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ViewManager.cs
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ViewManager.cs
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using System;
namespace SeaBattle
{
interface IDraw
{
void PrintUserBoard();
void PrintComputerBoard();
void PrintUserShootingBoard();
}
interface IGameActions<T>
{
void UserInput(T keyInfo);
bool WinnerExist();
void Restart();
void ResetComputerPlayer();
}
public class ViewManager : IDraw, IGameActions<ConsoleKeyInfo> //make public for UnitTests
{
private static int _paddingLeft = BoardFactory.GetCells();
private static int _paddingTop = BoardFactory.GetCells() / 2;
private static string _curLeftUP = "╔",
_curRigthUP = "╗",
_curLeftDown = "╚",
_curRigthDown = "╝";
static GameController _game = new GameController();
public void Restart()
{
_paddingLeft = BoardFactory.GetCells();
_paddingTop = BoardFactory.GetCells() / 2;
_game.InitNewGame();
}
public void ResetComputerPlayer()
{
_game.ResetComputerPlayer();
}
public void PrintUserBoard()
{
PrintBorder(_game.UserShipBoard, BoardFactory.GetCells() * 2);
}
public void PrintComputerBoard()
{
PrintBorder(_game.ComputerShipBoard, BoardFactory.GetCells() * 4);
}
public void PrintUserShootingBoard()
{
PrintBorder(_game.UserShootingBoard);
SetPosCustumCursor();
}
/// <summary>
/// Print board on console
/// </summary>
/// <param name="board">board which need print</param>
/// <param name="padding">padding from left edge console</param>
private void PrintBorder(Board board, int padding = 0)
{
Console.ForegroundColor = ConsoleColor.White;
for (int i = 0; i < BoardFactory.GetCells(); i++)
{
Console.SetCursorPosition(padding, i);
for (int j = 0; j < BoardFactory.GetCells(); j++)
{
string cell_Symbol = GetSymbolByCellType(board[i, j].Type);
Console.Write(cell_Symbol);
Console.ForegroundColor = ConsoleColor.White;
}
Console.WriteLine();
}
}
public void UserInput(ConsoleKeyInfo keyInfo)
{
switch (keyInfo.Key)
{
case ConsoleKey.LeftArrow:
MoveCursor(Movement.Left);
break;
case ConsoleKey.RightArrow:
MoveCursor(Movement.Rigth);
break;
case ConsoleKey.UpArrow:
MoveCursor(Movement.Up);
break;
case ConsoleKey.DownArrow:
MoveCursor(Movement.Down);
break;
case ConsoleKey.Spacebar:
_game.UserShot(_paddingTop, _paddingLeft / 2);
break;
default:
break;
}
}
public bool WinnerExist()
{
string nameWinner = _game.CheckOnWinner();
if (nameWinner != "")
{
Console.SetCursorPosition(Settings.boardSize, Settings.boardSize + 2);
Console.Write(nameWinner + " WON THE GAME! ");
return true;
}
return false;
}
/// <summary>
/// Print on console how many ships left to kill computer and player
/// </summary>
/// <param name="who"></param>
public static void ViewCountShipsLeft(string who)
{
int countShipAlive = 0;
int fourDeck = 0, threeDeck = 0, twoDeck = 0, oneDeck = 0;
if (_game.UserShipBoard != null && _game.ComputerShipBoard != null)
{
switch (who)
{
case "User":
_game.SetCountShipsLeft(_game.ComputerShipBoard, out countShipAlive, out fourDeck, out threeDeck, out twoDeck, out oneDeck);
break;
case "Computer":
_game.SetCountShipsLeft(_game.UserShipBoard, out countShipAlive, out fourDeck, out threeDeck, out twoDeck, out oneDeck);
break;
}
}
Console.WriteLine();
Console.WriteLine(" " + who + " must kill " + countShipAlive + " ships." +
"\n FourDeck: " + fourDeck +
"\n ThreeDeck: " + threeDeck +
"\n TwoDeck: " + twoDeck +
"\n oneDeck: " + oneDeck);
Console.WriteLine();
}
private string GetSymbolByCellType(TypeCell type)
{
string res = "";
switch (type)
{
case TypeCell.BorderLeftUp:
Console.ForegroundColor = ConsoleColor.White;
res = "╔";
