Création d'un jeu d'essai donc j'ai tout changer
continuous-integration/drone/push Build is failing Details
continuous-integration/drone/pr Build is failing Details

pull/65/head
Remi NEVEU 11 months ago
parent c377a107c0
commit ebce3d1235

@ -4,32 +4,35 @@
using Models; using Models;
using Models.Game; using Models.Game;
using Models.Rules;
Position pos01 = new Position(0,0);
Position pos02 = new Position(1,0); Cell pos01 = new Cell(0,0);
Position pos03 = new Position(2,0); Cell pos02 = new Cell(1,0);
Position pos04 = new Position(3,0); Cell pos03 = new Cell(2,0);
Position pos05 = new Position(4,0); Cell pos04 = new Cell(3,0);
Cell pos05 = new Cell(4,0);
Position pos11 = new Position(0, 1);
Position pos12 = new Position(1, 1); Cell pos11 = new Cell(0, 1);
Position pos13 = new Position(2, 1); Cell pos12 = new Cell(1, 1);
Position pos14 = new Position(3, 1); Cell pos13 = new Cell(2, 1); //8
Position pos15 = new Position(4, 1); Cell pos14 = new Cell(3, 1);
Cell pos15 = new Cell(4, 1);
Position pos21 = new Position(0, 2);
Position pos22 = new Position(1, 2); Cell pos21 = new Cell(0, 2); //8
Position pos23 = new Position(2, 2); Cell pos22 = new Cell(1, 2);
Position pos24 = new Position(3, 2); Cell pos23 = new Cell(2, 2);
Position pos25 = new Position(4, 2); Cell pos24 = new Cell(3, 2);
Cell pos25 = new Cell(4, 2);
Position pos31 = new Position(0, 3);
Position pos32 = new Position(1, 3); Cell pos31 = new Cell(0, 3); //8
Position pos33 = new Position(2, 3); Cell pos32 = new Cell(1, 3);
Position pos34 = new Position(3,3); Cell pos33 = new Cell(2, 3);
Position pos35 = new Position(4, 3); Cell pos34 = new Cell(3,3);
Cell pos35 = new Cell(4, 3);
List<Position> list = new List<Position>();
List<Cell> list = new List<Cell>();
list.Add(pos01); list.Add(pos01);
list.Add(pos02); list.Add(pos02);
list.Add(pos03); list.Add(pos03);
@ -107,34 +110,82 @@ foreach (var item in list)
if (i % 4 == 0) Console.Write(" |\n"); if (i % 4 == 0) Console.Write(" |\n");
}*/ }*/
Player p2 = new Player("Luka");
Game game = new Game(p2, new Map("background"));
OperationsGrid grille = new OperationsGrid();
//game.ResultOperation(Operation.ADDITION);
//game.ResultOperation(Operation.MULTIPLICATION);
//game.ResultOperation(Operation.LOWER);
//game.ResultOperation(Operation.MULTIPLICATION);
//game.ResultOperation(Operation.MULTIPLICATION);
//game.ResultOperation(Operation.HIGHER);
grille.ResultGrid(Operation.ADDITION); game.UsedMap.Boards = list;
grille.ResultGrid(Operation.MULTIPLICATION);
grille.ResultGrid(Operation.LOWER); game.PlaceResult(pos02, 5);
grille.ResultGrid(Operation.MULTIPLICATION); game.PlaceResult(pos03, 5);
grille.ResultGrid(Operation.MULTIPLICATION); game.PlaceResult(pos32, 5);
grille.ResultGrid(Operation.HIGHER);
game.PlaceResult(pos31, 8);
game.PlaceResult(pos21, 8);
game.PlaceResult(pos21, 8);
game.PlaceResult(pos13, 8);
int cpt = 0; int cpt = 0;
foreach (var item in grille.Tiles) /*
foreach (var item in game.UsedMap.Boards)
{ {
Console.Write(" | "); Console.Write(" | ");
Console.Write(item); Console.Write(item.Value);
cpt++; cpt++;
if (cpt % 4 == 0) Console.Write(" |\n"); if (cpt % 4 == 0) Console.Write(" |\n");
} }
*/
for (int i = 0; i<game.UsedMap.Boards.Count; i++)
{
Console.Write(" | ");
Console.Write(game.UsedMap.Boards[i].Value);
cpt++;
if (cpt % 5 == 0) Console.Write(" |\n");
}
Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos02, game.UsedMap));
//Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos13, game.UsedMap));
Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos31, game.UsedMap));
Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos13, game.UsedMap));
foreach(var oui in game.GameRules.EveryAdjacentCells(pos13, game.UsedMap.Boards))
{
Console.WriteLine(oui.Value);
}
Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos32, game.UsedMap));
Console.WriteLine(game.GameRules.IsZoneValidAndAddToZones(pos33, game.UsedMap));
//affichage des zones
foreach (var item in game.UsedMap.Zones)
{
foreach (var cell in item)
{
Console.WriteLine(cell.Value);
}
Console.Write(" |\n");
}
Player p = new Player(); Player p = new Player();
Player p2 = new Player("Luka");
Player p3 = new Player("Corento", "N/A"); Player p3 = new Player("Corento", "N/A");
Console.WriteLine("Pseudo: " + p.Pseudo + "\nPhoto de Profil: " + p.ProfilePicture); Console.WriteLine("Pseudo: " + p.Pseudo + "\nPhoto de Profil: " + p.ProfilePicture);
Console.WriteLine("========================================================"); Console.WriteLine("========================================================");
Console.WriteLine("Pseudo: " + p2.Pseudo + "\nPhoto de Profil: " + p2.ProfilePicture); Console.WriteLine("Pseudo: " + p2.Pseudo + "\nPhoto de Profil: " + p2.ProfilePicture);
Console.WriteLine("========================================================"); Console.WriteLine("========================================================");
Console.WriteLine("Pseudo: " + p3.Pseudo + "\nPhoto de Profil: " + p3.ProfilePicture); Console.WriteLine("Pseudo: " + p3.Pseudo + "\nPhoto de Profil: " + p3.ProfilePicture);

