83 lines
1.9 KiB
C#

using System.Collections;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Library.Common.Architecture
{
public class RoomList : IEnumerable
{
private readonly Hashtable _List = new();
public int Count => _List.Count;
public List<Room> ListRoom => _List.Values.Cast<Room>().ToList();
public List<string> ListRoomID => _List.Keys.Cast<string>().ToList();
public RoomList()
{
}
public Room? this[string RoomID] => GetRoom(RoomID);
public void Clear()
{
_List.Clear();
}
public void AddRoom(Room Room)
{
_List.Add(Room.Roomid, Room);
}
public void AddRooms(List<Room> Rooms)
{
foreach (Room Room in Rooms)
{
_List.Add(Room.Roomid, Room);
}
}
public void RemoveRoom(Room Room)
{
_List.Remove(Room.Roomid);
}
public Room? GetRoom(string RoomID)
{
Room? room = null;
if (_List.ContainsKey(RoomID))
{
room = (Room?)_List[RoomID];
}
return room;
}
public bool IsExist(string RoomID)
{
return _List.ContainsKey(RoomID);
}
public User GetRoomMaster(string RoomID)
{
foreach (Room room in ListRoom)
{
if (room.Roomid == RoomID && room.RoomMaster != null)
{
return room.RoomMaster;
}
}
return General.UnknownUserInstance;
}
public IEnumerator GetEnumerator()
{
foreach(Room room in ListRoom)
{
yield return room;
}
}
}
}