/// <summary> /// 删除 /// </summary> public override void EntityDelete() { BoardRule rule = new BoardRule(); Board entity = EntityGet(); rule.RDelete(entity); }
/// <summary> /// 绑定Grid /// </summary> public override void BindGrid() { BoardRule rule = new BoardRule(); gridView1.GridControl.DataSource = rule.RShow(HTDataConditionStr, ProcessGrid.GetQueryField(gridView1)); gridView1.GridControl.Show(); }
/// <summary> /// 新增 /// </summary> public override int EntityAdd() { BoardRule rule = new BoardRule(); Board entity = EntityGet(); rule.RAdd(entity); return(entity.ID); }
public void StartGame() { string caseSensitiveCommands = ConfigurationManager.AppSettings["caseSensitiveCommands"]; string commandFile = ConfigurationManager.AppSettings["commandFile"]; bool caseSensitiveCommand = Convert.ToBoolean(caseSensitiveCommands); IToy toy = new Robot(); IInputCommand inputCommands = new TextFileInputCommand(commandFile); IList <string> inputCommandString = inputCommands.GetInputCommands(); IBoard board = new BoardImpl(4, 4); // Max x = 4(inclusive), max y = 4 (Inclusive) IBoardRule boardRule = new BoardRule(); IGameRule placeAsFirstCommandRule = new PlaceAsFirstCommandRule(); List <ICommand> inputCommand = new List <ICommand>(); foreach (var item in inputCommandString) { inputCommand.Add(CommandService.Execute(item, caseSensitiveCommand)); } IList <ICommand> commandsToExecute = placeAsFirstCommandRule.GetCommandsToExecute(inputCommand); foreach (var cmd in commandsToExecute) { IPosition pos = cmd.Execute(toy); string error_msg = string.Empty; if (boardRule.IsValidPosition(pos, board, out error_msg) == true) { toy.UpdateToNewPosition(pos); } else { // The error_msg will give details // No updates to toy position or facing direction } } }
public ThermometerBoardSet(BoardRule rules) { this.Rules = rules; this.Thermometers = new List <Thermometer>(); }
public UniqueValuesAreaBoardSet(BoardRule rules) { this.Rules = rules; this.Areas = new List <UniqueValuesArea>(); }