@ -19,10 +19,10 @@ namespace Models.Game
private int Turn { get; set; } private int Turn { get; set; }
private Rules.Rules GameRules { get; } public Rules.Rules GameRules { get; }
// == Events == // == Events ==
public event GameStartedEventArgs OnGameStarted; //public event GameStartedEventArgs OnGameStarted;
public Game(Player player, Map map) public Game(Player player, Map map)
@ -31,7 +31,7 @@ namespace Models.Game
CurrentPlayer = player; CurrentPlayer = player;
Dice1 = new Dice(); Dice1 = new Dice();
Dice2 = new Dice(1); Dice2 = new Dice(1);
Turn = 0; Turn = 1;
GameRules = new Rules.Rules(); GameRules = new Rules.Rules();
} }
@ -65,19 +65,19 @@ namespace Models.Game
} }
} }
public void PlaceResult (Cell playerChoice, int result) public void PlaceResult(Cell playerChoice, int result)
{ {
if (Turn == 1 || GameRules.NearCell(playerChoice, UsedMap.Boards)) if (Turn == 1 || GameRules.NearCellIsValid(playerChoice, UsedMap.Boards))
{ {
playerChoice.Value = result; playerChoice.Value = result;
} }
} }
public void AddToRopePath(Cell cell) //public void AddToRopePath(Cell cell)
{ //{
if (GameRules.IsRopePath(cell, ropePaths)) return; // if (GameRules.IsRopePath(cell, ropePaths)) return;
} //}
} }
} }

@ -2,13 +2,13 @@
public class Map public class Map
{ {
public List<Cell> Boards { get; private set; }; public List<Cell> Boards { get; set; }
public string Background { get; private set; } public string Background { get; private set; }
public List<OperationCell> OperationGrid { get; private set; } public List<OperationCell> OperationGrid { get; private set; }
public List<List<Cell>> RopePaths { get; private set; } //public List<List<Cell>> RopePaths { get; private set; }
public List<List<Cell>> Zones { get; private set; } public List<List<Cell>> Zones { get; private set; }
@ -17,7 +17,9 @@ public class Map
Boards = new List<Cell>(); Boards = new List<Cell>();
Background = background; Background = background;
OperationGrid = new List<OperationCell>(); OperationGrid = new List<OperationCell>();
RopePaths = new List<List<Cell>>(); //RopePaths = new List<List<Cell>>();
Zones = new List<List<Cell>>(); Zones = new List<List<Cell>>();
} }
} }

@ -6,9 +6,9 @@ public class Player
public string ProfilePicture { get; private set; } public string ProfilePicture { get; private set; }
public string CreationDate { get; private set; } public string? CreationDate { get; private set; }
public string LastPlayed { get; private set; } public string? LastPlayed { get; private set; }
public Player() public Player()
{ {

