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@ -42,13 +42,13 @@ namespace Model.Games
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}
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/// <summary>
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/// saves a given game
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/// saves a given game -- does not allow copies yet: if a game with the same name exists, it is overwritten
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/// </summary>
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/// <param name="game">a game to save</param>
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/// <exception cref="NotSupportedException"></exception>
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public void SaveGame(Game game)
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{
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if(game != null)
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if (game != null)
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{
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games.Remove(games.FirstOrDefault(g => g.Name == game.Name));
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// will often be an update: if game with that name exists, it is removed, else, nothing happens above
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@ -66,18 +66,16 @@ namespace Model.Games
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public void LoadGame(string name)
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{
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Game game = GetOneGameByName(name);
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PlayGame(game);
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}
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/// <summary>
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/// creates a new game -- copies are OK
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/// creates a new game
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/// </summary>
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/// <exception cref="NotSupportedException"></exception>
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public void StartNewGame(string name, PlayerManager playerManager, IEnumerable<AbstractDie<AbstractDieFace>> dice)
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{
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Game game = new(name, playerManager, dice);
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SaveGame(game);
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PlayGame(game);
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}
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public void DeleteGame(Game game)
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@ -85,16 +83,76 @@ namespace Model.Games
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games.Remove(game);
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}
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private void PlayGame(Game game)
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/// <summary>
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/// plays one turn of the game
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/// </summary>
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/// <param name="game">the game from which a turn will be played</param>
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public void PlayGame(Game game)
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{
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while(true)
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{
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Player current = game.GetWhoPlaysNow();
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game.PerformTurn(current);
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game.PrepareNextPlayer(current);
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// TODO
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break;
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}
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Player current = game.GetWhoPlaysNow();
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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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