public void OnPost()
        {
            IsStatus           = true;
            ActiveGame.Players = new List <Player>();

            // Reset last game state
            ActiveGame.Init();

            // Loop through each form param
            foreach (var key in Request.Form.Keys)
            {
                // Only check names
                if (!key.Contains("name-"))
                {
                    continue;
                }

                // Get name
                Request.Form.TryGetValue(key, out var names);
                var name = names.ToString();

                // Check input validity
                if (!InputValidator.CheckValidPlayerName(name))
                {
                    IsError   = true;
                    StatusMsg = "Invalid player name!";
                    return;
                }

                ActiveGame.Players.Add(new Player(name, ShipLogic.GenGameShipList()));
            }

            // Set pointers
            ActiveGame.InitPlayerPointers();

            StatusMsg = "Players created!";
        }
Ejemplo n.º 2
0
        public static void Load(int gameId)
        {
            using (var ctx = new AppDbContext()) {
                // Reset current game to initial state
                ActiveGame.Init();

                // Find the DAL game
                var dalGame = ctx.Games.Find(gameId);

                // Load game data into static context
                ActiveGame.Players      = DomainConverter.GetAndConvertPlayers(ctx, gameId);
                ActiveGame.Moves        = DomainConverter.GetAndConvertMoves(ctx, gameId, ActiveGame.Players);
                ActiveGame.Winner       = ActiveGame.Players.FirstOrDefault(player => player.Name.Equals(dalGame.Winner));
                ActiveGame.RoundCounter = dalGame.RoundCounter;
                ActiveGame.GameId       = dalGame.Id;

                // Load rules into static context
                var dalRules = ctx.Rules.Where(rule => rule.Game.Id == gameId);
                foreach (var dalRule in dalRules)
                {
                    ActiveGame.TryChangeRule((RuleType)dalRule.RuleType, dalRule.Value);
                }
            }
        }
Ejemplo n.º 3
0
        public string RunMenu()
        {
            string input;

            while (true)
            {
                PrintMenu();

                var rawInput = Console.ReadLine()?.Trim();
                input = rawInput?.ToUpper();

                // Quit to main menu
                if (DisplayQuitToMainMenu && input == MenuInitializers.QuitToMainItem.Shortcut)
                {
                    break;
                }

                // Go back
                if (!DisableGoBackItem && input == MenuInitializers.GoBackItem.Shortcut)
                {
                    break;
                }

                // Current menu contains no shortcuts and is only for inputting a value
                if (MenuTypes.Contains(MenuType.Input))
                {
                    if (MenuTypes.Contains(MenuType.ShipCoordInput) ||
                        MenuTypes.Contains(MenuType.RuleIntInput) ||
                        MenuTypes.Contains(MenuType.NameInput) ||
                        MenuTypes.Contains(MenuType.CoordInput))
                    {
                        return(rawInput);
                    }
                }

                // Load user-specified or default menuitem
                var item = string.IsNullOrWhiteSpace(input) || string.IsNullOrEmpty(input)
                    ? MenuItems.FirstOrDefault(m => m.IsDefaultChoice)
                    : MenuItems.FirstOrDefault(m => m.Shortcut == input);

                // The menuitem was null
                if (item == null)
                {
                    Console.WriteLine("Unknown input!");
                    Console.ReadKey(true);
                    continue;
                }

                // Again the input but this time the user can actually cancel and go back
                if (MenuTypes.Contains(MenuType.Input))
                {
                    if (MenuTypes.Contains(MenuType.YesNoInput))
                    {
                        return(item.Shortcut);
                    }
                }

                // Current menu is the game menu
                if (MenuTypes.Contains(MenuType.GameMenu))
                {
                    // Current menu is game loading menu
                    if (MenuTypes.Contains(MenuType.LoadGameMenu) && item.GameId != null)
                    {
                        // Load the game from the database and continue it
                        ConsoleGame.LoadGame((int)item.GameId);
                        ConsoleGame.RunGame();

                        // Return the GoBackItem shortcut to exit the game loading menu
                        return(MenuInitializers.GoBackItem.Shortcut);
                    }

                    // Current menu is game deleting menu
                    if (MenuTypes.Contains(MenuType.DeleteGameMenu) && item.GameId != null)
                    {
                        // Delete the game from the database
                        ConsoleGame.DeleteGame((int)item.GameId);

                        // Return the GoBackItem shortcut to exit the game deletion menu
                        return(MenuInitializers.GoBackItem.Shortcut);
                    }

                    // Current menu is new game menu
                    if (MenuTypes.Contains(MenuType.NewGameMenu))
                    {
                        // Reset current game to initial state
                        ActiveGame.Init();

                        // Start new game
                        if (item.ActionToExecute != null)
                        {
                            item.ActionToExecute();

                            // Return the GoBackItem shortcut to exit the menu
                            return(MenuInitializers.GoBackItem.Shortcut);
                        }
                    }
                }

                // Current menu is the rules menu
                if (MenuTypes.Contains(MenuType.RulesMenu))
                {
                    // Current item has an action
                    if (item.ActionToExecute != null)
                    {
                        item.ActionToExecute();

                        // If current menu item was for resetting some rules, show a confirmation that indeed, the rules
                        // have been set to default values
                        if (item.IsResetRules)
                        {
                            Console.WriteLine("Rules set to default...");
                            Console.ReadKey(true);
                        }

                        continue;
                    }

                    // Current menu is the main rules menu
                    if (item.RuleTypeToChange != null)
                    {
                        DynamicMenus.ChangeRuleValue((RuleType)item.RuleTypeToChange);
                        continue;
                    }
                }

                if (item.ActionToExecute != null)
                {
                    item.ActionToExecute();

                    if (item.MenuToRun == null)
                    {
                        continue;
                    }
                }

                // execute the command specified in the menu item
                if (item.MenuToRun == null)
                {
                    Console.WriteLine(input + " has no command assigned to it!");
                    Console.ReadKey(true);
                    continue;
                }

                // everything should be ok now, lets run it!
                input = item.MenuToRun();

                if (!MenuTypes.Contains(MenuType.MainMenu) && input == MenuInitializers.QuitToMainItem.Shortcut)
                {
                    break;
                }

                if (input != MenuInitializers.GoBackItem.Shortcut && input != MenuInitializers.QuitToMainItem.Shortcut)
                {
                    Console.ReadKey(true);
                }
            }

            return(input);
        }