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92 lines
2.7 KiB
92 lines
2.7 KiB
using System.ComponentModel;
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using System.Runtime.CompilerServices;
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using System.Runtime.Serialization;
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namespace Models.Game
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{
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/// <summary>
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/// The Cell class represents a cell in the application.
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/// </summary>
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[DataContract]
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public class Cell : Position, IEquatable<Cell>, INotifyPropertyChanged
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{
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/// <summary>
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/// The value of the cell.
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/// </summary>
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private int? _value;
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[DataMember]
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public int? Value {
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get => _value;
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set
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{
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if (value < 0)
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{
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throw new Exception("La valeur doit être supérieure à 0");
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}
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this._value = value;
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OnPropertyChanged();
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}
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}
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/// <summary>
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/// The fact that the cell is dangerous or not.
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/// </summary>
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[DataMember]
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public bool IsDangerous { get; set; }
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[DataMember]
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public bool Valid { get; set; }
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/// <summary>
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/// Atribute to know if the cell is a penalty cell.
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/// </summary>
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[DataMember]
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public bool Penalty { get; private set; }
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public void SetPenalty()
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{
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Penalty = true;
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}
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/// <summary>
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/// Constructor of the Cell class.
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/// </summary>
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/// <param name="x">the x position</param>
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/// <param name="y">the y position</param>
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/// <param name="isDangerous">if the cell is a dangerous cell or not</param>
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public Cell(int x, int y,bool isDangerous = false):base(x,y)
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{
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IsDangerous = isDangerous;
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Penalty = false;
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Valid = false;
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}
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/// <summary>
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/// Function in order to return the fact that the cell is dangerous or not.
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/// </summary>
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/// <returns>If the cell is dangerous or not</returns>
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public bool GetCellType() => IsDangerous;
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/// <summary>
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/// Redefine the equal operation between cells.
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/// </summary>
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/// <param name="other">The object to compare with the current cell.</param>
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/// <returns>true if the specified object is equal to the current cell; otherwise, false.</returns>
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public bool Equals(Cell? other)
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{
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if (other == null) return false;
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if (this.X == other.X && this.Y == other.Y) return true;
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return false;
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}
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public event PropertyChangedEventHandler? PropertyChanged;
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protected virtual void OnPropertyChanged([CallerMemberName] string? propertyName = null)
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{
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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}
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}
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} |