Slip- und Beschuldigungslogik überarbeitet
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Slips werden jetzt 30 Sekunden vorgehalten und anschließend automatisch abgeschlossen; direkte Spieler-Beschuldigungen, Win-Status, SignalR-Events, MAUI-UI, EF-Mapping/Migrationen sowie Tests wurden an die neue Spiellogik angepasst.
This commit is contained in:
Tim Krampitz
2026-10-04 19:14:16 +02:00
parent f54b177441
commit 010e844976
18 changed files with 1272 additions and 166 deletions

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@@ -10,6 +10,8 @@ public class GameStateDto
public int HostUserId { get; set; }
public int CurrentRound { get; set; }
public int RoundTimeRemaining { get; set; }
public int? WinnerPlayerId { get; set; }
public string? WinnerUsername { get; set; }
}
public class PlayerInfoDto
@@ -29,12 +31,55 @@ public class PlayerHandDto
public List<PlayerCardDto> Cards { get; set; } = [];
}
public class PlayerCardDto
public class PlayerCardDto : System.ComponentModel.INotifyPropertyChanged
{
private bool _isUsed;
private DateTime? _slippedAt;
private int _slippedHoldSecondsRemaining;
public event System.ComponentModel.PropertyChangedEventHandler? PropertyChanged;
public int CardId { get; set; }
public int PhraseId { get; set; }
public string Text { get; set; } = string.Empty;
public bool IsUsed { get; set; }
public bool IsUsed
{
get => _isUsed;
set { _isUsed = value; NotifyStateChanged(); }
}
public DateTime? SlippedAt
{
get => _slippedAt;
set { _slippedAt = value; NotifyStateChanged(); }
}
public int SlippedHoldSecondsRemaining
{
get => _slippedHoldSecondsRemaining;
set
{
_slippedHoldSecondsRemaining = value;
Raise(nameof(SlippedHoldSecondsRemaining));
Raise(nameof(SlipButtonText));
}
}
public bool IsPendingSlip => SlippedAt.HasValue && !IsUsed;
public bool CanSlip => !IsPendingSlip && !IsUsed;
public string SlipButtonText => IsPendingSlip ? $"Vorgehalten ({SlippedHoldSecondsRemaining}s)" : "Slip";
private void NotifyStateChanged()
{
Raise(nameof(IsUsed));
Raise(nameof(SlippedAt));
Raise(nameof(IsPendingSlip));
Raise(nameof(CanSlip));
Raise(nameof(SlipButtonText));
}
private void Raise(string name) => PropertyChanged?.Invoke(this, new(name));
}
public class SlipChallengeDto
@@ -43,7 +88,8 @@ public class SlipChallengeDto
public int ChallengingPlayerId { get; set; }
public string ChallengingPlayerName { get; set; } = string.Empty;
public int TargetPlayerId { get; set; }
public int TargetCardId { get; set; }
public string TargetPlayerName { get; set; } = string.Empty;
public int? TargetCardId { get; set; }
public string Status { get; set; } = string.Empty;
public DateTime CreatedAt { get; set; }
}

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@@ -19,9 +19,11 @@ public class Game
public DateTime? EndedAt { get; set; }
public int MaxPlayers { get; set; } = 8;
public int RoundDurationSeconds { get; set; } = 45;
public int? WinnerPlayerId { get; set; }
// Navigation
public User Host { get; set; } = null!;
public Player? WinnerPlayer { get; set; }
public ICollection<Player> Players { get; set; } = [];
public ICollection<GameRound> Rounds { get; set; } = [];
}

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@@ -7,6 +7,7 @@ public class PlayerCard
public int PhraseId { get; set; }
public int GameRoundId { get; set; }
public bool IsUsed { get; set; } = false;
public DateTime? SlippedAt { get; set; }
public DateTime AssignedAt { get; set; } = DateTime.UtcNow;
// Navigation

View File

@@ -3,8 +3,8 @@ namespace SlipItIn.Shared.Models;
public enum ChallengeStatus
{
Pending, // Beschuldigung eingegangen, wartet auf Bestätigung/Ablehnung
Approved, // Beschuldigung war berechtigt → Phrase bleibt beim Beschuldiger
Rejected // Beschuldigung falsch → Beschuldiger erhält die Phrase
Approved, // Beschuldigung war berechtigt -> Beschuldigter muss Karte ablegen und 2 neue ziehen
Rejected // Beschuldigung angefochten -> Beschuldigung zurückgenommen
}
public class SlipChallenge
@@ -13,7 +13,7 @@ public class SlipChallenge
public int GameRoundId { get; set; }
public int ChallengingPlayerId { get; set; } // Wer beschuldigt
public int TargetPlayerId { get; set; } // Wer beschuldigt wird
public int TargetCardId { get; set; } // Welche Phrase wird als falsch behauptet
public int? TargetCardId { get; set; } // Optional: Angefochtene Karte falls bekannt/zugeordnet
public ChallengeStatus Status { get; set; } = ChallengeStatus.Pending;
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
public DateTime? ResolvedAt { get; set; }
@@ -22,5 +22,5 @@ public class SlipChallenge
public GameRound GameRound { get; set; } = null!;
public Player ChallengingPlayer { get; set; } = null!; // Der Beschuldiger
public Player TargetPlayer { get; set; } = null!; // Der Beschuldigte
public PlayerCard TargetCard { get; set; } = null!; // Die angefochtene Phrase
public PlayerCard? TargetCard { get; set; } // Die angefochtene Phrase (optional)
}