public static Tuple <Move1000, StateGame1000> GetIqState(StateGame1000 game) { RelatingIq <StateGame1000, Move1000, int> iq = new RelatingIq <StateGame1000, Move1000, int>(30); var zw = iq.Run(game); return(zw); }
private void BindConclusionWitchState(StateGame1000 state) { for (int i = 0; i < state.cardOnTable.Length; i++) { PlayerConclusion[i].UserCards = state.cards[i]; } }
public StateGame1000 GetStates() { StateGame1000 state = new StateGame1000(PlayerConclusion.Count); BindConclusionWitchState(state); RandCards(); state.Player = GetUserWhoMove(); return(state); }
internal int ReatingState(StateGame1000 item2) => item2.ScorePlayer(playerIndex);
internal int RelateReating(StateGame1000 state) { return(state.RateStates(playerIndex)); }