break;
case TypeCell.BorderRigthUp:
Console.ForegroundColor = ConsoleColor.White;
res = "╗";
break;
case TypeCell.BorderMidVert:
Console.ForegroundColor = ConsoleColor.White;
res = "║";
break;
case TypeCell.BorderMidHor:
Console.ForegroundColor = ConsoleColor.White;
res = "══";
break;
case TypeCell.BorderLeftDown:
Console.ForegroundColor = ConsoleColor.White;
res = "╚";
break;
case TypeCell.BorderRigthDown:
Console.ForegroundColor = ConsoleColor.White;
res = "╝";
break;
case TypeCell.MuffShot:
Console.ForegroundColor = ConsoleColor.White;
res = "░░";
break;
case TypeCell.HiddenShip:
Console.ForegroundColor = ConsoleColor.Cyan;
res = "██";
break;
case TypeCell.DamagetShip:
Console.ForegroundColor = ConsoleColor.Magenta;
res = "▓▓";
break;
case TypeCell.KilledShip:
Console.ForegroundColor = ConsoleColor.Red;
res = "██";
break;
default:
Console.ForegroundColor = ConsoleColor.Blue;
res = " ~";
break;
}
return res;
}
private void MoveCursor(Movement move)
{
ClearCurrentCursor();
switch (move)
{
case Movement.Left:
if (!(_paddingLeft - 2 < 1))
_paddingLeft -= 2;
break;
case Movement.Rigth:
if (!(_paddingLeft + 2 >= BoardFactory.GetCells() * 2 - 2))
_paddingLeft += 2;
break;
case Movement.Up:
if (!(_paddingTop - 1 < 1))
_paddingTop -= 1;
break;
case Movement.Down:
if (!(_paddingTop + 1 >= BoardFactory.GetCells() - 1))
_paddingTop += 1;
break;
}
SetPosCustumCursor();
}
private void ClearCurrentCursor()
{
string symb = GetSymbolByCellType(_game.UserShootingBoard[_paddingTop - 1, _paddingLeft / 2 - 1].Type);
//clearLeftUpCursor
WriteAt(symb, _paddingLeft >= 3 ? _paddingLeft - 3 : _paddingLeft - 2, _paddingTop - 1);
symb = GetSymbolByCellType(_game.UserShootingBoard[_paddingTop - 1, _paddingLeft / 2 + 1].Type);
//clearRigthUpCursor
WriteAt(symb, _paddingLeft + 1, _paddingTop - 1);
symb = GetSymbolByCellType(_game.UserShootingBoard[_paddingTop + 1, _paddingLeft / 2 - 1].Type);
//clearLeftDownCursor
WriteAt(symb, _paddingLeft >= 3 ? _paddingLeft - 3 : _paddingLeft - 2, _paddingTop + 1);
symb = GetSymbolByCellType(_game.UserShootingBoard[_paddingTop + 1, _paddingLeft / 2 + 1].Type);
//clearRigthDownCursor
WriteAt(symb, _paddingLeft + 1, _paddingTop + 1);
symb = GetSymbolByCellType(_game.UserShootingBoard[_paddingTop, _paddingLeft / 2].Type);
//clearCenterCursor
WriteAt(symb, _paddingLeft -1, _paddingTop);
Console.ForegroundColor = ConsoleColor.White;
Console.SetCursorPosition(_paddingLeft, _paddingTop);
}
private void SetPosCustumCursor()
{
WriteAt(_curLeftUP, _paddingLeft - 2, _paddingTop - 1);
WriteAt(_curRigthUP, _paddingLeft + 1, _paddingTop - 1);
WriteAt(_curLeftDown, _paddingLeft - 2, _paddingTop + 1);
WriteAt(_curRigthDown, _paddingLeft + 1, _paddingTop + 1);
Console.SetCursorPosition(_paddingLeft, _paddingTop);
}
private void WriteAt(string symb, int row, int col)
{
Console.SetCursorPosition(row, col);
Console.Write(symb);
}
public static bool Serialize(TypeSerialization type)
{
if (_game.UserShipBoard != null && _game.UserShootingBoard != null)
{
switch (type)
{
case TypeSerialization.Xml:
_game.XmlSerialize();
break;
case TypeSerialization.JSON:
_game.JsonSerialize();
break;
case TypeSerialization.Binary:
_game.BinarySerialize();
break;
}
return true;
}
return false;
}
public static void Deserialize(TypeSerialization type)
{
try
{
switch (type)
{
case TypeSerialization.Xml:
_game.XmlDeserialize();
break;
case TypeSerialization.JSON:
_game.JsonDeserialize();
break;
case TypeSerialization.Binary:
_game.BinaryDeserialize();
break;
}
}
catch {
Console.Clear();
throw new SeaBattleException("No data to start a saved application.");
}
}
}
}