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Game.cs
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// ---------------------------------------------------------------------------------
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// The MIT License (MIT)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
// ---------------------------------------------------------------------------------
using QuizGame.Common;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
namespace QuizGame.Model
{
public enum GameState { Lobby, GameUnderway, Results }
public sealed class Game : BindableBase, QuizGame.Model.IGame
{
public event EventHandler<QuestionEventArgs> NewQuestionAvailable = delegate { };
private int currentQuestionIndex = -1;
public Game(List<Question> questions)
{
if (questions == null) throw new ArgumentNullException("questions");
this.Questions = questions;
this.PlayerNames = new ObservableCollection<string>();
this.SubmittedAnswers = new Dictionary<string, Dictionary<Question, int?>>();
}
public void AddPlayer(string playerName)
{
if (this.PlayerNames.Contains(playerName)) playerName += ".";
this.PlayerNames.Add(playerName);
this.SubmittedAnswers.Add(playerName,
new Dictionary<Question, int?>(this.Questions.Count));
this.OnPropertyChanged(nameof(PlayerNames));
this.OnPropertyChanged(nameof(SubmittedAnswers));
}
public void RemovePlayer(string playerName)
{
if (this.PlayerNames.Remove(playerName))
{
this.SubmittedAnswers.Remove(playerName);
this.OnPropertyChanged(nameof(PlayerNames));
this.OnPropertyChanged(nameof(SubmittedAnswers));
}
}
public bool SubmitAnswer(string playerName, int answerIndex)
{
if (playerName == null || this.CurrentQuestion == null) return false;
this.SubmittedAnswers[playerName][this.CurrentQuestion] = answerIndex;
this.OnPropertyChanged(nameof(SubmittedAnswers));
return true;
}
public void StartGame()
{
this.currentQuestionIndex = 0;
this.SendCurrentQuestion();
}
public void NextQuestion()
{
this.currentQuestionIndex++;
this.SendCurrentQuestion();
}
private void SendCurrentQuestion()
{
// Do this even if this.currentQuestionIndex < this.Questions.Count, because the client needs to know
// when the current question goes to null so it can update its UI state.
this.NewQuestionAvailable(this, new QuestionEventArgs { Question = this.CurrentQuestion });
this.OnPropertyChanged(nameof(CurrentQuestion));
this.OnPropertyChanged(nameof(IsGameOver));
this.OnPropertyChanged(nameof(Winner));
}
public Dictionary<string, int> GetResults()
{
var correctAnswers = this.Questions.Select(question => question.CorrectAnswerIndex);
var results =
from playerResults in SubmittedAnswers.AsEnumerable()
let score = playerResults.Value.AsEnumerable()
.Select(kvp => kvp.Value)
.Zip(correctAnswers, (playerAnswer, actualAnswer) =>
playerAnswer.HasValue && playerAnswer.Value == actualAnswer)
.Count(isCorrect => isCorrect)
select new { PlayerName = playerResults.Key, Score = score };
return results.ToDictionary(result => result.PlayerName, result => result.Score);
}
public GameState GameState
{
get { return this.gameState; }
set { SetProperty(ref this.gameState, value); }
}
private GameState gameState;
public ObservableCollection<String> PlayerNames { get; set; }
public List<Question> Questions { get; private set; }
public Question CurrentQuestion
{
get
{
return this.currentQuestionIndex > -1 &&
this.currentQuestionIndex < this.Questions.Count ?
this.Questions[currentQuestionIndex] : null;
}
}
public Dictionary<string, Dictionary<Question, int?>> SubmittedAnswers { get; private set; }
public bool IsGameOver { get { return this.currentQuestionIndex >= this.Questions.Count; } }
public string Winner { get { return this.IsGameOver ?
this.GetResults().Aggregate((a, b) => a.Value > b.Value ? a : b).Key : null; } }
}
}