public bool PullOutBooks(Player player) { IEnumerable<Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) books.Add(value, player); if (player.CardCount == 0) return true; return false; }
public bool PullOutBooks(Player player) { IEnumerable <Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) { books.Add(value, player); } if (player.CardCount == 0) { return(true); } return(false); }
public bool PullOutBooks(Player player) { /* Pull out a player's books. Return true if the player ran out of cards, otherwise * return false. Each book is added to the Books dectionary. A player runs out of * cards when he's used all of his cards to make book - and he wins the game. */ foreach (Value value in player.PullOutBooks()) { books.Add(value, player); } if (player.CardCount == 0) { return(true); } return(false); }
private bool PullOutBooks(Player player) { var booksPulled = player.PullOutBooks(); foreach (var value in booksPulled) { _books.Add(value, player); } if (player.CardCount == 0) { return(true); } return(false); }
public bool PullOutBooks(Player player) { Values[] booksOfPlayer = player.PullOutBooks().ToArray(); if (booksOfPlayer.Length != 0) { foreach (Values value in booksOfPlayer) { books.Add(value, player); } } if (player.CardCount == 0) { return(true); } return(false); }
public bool PullOutBooks(Player player) { List <Card.Values> list = player.PullOutBooks(); foreach (Card.Values value in list) { books.Add(value, player); } if (player.CardCount == 0) { return(true); } else { return(false); } }
public bool PullOutBooks(Player player) { // Pull out a player's books. Return true if the player ran out of cards, otherwise // return false. Each book is added to the Books dictionary. A player runs out of // cards when he’'s used all of his cards to make books—and he wins the game. IEnumerable <Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) { books.Add(value, player); } if (player.CardCount == 0) { return(true); } return(false); }
public bool PullOutBooks(Player player) { IEnumerable <Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) { books.Add(value, player); } OnPropertyChanged("Books"); if (player.CardCount == 0) { return(true); } else { return(false); } }
public bool PullOutBooks(Player player) { // Pull out a player's books. Return true if the player ran out of cards, otherwise // return false. Each book is added to the Books dictionary. A player runs out of // cards when he’'s used all of his cards to make books—and he wins the game IEnumerable <Values> pulledBook = player.PullOutBooks(); // is a foreach loop for a Dictionary of one a target for improvement? would have to extract the value otherwise foreach (Values value in pulledBook) { books.Add(value, player); textBoxOnForm.Text += $"{player.Name} scored a book of {Card.Plural(value)}.{Environment.NewLine}"; } if (player.CardCount == 0) { return(true); } return(false); }
public bool PullOutBooks(Player player) { /* Monte os books de um jogador. Retorne true se o jogador ficar sem cartas, se não for o caso, retorne false. Cada book deve ser adicionado ao dicionário Books. Um jogador fica sem cartas quando usa todas as suas restantes para montar um book vaza - e assim ganha o jogo. */ /*****************/ IEnumerable<Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) books.Add(value, player); /*****************/ //player.PullOutBooks(); if (player.CardCount == 0) return true; return false; }
public bool PullOutBooks(Player player) { IEnumerable<Value> booksPulled = player.PullOutBooks(); foreach (Value value in booksPulled) { this.books.Add(value, player); } if (player.CardCount == 0) { return true; } return false; }
public bool PullOutBooks(Player player) { IEnumerable<Values> booksPulled = player.PullOutBooks(); foreach (Values value in booksPulled) { books.Add(value, player); } OnPropertyChanged("Books"); if (player.CardCount == 0) { return true; } else { return false; } }