Beispiel #1
0
        private List <T> GetNearCells <T>(BaseConsoleCell cellToRemove) where T : BaseConsoleCell
        {
            var nearCells = new List <BaseConsoleCell>();

            nearCells.Add(labirint[cellToRemove.X + 1, cellToRemove.Y]);
            nearCells.Add(labirint[cellToRemove.X - 1, cellToRemove.Y]);
            nearCells.Add(labirint[cellToRemove.X, cellToRemove.Y + 1]);
            nearCells.Add(labirint[cellToRemove.X, cellToRemove.Y - 1]);

            return(nearCells.Where(cell => cell != null).OfType <T>().ToList());
        }
Beispiel #2
0
 private void TryToStepInCurrentCell(Labirint lab, BaseConsoleCell currCell)
 {
     if (currCell != null && currCell.TryToStep)
     {
         if (currCell is Coin)
         {
             lab.Cells = lab.Cells.Select(cell => cell.X == currCell.X && cell.Y == currCell.Y ? new Ground(currCell.X, currCell.Y) : cell).ToList();
         }
         _hero.X = currCell.X;
         _hero.Y = currCell.Y;
     }
 }
Beispiel #3
0
        private void GetReadyLabirint(BaseConsoleCell cell)
        {
            do
            {
                labirint[cell.X, cell.Y] = new Ground(cell.X, cell.Y);
                WallsToRemove.Remove(cell);

                var nearWalls = GetNearCells <Wall>(cell);

                var nearWallsNotToRemove = nearWalls.Where(wall => !CanRemove(wall));

                WallsToRemove.RemoveAll(wallToRemove => nearWallsNotToRemove.Any(wallNotToRemove => wallToRemove.X == wallNotToRemove.X && wallToRemove.Y == wallNotToRemove.Y));

                WallsToRemove.AddRange(nearWalls.Where(wall => CanRemove(wall)));
                if (WallsToRemove.Any())
                {
                    cell = GetRandomCell(WallsToRemove);
                }
            } while (WallsToRemove.Any());
        }