Beispiel #1
0
 /// <summary>
 /// Checks if a drone is surrounded by a tile value
 /// </summary>
 /// <param name="mapMazeArray"></param>
 /// <param name="constructor"></param>
 /// <param name="value"></param>
 /// <returns></returns>
 protected bool IsSurrounded(int[][] mapMazeArray, ConstructorDrone constructor, int value)
 {
     return(mapMazeArray[constructor.Position[0] + 1][constructor.Position[1]] == value &&
            mapMazeArray[constructor.Position[0]][constructor.Position[1] + 1] == value &&
            mapMazeArray[constructor.Position[0]][constructor.Position[1] - 1] == value &&
            mapMazeArray[constructor.Position[0] - 1][constructor.Position[1]] == value);
 }
Beispiel #2
0
        /// <summary>
        /// Carves the maze into the grid. Uses a robot to randomly do it
        /// </summary>
        protected virtual void BuildMazeInGrid()
        {
            ConstructorDrone constructor = new ConstructorDrone();
            Random           randomSeed  = new Random();

            for (int i = 0; i < this.MapArrayOfArrays.Length; i++)
            {
                for (int j = 0; j < this.MapArrayOfArrays[i].Length * 4; j++)
                {
                    int randomSeedNumber = randomSeed.Next(0, 3);
                    constructor.Move(this);
                    if (this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] != ExitTile.Value)
                    {
                        if (!IsSurrounded(this.MapArrayOfArrays, constructor, Tile.Value))
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                        else
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Wall.Value;
                        }
                        if (this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] == Wall.Value && IsSurrounded(this.MapArrayOfArrays, constructor, Tile.Value) && randomSeedNumber < 2)
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                        if (this.IsNextTo(this.MapArrayOfArrays, constructor, ExitTile.Value))
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                    }
                    else
                    {
                        break;
                    }
                }
            }
        }
Beispiel #3
0
        protected override void BuildMazeInGrid()
        {
            ConstructorDrone constructor = new ConstructorDrone();
            Random           randomSeed  = new Random();

            for (int i = 0; i < this.MapArrayOfArrays.Length; i++)
            {
                for (int j = 0; j < this.MapArrayOfArrays[i].Length * 4; j++)
                {
                    int randomSeedNumber = randomSeed.Next(0, 5);
                    constructor.Move(this);
                    int[] start = new int[2] {
                        1, 2
                    };
                    if (IsNextTo(this.MapArrayOfArrays, start, Wall.Value))
                    {
                        this.MapArrayOfArrays[2][2] = Tile.Value;
                        this.MapArrayOfArrays[2][3] = Tile.Value;
                        this.MapArrayOfArrays[1][3] = Tile.Value;
                    }
                    if (this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] != ExitTile.Value)
                    {
                        if (!IsSurrounded(this.MapArrayOfArrays, constructor, 0))
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                        else
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Wall.Value;
                        }
                        if (this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] == Wall.Value && IsSurrounded(this.MapArrayOfArrays, constructor, Tile.Value) && randomSeedNumber < 1)
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                        if (this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] == Tile.Value &&
                            IsSurrounded(this.MapArrayOfArrays, constructor, Wall.Value))
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Wall.Value;
                        }
                        if (this.IsNextTo(this.MapArrayOfArrays, constructor, ExitTile.Value))
                        {
                            this.MapArrayOfArrays[constructor.Position[0]][constructor.Position[1]] = Tile.Value;
                        }
                    }
                    else
                    {
                        continue;
                    }
                }
            }
            for (int i = 1; i < MapArrayOfArrays.Length - 1; i++)
            {
                for (int j = 1; j < MapArrayOfArrays[i].Length - 1; j++)
                {
                    int[] pos = new int[2] {
                        i, j
                    };
                    if (IsSurrounded(this.MapArrayOfArrays, pos, Wall.Value))
                    {
                        this.MapArrayOfArrays[i][j] = Wall.Value;
                    }
                }
            }
        }
Beispiel #4
0
 /// <summary>
 /// Checks if a drone is next to a tile value
 /// </summary>
 /// <param name="mapMazeArray"></param>
 /// <param name="constructor"></param>
 /// <param name="value"></param>
 /// <returns></returns>
 public bool IsNextTo(int[][] mapMazeArray, ConstructorDrone constructor, int value)
 {
     return(IsNextTo(mapMazeArray, constructor.Position, value));
 }