@ -26,12 +26,14 @@ public interface IRules
public bool IsValueInZones(Cell chosenCell, List<List<Cell>> zones); public bool IsValueInZones(Cell chosenCell, List<List<Cell>> zones);
public bool IsCellInZone(Cell chosenCell, List<List<Cell>> zones);
public void AddToZone(Cell chosenCell, List<List<Cell>> zones); public void AddToZone(Cell chosenCell, List<List<Cell>> zones);
public void NewZoneIsCreated(Cell firstCell, Cell secondCell, Map map); public void NewZoneIsCreated(Cell firstCell, Cell secondCell, Map map);
public List<Cell> EveryAdjacentCells(Cell choosenCell, List<Cell> cells); public List<Cell> EveryAdjacentCells(Cell choosenCell, List<Cell> cells);
public int FinalCalculusOfZones(List<List<Cell>> zones); public int? FinalCalculusOfZones(List<List<Cell>> zones);
} }

@ -14,13 +14,15 @@ namespace Models.Rules
{ {
if (Math.Abs(choosenCell.X - targetCell.X) > 1 || Math.Abs(choosenCell.Y - targetCell.Y) > 1) if (Math.Abs(choosenCell.X - targetCell.X) > 1 || Math.Abs(choosenCell.Y - targetCell.Y) > 1)
return false; return false;
if (Math.Abs(choosenCell.X - targetCell.X) > 1 && Math.Abs(choosenCell.Y - targetCell.Y) > 1)
return false;
return true; return true;
} }
public bool NearCellIsValid(Cell choosenCell, List<Cell> cells) public bool NearCellIsValid(Cell choosenCell, List<Cell> cells)
{ {
if (choosenCell == null) return false; if (choosenCell == null || cells == null) return false;
IEnumerable<Cell> PlayedCellsQuery = IEnumerable<Cell> PlayedCellsQuery =
from cell in cells from cell in cells
@ -33,6 +35,8 @@ namespace Models.Rules
return true; return true;
} }
return false;
} }
public bool IsZoneValidAndAddToZones(Cell chosenCell, Map map) public bool IsZoneValidAndAddToZones(Cell chosenCell, Map map)
@ -55,7 +59,7 @@ namespace Models.Rules
{ {
NewZoneIsCreated(chosenCell, cells, map); NewZoneIsCreated(chosenCell, cells, map);
} }
return true; // Il y a une cellule adjacente avec la même valeur donc une zone est créée si elle n'est pas déjà existante //return true; // Il y a une cellule adjacente avec la même valeur donc une zone est créée si elle n'est pas déjà existante
// Si il return true, tout c'est bien passer // Si il return true, tout c'est bien passer
} }
} }
@ -77,9 +81,25 @@ namespace Models.Rules
return false; return false;
} }
public bool IsCellInZone(Cell chosenCell, List<List<Cell>> zones)
{
if (chosenCell == null) return false;
for (int i = 0; i < zones.Count; i++)
{
if (zones[i].Contains(chosenCell))
{
return true;
}
}
return false;
}
public void AddToZone(Cell chosenCell, List<List<Cell>> zones) public void AddToZone(Cell chosenCell, List<List<Cell>> zones)
{ {
if (chosenCell == null) return; if (chosenCell == null || chosenCell.Value == null) return;
if (IsCellInZone(chosenCell, zones)) return;
for (int i = 0; i < zones.Count; i++) for (int i = 0; i < zones.Count; i++)
{ {
@ -94,6 +114,7 @@ namespace Models.Rules
public void NewZoneIsCreated(Cell firstCell, Cell secondCell, Map map) public void NewZoneIsCreated(Cell firstCell, Cell secondCell, Map map)
{ {
if (firstCell == null || secondCell == null || firstCell.Value == null || secondCell.Value == null) return;
List<Cell> newZone = new List<Cell>(); List<Cell> newZone = new List<Cell>();
newZone.Add(firstCell); newZone.Add(firstCell);
newZone.Add(secondCell); newZone.Add(secondCell);
@ -115,9 +136,9 @@ namespace Models.Rules
return adjacentCells; return adjacentCells;
} }
public int FinalCalculusOfZones(List<List<Cell>> zones) public int? FinalCalculusOfZones(List<List<Cell>> zones)
{ {
int calculus = 0; int? calculus = 0;
for(int i = 0; i < zones.Count; i++) for(int i = 0; i < zones.Count; i++)
{ {
calculus += zones[i].Count * zones[i][0].Value; calculus += zones[i].Count * zones[i][0].Value;
@ -125,5 +146,19 @@ namespace Models.Rules
return calculus; return calculus;
} }
public bool IsBugged(Cell chosenCell, List<List<Cell>> zones)
{
if (chosenCell == null) return false;
for (int i = 0; i < zones.Count; i++)
{
if (zones[i].Contains(chosenCell))
{
return true;
}
}
return false;
}
} }
} }
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