示例#1
0
        public async Task EndTurnAsync()
        {
            _command.ManuelFinish = true; //now has to manually be done.
            //view model is responsible for filling out canendturn and alreadyreceivedbunco upon endturnasync.
            //_thisMod.CanEndTurn = false;
            //_thisMod.AlreadyReceivedBunco = false;
            _saveRoot !.PlayOrder !.WhoTurn = await _saveRoot.PlayerList.CalculateWhoTurnAsync();

            await _thisState.SaveSimpleSinglePlayerGameAsync(_saveRoot);

            await NewTurnAsync(); //i think
        }
示例#2
0
        public async Task NewGameAsync()
        {
            if (await _thisSave.CanOpenSavedSinglePlayerGameAsync() == false)
            {
                _games.SpaceList.ClearBoard();
                PreviousOpen = new Vector(3, 3);
                CustomBasicList <int> thisList = _rs.GenerateRandomList(8);
                _games.SpaceList.PopulateBoard(thisList);
            }
            else
            {
                _games = await _thisSave.RetrieveSinglePlayerGameAsync <XPuzzleSaveInfo>(); //hopefully this is not iffy.

                MainContainer !.ReplaceObject(_games);
            }
            await _aggregator.SendLoadAsync();

            await _thisSave.SaveSimpleSinglePlayerGameAsync(_games);
        }
示例#3
0
        public async Task SaveGameAsync()
        {
            SaveRoot.MainPileData = await _thisMod !.MainPiles1 !.GetSavedPilesAsync();
            SaveRoot.WasteData    = await _thisMod.WastePiles1 !.GetSavedGameAsync();
            SaveRoot.Discard      = _thisMod.MainDiscardPile !.GetSavedPile();
            SaveRoot.IntDeckList  = _thisMod.DeckPile !.GetCardIntegers();
            await FinishSaveAsync();                                    //this means the ones i previously could not save i now can.  has to look at the vb code possibly though in those cases.

            await _thisState.SaveSimpleSinglePlayerGameAsync(SaveRoot); //i think
        }
        public async Task SaveStateAsync()
        {
            if (_isBusy)
            {
                return;
            }
            _isBusy            = true;
            _saveRoot.DeckList = DeckPile !.GetCardIntegers();
            await _thisState.SaveSimpleSinglePlayerGameAsync(_saveRoot); //i think

            _isBusy = false;
        }
        public async Task SaveStateAsync()
        {
            if (_isBusy)
            {
                return;
            }
            _isBusy            = true;
            SaveRoot.DeckList  = DeckPile !.GetCardIntegers();
            SaveRoot.MainPiles = _model !.Main1.PileList !.ToCustomBasicList();
            SaveRoot.WasteData = _model.Waste1.PileList !.ToCustomBasicList();
            await _thisState.SaveSimpleSinglePlayerGameAsync(SaveRoot); //i think

            _isBusy = false;
        }
        public async Task RollAsync()
        {
            await _mainGame.RollDiceAsync();

            int score = _mainGame.ScoreRoll();

            if (score == 0)
            {
                CanEndTurn = true; //could be iffy.
                return;
            }
            _mainGame.UpdateScores(score);
            _saveroot !.HasRolled = true;
            await _state.SaveSimpleSinglePlayerGameAsync(_saveroot); //needs to save.  this could have been a serious bug.
        }
 public async Task HightlightSpaceAsync(GameSpace thisSpace)
 {
     SelectUnSelectSpace(thisSpace);
     PreviousPiece = thisSpace.Vector;
     await _thisState.SaveSimpleSinglePlayerGameAsync(_saveRoot);
 }