public static void Main(string[] args) { NationsBuilder nb = new NationsBuilder(); var input = ""; while ((input = Console.ReadLine().Trim()) != "Quit") { var inputArgs = input.Split(new[] { " " }, StringSplitOptions.RemoveEmptyEntries).ToList(); switch (inputArgs[0]) { case "Bender": nb.AssignBender(inputArgs); break; case "Monument": nb.AssignMonument(inputArgs); break; case "Status": Console.WriteLine(nb.GetStatus(inputArgs[1])); break; case "War": nb.IssueWar(inputArgs[1]); break; } } Console.WriteLine(nb.GetWarsRecord()); }
public static void Main() { string input = Console.ReadLine(); NationsBuilder nb = new NationsBuilder(); while (input != "Quit") { List<string> args = input.Split(new char[] {' '}, StringSplitOptions.None).ToList(); string action = args[0]; args = args.Skip(1).ToList(); switch (action) { case "Bender": nb.AssignBender(args); break; case "Monument": nb.AssignMonument(args); break; case "Status": Console.Write(nb.GetStatus(args[0])); break; case "War": nb.IssueWar(args[0]); break; } input = Console.ReadLine(); } Console.Write(nb.GetWarsRecord()); }
public static void Main() { var nation = new NationsBuilder(); var engine = new Engine(nation); engine.Run(); }
static void Main() { NationsBuilder nations = new NationsBuilder(); string input; while ((input = Console.ReadLine()) != "Quit") { List <string> args = input.Split(" ", StringSplitOptions.RemoveEmptyEntries).ToList(); string command = args[0]; switch (command) { case "Bender": nations.AssignBender(args); break; case "Monument": nations.AssignMonument(args); break; case "Status": Console.WriteLine(nations.GetStatus(args[1])); break; case "War": nations.IssueWar(args[1]); break; default: break; } } Console.WriteLine(nations.GetWarsRecord()); }
public void Run() { var input = ""; var nationsBuilder = new NationsBuilder(); while ((input = Console.ReadLine()) != "Quit") { var cmdArgs = input.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); if (cmdArgs[0] == "Bender") { nationsBuilder.AssignBender(cmdArgs[1], cmdArgs[2], int.Parse(cmdArgs[3]), double.Parse(cmdArgs[4])); } else if (cmdArgs[0] == "War") { nationsBuilder.IssueWar(cmdArgs[1]); } else if (cmdArgs[0] == "Status") { Console.Write(nationsBuilder.GetStatus(cmdArgs[1])); } else if (cmdArgs[0] == "Monument") { nationsBuilder.AssignMonument(cmdArgs[1], cmdArgs[2], int.Parse(cmdArgs[3])); } } Console.Write(nationsBuilder.GetWarsRecord()); }
public void Start() { var nations = new NationsBuilder(); string inpuLine; bool isEnd = false; while (!isEnd) { inpuLine = Console.ReadLine(); var command = inpuLine.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); var cmd = command[0]; command.RemoveAt(0); switch (cmd) { case "Bender": nations.AssignBender(command); break; case "Monument": nations.AssignMonument(command); break; case "Status": Console.WriteLine(nations.GetStatus(command[0])); break; case "War": nations.IssueWar(command[0]); break; case "Quit": Console.WriteLine(nations.GetWarsRecord()); isEnd = true; break; } } }
public void Run() { var nationBuilder = new NationsBuilder(); while (true) { var inputArgs = Console.ReadLine().Split(); var command = inputArgs[0]; var commandArgs = inputArgs.Skip(1).ToList(); switch (command) { case "Bender": nationBuilder.AssignBender(commandArgs); break; case "Monument": nationBuilder.AssignMonument(commandArgs); break; case "Status": Console.WriteLine(nationBuilder.GetStatus(commandArgs[0])); break; case "War": nationBuilder.IssueWar(commandArgs[0]); break; case "Quit": Console.WriteLine(nationBuilder.GetWarsRecord()); return; } } }
public static void ExecuteCommand(List <string> input, NationsBuilder nationsBuilder) { string command = input[0]; switch (command) { case "Bender": nationsBuilder.AssignBender(input); break; case "Monument": nationsBuilder.AssignMonument(input); break; case "Status": Console.WriteLine(nationsBuilder.GetStatus(input[1])); break; case "War": nationsBuilder.IssueWar(input[1]); break; case "Quit": Console.WriteLine(nationsBuilder.GetWarsRecord()); break; } }
