WordleKeyboard und viele andere Improvements
This commit is contained in:
parent
626b31a3ce
commit
64d18102be
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@ -0,0 +1,9 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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</Project>
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@ -0,0 +1,32 @@
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using System.Numerics;
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namespace GottfriedsNackenUtility;
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/// <summary>
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/// Bietet nütliche mathematische Funktionen.
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/// </summary>
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public static class MathHelper
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{
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/// <summary>
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/// Enumeriert die Zahlen der Fibonacci-Folge.
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/// </summary>
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/// <remarks>
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/// Der Datentyp ist <see cref="BigInteger"/>, da es ein paar Fibonacci-Zahlen gibt die nicht von <see cref="int"/> dargestellt werden können.
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/// </remarks>
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public static IEnumerable<BigInteger> Fibonacci()
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{
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BigInteger i = 0;
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BigInteger j = 1;
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while (true)
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{
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BigInteger fib = i + j;
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i = j;
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j = fib;
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yield return fib;
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}
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}
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}
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@ -0,0 +1,42 @@
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using System.Numerics;
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namespace GottfriedsNackenUtility;
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/// <summary>
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/// Hier sind suspiziöse Funktionen versteckt.
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/// </summary>
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public static class SusHelper
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{
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/// <summary>
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/// Dies ist der ausgeklügelste fake-Fortschrittbalkensalgorithmus den die Welt je erblickt hat.
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/// </summary>
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/// <remarks>
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/// Dieser Task läuft in einer Endlosschleife und MUSS mit Hilfe des Abbruchtokens abgebrochen werden!
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/// </remarks>
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/// <param name="progressChangedCallback">Das callback das aufgerufen wird, wenn der Fortschritt sich geändert hat.
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/// Gibt einen Int zwischen 0 und 100 zurück oder -1, wenn der Fortschrittsbalken auf einen "indefinite" Zustand wechseln soll.</param>
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/// <param name="cancellationToken">Ein Abbruchtoken, das beim Warten auf den Abschluss der Aufgabe überwacht werden soll.</param>
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public static async Task UpdateDefinitelyNotFakeProgress(Action<int> progressChangedCallback, CancellationToken cancellationToken)
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{
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try
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{
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foreach (BigInteger fibonacci in MathHelper.Fibonacci())
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{
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await Task.Delay(250 + (int)(fibonacci % 420), cancellationToken);
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if (cancellationToken.IsCancellationRequested)
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break;
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if (fibonacci.IsEven && (int)(fibonacci % 42) == 0)
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{
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progressChangedCallback(-1);
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await Task.Delay(1337, cancellationToken);
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continue;
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}
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progressChangedCallback((int)(fibonacci % 69));
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}
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}
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catch (TaskCanceledException) { }
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}
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}
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@ -5,6 +5,8 @@ VisualStudioVersion = 17.1.32210.238
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "GottfriedsNackenWebseite", "GottfriedsNackenWebseite\GottfriedsNackenWebseite.csproj", "{464DD643-DAD9-4E16-BB24-36F789ED4C15}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GottfriedsNackenUtility", "GottfriedsNackenUtility\GottfriedsNackenUtility.csproj", "{0122762F-9961-4D28-8AA9-0D6AE7630208}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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{464DD643-DAD9-4E16-BB24-36F789ED4C15}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{464DD643-DAD9-4E16-BB24-36F789ED4C15}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{464DD643-DAD9-4E16-BB24-36F789ED4C15}.Release|Any CPU.Build.0 = Release|Any CPU
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{0122762F-9961-4D28-8AA9-0D6AE7630208}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{0122762F-9961-4D28-8AA9-0D6AE7630208}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{0122762F-9961-4D28-8AA9-0D6AE7630208}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{0122762F-9961-4D28-8AA9-0D6AE7630208}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -1,15 +1,25 @@
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@using System.Diagnostics
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<!-- Hidden Alerts -->
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<div hidden="@hideAlert">
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<div hidden="@(_alert == AlertState.None)">
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<MudContainer MaxWidth="MaxWidth.Small">
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<MudGrid>
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<MudItem xs="1"></MudItem>
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<MudItem xs="8">
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@if (_alert == AlertState.Correct)
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{
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<MudAlert Severity="Severity.Success">Korrekt!</MudAlert>
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}
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else if (_alert == AlertState.Invalid)
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{
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<MudAlert Severity="Severity.Error">Eingabe ungültig!</MudAlert>
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}
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</MudItem>
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<MudItem xs="2">
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<MudIconButton Icon="@Icons.Filled.Replay" Color="Color.Primary" aria-label="nochmal spielen" OnClick="@PlayAgain"></MudIconButton>
