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SlipItIn/SlipItIn.Shared/DTOs/GameStateDto.cs
Tim Krampitz 010e844976
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Slip- und Beschuldigungslogik überarbeitet
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.
2026-10-04 19:14:16 +02:00

96 lines
2.9 KiB
C#

namespace SlipItIn.Shared.DTOs;
public class GameStateDto
{
public int GameId { get; set; }
public string LobbyCode { get; set; } = string.Empty;
public string Status { get; set; } = string.Empty;
public List<PlayerInfoDto> Players { get; set; } = [];
// Host user id to let clients determine whether the current user is the host
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
{
// Öffentliche Daten (für alle sichtbar)
public int PlayerId { get; set; }
public string Username { get; set; } = string.Empty;
public int Score { get; set; }
public bool IsReady { get; set; }
public int CardCount { get; set; } // Anzahl der Karten (nicht die Karten selbst!)
}
public class PlayerHandDto
{
// Private Daten (nur für den Spieler selbst)
public int PlayerId { get; set; }
public List<PlayerCardDto> Cards { get; set; } = [];
}
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 => _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
{
public int ChallengeId { get; set; }
public int ChallengingPlayerId { get; set; }
public string ChallengingPlayerName { get; set; } = string.Empty;
public int TargetPlayerId { 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; }
}