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dice_app/Sources/App/Program.cs

457 lines
17 KiB

using Data;
using Data.EF;
using Data.EF.Players;
using Model.Dice;
using Model.Dice.Faces;
using Model.Games;
using Model.Players;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace App
{
internal static class Program
{
private static NLog.Logger logger = NLog.LogManager.GetCurrentClassLogger();
static async Task Main(string[] args)
{
// MODEL stuff
ILoader loader = new Stub();
MasterOfCeremonies masterOfCeremonies;
try
{
masterOfCeremonies = await loader.LoadApp();
}
catch (Exception ex)
{
logger.Warn(ex);
masterOfCeremonies = new(new PlayerManager(), new DiceGroupManager(), new GameManager());
}
try
{
// DB stuff when the app opens
using (DiceAppDbContext db = new())
{
// Later, we'll use the DiceAppDbContext to get a GameDbRunner
// get all the players from the DB
PlayerDbManager playerDbManager = new(db);
IEnumerable<PlayerEntity> entities = await playerDbManager.GetAll();
foreach (PlayerEntity entity in entities)
{
try
{
// persist them as models !
await masterOfCeremonies.GlobalPlayerManager.Add(entity.ToModel());
}
catch (Exception ex) { Debug.WriteLine($"{ex.Message}\n... Never mind"); }
}
}
}
catch (Exception ex) { Console.WriteLine($"{ex.Message}\n... Couldn't use the database"); }
string menuChoice = "nothing";
while (menuChoice != "q")
{
Console.WriteLine(
"l... load a game\n" +
"n... start new game\n" +
"d... delete a game\n" +
"i... see all dice\n" +
"c... create a group of dice\n" +
"p... see all players\n" +
"y... create players\n" +
"q... QUIT\n" +
">"
);
menuChoice = Console.ReadLine();
switch (menuChoice)
{
case "q":
break;
case "l":
string loadName = await ChooseGame(masterOfCeremonies);
if (masterOfCeremonies.GameManager.GetOneByName(loadName) != null)
{
await Play(masterOfCeremonies, loadName);
}
break;
case "n":
if (!(await masterOfCeremonies.DiceGroupManager.GetAll()).Any())
{
Console.WriteLine("make at least one dice group first, then try again");
break;
}
Console.WriteLine("add dice to the game");
IEnumerable<Die> newGameDice = await PrepareDice(masterOfCeremonies);
string newGameName;
Console.WriteLine("give this new game a name\n>");
newGameName = Console.ReadLine();
Console.WriteLine("add players to the game");
PlayerManager playerManager = await PreparePlayers(masterOfCeremonies);
await masterOfCeremonies.StartNewGame(newGameName, playerManager, newGameDice);
await Play(masterOfCeremonies, newGameName);
break;
case "d":
string deleteName = await ChooseGame(masterOfCeremonies);
masterOfCeremonies.GameManager.Remove(await masterOfCeremonies.GameManager.GetOneByName(deleteName));
break;
case "c":
string newGroupName;
Console.WriteLine("give this new dice group a name");
newGroupName = Console.ReadLine();
List<Die> newGroupDice = new();
string menuChoiceNewDice = "";
while (!(menuChoiceNewDice.Equals("ok") && newGroupDice.Any()))
{
Die die = null;
Console.WriteLine("create a die you want to add (at least one), or enter 'ok' if you're finished");
Console.WriteLine("what type of die ?\n" +
"n... number\n" +
"c... color\n" +
"i... image");
menuChoiceNewDice = Console.ReadLine();
switch (menuChoiceNewDice)
{
case "n":
die = MakeNumberDie();
break;
case "c":
die = MakeColorDie();
break;
case "i":
die = MakeImageDie();
break;
}
// almost no checks, this is temporary
if (die is not null)
{
newGroupDice.Add(die);
}
}
await masterOfCeremonies.DiceGroupManager.Add(new DiceGroup(newGroupName, newGroupDice));
break;
case "p":
await ShowPlayers(masterOfCeremonies);
break;
case "i":
await ShowDice(masterOfCeremonies);
break;
case "y":
await PreparePlayers(masterOfCeremonies);
break;
default:
Console.WriteLine("u wot m8?");
break;
}
}
try
{
// DB stuff when the app closes
using (DiceAppDbContext db = new())
{
// get all the players from the app's memory
IEnumerable<Player> models = await masterOfCeremonies.GlobalPlayerManager.GetAll();
// create a PlayerDbManager (and inject it with the DB)
PlayerDbManager playerDbManager = new(db);
foreach (Player model in models)
{
try // to persist them
{ // as entities !
