/*//OLD METHOD * public DTO.MonopolyEngine.GameState Brent(DTO.Player me) * { * DTO.MonopolyEngine.GameState tmp = NewGame.publicState; * * DTO.MonopolyEngine.StateToClient state = new DTO.MonopolyEngine.StateToClient(); * return null;//NewGame.publicState; * }*/ //NEW METHOD TOMPEETERS 10/12/2013 DTO.MonopolyEngine.StateToClient IService1.GetState(DTO.Player me) { DTO.MonopolyEngine.GameState tmp = NewGame.publicState; DTO.MonopolyEngine.StateToClient state = new DTO.MonopolyEngine.StateToClient(); // state.ActivePlayer = tmp.ActivePlayer; state.ActiveTileName = tmp.ActiveTileName; state.CurrentPhase = tmp.CurrentPhase; state.DieCast = tmp.DieCast; state.EnableBuy = tmp.EnableBuy; state.lastDieRoll = tmp.lastDieRoll; state.PlayerTradeRequested = tmp.PlayerTradeRequested; state.PropertyTradeDirection = tmp.PropertyTradeDirection; state.PropertyTradeRequested = tmp.PropertyTradeRequested; state.TurnNumber = tmp.TurnNumber; state.Log = tmp.Notificationlog; state.Ownership = tmp.Ownership; state.IsBought = tmp.IsBought; //state.PlayerList = tmp.PlayerList; state.ActivePlayer = new DTO.MonopolyEngine.GamePlayerToClient(); foreach (var p in tmp.PlayerList) { if (p.MyPlayer.PlayerId == me.PlayerId) { state.ActivePlayer.MyName = p.MyPlayer.PlayerName; state.ActivePlayer.Cash = p.Cash; state.ActivePlayer.HasEscapePrisonCh = p.HasEscapePrisonCh; state.ActivePlayer.HasEscapePrisonCo = p.HasEscapePrisonCo; state.ActivePlayer.IsActive = p.IsActive; state.ActivePlayer.IsPlaying = p.IsPlaying; state.ActivePlayer.IsPrison = p.IsPrison; state.ActivePlayer.Location = p.Location; state.ActivePlayer.PrisonTime = p.PrisonTime; state.OwnedProps = new List <DTO.MonopolyEngine.PropertyToClient>(); foreach (var item in p.PlayerProperty) { state.OwnedProps.Add(new DTO.MonopolyEngine.PropertyToClient() { HouseLevel = item.HouseLevel, ID = item.ID, Morguage = item.Morguage, SetLevel = item.SetLevel }); } } } return(state);//NewGame.publicState; }
/*//OLD METHOD * public DTO.MonopolyEngine.GameState Brent(DTO.Player me) * { * DTO.MonopolyEngine.GameState tmp = NewGame.publicState; * * DTO.MonopolyEngine.StateToClient state = new DTO.MonopolyEngine.StateToClient(); * return null;//NewGame.publicState; * }*/ //NEW METHOD TOMPEETERS 10/12/2013 DTO.MonopolyEngine.StateToClient IService1.GetState(DTO.Player me) { DTO.MonopolyEngine.GameState tmp = NewGame.publicState; DTO.MonopolyEngine.StateToClient state = new DTO.MonopolyEngine.StateToClient(); // state.ActivePlayer = tmp.ActivePlayer; state.ActiveTileName = tmp.ActiveTileName; state.CurrentPhase = tmp.CurrentPhase; state.DieCast = tmp.DieCast; state.EnableBuy = tmp.EnableBuy; state.lastDieRoll = tmp.lastDieRoll; state.PlayerTradeRequested = tmp.PlayerTradeRequested; state.PropertyTradeDirection = tmp.PropertyTradeDirection; state.PropertyTradeRequested = tmp.PropertyTradeRequested; state.TurnNumber = tmp.TurnNumber; state.Log = tmp.Notificationlog;