added the two files of the 6th cm
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
500a50ee71
commit
32985a4b6e
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public interface IDisplayer
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{
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void OnGameStart(Board board);
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void OnPlayerNotified(Player player);
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void OnMoveChosen(Player player, int row, int col);
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void OnValidMove(Player player, Board board, int row, int col, bool isValid);
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void OnBoardChanged(Board board);
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}
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public class ConsoleDisplayer : IDisplayer
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{
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public void OnGameStarted(Board board)
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{
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Console.WriteLine("Game has started !");
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DisplayBoard(board);
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}
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public void DisplayBoard(Board board)
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{
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for(int row = 0; row < board.NbRows; row++)
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{
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for(int col = 0; col < board.NbCols; col++)
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{
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var playerSymbol = board[row, col] ?.Player == 1 ? "X" : "O";
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Console.Write($"{playerSymbol} ")
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}
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Console.WriteLine();
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}
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}
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}
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// program.cs
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OnGameStarted += _ => Console.WriteLine("Game has started !"); // j'ai pas compris mais ça à l'air complètement fumé
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@ -0,0 +1,128 @@
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// Cours sur les évènements
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/*
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Pour la faire courte, y a 3 possibilités pour les affichages :
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- les Console.WriteLine qui sont absolument interdits dans les classes de logique (Game, Board, Rules, Player)
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- l'implémentations d'une interface IDisplayer qui permet de définir des méthodes qui seront appelées par les classes de logique
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- Définition du type délégué (delegate) => ça prend un board, ça rend rien
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-
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*/
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public class Game // Game.cs file
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{
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public /*delegate*/ event void GameStarted(); // c'est pas une méthode, c'est un type de méthode !!!
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// le event est une propriété qui permet de s'abonner à un évènement : elle empêche de faire =
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public event EventHandler<GameStarted> GameStarted;
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protected virtual void OnGameStarted()
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{
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GameStarted?.Invoke(this, EventArgs.Empty);
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}
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private GameStarted onGameStarted;
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private Board board { get; init; } // je sais pas ce que fait le init
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private IRules Rules { get; init; }
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private Player Player1 { get; init; }
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private Player Player2 { get; init; }
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private IDisplayer displayer
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public Game(Irules rules, Player player1, Player player2)
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{
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Player1 = player1;
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Player2 = player2;
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Rules = rules;
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Board = rules.InitBoard();
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}
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{
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}
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public void start()
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{
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displayer.OnGameStart(Board);
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Console.WriteLine("Game started !");
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while(true)
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{
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// Get next player
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Player nextPlayer = Rules.GetNextPlayer(Board) == 1 ? Player1 : Player2;
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// displayer.OnPlayerNotified(nextPlayer);
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onGameStarted(board);
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// Notify player to make a move
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(int chosenRow, int chosenCol) = nextPlayer.ChooseMove(Board, Rules);
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displayer.OnMoveChosen(nextPlayer, chosenRow, chosenCol);
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// If move is valid (check with rules)
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if(Rules.IsValidMove(Board, chosenRow, chosenCol, nextPlayer.Id))
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{
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// true => modify board
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Board.InsertPiece(chosenRow, chosenCol, nextPlayer.Id);
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displayer.OnValidMove(nextPlayer, Board, chosenRow, chosenCol, true);
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displayer.OnGameOver(Board, nextPlayer, Rules);
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// is game over? (check with rules)
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if(Rules.IsGameOver(Board, chosenRow, chosenCol, out int winner, out Case[] winningPlaces))
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{
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Console.WriteLine($"Player {winner} won the game !");
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for(int row = 0; row < Board.NbRows; row++)
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{
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for(int col = 0; col < Board.NbCols; col++)
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{
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Console.Write($"{playerSymbol} ")
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}
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Console.WriteLine();
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}
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return;
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}
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}
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// gets the winner, winning places, return
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// false => nothing
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}
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}
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}
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public abstract class Player // Player.cs file
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{
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public string Name { get; private set; }
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public int Id { get; private init; }
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public Player(string name, int id)
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{
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Id = id;
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Name = name;
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}
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public abstract (int row, int col) ChooseMove(Board board, IRules rules);
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}
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public class RandomPlayer : Player // RandomPlayer.cs file
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{
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public RandomPlayer(int id) : base(id, "Jérôme")
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{
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}
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public static Random random = new Random();
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public override (int row, int col) ChooseMove(Board board, IRules rules)
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{
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var moves = rules.GetPossibleMoves(board, Id);
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var chosenMoveId = random.Next(0, moves.Count());
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Case chosenCase = moves.ElementAt(chosenMoveId);
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return (chosenCase.Row, chosenCase.Col);
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}
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}
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