KoogleV4/GameHandler/GameStateHandler.cs

123 lines
3.5 KiB
C#

using GameModel;
using GameModel.Contract;
using GameModel.Contracts;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace GameHandler
{
class GameStateHandlerItem<T>
{
internal Guid GameStateId;
internal bool Saved;
internal T Data;
public GameStateHandlerItem(Guid gameStateId, T data)
{
GameStateId = gameStateId;
Data = data;
}
}
public class GameStateHandler
{
private Guid _gameStateId;
private List<GameStateHandlerItem<GameState>> gameStates = new List<GameStateHandlerItem<GameState>>();
private List<GameStateHandlerItem<ExpenseModel>> expenseModels = new List<GameStateHandlerItem<ExpenseModel>>();
private List<GameStateHandlerItem<PlayerExpense>> memberExpenses = new List<GameStateHandlerItem<PlayerExpense>>();
private IGameRepository _gameRepository;
private IExpenseRepository _expenseRepository;
public GameStateHandler(IGameRepository gameRepository, IExpenseRepository expenseRepository)
{
_gameRepository = gameRepository;
_expenseRepository = expenseRepository;
}
public ExpenseModel ExpenseModel
{
get
{
var res = expenseModels.LastOrDefault();
if (res != null)
{
return res.Data;
}
return null;
}
}
public GameState GameState
{
get
{
var res = gameStates.LastOrDefault();
if (res != null)
{
return res.Data;
}
return null;
}
}
internal async Task Add(ExpenseModel expenseModel)
{
if (ExpenseModel != null)
{
if (!expenseModel.Equals(ExpenseModel))
{
expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel));
}
}
else
{
expenseModels.Add(new GameStateHandlerItem<ExpenseModel>(_gameStateId, expenseModel));
}
foreach(var memberExpense in expenseModel.MemberExpenses.Where(_ => !memberExpenses.Any(me => me.Data.Id.Equals(_.Id))))
{
var item = new GameStateHandlerItem<PlayerExpense>(_gameStateId, memberExpense with { GamestateId = _gameStateId });
memberExpenses.Add(item);
await Save(item);
}
}
private async Task Save(GameStateHandlerItem<PlayerExpense> item)
{
await _expenseRepository.Save(item.Data);
}
internal async Task Add(GameState newState)
{
if (!newState.Equals(GameState))
{
_gameStateId = Guid.NewGuid();
var item = new GameStateHandlerItem<GameState>(_gameStateId, newState with { Id = _gameStateId, Counter = gameStates.Count + 1 });
gameStates.Add(item);
await Save(item);
}
}
private async Task Save(GameStateHandlerItem<GameState> item)
{
await _gameRepository.Save(item.Data);
}
public void Undo()
{
}
internal async Task<Game> CreateNewGame()
{
return await _gameRepository.Create(null);
}
}
}