public void HaveFun(Game room, StringBuilder sb, string preferredMap, bool isSingle, int singleCharId) { int roomId = room.Id; //Create dice DiceDto dice = new DiceDto(); //Add Characters to the room var game = context.Games.FirstOrDefault(g => g.Id == room.Id); var characters = new List <Character>(); foreach (var gc in game.Characters) { var character = gc.Character; characters.Add(character); } if (preferredMap == "demomap") { var map = new DemoMap("map1"); var playableMap = map.GenerateMap(); SetOnStart(room, playableMap, roomId);// set all chars on start if (!isSingle) { ProceedGame(game, sb, playableMap, characters, dice, roomId); } else { var gaChar = context.GameCharacters.FirstOrDefault(gc => gc.CharacterId == singleCharId && gc.GameId == roomId); var singlePlayer = new SinglePlayer(context, reader, writer, numberGenerator); singlePlayer.StartSinglePlayer(dice, gaChar, playableMap, characters, sb, roomId, game); } } else if (preferredMap == "firstmap") { var firstMap = new FirstMapFrontEnd(); var generatedFirstMap = firstMap.GenerateFirstMap(); SetOnStart(room, generatedFirstMap, roomId);// set all chars on start if (!isSingle) { ProceedGame(game, sb, generatedFirstMap, characters, dice, roomId); } else { var gaChar = context.GameCharacters.FirstOrDefault(gc => gc.CharacterId == singleCharId && gc.GameId == roomId); var singlePlayer = new SinglePlayer(context, reader, writer, numberGenerator); singlePlayer.StartSinglePlayer(dice, gaChar, generatedFirstMap, characters, sb, roomId, game); } } }
public string Get() => Serializer.ExportFirstMapCoordinates(FirstMapFrontEnd.GetMapPath());