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@if (_alert == AlertState.Correct)
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{
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<MudIconButton Icon="@Icons.Filled.Replay" Color="Color.Primary" aria-label="nochmal spielen" OnClick="@PlayAgain" />
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}
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</MudItem>
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<MudItem xs="1"></MudItem>
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</MudGrid>
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<!-- Matrix mit Buchstabenfeldern -->
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<div class="d-flex justify-center mt-2 mb-2">
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<div>
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@foreach (CharData[] guess in PreviousGuesses)
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@foreach (CharData[] guess in _previousGuesses)
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{
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<div class="d-flex mb-2">
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@foreach (CharData cd in guess)
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@ -48,25 +58,35 @@
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</div>
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</div>
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<p>@Input</p>
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@*
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<MudTextField T="string" FullWidth="true" Immediate="true" @bind-Value="Input" Label="Bla" Variant="Variant.Outlined" MaxLength="ColumnCount" Counter="ColumnCount" />
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<MudTextField T="string" FullWidth="true" Immediate="true" @bind-Value="Input" Label="Blub" Variant="Variant.Outlined" MaxLength="ColumnCount" Counter="ColumnCount" />
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*@
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<!-- Input dialogue feld -->
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<MudContainer MaxWidth="MaxWidth.Small" @onkeyup="@Check4Enter">
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<MudContainer MaxWidth="MaxWidth.Small">
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<MudGrid Spacing="2">
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<MudItem xs="1"></MudItem>
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<MudItem xs="1" />
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<MudItem xs="8">
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<MudTextField Class="" @ref="textField" T="string" FullWidth="true" Immediate="true" @bind-Value="@_input" Label="Dein Tipp:" Variant="Variant.Outlined" MaxLength="5" Mask="@InputMask" Counter="ColumnCount" />
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<MudTextField @ref="_textField" T="string" FullWidth="true" Immediate="true" @bind-Value="Input" Label="Dein Tipp:" Variant="Variant.Outlined" MaxLength="ColumnCount" Mask="@InputMask" Counter="ColumnCount" OnKeyDown="OnKeyDown" />
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@*<input Type="text" value="@Input"/>*@
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</MudItem>
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<MudItem xs="2">
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<MudButton style="height: 56px; margin-top: 6px;" Class="justify-center" Disabled="_input.Length != ColumnCount"
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Size="Size.Large" Variant="Variant.Outlined" EndIcon="@Icons.Material.Filled.Send" Color="Color.Primary" OnClick=@ButtonOnClick>OK</MudButton>
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<MudButton style="height: 56px; margin-top: 6px;" Class="justify-center" Disabled="Input.Length != ColumnCount"
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Size="Size.Large" Variant="Variant.Outlined" EndIcon="@Icons.Material.Filled.Send" Color="Color.Primary" OnClick=@OnEnterGuessClick>OK</MudButton>
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</MudItem>
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<MudItem xs="1"></MudItem>
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<MudItem xs="1" />
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</MudGrid>
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</MudContainer>
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@code {
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private enum AlertState
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{
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None,
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Correct,
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Invalid
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}
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public enum CharState
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{
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None,
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}
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}
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private string _input = string.Empty;
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private bool _found = false;
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private AlertState _alert = AlertState.None;
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private List<CharData[]> _previousGuesses = new();
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private MudTextField<string> _textField = default!;
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[Parameter]
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public string Input
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{
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get => _input;
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set => _input = value;
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}
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public async Task SetText(string text)
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{
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textField.SetText(text);
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}
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public bool hideAlert = true;
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public MudTextField<string> textField;
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public List<CharData[]> PreviousGuesses = new();
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private bool found = false;
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private int _columnCount;
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private string? _secret = null;
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private IMask _inputMask = new RegexMask(@"^[A-Za-z]{0,5}$");
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private Func<string, bool>? _checkInput;
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private Func<string>? _generateSecret;
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public string Input { get; set; } = String.Empty;
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[Parameter]
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public int ColumnCount
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{
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get => _columnCount;
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set => _columnCount = value;
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}
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public int ColumnCount { get; set; }
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public string? Secret { get; set; } = null;
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[Parameter]
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public string? Secret
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{
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get => _secret;
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set => _secret = value;
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}
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public IMask InputMask { get; set; } = new RegexMask("^.*$");
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/// <summary>
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/// Prüft ob die getätigte Eingabe eine mögliche Lösung ist.