PlayerEntity entity = model.ToEntity();
await playerDbManager.Add(entity);
}
// what if there's already a player with that name? Exception (see PlayerEntity's annotations)
catch (ArgumentException ex) { Debug.WriteLine($"{ex.Message}\n... Never mind"); }
}
}
// flushing and closing NLog before quitting completely
NLog.LogManager.Shutdown();
}
catch (Exception ex) { Console.WriteLine($"{ex.Message}\n... Couldn't use the database"); }
}
private static async Task Play(MasterOfCeremonies masterOfCeremonies, string name)
{
string menuChoicePlay = "";
while (menuChoicePlay != "q")
{
Game game = await masterOfCeremonies.GameManager.GetOneByName(name);
Console.WriteLine($"{PlayerToString(await game.GetWhoPlaysNow())}'s turn\n" +
"q... quit\n" +
"h... show history\n" +
"s... save\n" +
"any other... throw");
menuChoicePlay = Console.ReadLine();
switch (menuChoicePlay)
{
case "q":
break;
case "h":
foreach (Turn turn in game.GetHistory()) { Console.WriteLine(TurnToString(turn)); }
break;
case "s":
await masterOfCeremonies.GameManager.Add(game);
break;
default:
await MasterOfCeremonies.PlayGame(game);
Console.WriteLine(TurnToString(game.GetHistory().Last()));
break;
}
}
}
private static async Task<string> ChooseGame(MasterOfCeremonies masterOfCeremonies)
{
string name;
Console.WriteLine("which of these games?\n(choose by name)\n>");
foreach (Game game in await masterOfCeremonies.GameManager.GetAll())
{
Console.WriteLine(GameToString(game));
}
name = Console.ReadLine();
return name;
}
private static async Task ShowPlayers(MasterOfCeremonies masterOfCeremonies)
{
Console.WriteLine("Look at all them players!");
foreach (Player player in await masterOfCeremonies.GlobalPlayerManager.GetAll())
{
Console.WriteLine(PlayerToString(player));
}
}
private static async Task ShowDice(MasterOfCeremonies masterOfCeremonies)
{
foreach ((string name, ReadOnlyCollection<Die> dice) in await masterOfCeremonies.DiceGroupManager.GetAll())
{
Console.WriteLine($"{name} -- {dice}"); // maybe code a quick and dirty DieToString()
}
}
private static NumberDie MakeNumberDie()
{
NumberDie die;
List<NumberFace> faces = new();
string menuChoiceNewFaces = "";
while (menuChoiceNewFaces != "ok")
{
Console.WriteLine("create a face with a number, or enter 'ok' if you're finished");
menuChoiceNewFaces = Console.ReadLine();
PreventEmptyDieCreation(ref menuChoiceNewFaces, faces.Count);
if (!menuChoiceNewFaces.Equals("ok") && int.TryParse(menuChoiceNewFaces, out int num))
{
faces.Add(new(num));
}
}
NumberFace[] facesArr = faces.ToArray();
die = new NumberDie(facesArr[0], facesArr[1..]);
return die;
}
private static ColorDie MakeColorDie()
{
ColorDie die;
List<ColorFace> faces = new();
string menuChoiceNewFaces = "";
while (!menuChoiceNewFaces.Equals("ok"))
{
Console.WriteLine("create a face with an color name, or enter 'ok' if you're finished");
menuChoiceNewFaces = Console.ReadLine();
PreventEmptyDieCreation(ref menuChoiceNewFaces, faces.Count);
if (menuChoiceNewFaces != "ok") faces.Add(new(Color.FromName(menuChoiceNewFaces)));
}
ColorFace[] facesArr = faces.ToArray();
die = new ColorDie(facesArr[0], facesArr[1..]);
return die;
}
private static ImageDie MakeImageDie()
{
ImageDie die;
List<ImageFace> faces = new();
string menuChoiceNewFaces = "";
while (!menuChoiceNewFaces.Equals("ok"))
{
Console.WriteLine("create a face with an image uri, or enter 'ok' if you're finished");
