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148 lines
5.3 KiB
148 lines
5.3 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Model.Dice;
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using Model.Dice.Faces;
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using Model.Players;
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namespace Model.Games
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{
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public class GameRunner
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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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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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this.games = games ?? new();
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}
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public IEnumerable<Game> GetAllGames() => games.AsEnumerable();
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/// <summary>
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/// finds the game with that name and returns it
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/// <br/>
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/// that copy does not belong to this gamerunner's games, so it should not be modified
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/// </summary>
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/// <param name="name">a games's name</param>
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/// <returns>game with said name, <em>or null</em> if no such game was found</returns>
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public Game GetOneGameByName(string name)
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{
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if (!string.IsNullOrWhiteSpace(name))
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{
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Game result = games.FirstOrDefault(g => g.Name == name);
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return result; // may return null
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}
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throw new ArgumentException("param should not be null or blank", nameof(name));
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}
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/// <summary>
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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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{
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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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games.Add(game);
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}
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}
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/// <summary>
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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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}
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public void DeleteGame(Game game)
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{
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games.Remove(game);
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}
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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 static void PlayGame(Game game)
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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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