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/// </summary>
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[Parameter]
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public IMask InputMask
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{
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get => _inputMask;
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set => _inputMask = value;
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}
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[Parameter]
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public Func<string, bool>? CheckInput
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{
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get => _checkInput;
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set => _checkInput = value;
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}
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[Parameter]
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public Func<string>? GenerateSecret
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{
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get => _generateSecret;
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set => _generateSecret = value;
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}
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public Func<string, bool> CheckInput { get; set; } = _ => true;
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/// <summary>
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/// Wird ausgelöst wenn eine Eingabe getätigt und validiert wurde.
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/// </summary>
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public event EventHandler<CharData[]>? InputValidated;
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[Parameter]
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public EventCallback<CharData[]> InputValidated { get; set; }
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public void Check4Enter(KeyboardEventArgs e)
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/// <summary>
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/// Wird ausgelöst wenn ein neues Secret generiert werden muss.
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/// </summary>
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[Parameter]
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public EventCallback GenerateSecret { get; set; }
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public async Task OnKeyDown(KeyboardEventArgs e)
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{
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_alert = AlertState.None;
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if (e.Code == "Enter" || e.Code == "NumpadEnter")
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{
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if(found)
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if(_found)
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{
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PlayAgain();
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await PlayAgain();
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}
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else
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{
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ButtonOnClick();
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await OnEnterGuessClick();
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}
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}
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}
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public void ButtonOnClick()
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public async Task OnEnterGuessClick()
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{
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if (Input.Length != ColumnCount || found) return;
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if (Input.Length != ColumnCount || _found) return;
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if (CheckInput != null && !CheckInput(Input))
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return; // TODO: Eingabe ungültig!
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if (Secret == null && GenerateSecret != null)
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Secret = GenerateSecret();
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if(TestInput(Input))
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if (!CheckInput(Input))
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{
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found = true;
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hideAlert = false;
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_alert = AlertState.Invalid;
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StateHasChanged();
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return;
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}
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textField.Clear();
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if (Secret == null)
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await GenerateSecret.InvokeAsync();
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if(await TestInput(Input))
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{
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_found = true;
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_alert = AlertState.Correct;
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}
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await _textField.Clear();
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}
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/// <summary>
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/// Prüft ob die Eingabe korrekt ist.
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/// </summary>
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private bool TestInput(string input)
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private async Task<bool> TestInput(string input)
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{
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CharData[] validatedInput = new CharData[ColumnCount];
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@ -221,20 +217,19 @@
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validatedInput[i] = new CharData(guessedChar, state);
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}
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PreviousGuesses.Add(validatedInput);
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_previousGuesses.Add(validatedInput);
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InputValidated?.Invoke(this, validatedInput);
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await InputValidated.InvokeAsync(validatedInput);
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return correct;
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}
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public void PlayAgain()
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public async Task PlayAgain()
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{
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PreviousGuesses.Clear();
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hideAlert = true;
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found = false;
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_previousGuesses.Clear();
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_alert = AlertState.None;
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_found = false;
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if (GenerateSecret != null)
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Secret = GenerateSecret();
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await GenerateSecret.InvokeAsync();
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}
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}
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@ -1,5 +1,4 @@
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<!-- Matrix mit Buchstabenfeldern -->
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<!-- Matrix mit Buchstabenfeldern -->
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<div class="d-flex justify-center mt-2 mb-2">