public void StartUp() { var builder = new NationsBuilder(); string inputLine; while ((inputLine = Console.ReadLine()) != "Quit") { var commandTokens = inputLine.Split().ToList(); var command = commandTokens[0]; var nationType = commandTokens[1]; switch (command) { case "Bender": builder.AssignBender(commandTokens); break; case "Monument": builder.AssignMonument(commandTokens); break; case "Status": Console.WriteLine(builder.GetStatus(nationType)); break; case "War": builder.IssueWar(nationType); break; } } Console.WriteLine(builder.GetWarsRecord()); }
public static void Main() { NationsBuilder nationsBuilder = new NationsBuilder(); Fight fight = new Fight(nationsBuilder); fight.Begin(); }
public static void Main() { string command = Console.ReadLine(); var nationsBuilder = new NationsBuilder(); while (command != "Quit") { var commandArgs = command.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); switch (commandArgs[0]) { case "Bender": nationsBuilder.AssignBender(commandArgs); break; case "Monument": nationsBuilder.AssignMonument(commandArgs); break; case "Status": Console.WriteLine(nationsBuilder.GetStatus(commandArgs[1])); break; case "War": nationsBuilder.IssueWar(commandArgs[1]); break; } command = Console.ReadLine(); } Console.WriteLine(nationsBuilder.GetWarsRecord()); }
public Engine() { this.inputReader = new ConsoleReader(); this.outputWriter = new ConsoleWriter(); this.inputParser = new InputParser(); this.nationsBuilder = new NationsBuilder(); this.isRunnig = true; }
public static void Main() { IWriter writer = new WriteLine(); IReader reader = new ReadLine(); INationsBuilder builder = new NationsBuilder(); IEngine engine = new Engine(builder, writer, reader); engine.Run(); }
public static void Main() { IReader reader = new ConsoleReader(); IWriter writer = new ConsoleWriter(); NationsBuilder builder = new NationsBuilder(); Engine engine = new Engine(reader, writer, builder); engine.Run(); }
public static void Main() { var builder = new NationsBuilder(); while (true) { var inputLine = Console.ReadLine(); builder.CommandInterpreter(inputLine); if (inputLine.Equals("Quit")) { break; } } }
public static void Main() { NationsBuilder nationsBuilder = new NationsBuilder(); while (true) { List <string> input = new List <string>(Console.ReadLine().Split().ToList()); ParseCommand.ExecuteCommand(input, nationsBuilder); if (input[0] == "Quit") { break; } } }
public static void Main() { var nationBuilder = new NationsBuilder(); while (true) { var input = Console.ReadLine(); var data = input.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); nationBuilder.ExecuteCommand(data); if (input == "Quit") { break; } } }
public static void Main() { NationsBuilder nationsBuilder = new NationsBuilder(); while (true) { string[] command = Console.ReadLine().Split(); Command commandType = (Command)Enum.Parse(typeof(Command), command[0]); List <string> commandArgs = command.Skip(1).ToList(); string result = null; switch (commandType) { case Command.Bender: nationsBuilder.AssignBender(commandArgs); break; case Command.Monument: nationsBuilder.AssignMonument(commandArgs); break; case Command.Status: result = nationsBuilder.GetStatus(commandArgs[0]); break; case Command.War: nationsBuilder.IssueWar(commandArgs[0]); break; case Command.Quit: result = nationsBuilder.GetWarsRecord(); break; } if (result != null) { Console.WriteLine(result); } if (commandType == Command.Quit) { break; } } }
public static void RunEngine() { NationsBuilder nb = new NationsBuilder(); CommandInterpreter interpreter = new CommandInterpreter(nb); var input = Console.ReadLine(); while (input != "Quit") { var commandArgs = input.Split(' '); interpreter.InterpreteCommand(commandArgs); input = Console.ReadLine(); } interpreter.InterpreteCommand(input.Split()); }
