Add project files.
This commit is contained in:
@ -0,0 +1,309 @@
|
||||
using Common.Library;
|
||||
using GreadyPoang.Core;
|
||||
using GreadyPoang.DataLayer;
|
||||
using GreadyPoang.EntityLayer;
|
||||
using GreadyPoang.Services;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace GreadyPoang.ViewModelLayer;
|
||||
|
||||
public class RoundRunningViewModel : ViewModelBase
|
||||
{
|
||||
|
||||
public event EventHandler RebuildRequested;
|
||||
|
||||
public RoundRunningViewModel() : base()
|
||||
{
|
||||
}
|
||||
|
||||
public RoundRunningViewModel(
|
||||
|
||||
IRepository<GameRound> roundsRepo,
|
||||
IRepository<GamePoint> pointsRepo,
|
||||
IMethodSharingService<Participant> sharingService,
|
||||
ICombinedRepository combined,
|
||||
IObjectMessageService objectMessage,
|
||||
ISplashService splashService,
|
||||
AppShellViewModel appShell
|
||||
) : base()
|
||||
{
|
||||
_roundsRepo = roundsRepo;
|
||||
_pointsRepo = pointsRepo;
|
||||
_sharingService = sharingService;
|
||||
_combined = combined;
|
||||
_objectMessage = objectMessage;
|
||||
_splashService = splashService;
|
||||
_appShell = appShell;
|
||||
_roundElements = new ObservableCollection<RoundBuilderElement>();
|
||||
_builderObject = new();
|
||||
_SplashShowing = false;
|
||||
|
||||
}
|
||||
|
||||
private bool _SplashShowing;
|
||||
|
||||
private readonly IRepository<GameRound>? _roundsRepo;
|
||||
private readonly IRepository<GamePoint> _pointsRepo;
|
||||
private readonly IMethodSharingService<Participant> _sharingService;
|
||||
private readonly ICombinedRepository _combined;
|
||||
private readonly IObjectMessageService _objectMessage;
|
||||
private readonly ISplashService _splashService;
|
||||
private readonly AppShellViewModel _appShell;
|
||||
private ObservableCollection<RoundBuilderGroup> _GameRoundList = new();
|
||||
private ObservableCollection<Participant> _ParticipantList = new();
|
||||
private ObservableCollection<RoundBuilderElement> _roundElements;
|
||||
private Collection<PlayerColumn> _playerColumns;
|
||||
private RoundBuilderElement _builderObject;
|
||||
|
||||
public void TriggerRebuild()
|
||||
{
|
||||
// Trigga eventet
|
||||
RebuildRequested?.Invoke(this, EventArgs.Empty);
|
||||
}
|
||||
|
||||
// Översta raden
|
||||
public ObservableCollection<RoundBuilderElement> RoundElements
|
||||
{
|
||||
get { return _roundElements; }
|
||||
set
|
||||
{
|
||||
_roundElements = value;
|
||||
RaisePropertyChanged(nameof(RoundElements));
|
||||
}
|
||||
}
|
||||
|
||||
// Nedersta strukturen
|
||||
public Collection<PlayerColumn> PlayerColumns
|
||||
{
|
||||
get { return _playerColumns; }
|
||||
set
|
||||
{
|
||||
_playerColumns = value;
|
||||
RaisePropertyChanged(nameof(PlayerColumns));
|
||||
}
|
||||
}
|
||||
|
||||
public RoundBuilderElement BuilderObject
|
||||
{
|
||||
get { return _builderObject; }
|
||||
set
|
||||
{
|
||||
_builderObject = value;
|
||||
RaisePropertyChanged(nameof(BuilderObject));
|
||||
}
|
||||
}
|
||||
|
||||
private bool _gobackVisible = true;
|
||||
|
||||
public bool GobackVisible
|
||||
{
|
||||
get { return _gobackVisible; }
|
||||
set
|
||||
{
|
