Added Backend Classes and FUnctions for an working Game. But lacking Implementations

This commit is contained in:
jhim
2026-02-27 11:16:21 +01:00
committed by Jonas
parent 120c671dce
commit 5db7ac1676
12 changed files with 183 additions and 15 deletions
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namespace API.Models.DataClasses
{
public readonly record struct SixDigitInt
{
public int Value { get; }
public SixDigitInt(int value)
{
if (value < 0 || value > 999999)
throw new ArgumentOutOfRangeException(nameof(value),
"Wert muss zwischen 0 und 999999 liegen.");
Value = value;
}
public override string ToString() => Value.ToString("D6");
public static implicit operator int(SixDigitInt v) => v.Value;
}
}
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using API.Models.DataClasses;
namespace API.Models.Game
{
public enum GameState
{
Lobby,
Running,
Ended
}
public class Game
{
public string Id { get; init; } = Guid.NewGuid().ToString();
public SixDigitInt GameCode { get; }
public string?[] PlayerConnectionIds { get; set; } = new string?[2];
public GameState State { get; private set; } = GameState.Lobby;
public GameField Field { get; }
public Game(Coordinates gFs, SixDigitInt gameCode)
{
Field = new GameField(gFs);
GameCode = gameCode;
}
}
}
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namespace API.Models.Game
{
public class Coordinates
{
public int X;
public int Y;
}
public enum PlaceResult
{
OutOfGameField,
NotAllowedPlayer,
OccupiedRed,
OccupiedYellow,
InvalidFieldValue,
Placed
}
public enum FieldState
{
OutOfGameField,
Empty,
OccupiedRed,
OccupiedYellow,
InvalidFieldValue
}
public class GameField(Coordinates gFs)
{
public int[,] CurrentField { get; } = new int[gFs.Y, gFs.X];
public int[,] BackupField { get; } = new int[gFs.Y, gFs.X];
public PlaceResult Place(Coordinates coordinates, int player)
{
if (coordinates.X < 0 || coordinates.X >= CurrentField.GetLength(1) ||
coordinates.Y < 0 || coordinates.Y >= CurrentField.GetLength(0))
{
return PlaceResult.OutOfGameField;
}
if (player != 1 && player != 2)
return PlaceResult.NotAllowedPlayer;
int currentValue = CurrentField[coordinates.Y, coordinates.X];
if (currentValue != 0)
{
return currentValue switch
{
1 => PlaceResult.OccupiedRed,
2 => PlaceResult.OccupiedYellow,
_ => PlaceResult.InvalidFieldValue
};
}
CreateSave();
CurrentField[coordinates.Y, coordinates.X] = player;
return PlaceResult.Placed;
}
public FieldState CheckField(Coordinates coordinates)
{
if (coordinates.X < 0 || coordinates.X >= CurrentField.GetLength(1) ||
coordinates.Y < 0 || coordinates.Y >= CurrentField.GetLength(0))
{
return FieldState.OutOfGameField;
}
int currentValue = CurrentField[coordinates.Y, coordinates.X];
return currentValue switch
{
0 => FieldState.Empty,
1 => FieldState.OccupiedRed,
2 => FieldState.OccupiedYellow,
_ => FieldState.InvalidFieldValue
};
}
private void CreateSave()
{
Array.Copy(CurrentField, BackupField, CurrentField.Length);
}
}
}