static void Main(string[] args) { NationsBuilder nationBuilder = new NationsBuilder(); while (true) { List <string> input = Console.ReadLine().Split(new[] { " " }, StringSplitOptions.RemoveEmptyEntries).ToList(); if (input[0] == "Quit") { break; } switch (input[0]) { case "Bender": { nationBuilder.AssignBender(input.Skip(1).ToList()); } break; case "Monument": { nationBuilder.AssignMonument(input.Skip(1).ToList()); } break; case "Status": { Console.WriteLine(nationBuilder.GetStatus(input[1])); } break; case "War": { nationBuilder.IssueWar(input[1]); } break; default: break; } } Console.WriteLine(nationBuilder.GetWarsRecord()); }
static void Main(string[] args) { var nationsBuilder = new NationsBuilder(); var input = Console.ReadLine(); while (input != "Quit") { var splitted = input .Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries) .ToList(); var command = splitted[0]; var paramethers = splitted.Skip(1).ToList(); switch (command) { case "Bender": nationsBuilder.AssignBender(paramethers); break; case "Monument": nationsBuilder.AssignMonument(paramethers); break; case "Status": Console.WriteLine(nationsBuilder.GetStatus(paramethers[0])); break; case "War": nationsBuilder.IssueWar(paramethers[0]); break; } input = Console.ReadLine(); } Console.WriteLine(nationsBuilder.GetWarsRecord()); }
static void Main(string[] args) { NationsBuilder nationsBuilder = new NationsBuilder(); bool programStop = false; while (true) { string[] input = Console.ReadLine().Split(); if (programStop) { break; } List <string> arguments = input.Skip(1).ToList(); switch (input[0]) { case "Bender": nationsBuilder.AssignBender(arguments); break; case "Monument": nationsBuilder.AssignMonument(arguments); break; case "Status": Console.WriteLine(nationsBuilder.GetStatus(arguments[0])); break; case "War": nationsBuilder.IssueWar(arguments[0]); break; case "Quit": Console.WriteLine(nationsBuilder.GetWarsRecord()); programStop = true; break; } } }
static void Main() { NationsBuilder nationsBuilder = new NationsBuilder(); string input = Console.ReadLine(); while (true) { var commandArgs = input.Split(); var commandType = commandArgs[0]; var mathodArgs = commandArgs.Skip(1).ToList(); switch (commandType) { case "Bender": nationsBuilder.AssignBender(mathodArgs); break; case "Monument": nationsBuilder.AssignMonument(mathodArgs); break; case "Status": string status = nationsBuilder.GetStatus(mathodArgs[0]); Console.WriteLine(status); break; case "War": nationsBuilder.IssueWar(mathodArgs[0]); break; case "Quit": string record = nationsBuilder.GetWarsRecord(); Console.WriteLine(record); Environment.Exit(0); break; } input = Console.ReadLine(); } }
static void Main(string[] args) { NationsBuilder nationBuilder = new NationsBuilder(); string input; while ((input = Console.ReadLine()) != "Quit") { List <string> commandTolk = input.Split(new [] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); string command = commandTolk[0]; commandTolk.RemoveAt(0); string nation = string.Empty; string result = string.Empty; switch (command) { case "Bender": nationBuilder.AssignBender(commandTolk); break; case "Monument": nationBuilder.AssignMonument(commandTolk); break; case "Status": nation = commandTolk[0]; result = nationBuilder.GetStatus(nation); Console.WriteLine(result); break; case "War": nation = commandTolk[0]; nationBuilder.IssueWar(nation); break; } } string finalResult = nationBuilder.GetWarsRecord(); Console.WriteLine(finalResult); }
