public static List <Piece> GetPlayerPieces(Player player) { LudoDbAccess ludoDbAccess = new LudoDbAccess(); List <Piece> playersPieces = ludoDbAccess.GetCurrentPlayersPieces(player.Id); return(playersPieces); }
public List <Piece> CheckPositions(Piece movedPiece, List <Player> players) { var ludoDbAccess = new LudoDbAccess(); List <Piece> updatedPieces = new List <Piece>(); List <List <Piece> > eachPlayersPieces = new List <List <Piece> >(); for (int i = 0; i < players.Count; i++) { eachPlayersPieces.Add(ludoDbAccess.GetCurrentPlayersPieces(players[i].Id)); } for (int i = 0; i < eachPlayersPieces.Count; i++) { foreach (var piece in eachPlayersPieces[i]) { // Checking for knuff if (piece.Position == movedPiece.Position && piece.PlayerId != movedPiece.PlayerId) { Console.WriteLine("KNUFF!".Rainbow()); piece.Position = GameBoard.nestPositions[i]; updatedPieces.Add(piece); Thread.Sleep(3000); } } } return(updatedPieces); }
// Updates all the pieces positions on the game board public static List <string> PiecesOnGameBoardUpdate(List <Player> allActivePlayers) { LudoDbAccess ludoDbAccess = new LudoDbAccess(); List <string> gb = new GameBoard().CompleteGameBoard; // Get all player, and put their pieces to individual lists (up to 4 lists) // list[0] == player 1, list[1] == player 2... and so on. List <List <Piece> > eachPlayersPieces = new List <List <Piece> >(); for (int i = 0; i < allActivePlayers.Count; i++) { eachPlayersPieces.Add(ludoDbAccess.GetCurrentPlayersPieces(allActivePlayers[i].Id)); } // Checking each square on the game board for (int i = 0; i < gb.Count; i++) { // Set counter, (can only be 4 pieces on each square) int counter = 4; // Checking each player for (int x = 0; x < eachPlayersPieces.Count; x++) { int pieceCounter = 0; // Piece counter // This is to see what piece it is.. "1", "2", "3" or "4" foreach (var piece in eachPlayersPieces[x]) // Looping each player pieces (each player has x4 pieces) { pieceCounter += 1; if (piece.Position == i) { counter -= 1; if (x == 0) // Player 1 { if (pieceCounter == 1) // piece Id { gb[i] = gb[i] + "1".Red(); } else if (pieceCounter == 2) { gb[i] = gb[i] + "2".Red(); } else if (pieceCounter == 3) { gb[i] = gb[i] + "3".Red(); } else if (pieceCounter == 4) { gb[i] = gb[i] + "4".Red(); } } else if (x == 1) // Player 2 { if (pieceCounter == 1) // piece Id { gb[i] = gb[i] + "1".Blue(); } else if (pieceCounter == 2) { gb[i] = gb[i] + "2".Blue(); } else if (pieceCounter == 3) { gb[i] = gb[i] + "3".Blue(); } else if (pieceCounter == 4) { gb[i] = gb[i] + "4".Blue(); } } else if (x == 2) // Player 3 { if (pieceCounter == 1) // piece Id { gb[i] = gb[i] + "1".Yellow(); } else if (pieceCounter == 2) { gb[i] = gb[i] + "2".Yellow(); } else if (pieceCounter == 3) { gb[i] = gb[i] + "3".Yellow(); } else if (pieceCounter == 4) { gb[i] = gb[i] + "4".Yellow(); } } else if (x == 3) // Player 4 { if (pieceCounter == 1) // piece Id { gb[i] = gb[i] + "1".Green(); } else if (pieceCounter == 2) { gb[i] = gb[i] + "2".Green(); } else if (pieceCounter == 3) { gb[i] = gb[i] + "3".Green(); } else if (pieceCounter == 4) { gb[i] = gb[i] + "4".Green(); } } } } } // If there's no piece, fill square with blanks while (counter != 0) { gb[i] = gb[i] + " "; counter -= 1; } } return(gb); }