private void ToStreet(object obj) { if (obj == null) { return; } StopTimer(null); if (Enum.TryParse(obj.ToString(), out Street outStreet)) { var streetState = TableStateList.FirstOrDefault(x => x.CurrentStreet == outStreet); if (streetState != null) { if (outStreet <= Street.Preflop) { PlayersCollection.Where(x => x.IsFinished && TableStateList.Any(t => t.ActivePlayer.Name == x.Name)).ForEach(x => x.IsFinished = false); } StateIndex = TableStateList.IndexOf(streetState); UpdatePlayersEquityWin(TableStateList.FirstOrDefault(x => x.CurrentStreet == outStreet)); //update equity win property of all players } } }
private void ToStart(object obj) { StopTimer(null); PlayersCollection.Where(x => x.IsFinished && TableStateList.Any(t => t.ActivePlayer.Name == x.Name)).ForEach(x => x.IsFinished = false); StateIndex = 0; }
private void ToEnd(object obj) { StopTimer(null); ResetPlayersPot(PlayersCollection); PlayersCollection.Where(x => !x.IsFinished && TableStateList.Any(t => t.ActivePlayer.Name == x.Name && t.ActivePlayer.IsFinished)).ForEach(x => x.IsFinished = true); StateIndex = TableStateList.Count - 1; ReplayerTableState replayerTableStateBeforeSummary = TableStateList.FirstOrDefault(x => x.CurrentStreet == Street.Summary); UpdatePlayersEquityWin(replayerTableStateBeforeSummary); //added in order to update equity state for winning actions when we go to the end of TableStateList }
//public void SelectedPlayers() //{ // _mvxMessenger.Publish<SelectedPlayersMessage>(new SelectedPlayersMessage(this, PlayersCollection)); //} void SelectedPlayer(PlayerViewModel player) { player.IsSelected = !player.IsSelected; if (PlayersCollection.Where(p => p.IsSelected).Count() > 0) { IsPlayerSelected = true; Title = string.Format("{0} selected", PlayersCollection.Where(p => p.IsSelected).Count()); } else { IsPlayerSelected = false; Title = "Players"; } }