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main.dart

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  • game.dart 13.41 KiB
    import 'dart:math';
    
    import 'package:sudoku/config/default_global_settings.dart';
    import 'package:sudoku/cubit/game_cubit.dart';
    import 'package:sudoku/data/game_data.dart';
    import 'package:sudoku/models/game/board.dart';
    import 'package:sudoku/models/game/cell.dart';
    import 'package:sudoku/models/game/cell_location.dart';
    import 'package:sudoku/models/game/types.dart';
    import 'package:sudoku/models/settings/settings_game.dart';
    import 'package:sudoku/models/settings/settings_global.dart';
    import 'package:sudoku/utils/tools.dart';
    
    class Game {
      Game({
        // Settings
        required this.gameSettings,
        required this.globalSettings,
    
        // State
        this.isRunning = false,
        this.isStarted = false,
        this.isFinished = false,
        this.animationInProgress = false,
        this.boardAnimated = const [],
    
        // Base data
        required this.board,
        required this.solvedBoard,
        required this.blockSizeHorizontal,
        required this.blockSizeVertical,
        required this.boardSize,
    
        // Game data
        this.shuffledCellValues = const [],
        this.boardConflicts = const [],
        this.selectedCell,
        this.showConflicts = false,
        this.givenTipsCount = 0,
        this.buttonTipsCountdown = 0,
      });
    
      // Settings
      final GameSettings gameSettings;
      final GlobalSettings globalSettings;
    
      // State
      bool isRunning;
      bool isStarted;
      bool isFinished;
      bool animationInProgress;
      AnimatedBoard boardAnimated;
    
      // Base data
      final Board board;
      final Board solvedBoard;
      final int blockSizeHorizontal;
      final int blockSizeVertical;
      final int boardSize;
    
      // Game data
      List<int> shuffledCellValues;
      ConflictsCount boardConflicts;
      Cell? selectedCell;
      bool showConflicts;
      int givenTipsCount;
      int buttonTipsCountdown;
    
      factory Game.createEmpty() {
        return Game(