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<div>
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@{
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@ -14,27 +13,29 @@
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char upperKey = char.ToUpper(key);
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if (_correctKeys.Contains(upperKey))
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_knownKeyStates.TryGetValue(upperKey, out var keyState);
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if (keyState == WordleComponent.CharState.Correct)
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{
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Success" @onclick="() => ButtonPressed(key)">
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Success">
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<MudText Typo="Typo.h5">@upperKey</MudText>
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</MudButton>
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}
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else if (_misplacedKeys.Contains(upperKey))
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else if (keyState == WordleComponent.CharState.Misplaced)
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{
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Warning" @onclick="() => ButtonPressed(key)">
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Warning">
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<MudText Typo="Typo.h5">@upperKey</MudText>
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</MudButton>
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}
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else if (_wrongKeys.Contains(upperKey))
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else if (keyState == WordleComponent.CharState.Wrong)
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{
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<MudButton Disabled="true" Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Error" @onclick="() => ButtonPressed(key)">
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<MudButton Disabled="true" Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" Color="Color.Error">
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<MudText Typo="Typo.h5">@upperKey</MudText>
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</MudButton>
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}
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else
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{
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em" @onclick="() => ButtonPressed(key)">
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<MudButton Variant="Variant.Outlined" Class="mr-2" Style="width: 5em; height: 5em">
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<MudText Typo="Typo.h5">@upperKey</MudText>
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</MudButton>
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}
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@ -50,11 +51,7 @@
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[Parameter]
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public char[] Keys { get; set; } = Array.Empty<char>();
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private List<char> _correctKeys = new();
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private List<char> _misplacedKeys = new();
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private List<char> _wrongKeys = new();
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private Dictionary<char, WordleComponent.CharState> _knownKeyStates = new();
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[Parameter]
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public int KeysPerRow { get; set; } = 10;
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|
@ -69,4 +66,36 @@
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{
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await KeyPressed.InvokeAsync(c);
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}
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public void UpdateKeyInfo(WordleComponent.CharData cd)
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{
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_knownKeyStates.TryGetValue(cd.Char, out var oldState);
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WordleComponent.CharState newState = WordleComponent.CharState.None;
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switch (cd.State)
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{
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case WordleComponent.CharState.Correct:
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newState = WordleComponent.CharState.Correct;
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break;
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case WordleComponent.CharState.Misplaced:
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// Den besseren Zustand nicht durch schlechteren ersetzen
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if (oldState != WordleComponent.CharState.Correct)
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{
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newState = WordleComponent.CharState.Misplaced;
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}
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break;
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case WordleComponent.CharState.Wrong:
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newState = WordleComponent.CharState.Wrong;
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break;
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}
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_knownKeyStates[cd.Char] = newState;
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}
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public void ResetKeyInfo()
|
||||
{
|
||||
_knownKeyStates.Clear();
|
||||
StateHasChanged();
|
||||
}
|
||||
}
|
|
@ -17,4 +17,8 @@
|
|||
<PackageReference Include="MudBlazor" Version="6.0.7" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\GottfriedsNackenUtility\GottfriedsNackenUtility.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
@ -1,29 +1,50 @@
|
|||
@page "/numberle"
|
||||
|
||||
@using GottfriedsNackenWebseite.Components
|
||||
@using System.Diagnostics
|
||||
@using GottfriedsNackenWebseite.Numberle
|
||||
@using GottfriedsNackenUtility
|
||||
@using System.Diagnostics
|
||||
@using System.Numerics
|
||||
|
||||
<PageTitle>Nacken Numberle</PageTitle>
|
||||
<MudText Align="Align.Center" Class="mt-2 mb-2"> Gebe eine (korrekte) mathematische Gleichung ein:</MudText>
|
||||
|
||||
<WordleComponent ColumnCount="8" GenerateSecret="GenerateSecret" InputMask="@_inputMask" CheckInput="CheckInput" @ref="_wordle" />
|
||||
<WordleComponent ColumnCount="8" GenerateSecret="OnGenerateNewSecret" InputMask="@_inputMask" CheckInput="CheckInput" InputValidated="OnInputValidated" @ref="_wordle" />
|
||||
|
||||
<WordleKeyboardComponent KeyPressed="KeyboardKeyPressed" Keys="Chars" />
|
||||
<WordleKeyboardComponent @ref="_keyboard" KeyPressed="KeyboardKeyPressed" Keys="Chars" />
|
||||
|
||||
<MudOverlay @bind-Visible="_showLoadingOverlay" DarkBackground="true">
|
||||
<MudCard>
|
||||
<MudCardHeader>
|
||||
<MudText Typo="Typo.h5">Bitte warten...</MudText>
|
||||
</MudCardHeader>
|
||||
<MudCardContent>
|
||||
<MudText>Erzeuge eine unknackbare Formel mit roher Gewalt!</MudText>
|
||||
<MudProgressLinear Color="Color.Secondary" Indeterminate="_progress < 0" Value="_progress" Class="my-7"/>
|
||||
</MudCardContent>
|
||||
</MudCard>
|
||||
</MudOverlay>
|
||||
|
||||
@code
|
||||
{
|
||||
private IMask _inputMask = new RegexMask(@"^[0-9+\-*/=]{0,8}$");
|
||||
private static readonly IMask _inputMask = new RegexMask(@"^[0-9+\-*/=]{0,8}$");
|
||||
|
||||
private Parser _parser = new();
|
||||
private readonly Parser _parser = new();
|
||||
|
||||
private WordleComponent _wordle;
|
||||
private WordleComponent _wordle = default!;
|
||||
private WordleKeyboardComponent _keyboard = default!;
|
||||
|
||||
private bool _showLoadingOverlay;
|
||||
private int _progress;
|
||||
|
||||
protected override async Task OnInitializedAsync()
|
||||
{
|
||||
await base.OnInitializedAsync();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prüft ob input eine gültige Gleichung ist.
