Esempio n. 1
0
        public void Apply(SubmitMovesCommand command)
        {
            if (!ActiveMatch)
            {
                ApplyDomainEvent(new MoveSubmittedToInactiveMatchEvent(Id));
            }
            else if (ActiveTurnMoves.Any(m => m.Player == command.Player))
            {
                ApplyDomainEvent(new PlayerDoubleSubmittedMoveEvent(Id, command.Player));
            }
            else
            {
                foreach (var move in command.Deployments)
                {
                    ApplyDomainEvent(new MoveSubmittedEvent(Id, CurrentTurn, command.Player, move.Type));
                }

                foreach (var move in command.Attacks)
                {
                    MakeAllPlayerUnitsOfTypeAttackTargetType(command, move);
                }

                ApplyDomainEvent(new AllPlayerMovesSubmittedForTurnEvent(Id, command.Player, CurrentTurn));
            }
        }
Esempio n. 2
0
        private void MakeAllPlayerUnitsOfTypeAttackTargetType(SubmitMovesCommand command, Attack move)
        {
            var numberOfAttacksAllowed      = Units.Count(m => m.Value.OwnedByPlayer == command.Player && m.Value.Type == move.Source);
            var numberOfOpposingPlayerUnits = Units.Count(m => m.Value.OwnedByPlayer != command.Player && m.Value.Type == move.Target);

            if (numberOfOpposingPlayerUnits > 0)
            {
                for (var i = 0; i < numberOfAttacksAllowed; i++)
                {
                    ApplyDomainEvent(new MoveSubmittedEvent(Id, CurrentTurn, command.Player, move.Source, move.Target));
                }
            }
        }
Esempio n. 3
0
        static void Main(string[] args)
        {
            var container  = BuildContainer();
            var commandBus = container.GetService <CommandDelegator>();
            var queryBus   = container.GetService <IQueryAsyncDispatcher>();

            System.Console.WriteLine("Game initialized...");

            var matchId = Guid.NewGuid();
            var newGame = new StartNewGameCommand(matchId);

            commandBus.SendAsync(newGame).Wait();

            System.Console.WriteLine("New game started...");
            var activeMatch = queryBus.DispatchAsync <QueryActiveMatch, MatchReadModel>(new QueryActiveMatch()).Result;

            System.Console.WriteLine($"The active match is: {activeMatch.Id}");

            var p1move = new SubmitMovesCommand()
            {
                Player  = "player1",
                Match   = matchId,
                Attacks = new List <Attack>()
                {
                    new Attack()
                    {
                        Source = UnitType.PlaneBomber, Target = UnitType.TankHeavy
                    },
                    new Attack()
                    {
                        Source = UnitType.PlaneFighter, Target = UnitType.PlaneFighter
                    },
                    new Attack()
                    {
                        Source = UnitType.TankLight, Target = UnitType.Infantry
                    },
                    new Attack()
                    {
                        Source = UnitType.TankHeavy, Target = UnitType.TankHeavy
                    },
                    new Attack()
                    {
                        Source = UnitType.Infantry, Target = UnitType.TankHeavy
                    }
                },
                Deployments = new List <Deploy>
                {
                    new Deploy()
                    {
                        Type = UnitType.TankHeavy
                    },
                    new Deploy()
                    {
                        Type = UnitType.PlaneBomber
                    }
                }
            };

            var p2move = new SubmitMovesCommand()
            {
                Player  = "player2",
                Match   = matchId,
                Attacks = new List <Attack>()
                {
                    new Attack()
                    {
                        Source = UnitType.PlaneBomber, Target = UnitType.PlaneBomber
                    },
                    new Attack()
                    {
                        Source = UnitType.PlaneFighter, Target = UnitType.PlaneBomber
                    },
                    new Attack()
                    {
                        Source = UnitType.TankLight, Target = UnitType.TankLight
                    },
                    new Attack()
                    {
                        Source = UnitType.TankHeavy, Target = UnitType.TankLight
                    },
                    new Attack()
                    {
                        Source = UnitType.Infantry, Target = UnitType.TankHeavy
                    }
                },
                Deployments = new List <Deploy>
                {
                    new Deploy()
                    {
                        Type = UnitType.TankLight
                    },
                    new Deploy()
                    {
                        Type = UnitType.Infantry
                    },
                    new Deploy()
                    {
                        Type = UnitType.Infantry
                    }
                }
            };

            commandBus.SendAsync(p1move).Wait();
            commandBus.SendAsync(p2move).Wait();

            activeMatch = queryBus.DispatchAsync <QueryActiveMatch, MatchReadModel>(new QueryActiveMatch()).Result;
            System.Console.WriteLine($"The active match is: {activeMatch.Id}");

            System.Console.WriteLine("Game Finished. Press any key to exit..");
            System.Console.Read();
        }