻️ Refactor CRUD on players and die into Manager properties
continuous-integration/drone/push Build is passing Details

pull/92/head
Alexis Drai 3 years ago
parent 9d92f3b84f
commit c59eaceaff

@ -56,7 +56,7 @@ namespace App
case "n":
if (!gameRunner.GetGlobalDiceGroups().Any())
if (!gameRunner.GlobalDieManager.GetAll().Any())
{
Console.WriteLine("make at least one dice group first, then try again");
break;
@ -114,7 +114,7 @@ namespace App
newGroupDice.Add(die);
}
}
gameRunner.AddGlobalDiceGroup(newGroupName, newGroupDice);
gameRunner.GlobalDieManager.Add(new KeyValuePair<string, IEnumerable<AbstractDie<AbstractDieFace>>>(newGroupName, newGroupDice));
break;
default:
@ -227,7 +227,7 @@ namespace App
List<AbstractDie<AbstractDieFace>> result = new();
Console.WriteLine("add dice to the game");
Console.WriteLine("all known dice or groups of dice:");
foreach ((string name, IEnumerable<AbstractDie<AbstractDieFace>> dice) in gameRunner.GetGlobalDiceGroups())
foreach ((string name, IEnumerable<AbstractDie<AbstractDieFace>> dice) in gameRunner.GlobalDieManager.GetAll())
{
Console.WriteLine($"{name} -- {dice}");
}
@ -239,7 +239,7 @@ namespace App
// no checks, this is temporary
if (!menuChoiceDice.Equals("ok"))
{
IEnumerable<AbstractDie<AbstractDieFace>> chosenDice = gameRunner.GetOneGlobalDiceGroupByName(menuChoiceDice).Value;
IEnumerable<AbstractDie<AbstractDieFace>> chosenDice = gameRunner.GlobalDieManager.GetOneByName(menuChoiceDice).Value;
foreach (AbstractDie<AbstractDieFace> die in chosenDice)
{
result.Add(die);
@ -253,7 +253,7 @@ namespace App
PlayerManager result = new();
Console.WriteLine("add players to the game");
Console.WriteLine("all known players:");
foreach (Player player in gameRunner.GetGlobalPlayers())
foreach (Player player in gameRunner.GlobalPlayerManager.GetAll())
{
Console.WriteLine(player);
}
@ -265,10 +265,10 @@ namespace App
if (!menuChoicePlayers.Equals("ok"))
{
Player player = new(menuChoicePlayers);
if (!gameRunner.GetGlobalPlayers().Contains(player))
if (!gameRunner.GlobalPlayerManager.GetAll().Contains(player))
{
// if the player didn't exist, now it does... this is temporary
gameRunner.AddGlobalPlayer(player);
gameRunner.GlobalPlayerManager.Add(player);
}
// almost no checks, this is temporary
result.Add(player);

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

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