protected override async Task ComputerTurnAsync() { if (SaveRoot !.GameStatus == EnumStatusList.NeedRoll) { await _roller.RollDiceAsync(); return; } var thisList = ComputerAI.NumberList(_gameBoard); if (thisList.Count == 0) { if (BasicData !.MultiPlayer == true) { await Network !.SendEndTurnAsync(); } await EndTurnAsync(); return; } await thisList.ForEachAsync(async thisItem => { await MakeMoveAsync(thisItem); }); }
protected override async Task ComputerTurnAsync() { if (Test !.NoAnimations == false) { await Delay !.DelayMilli(300); } await _roller.RollDiceAsync(); }
public async Task RollDiceAsync() { await _roller.RollDiceAsync(); //hopefully this simple. }