||||
_gobackVisible = value;
|
||||
RaisePropertyChanged(nameof(GobackVisible));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public ObservableCollection<RoundBuilderElement> Get()
|
||||
{
|
||||
|
||||
//_overlay.ShowSplash("Laddar...", 30);
|
||||
|
||||
if (_objectMessage.CurrentGroup != null)
|
||||
{
|
||||
GobackVisible = _objectMessage.Delivered;
|
||||
_objectMessage.Delivered = false;
|
||||
//CurrentGroup är satt från RoundStarting ViewModel
|
||||
Debug.WriteLine($"Chosen round: {_objectMessage.CurrentGroup.GameRoundId}");
|
||||
if (RoundElements.Count > 0)
|
||||
{
|
||||
RoundElements.Clear();
|
||||
}
|
||||
foreach (var item in _objectMessage.CurrentGroup.Elements)
|
||||
{
|
||||
RoundElements.Add(item);
|
||||
}
|
||||
|
||||
// Räkna ut vem som är nästa spelare
|
||||
var nxt = nextPlayerElement();
|
||||
|
||||
// Aktuell spelare sätts som BuilderObject
|
||||
BuilderObject.ParticipantName = _objectMessage.CurrentGroup.Elements[nxt].ParticipantName;
|
||||
BuilderObject.GameRoundId = _objectMessage.CurrentGroup.GameRoundId;
|
||||
BuilderObject.ParticipantId = _objectMessage.CurrentGroup.Elements[nxt].ParticipantId;
|
||||
BuilderObject.Status = _objectMessage.CurrentGroup.Status;
|
||||
|
||||
// Alla poängposter från samtliga spelare i rundan samlas ihop och fördelas per deltagare
|
||||
var localElements = _combined.roundBuilderElementsTotalById(_objectMessage.CurrentGroup.GameRoundId);
|
||||
|
||||
FillupResultTable(localElements);
|
||||
foreach (var col in _playerColumns)
|
||||
{
|
||||
RoundElements.FirstOrDefault(e => e.ParticipantId == col.PlayerId).GameRegPoints = col.PlayerPoints;
|
||||
}
|
||||
TriggerRebuild();
|
||||
}
|
||||
return RoundElements;
|
||||
}
|
||||
|
||||
|
||||
public void StoreAndHandlePoints()
|
||||
{
|
||||
var game = _roundsRepo.Get(BuilderObject.GameRoundId).GetAwaiter().GetResult();
|
||||
var regNr = RoundElements.Count > 0 ? RoundElements.Max(e => e.GameRoundRegNr) + 1 : 1;
|
||||
|
||||
if (game.GameStatus == GamePointStatus.New)
|
||||
{
|
||||
game.GameStatus = GamePointStatus.InProgress;
|
||||
regNr = regNr == 0 ? 1 : regNr;
|
||||
_roundsRepo.Save(game);
|
||||
|
||||
}
|
||||
|
||||
BuilderObject.Status = game.GameStatus;
|
||||
var points = BuilderObject.GameRegPoints;
|
||||
var newPoint = new GamePoint
|
||||
{
|
||||
ParticipantId = BuilderObject.ParticipantId,
|
||||
GameRoundId = BuilderObject.GameRoundId,
|
||||
GameDate = DateTime.Now,
|
||||
GameRoundRegNr = regNr,
|
||||
GameRegPoints = points
|
||||
};
|
||||
var pointId = _pointsRepo?.Save(newPoint).GetAwaiter().GetResult();
|
||||
|
||||
// Uppdatera listan med element
|
||||
var tmpElements = _combined.roundBuilderElementsDbById(BuilderObject.GameRoundId);
|
||||
RoundElements.Clear();
|
||||
foreach (var item in tmpElements)
|
||||
{
|
||||
item.Status = GamePointStatus.InProgress;
|
||||
RoundElements.Add(item);
|
||||
}
|
||||
|
||||
// Uppdatera spelaren som skall spela nästa
|
||||
var nxt = nextPlayerElement();
|
||||
BuilderObject.GameRegPoints = 0;
|
||||
BuilderObject.ParticipantName = RoundElements[nxt].ParticipantName;
|
||||
