private void ResetOptions() { Options.ResetToDefault(); Settings.Default.GameOptions = Options; Settings.Default.Save(); OnPropertyChanged("Options"); }
public Server(IPlayerManager playerManager, ISpectatorManager spectatorManager, IPieceProvider pieceProvider, IActionQueue gameActionQueue) { if (playerManager == null) { throw new ArgumentNullException(nameof(playerManager)); } Options = new GameOptions(); Options.ResetToDefault(); _pieceProvider = pieceProvider; _pieceProvider.Occurancies = () => Options.PieceOccurancies; _playerManager = playerManager; _spectatorManager = spectatorManager; _gameActionQueue = gameActionQueue; _hosts = new List <IHost>(); Assembly entryAssembly = Assembly.GetEntryAssembly(); if (entryAssembly != null) { Version version = entryAssembly.GetName().Version; Version = new Versioning { Major = version.Major, Minor = version.Minor, }; }// else, we suppose SetVersion will be called later, before connecting _gameStatistics = new Dictionary <string, GameStatisticsByPlayer>(); _winList = new List <WinEntry>(); State = ServerStates.WaitingStartServer; }
public ServerOptionsViewModelDesignData() { Options = new GameOptions(); Options.ResetToDefault(); SpecialOccurancyChangedCommand = new RelayCommand(() => { }); PieceOccurancyChangedCommand = new RelayCommand(() => { }); }