private void Initialize(InitializeGameCommand command) { _gameState = command.GameData; foreach (var region in command.Regions) { _regions[region.Name] = region; } _clock = new Stopwatch(); _clock.Start(); }
public GameViewModel( long remainingMilliseconds, Models.GameState game, IEnumerable <RegionState> regions, IEnumerable <PlayerBlockCount> players) { RemainingMilliseconds = remainingMilliseconds; Game = game; Regions = regions.ToImmutableList(); Players = players.ToImmutableList(); }
public IndexViewModel(Models.GameState gameState, NavigationManager navigationManager) { this.gameState = gameState; this.navigationManager = navigationManager; PossiblePlayers = Enumerable.Range(1, 2).Select(i => new PlayerSelectorModel { IsAiPlayer = false, DifficultyAdvancedAi = 0f, IsNameValid = true, }) .ToList(); }
private GameUpdateResponse MakeGameUpdateResponse(Models.GameState gameState) { var ret = new GameUpdateResponse() { GameId = gameState.GameId }; ret.BestCurrentAsk = gameState.BestCurrentAsk; ret.BestCurrentBid = gameState.BestCurrentBid; if (gameState.RoundStates != null) { ret.CommunityCardIds = gameState.RoundStates.Select(x => x.CommunityCardCardId).ToList(); } if (gameState.PlayerStates != null) { ret.PlayerPublicStates = gameState.PlayerStates.Select(x => MakePlayerPublicState(x)).ToList(); } ret.IsFinished = gameState.IsFinished; ret.IsTradingLocked = gameState.IsTradingLocked; ret.IsSuccess = true; ret.SettlementPrice = gameState.SettlementPrice; ret.AllRoundsFinished = gameState.RoundStates.Count >= gameState.Game.NumberOfRounds; return(ret); }
public InitializeGameCommand(Models.GameState game, IEnumerable <RegionState> regions) { GameData = game; Regions = regions; }
public void Handle(BuyCommand command) { gameState = command.GameState; Game.WriteLine(Buy(command.ItemName, command.NumOfItems).message); }