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Player.cs
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Player.cs
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using System;
using System.Collections.Generic;
namespace CheckersGame
{
public class Player
{
public enum ePlayerKind
{
Human,
Computer,
}
public const int k_MaxPlayerNameLength = 20;
private const int k_KingSoldierValue = 4;
private readonly List<Move> r_AvailbleMoves = new List<Move>();
private readonly List<Soldier> r_SoldiersList = new List<Soldier>();
private string m_Name;
private int m_Score;
private ePlayerKind m_Kind;
private eSymbols m_Symbol;
public List<Move> Moves
{
get
{
return r_AvailbleMoves;
}
}
public string Name
{
get
{
return m_Name;
}
set
{
if (value.Contains(" "))
{
throw new PlayerNameWithSpacesException();
}
else if (value.Length > k_MaxPlayerNameLength)
{
throw new PlayerNameTooLongException();
}
m_Name = value;
}
}
public List<Soldier> ResetSoldiersList(int i_SoldiersCount)
{
r_SoldiersList.Clear();
for (int i = 0; i < i_SoldiersCount; i++)
{
Soldier newSoldier = new Soldier(this);
r_SoldiersList.Add(newSoldier);
}
return r_SoldiersList;
}
public int SoldiersValue
{
get
{
int soldiersValue = 0;
foreach (Soldier solider in r_SoldiersList)
{
if (solider.IsKing())
{
soldiersValue += k_KingSoldierValue;
}
else
{
soldiersValue++;
}
}
return soldiersValue;
}
}
public int Score
{
get
{
return m_Score;
}
set
{
if (value < 0)
{
throw new NegetiveScoreException();
}
m_Score = value;
}
}
public ePlayerKind Kind
{
get
{
return m_Kind;
}
set
{
m_Kind = value;
}
}
public eSymbols Symbol
{
get
{
return m_Symbol;
}
set
{
m_Symbol = value;
}
}
public bool IsAvaibleMove(Move i_Move)
{
return r_AvailbleMoves.Contains(i_Move);
}
public bool HasAvailbleMoves()
{
return r_AvailbleMoves.Count != 0;
}
public void CalcAvailbleMoves()
{
bool anySoldierHasSkippingMove = false;
r_AvailbleMoves.Clear();
foreach (Soldier soldier in r_SoldiersList)
{
List<Move> soldierAvailbleMoves = soldier.CalcSoldierAvaibleMoves();
if (anySoldierHasSkippingMove)
{
if (soldier.IsAbleToSkip())
{
r_AvailbleMoves.AddRange(soldierAvailbleMoves);
}
}
else
{
if (soldier.IsAbleToSkip())
{
anySoldierHasSkippingMove = true;
r_AvailbleMoves.Clear();
}
r_AvailbleMoves.AddRange(soldierAvailbleMoves);
}
}
}
public void RemoveSoldier(Soldier i_RemovedSoldier)
{
r_SoldiersList.Remove(i_RemovedSoldier);
}
}
}