BuilderObject.ParticipantId = RoundElements[nxt].ParticipantId;
|
||||
BuilderObject.GameRoundId = RoundElements[0].GameRoundId;
|
||||
|
||||
var localElements = _combined.roundBuilderElementsTotalById(BuilderObject.GameRoundId);
|
||||
FillupResultTable(localElements);
|
||||
foreach (var col in _playerColumns)
|
||||
{
|
||||
RoundElements.FirstOrDefault(e => e.ParticipantId == col.PlayerId).GameRegPoints = col.PlayerPoints;
|
||||
}
|
||||
TriggerRebuild();
|
||||
}
|
||||
|
||||
private int nextPlayerElement()
|
||||
{
|
||||
for (int i = 0; i < RoundElements.Count; i++)
|
||||
{
|
||||
if (RoundElements[i].GameRoundRegNr == -1 ||
|
||||
(i > 0 && (RoundElements[i - 1].GameRoundRegNr > RoundElements[i].GameRoundRegNr)) ||
|
||||
(i == 0 && RoundElements[i].GameRoundRegNr < RoundElements[RoundElements.Count - 1].GameRoundRegNr))
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
private void FillupResultTable(IEnumerable<RoundBuilderElement> elements)
|
||||
{
|
||||
if (_playerColumns != null)
|
||||
{
|
||||
_playerColumns.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
_playerColumns = new Collection<PlayerColumn>();
|
||||
}
|
||||
|
||||
// if (elements.Any(g => g.GameRegPoints > 0))
|
||||
if (BuilderObject.Status == GamePointStatus.InProgress)
|
||||
{
|
||||
PlayerColumn player = new PlayerColumn();
|
||||
|
||||
foreach (var element in elements)
|
||||
{
|
||||
player = _playerColumns.FirstOrDefault(p => p.PlayerId == element.ParticipantId);
|
||||
|
||||
if (player == null)
|
||||
{
|
||||
player = new PlayerColumn
|
||||
{
|
||||
PlayerName = element.ParticipantName,
|
||||
PlayerId = element.ParticipantId,
|
||||
PlayerPoints = 0
|
||||
};
|
||||
}
|
||||
|
||||
if (element.GameRegPoints > 0)
|
||||
{
|
||||
player.Values.Add(element.GameRegPoints.ToString());
|
||||
player.PlayerPoints += element.GameRegPoints;
|
||||
if (player.PlayerPoints > 10000)
|
||||
{
|
||||
var winner = RoundElements.FirstOrDefault(e => e.ParticipantId == player.PlayerId);
|
||||
winner.Status = GamePointStatus.Winning;
|
||||
}
|
||||
}
|
||||
//oldPart = element.ParticipantId;
|
||||
|
||||
if (!_playerColumns.Contains(player))
|
||||
{
|
||||
_playerColumns.Add(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Random slumper = new Random();
|
||||
|
||||
foreach (var element in elements)
|
||||
{
|
||||
var player = new PlayerColumn
|
||||
{
|
||||
PlayerName = element.ParticipantName
|
||||
};
|
||||
|
||||
for (int i = 0; i < slumper.Next(6); i++)
|
||||
{
|
||||
player.Values.Add(slumper.Next(1, 10).ToString());
|
||||
}
|
||||
|
||||
_playerColumns.Add(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public async void ToggleSplash()
|
||||
{
|
||||
|
||||
if (!_SplashShowing)
|
||||
{
|
||||
//_overlay.ShowSplash("Clcicked!", 5000);
|
||||
await _splashService.ShowSplash("Clicked", 0);
|
||||
_SplashShowing = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
await _splashService.HideAsync();
|
||||
_SplashShowing = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void GobackAsync()
|
||||
{
|
||||
_appShell.RoundRunningVisible = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user