public bool CreateNewGame(int byInPolicy, int numOfPlayers) { try { Collection <UserManagement.User> users = new Collection <UserManagement.User>(); UserManagement.User user = _user.AddNewUser("temp" + _userCreationIndex, "12344234"); UserManagement.User user2 = _user.AddNewUser("temp2" + _userCreationIndex, "12344234"); _userCreationIndex++; user.SetMoney(80); users.Add(user); if (numOfPlayers > 1) { users.Add(user2); } IGame client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, byInPolicy, 10, 2, 10, true, new GameLogic.Chip(10)); _game.ActivateGame(client); return(true); } catch (Exception e) { return(false); } }
public bool CreateNewGameFromInstance(GameClient game) { IGame client; Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, 0); U.Set_email(tmp.Email.Address); U.SetMoney(100); U.ChangePlayerState(PlayerState.Player); users.Add(U); } try { client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 2, 10, 2, 10, true, new GameLogic.Chip(10)); _game.ActivateGame(client); val = true; } catch (Exception) { val = false; } return(val); }
public bool JoinToGame(GameClient game, User user, State state) { GameLogic.Game_Client.GameClient client; UserManagement.User userToJoin = _user.GetUserFromUserList(user.UserName); Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val = false; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, 0); U.Set_email(tmp.Email.Address); U.ChangePlayerState(PlayerState.Player); U.SetMoney(100); users.Add(U); } client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 0, game.AmountOfPlayers, 4, game.AmountOfPlayers, true, new GameLogic.Chip(20)); int before = client.GetPlayers().Count; if (state == State.Player) { try { _game.JoinGameAsPlayer(userToJoin, client); if (client.GetPlayers().Count == before + 1) { val = true; } } catch (Exception) { return(false); } } else if (state == State.Spectator) { try { _game.JoinGameAsSpectator(userToJoin, client); val = true; } catch (Exception) { return(false); } } return(val); }
public bool LeaveActiveGame(GameClient game, User user) { GameLogic.Game_Client.GameClient client; UserManagement.User userToDelete = new UserManagement.User(user.UserName, user.Password, 0); Collection <UserManagement.User> users = new Collection <UserManagement.User>(); bool val; foreach (KeyValuePair <string, User> entry in game.Players) { User tmp = entry.Value; UserManagement.User U = new UserManagement.User(tmp.UserName, tmp.Password, _userId); U.Set_email(tmp.Email.Address); U.ChangePlayerState(PlayerState.Player); U.SetMoney(100); users.Add(U); _userId++; } client = new GameLogic.Game_Client.GameClient(users, GameType.Limit, 2, 10, 2, 10, true, new GameLogic.Chip(10)); _game.ActivateGame(client); try { if (_game.LeaveGame(userToDelete, client)) { val = true; } else { val = false; } } catch (Exception) { val = false; } return(val); }