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@ -1,20 +1,37 @@
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namespace Models.Interfaces;
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using Models.Game;
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namespace Models.Interfaces;
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public interface IRules
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{
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public bool NearCellIsValid(Position playerChoicePosition, SortedDictionary<Position, Cell> cells);
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{
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//public bool NearCellIsValid(Position playerChoicePosition, SortedDictionary<Position, Cell> cells);
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//public bool IsCellEmpty(Cell playerChoice);
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//public bool IsCellValid(Position playerChoicePosition, List<Position, Cell> cells);
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//public bool IsRopePath(Cell playerChoice, HashSet<RopePath> ropePaths);
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//public bool IsAdjacent(Cell cell1, Cell cell2, List<Position, Cell> cells);
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//public int HowMany(Cell playerChoice, List<Position, Cell> cells);
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//public void SetValueAndPenalty(int valueChoice, Cell playerChoice, List<Position, Cell> cells);
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public bool IsCellAdjacent(Cell choosenCell, Cell targetCell);
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public bool NearCellIsValid(Cell choosenCell, List<Cell> cells);
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public bool IsZoneValidAndAddToZones(Cell chosenCell, Map map);
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public bool IsValueInZones(Cell chosenCell, List<List<Cell>> zones);
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public void AddToZone(Cell chosenCell, List<List<Cell>> zones);
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public bool IsCellEmpty(Cell playerChoice);
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public void NewZoneIsCreated(Cell firstCell, Cell secondCell, Map map);
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public bool IsCellValid(Position playerChoicePosition, List<Position, Cell> cells);
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public bool IsZone(Cell playerChoice, List<Position, Cell> cells);
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public List<Cell> EveryAdjacentCells(Cell choosenCell, List<Cell> cells);
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public bool IsRopePath(Cell playerChoice, HashSet<RopePath> ropePaths);
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public bool IsAdjacent(Cell cell1, Cell cell2, List<Position, Cell> cells);
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public int HowMany(Cell playerChoice, List<Position, Cell> cells);
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public int FinalCalculusOfZones(List<List<Cell>> zones);
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public void SetValueAndPenalty(int valueChoice, Cell playerChoice, List<Position, Cell> cells);
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}
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