Beispiel #1
0
 private bool IsValidMove(GameTile nextMove, List<GameTile> gameTiles, List<GameTile> currentTiles, out string errorMessage)
 {
     errorMessage = string.Empty;
     if (gameTiles.Count == 0 && nextMove.Row == 8 && nextMove.Col == 8)
     {
         return true;
     }
     var foundTile = gameTiles.Find(gt => gt.Row == nextMove.Row && gt.Col == nextMove.Col);
     if (foundTile != null)
     {
         errorMessage = "Invalid move! Tile cant be placed on some other tile.";
     }
     var verTiles = GetRowTiles(true, nextMove.Row, nextMove.Col, gameTiles);
     var horTiles = GetRowTiles(false, nextMove.Row, nextMove.Col, gameTiles);
     if (horTiles.Count == 0 && verTiles.Count == 0)
     {
         errorMessage = "Invalid Move! Tile should be placed near some other tile.";
         return false;
     }
     if (horTiles.Exists( t => string.Equals(t.Tile, nextMove.Tile)))
     {
         errorMessage = "Invalid move! Same tile exist in the horizontal row.";
         return false;
     }
     if (verTiles.Exists(t => string.Equals(t.Tile, nextMove.Tile)))
     {
         errorMessage = "Invalid move! Same tile exist in the verticle row.";
         return false;
     }
     var isValidRow = IsValidTiles(horTiles, nextMove.Tile);
     var isValidCol = IsValidTiles(verTiles, nextMove.Tile);
     if (!isValidRow || !isValidCol)
     {
         errorMessage = "Invalid move! " + (isValidCol ? "Horizontal" : "Verticle") + " tiles doesnt match.";
         return false;
     }
     var inSameRow = InSameLine("hor", nextMove.Row, currentTiles);
     var inSameCol = InSameLine("ver", nextMove.Col, currentTiles);
     if (!inSameRow && !inSameCol)
     {
         errorMessage = "Invalid Move direction!";
         return false;
     }
     foreach (var currentTile in currentTiles)
     {
         if (horTiles.FindIndex(h =>
                     string.Equals(h.Tile, currentTile.Tile) && h.Row == currentTile.Row && h.Col == currentTile.Col) == -1 &&
             verTiles.FindIndex(v =>
                     string.Equals(v.Tile, currentTile.Tile) && v.Row == currentTile.Row && v.Col == currentTile.Col) == -1)
         {
             errorMessage = "Invalid Move! Tile should be placed near other tiles you placed in this move";
             return false;
         }
     }
     return true;
 }
Beispiel #2
0
 private GameTile GetValidEmptyTile(List<GameTile> gameTiles, int row, int col, string tile)
 {
     GameTile nextMove = null;
     if (row < 17 && row >=0 && col < 17 && col >=0)
     {
         nextMove = new GameTile() { Row = row, Col = col, Tile = tile };
         string errorMessage;
         if (IsValidMove(nextMove, gameTiles, new List<GameTile>(),  out errorMessage))
         {
             return nextMove;
         }
     }
     return nextMove;
 }
Beispiel #3
0
 private List<GameTile> GetEmptyTilePositions(List<GameTile> gameTiles, GameTile matchingGameTile, string tile)
 {
     //Empty and valid move
     List<GameTile> emptyPositions = new List<GameTile>();
     GameTile nextMove = GetValidEmptyTile(gameTiles, matchingGameTile.Row + 1, matchingGameTile.Col, tile);
     if(nextMove != null)
         emptyPositions.Add(nextMove);
     nextMove = GetValidEmptyTile(gameTiles, matchingGameTile.Row - 1, matchingGameTile.Col, tile);
     if (nextMove != null)
         emptyPositions.Add(nextMove);
     nextMove = GetValidEmptyTile(gameTiles, matchingGameTile.Row, matchingGameTile.Col + 1, tile);
     if (nextMove != null)
         emptyPositions.Add(nextMove);
     nextMove = GetValidEmptyTile(gameTiles, matchingGameTile.Row, matchingGameTile.Col - 1, tile);
     if (nextMove != null)
         emptyPositions.Add(nextMove);
     return emptyPositions;
 }
Beispiel #4
0
        private void GetMaxPoints(string direction, List<GameTile> gameTiles, string tile, List<string> myTiles, GameTile emptyPosition, GameTile selectedMove, ref int maxPoints, ref List<GameTile> nextMoves)
        {
            int points = 0;
            var currentMoves = new List<GameTile>();
            List<List<string>> tileCombinations = GetMytileCombinations(tile,myTiles);

            foreach (var tileCombination in tileCombinations)
            {
                points = 0;
                for (int i = 0; i < tileCombination.Count; i++)
                {
                    var nextMove = new GameTile() { Row = emptyPosition.Row, Col = emptyPosition.Col, Tile = tileCombination[i]};
                    if (direction == "-x")
                        nextMove.Col = nextMove.Col - i;
                    if (direction == "+x")
                        nextMove.Col = nextMove.Col + i;
                    if (direction == "-y")
                        nextMove.Row = nextMove.Row - i;
                    if (direction == "+y")
                        nextMove.Row = nextMove.Row - i;
                    string errorMessage = string.Empty;
                    if (nextMove.Row <= 16 && nextMove.Row >-1 && nextMove.Col <=16 && nextMove.Col >-1 && IsValidMove(nextMove, gameTiles, currentMoves, out errorMessage))
                    {
                        points = points + CalculatePoints(gameTiles, nextMove, currentMoves);
                    }
                    else
                    {
                        break;
                    }
                }
                if (points > maxPoints)
                {
                    maxPoints = points;
                    nextMoves = currentMoves;
                }
            }
        }
Beispiel #5
0
 private int CalculatePoints(List<GameTile> gameTiles, GameTile nextMove, List<GameTile> currentMoves)
 {
     currentMoves.Add(nextMove);
     if (nextMove.Row == 8 && nextMove.Col == 8)
         return 1;
     int points = 0;
     var isHor = InSameLine("hor", nextMove.Row, currentMoves);
     var tiles = GetRowTiles(isHor, nextMove.Row, nextMove.Col, gameTiles);
     points = points + (tiles.Count == 0 ? 0 : tiles.Count + 1);
     var bonus = points == 6 ? 6 : 0;
     foreach (var currentMove in currentMoves)
     {
         tiles = GetRowTiles(!isHor, currentMove.Row, currentMove.Col, gameTiles);
         points = points + (tiles.Count == 0 ? 0 : tiles.Count + 1);
         if ((tiles.Count + 1)==6)
         {
             bonus = bonus + 6;
         }
     }
     points = points + bonus;
     return points;
 }