using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace GameLogic
{
///
/// Updates and checks a matches rules according to the state of the match.
///
public static class MatchLogic
{
public static MatchRule currentRule;
///
/// Update match conditions and check for match conclusion.
///
/// Affected player
/// Update to the matches conditions
/// Dictionary of the players in the match and their current stats
///
public static MatchResult UpdateMatchResult(Player p, MatchConditionUpdate args, Dictionary mps)
{
switch (args.Condition)
{
case WinCondition.Lives:
UpdateLives(mps[p], args.count);
break;
case WinCondition.Score:
UpdateScore(mps[p], args.count);
break;
case WinCondition.Time:
UpdateTime(mps[p], args.count);
break;
}
return DetectMatchResult(mps);
}
public static void UpdateLives(MatchPlayerStatistic mps, int count)
{
mps.Lives += count;
if (mps.Lives <= 0)
{
mps.IsOut = true;
}
}
public static void UpdateScore(MatchPlayerStatistic mps, int count)
{
throw new NotImplementedException();
}
public static void UpdateTime(MatchPlayerStatistic mps, int count)
{
throw new NotImplementedException();
}
///
/// Detects if a match has concluded.
/// Currently only checks if all but on player is out.
///
/// Dictonary of the players and their match data.
/// Match result object, if the match has concluded
private static MatchResult DetectMatchResult(Dictionary mps)
{
int outPlayers = mps.Count(p => p.Value.IsOut);
if (outPlayers == mps.Count - 1)
{
return new MatchResult(mps);
}
return null;
}
}
///
/// Data class which records the results of a Match
///
public class MatchResult
{
public Player Winner { get; private set; }
public List Opponents { get; private set; }
public GUID GameID { get; private set; }
public MatchResult(Dictionary mps)
{
GameID = GUID.Generate();
Winner = mps.First(p => p.Value.IsOut != true).Key;
Opponents = mps.Keys.Where(player => player != Winner).ToList();
}
}
}