public override Task FinishGetSavedAsync() { _model !.MainSets !.ClearBoard(); LoadControls(); int x = SaveRoot !.SetList.Count; //the first time, actually load manually. x.Times(items => { DummySet thisSet = new DummySet(_command); _model.MainSets.CreateNewSet(thisSet); }); PlayerList !.ForEach(thisPlayer => { if (thisPlayer.AdditionalCards.Count > 0) { thisPlayer.MainHandList.AddRange(thisPlayer.AdditionalCards); //later sorts anyways. thisPlayer.AdditionalCards.Clear(); //i think. } }); SingleInfo = PlayerList.GetSelf(); //hopefully won't cause problems. SortCards(); //has to be this way this time. _model.MainSets.LoadSets(SaveRoot.SetList); SaveRoot.LoadMod(_model); return(base.FinishGetSavedAsync()); }
public override Task FinishGetSavedAsync() { LoadControls(); SaveRoot.LoadMod(_model); //anything else needed is here. return(base.FinishGetSavedAsync()); }
private void HookMod() { SaveRoot.LoadMod(_model); if (SaveRoot.DidDraw) { _model.CardDetails = SaveRoot.CurrentCard !.Details; } }
public ClockSolitaireMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IGamePackageResolver container ) { _thisState = thisState; Aggregator = aggregator; SaveRoot = container.ReplaceObject <ClockSolitaireSaveInfo>(); //can't create new one. because if doing that, then anything that needs it won't have it. SaveRoot.LoadMod(aggregator); }
public override Task FinishGetSavedAsync() { LoadControls(); AfterRestoreDice(); BoardGameSaved(); //i think. SaveRoot.LoadMod(_model); //we usually need this. _gameBoard.LoadSavedGame(); //anything else needed is here. return(Task.CompletedTask); }
private void LoadControls() { if (IsLoaded == true) { return; } LoadMod(); SaveRoot.LoadMod(_model); IsLoaded = true; //i think needs to be here. }
public override Task FinishGetSavedAsync() { LoadControls(); BoardGameSaved(); //i think. SaveRoot.LoadMod(_model); if (PlayerList.DidChooseColors() && SaveRoot.GameStatus != EnumWhatStatus.NeedChooseGender) { //if choosing gender, rethink. _gameBoard.LoadSavedGame(); PlayerList !.ForEach(thisPlayer => { var thisList = thisPlayer.Hand.ToRegularDeckDict(); thisPlayer.Hand.Clear(); thisList.ForEach(tempCard => { if (tempCard.Deck <= 9) { thisPlayer.Hand.Add(CardsModule.GetCareerCard(tempCard.Deck)); } else if (tempCard.Deck <= 18) { thisPlayer.Hand.Add(CardsModule.GetHouseCard(tempCard.Deck)); } else if (tempCard.Deck <= 27) { thisPlayer.Hand.Add(CardsModule.GetSalaryCard(tempCard.Deck)); } else if (tempCard.Deck <= 36) { thisPlayer.Hand.Add(CardsModule.GetStockCard(tempCard.Deck)); } else { throw new BasicBlankException("Must be between 1 and 36"); } }); }); if (SaveRoot.ChangePosition > 0) { _gameContainer.SpinnerPosition = SaveRoot.ChangePosition; _gameContainer.SpinnerRepaint(); } if (SaveRoot.GameStatus == EnumWhatStatus.NeedToEndTurn) { SingleInfo = PlayerList.GetWhoPlayer(); if (SingleInfo.Position > 0 && SingleInfo.LastMove == EnumFinal.None) { _model.GameDetails = _boardProcesses.GetSpaceDetails(SingleInfo.Position); } } } //anything else needed is here. return(Task.CompletedTask); }
public override Task FinishGetSavedAsync() { if (SaveRoot !.GameStatus != EnumStatusType.Beginning) { throw new BasicBlankException("No autoresume. Therefore, had to be beginning"); } LoadControls(); SaveRoot.LoadMod(_model); //anything else needed is here. return(base.FinishGetSavedAsync()); }
public override Task FinishGetSavedAsync() { LoadControls(); AfterRestoreDice(); BoardGameSaved(); //i think. _model.Cup !.ShowDiceListAlways = true; _model.Cup.Visible = true; _model.Cup.CanShowDice = true; SaveRoot.LoadMod(_model); //we usually need this. //anything else needed is here. return(Task.CompletedTask); }
public override async Task SetUpGameAsync(bool isBeginning) { LoadControls(); if (FinishUpAsync == null) { throw new BasicBlankException("The loader never set the finish up code. Rethink"); } SaveRoot !.ImmediatelyStartTurn = true; //most of the time, needs to immediately start turn. if i am wrong, rethink. SaveRoot.LoadMod(_model); //hopefully the erasing of colors is already handled. await FinishUpAsync(isBeginning); }
public override Task FinishGetSavedAsync() { LoadControls(); AfterRestoreDice(); _gameBoard.LoadSavedGame(); BoardGameSaved(); //i think. SaveRoot.LoadMod(_model); //we usually need this. //can't send turn because view model not created yet at this point. _model.Cup !.CanShowDice = SaveRoot.DiceNumber > 0; //anything else needed is here. return(Task.CompletedTask); }
//maybe no need anymore for the populatesaveroot because i am using same address. private void LoadGame() { LoadMod(); PlayerList.ForEach(player => { if (player.RowList.Count == 0) { _scoreContainer.RowList = player.RowList.ToCustomBasicList(); //try this way. hopefully will allow cloning back later. _scoreLogic.LoadBoard(); player.RowList = _scoreContainer.RowList.ToCustomBasicList(); } }); SaveRoot.LoadMod(_model); }
public override async Task OpenSavedGameAsync() { DeckList.OrderedObjects(); //i think SaveRoot = await _thisState.RetrieveSinglePlayerGameAsync <ClockSolitaireSaveInfo>(); if (SaveRoot.DeckList.Count > 0) { var newList = SaveRoot.DeckList.GetNewObjectListFromDeckList(DeckList); DeckPile !.OriginalList(newList); //not sure if we need this or not (?) //DeckPile.Visible = true; } _clock1 !.LoadSavedClocks(SaveRoot.SavedClocks); SaveRoot.LoadMod(Aggregator); }
protected override Task LastPartOfSetUpBeforeBindingsAsync() //try here instead. { var tempCard = _model !.Pile1 !.GetCardInfo(); SaveRoot !.CurrentNumber = tempCard.Value; if (tempCard.DisplaySuit == EnumSuitList.None) { SaveRoot.CurrentSuit = tempCard.Suit; } else { SaveRoot.CurrentSuit = tempCard.DisplaySuit; } SaveRoot.CurrentCard = tempCard.Deck; //i think SaveRoot.LoadMod(_model); return(Task.CompletedTask); }
protected override Task StartSetUpAsync(bool isBeginning) { LoadControls(); _model.Beginnings1.ObjectList.Clear(); //try this way. _model.GolfHand1.ObjectList.Clear(); //try this too. PlayerList !.ForEach(thisPlayer => { thisPlayer.FinishedChoosing = false; thisPlayer.Knocked = false; thisPlayer.FirstChanged = false; thisPlayer.SecondChanged = false; }); SaveRoot !.Round++; //i think. SaveRoot.GameStatus = EnumStatusType.Beginning; //i think. SaveRoot.LoadMod(_model); //just in case return(base.StartSetUpAsync(isBeginning)); }
public override Task FinishGetSavedAsync() { LoadControls(); AfterRestoreDice(); BoardGameSaved(); //i think. if (SaveRoot.GameStatus == EnumGameStatusList.RollDice) { _model.Cup !.CanShowDice = false; } else { _model.Cup !.CanShowDice = true; } SaveRoot.LoadMod(_model); //we usually need this. //anything else needed is here. return(Task.CompletedTask); }
protected void LoadMod() { SaveRoot.LoadMod(_model); //hopefully this simple (?) }