👔 Finish GameRunner class for now
continuous-integration/drone/push Build is passing Details

pull/90/head
Alexis Drai 3 years ago
parent 2ee91862cf
commit daf468463c

@ -42,19 +42,19 @@ namespace Model.Games
}
/// <summary>
/// saves a given game
/// saves a given game -- does not allow copies yet: if a game with the same name exists, it is overwritten
/// </summary>
/// <param name="game">a game to save</param>
/// <exception cref="NotSupportedException"></exception>
public void SaveGame(Game game)
{
if(game != null)
if (game != null)
{
games.Remove(games.FirstOrDefault(g => g.Name == game.Name));
// will often be an update: if game with that name exists, it is removed, else, nothing happens above
games.Add(game);
}
}
/// <summary>
@ -66,18 +66,16 @@ namespace Model.Games
public void LoadGame(string name)
{
Game game = GetOneGameByName(name);
PlayGame(game);
}
/// <summary>
/// creates a new game -- copies are OK
/// creates a new game
/// </summary>
/// <exception cref="NotSupportedException"></exception>
public void StartNewGame(string name, PlayerManager playerManager, IEnumerable<AbstractDie<AbstractDieFace>> dice)
{
Game game = new(name, playerManager, dice);
SaveGame(game);
PlayGame(game);
}
public void DeleteGame(Game game)
@ -85,16 +83,76 @@ namespace Model.Games
games.Remove(game);
}
private void PlayGame(Game game)
/// <summary>
/// plays one turn of the game
/// </summary>
/// <param name="game">the game from which a turn will be played</param>
public void PlayGame(Game game)
{
while(true)
{
Player current = game.GetWhoPlaysNow();
game.PerformTurn(current);
game.PrepareNextPlayer(current);
// TODO
break;
}
Player current = game.GetWhoPlaysNow();
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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