private bool ValidateSpace(Game game, PlayerLocation location) { var state = (GameActionState)Enum.Parse(typeof(GameActionState), location.ToString()); var action = new GameAction { State = state, Location = game.CurrentTurn.CurrentAction.Location }; var invoker = new ActionContextInvoker(game); return(invoker.IsValidTransition(action)); }
public SalesOfficeViewModel(string userName, Game game) { IsActivePlayer = FormHelper.IsActivePlayer(userName, game); var actionManager = new ActionContextInvoker(game); DrawIsValidActionState = actionManager.IsValidTransition(GameActionState.ContractDraw); DraftIsValidActionState = actionManager.IsValidTransition(GameActionState.ContractDraft); Game = game; DrawState = GameActionState.ContractDraw; AllContracts = game.GetContractDecks(); DrawCount = AllContracts[GameContractLocation.DrawDeck].Count; SetDraftContractModels(AllContracts); }
public ActionResult TakeGameAction(int id, GameActionState gameAction, string actionLocation = "") { using (var galleristContext = new GalleristComponentsDbContext()) { using (var identityContext = new ApplicationDbContext()) //may not need this anymore after adding the authorize helper { var gameResponse = GameManager.GetGame(id, galleristContext); var game = gameResponse.Game; //todo todo todo //make sure the player taking an action is the current player //compare current action to game state to make sure a valid action was taken (e.g. player can't move to board spot A from board spot A) [states..] //todo make getting user by username a method (is it one already?) var currentUser = identityContext.Users.FirstOrDefault(m => m.UserName == User.Identity.Name); //todo refactor some of this into a game logic module var player = game.Players.FirstOrDefault(p => p.UserId == currentUser.Id); if (player == null) { return(View("GameError")); } if (player.Id != game.CurrentPlayerId) { return(View("GameError")); } var actionInvoker = new ActionContextInvoker(game); if (!actionInvoker.DoAction(gameAction, actionLocation)) { return(Redirect("~/Game/Play/" + id)); } //check if it is one of the special cases where the action must be confirmed before allowing the next step to proceed (e.g. player must draw cards) //if yes take an intermediate step, still remains current player's turn //if no, continue doing logic things //determine order of bumped player's actions, can these happen at the end of current player's turn? //check player locations for action taken by current player to see if any players need to be "bumped" to another spot //somewhere in here we need to inject bumped player into turn order, we also need a way to specify that the current "turn" for a bumped player is not a full turn [bumped turn flag or something] //let said player take bumped turn if necessary //again do the updatey //need some signalr stuff so we can show the action to everyone when it is done (intermediate step or not) as well as update money, influence, board, etc. //update money, influence, board, etc. galleristContext.SaveChanges(); var nextPlayer = identityContext.Users.First(m => m.Id == game.CurrentPlayer.UserId); if (nextPlayer.AllowsEmails) { var gameUrl = Request.Url.GetLeftPart(UriPartial.Authority) + "/Game/Play/" + game.Id; var emailTitle = nextPlayer.UserName + ", it is your turn!"; var emailBody = "It is your turn in a game you are playing. You can take your turn by visiting The Gallerist Online" + " and viewing your active games or by clicking the following link: " + gameUrl; EmailManager.SendEmail(emailTitle, emailBody, new List <string> { nextPlayer.Email }); } PushHelper singleton = PushHelper.GetPushEngine(); singleton.RefreshGame(game.Players.Where(p => p.UserName != User.Identity.Name).Select(p => p.UserName).ToList()); return(Redirect("~/Game/Play/" + id)); } } }