|
||||
/// </summary>
|
||||
private bool CheckInput(string input)
|
||||
{
|
||||
try
|
||||
|
@ -36,7 +57,7 @@
|
|||
|
||||
(decimal value, int equalSigns) = CrunchyValidaty(ast);
|
||||
|
||||
// Wir akzeptieren nur, wenn es exakt ein Gleichheitszeichen gibt und diese erfüllt ist.
|
||||
// Wir akzeptieren nur, wenn es exakt ein Gleichheitszeichen gibt und die Gleichung erfüllt ist.
|
||||
return value == 1 && equalSigns == 1;
|
||||
}
|
||||
catch
|
||||
|
@ -84,12 +105,55 @@
|
|||
return (0, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Die Zeichen aus denen eine Antwort besteht.
|
||||
/// </summary>
|
||||
private static readonly char[] Chars = {
|
||||
'=', '+', '-', '*', '/',
|
||||
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9'
|
||||
};
|
||||
|
||||
private string GenerateSecret()
|
||||
/// <summary>
|
||||
/// Generiert ein neues Geheimnis und zeigt während dessen den Ladebalken an.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private async Task OnGenerateNewSecret()
|
||||
{
|
||||
_keyboard.ResetKeyInfo();
|
||||
|
||||
CancellationTokenSource cts = new CancellationTokenSource();
|
||||
|
||||
Task? amazingTask = null;
|
||||
|
||||
try
|
||||
{
|
||||
// Ladebalkenaktualisierer starten
|
||||
amazingTask = SusHelper.UpdateDefinitelyNotFakeProgress(progress =>
|
||||
{
|
||||
_progress = progress;
|
||||
StateHasChanged();
|
||||
}, cts.Token);
|
||||
|
||||
_showLoadingOverlay = true;
|
||||
|
||||
_wordle.Secret = await Task.Run(GenerateFormula);
|
||||
|
||||
_showLoadingOverlay = false;
|
||||
}
|
||||
finally
|
||||
{
|
||||
// Ladebalkenaktualisierer stoppen
|
||||
cts.Cancel();
|
||||
if (amazingTask != null)
|
||||
await amazingTask;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Erzeugt eine neue (gültige) Formel.
|
||||
/// </summary>
|
||||
/// <returns>Die Formel</returns>
|
||||
private string GenerateFormula()
|
||||
{
|
||||
int charCount = 8;
|
||||
|
||||
|
@ -99,6 +163,8 @@
|
|||
int equalsIndex = Random.Shared.Next(1, charCount - 1);
|
||||
formula[equalsIndex] = '=';
|
||||
|
||||
// Ersetzt das Zeichen mit Index "index" durch einen Zufälligen wert.
|
||||
// TODO: ein etwas gewiefterer Algorithmus würde nicht schaden.
|
||||
void PlaceRandomChar(int index)
|
||||
{
|
||||
char left = (index > 0) ? formula[index - 1] : '\0';
|
||||
|
@ -127,13 +193,26 @@
|
|||
Debug.WriteLine(str);
|
||||
|
||||
if (CheckInput(str))
|
||||
{
|
||||
return str;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async Task KeyboardKeyPressed(char key)
|
||||
{
|
||||
await _wordle.SetText(_wordle.Input + key); //Input += key;
|
||||
// TODO: Virtuelles Keyboard
|
||||
//await _wordle.SetText(_wordle.Input + key); //Input += key;
|
||||
await Task.CompletedTask;
|
||||
}
|
||||
|
||||
private void OnInputValidated(WordleComponent.CharData[] data)
|
||||
{
|
||||
// Auswertung in das Keyboard packen
|
||||
foreach (WordleComponent.CharData cd in data)
|
||||
{
|
||||
_keyboard.UpdateKeyInfo(cd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue