/// <summary> /// Create a new instance of class /// </summary> /// <param name="name">name of player</param> /// <param name="pawn">pwan of player</param> public Player(string name, Pawn pawn, TypeOfPlayer type) { NextID += 1; this.Id = NextID; this.Name = name; this.Pawn = pawn; this.Position = 0; this.Status = StatusOfPlayer.WAITING; this.InJail = false; this.HasLost = false; this.IsWinner = false; this.PlayerType = type; this.ListOfProperties = new ObservableCollection <Property>(); this.ListOfCards = new ObservableCollection <Card>(); this.Amount = null; this.NbTurnInJail = 0; }
private static TypeOfPlayer CheckEndGame(IPlayerActions[] players, int turn) { if (turn >= 999) { TypeOfPlayer winnerType = players[0].GetTypeOfPlayer(); for (int i = 1; i < players.Length; i++) { if (players[i].GetCoins() > players[i - 1].GetCoins()) { winnerType = players[i].GetTypeOfPlayer(); } } return(winnerType); } else { players = players.Where(val => !val.GetGameOverStatus()).ToArray(); if (players.Length == 1) { return(players[0].GetTypeOfPlayer()); } } return(TypeOfPlayer.None); }
public Pitcher(string name, TypeOfPlayer typeOfPlayer, TypeOfPitcher typeOfPitcher) : base(name, typeOfPlayer) { pitcherType = typeOfPitcher; }
public Player(string name, TypeOfPlayer typeOfPlayer) { playerName = name; }
public Player(string name, Color color, TypeOfPlayer playerType) { this._name = name; this._color = color; this._playerType = playerType; }
public IPlayer ExecuteCreation(TypeOfPlayer typeOfPlayer, string name, List <Piece> pieces) => _factories[typeOfPlayer].Create(name, pieces);