private Square[] RepairMissingSquares(Game game, Square[] squares) { if (!squares.Any()) { var missingSquares = new Board().Squares.SelectMany(s => s).ToArray(); foreach (var square in missingSquares) { square.Game = game; square.ChessPiece = square.ChessPiece; UnitOfWork.Add(square); } UnitOfWork.Commit(); squares = missingSquares; } return squares; }
private void RespondToChallenge(long challengeId, bool accepted) { var challenge = UnitOfWork.Find<Challenge>(challengeId); if (accepted) { var board = new Board(); var squares = board.Squares.SelectMany(s => s); var game = new Game { DarkPlayer = challenge.DarkPlayer, LightPlayer = challenge.LightPlayer, Name = challenge.Title, Challenge = challenge, }; foreach (var square in squares) { square.Game = game; square.ChessPiece = (ChessPiece) square.ChessPiece; //TODO: Why did I do this? UnitOfWork.Add(square); } UnitOfWork.Add(game); } challenge.Accepted = accepted; UnitOfWork.Commit(); }
private GameModel GetGameModel(Game game) { var squares = game.Squares.ToArray(); squares = RepairMissingSquares(game, squares); var moves = game.Moves.ToList(); var board = new Board(squares); var boardModel = AutoMapper.Mapper.Map<BoardViewModel>(board); var darkPlayerModel = AutoMapper.Mapper.Map<PlayerViewModel>(game.DarkPlayer); var lightPlayerModel = AutoMapper.Mapper.Map<PlayerViewModel>(game.LightPlayer); var winnerPlayer = (PlayerViewModel)null; if (game.WinnerPlayer != null) winnerPlayer = AutoMapper.Mapper.Map<PlayerViewModel>(game.WinnerPlayer); var gameModel = new GameModel() { Board = boardModel, Name = game.Name, DarkScore = game.DarkScore, LightScore = game.LightScore, Id = game.Id, MoveCount = game.MoveCount, PlayerDark = darkPlayerModel, PlayerLight = lightPlayerModel, Moves = moves, IsCurrentPlayersMove = IsPlayersMove(game, CurrentUser), Complete = game.Complete, Winner = winnerPlayer, }; return gameModel; }
public GameManager(Game game) { Game = game; var squares = game.Squares.Select(s => s).ToArray(); _board = new Board(squares); }