menuChoiceNewFaces = Console.ReadLine();
PreventEmptyDieCreation(ref menuChoiceNewFaces, faces.Count);
if (menuChoiceNewFaces != "ok")
{
try
{
faces.Add(new(new Uri(menuChoiceNewFaces)));
}
catch (ArgumentNullException ex)
{
Console.WriteLine(ex.Message);
logger.Warn(ex);
}
catch (UriFormatException ex)
{
Console.WriteLine("that URI was not valid");
Console.WriteLine(ex.Message);
logger.Warn(ex);
}
}
}
ImageFace[] facesArr = faces.ToArray();
die = new ImageDie(facesArr[0], facesArr[1..]);
return die;
}
private static void PreventEmptyDieCreation(ref string menuChoice, int count)
{
if (menuChoice.Equals("ok") && count == 0)
{
Console.WriteLine("create at least one valid face");
menuChoice = ""; // persists outside the scope of this function
}
}
private async static Task<IEnumerable<Die>> PrepareDice(MasterOfCeremonies masterOfCeremonies)
{
List<Die> result = new();
Console.WriteLine("all known dice or groups of dice:");
await ShowDice(masterOfCeremonies);
string menuChoiceDice = "";
while (!(menuChoiceDice.Equals("ok") && result.Any()))
{
Console.WriteLine("write the name of a dice group you want to add (at least one), or 'ok' if you're finished");
menuChoiceDice = Console.ReadLine();
if (!menuChoiceDice.Equals("ok"))
{
IEnumerable<Die> chosenDice = (await masterOfCeremonies.DiceGroupManager.GetOneByName(menuChoiceDice)).Dice;
foreach (Die die in chosenDice)
{
result.Add(die);
}
}
}
return result.AsEnumerable();
}
private async static Task<PlayerManager> PreparePlayers(MasterOfCeremonies masterOfCeremonies)
{
PlayerManager result = new();
Console.WriteLine("all known players:");
await ShowPlayers(masterOfCeremonies);
string menuChoicePlayers = "";
while (!(menuChoicePlayers.Equals("ok") && (await result.GetAll()).Any()))
{
Console.WriteLine("write the name of a player you want to add (at least one), or 'ok' if you're finished");
menuChoicePlayers = Console.ReadLine();
if (!menuChoicePlayers.Equals("ok"))
{
Player player = new(menuChoicePlayers);
if (!(await masterOfCeremonies.GlobalPlayerManager.GetAll()).Contains(player))
{
// if the player didn't exist, now it does...
await masterOfCeremonies.GlobalPlayerManager.Add(player);
}
// almost no checks, this is temporary
try
{
await result.Add(player);
}
catch (ArgumentException ex) { Console.WriteLine($"{ex.Message}\n... Never mind"); }
}
}
return result;
}
private static string TurnToString(Turn turn)
{
string[] datetime = turn.When.ToString("s", System.Globalization.CultureInfo.InvariantCulture).Split("T");
string date = datetime[0];
string time = datetime[1];
StringBuilder sb = new();
sb.AppendFormat("{0} {1} -- {2} rolled:",
date,
time,
PlayerToString(turn.Player));
foreach (KeyValuePair<Die, Face> kvp in turn.DiceNFaces)
{
sb.Append(" " + kvp.Value.StringValue);
}
return sb.ToString();
}
private async static Task<string> GameToString(Game game)
{
StringBuilder sb = new();
sb.Append($"Game: {game.Name}");
sb.Append("\nPlayers:");
foreach (Player player in game.PlayerManager.GetAll()?.Result)
{
sb.Append($" {PlayerToString(player)}");
}
sb.Append($"\nNext: {PlayerToString(await game.GetWhoPlaysNow())}");
sb.Append("\nLog:\n");
foreach (Turn turn in game.GetHistory())
{
sb.Append($"\t{TurnToString(turn)}\n");
}
return sb.ToString();
}
private static string PlayerToString(Player player)
{
return player.Name;
}
}
}