public static void Main(string[] args) { string command = Console.ReadLine(); NationsBuilder nations = new NationsBuilder(); while (command != "Quit") { string[] info = command.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); if (info[0] == "Bender") { List <string> listArgs = new List <string>(); for (int i = 1; i < info.Length; i++) { listArgs.Add(info[i]); } nations.AssignBender(listArgs); } else if (info[0] == "Monument") { List <string> monumentArgs = new List <string>(); for (int i = 1; i < info.Length; i++) { monumentArgs.Add(info[i]); } nations.AssignMonument(monumentArgs); } else if (info[0] == "Status") { nations.GetStatus(info[1]); } else if (info[0] == "War") { } command = Console.ReadLine(); } }
public static void Main() { NationsBuilder nationsBuilder = new NationsBuilder(); string input = Console.ReadLine(); while (true) { List <string> args = input.Split().ToList(); string command = args[0]; switch (command) { case "Bender": nationsBuilder.AssignBender(args); break; case "Monument": nationsBuilder.AssignMonument(args); break; case "Status": string nationType = args[1]; Console.WriteLine(nationsBuilder.GetStatus(nationType)); break; case "War": string nation = args[1]; nationsBuilder.IssueWar(nation); break; case "Quit": Console.WriteLine(nationsBuilder.GetWarsRecord()); return; } input = Console.ReadLine(); } }
static void Main(string[] args) { NationsBuilder nationsBuilder = new NationsBuilder(); var input = Console.ReadLine(); bool isQuit = false; while (isQuit == false) { var inputArguments = input .Split(' ') .ToList(); var command = inputArguments[0]; switch (command) { case "Bender": nationsBuilder.AssignBender(inputArguments.Skip(1).ToList()); break; case "Monument": nationsBuilder.AssignMonument(inputArguments.Skip(1).ToList()); break; case "Status": Console.WriteLine(nationsBuilder.GetStatus(inputArguments[1])); break; case "War": nationsBuilder.IssueWar(inputArguments[1]); break; case "Quit": isQuit = true; Console.WriteLine(nationsBuilder.GetWarsRecord()); break; } input = Console.ReadLine(); } }
public void Run() { var input = Console.ReadLine(); var nationBuilder = new NationsBuilder(); while (input != "Quit") { var tokens = input.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); var cmd = tokens[0]; switch (cmd) { case "Bender": nationBuilder.AssignBender(tokens); break; case "Monument": nationBuilder.AssignMonument(tokens); break; case "Status": var nationName = tokens[1]; var result = nationBuilder.GetStatus(nationName); Console.WriteLine(result); break; case "War": nationName = tokens[1]; nationBuilder.IssueWar(nationName); break; } input = Console.ReadLine(); } var warsString = nationBuilder.GetWarsRecord(); Console.WriteLine(warsString); }
public void Run() { var nb = new NationsBuilder(); var inProgress = true; while (inProgress) { var commandArgs = Console.ReadLine().Split(' ').ToList(); var currentCommand = commandArgs[0]; commandArgs.RemoveAt(0); switch (currentCommand) { case "Bender": nb.AssignBender(commandArgs); break; case "Monument": nb.AssignMonument(commandArgs); break; case "Status": var statusNation = commandArgs[0]; Console.WriteLine(nb.GetStatus(statusNation)); break; case "War": var warNation = commandArgs[0]; nb.IssueWar(warNation); break; case "Quit": Console.WriteLine(nb.GetWarsRecord()); inProgress = false; break; } } }
static void Main() { NationsBuilder nationBuilder = new NationsBuilder(); string input; while ((input = Console.ReadLine()) != "Quit") { List <string> commmandArgs = input.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList(); string command = commmandArgs[0]; switch (command) { case "Bender": nationBuilder.AssignBender(commmandArgs); break; case "Monument": nationBuilder.AssignMonument(commmandArgs); break; case "Status": string status = commmandArgs[1]; Console.WriteLine(nationBuilder.GetStatus(status)); break; case "War": string nation = commmandArgs[1]; nationBuilder.IssueWar(nation); break; default: Console.WriteLine("No such command"); break; } } Console.WriteLine(nationBuilder.GetWarsRecord()); }