Ejemplo n.º 1
0
    //Checks a board state. Give it string parameters of "Row", "Column", "Diagonal", or "Draw". Dimension only matters for row and column checks
    //If Draw return a false, then something achieved victory
    private bool CheckBoardState(string check, int dimension)
    {
        if (check != "Row" && check != "Column" && check != "Diagonal" && check != "Draw")
        {
            Debug.LogError("Invalid board state to check");
            return(false);
        }

        if (check == "Row")
        {
            if (BoardState.CheckRow(dimension, (int)GameManager.CurrentPlayer))
            {
                return(true);
            }
            return(false);
        }


        else if (check == "Column")
        {
            if (BoardState.CheckColumn(dimension, (int)GameManager.CurrentPlayer))
            {
                return(true);
            }
            return(false);
        }

        else if (check == "Diagonal")
        {
            if (BoardState.CheckBackDiagonal((int)GameManager.CurrentPlayer))
            {
                return(true);
            }
            if (BoardState.CheckFrontDiagonal((int)GameManager.CurrentPlayer))
            {
                return(true);
            }
            return(false);
        }

        else if (check == "Draw")
        {
            for (int i = 0; i < BoardState.BoardDimension; i++)
            {
                if (BoardState.CheckColumn(i, (int)GameManager.Player.P1) || BoardState.CheckRow(i, (int)GameManager.Player.P1) ||
                    BoardState.CheckColumn(i, (int)GameManager.Player.P2) || BoardState.CheckRow(i, (int)GameManager.Player.P2))
                {
                    return(false);
                }
            }
            if (BoardState.CheckBackDiagonal((int)GameManager.CurrentPlayer) || BoardState.CheckFrontDiagonal((int)GameManager.CurrentPlayer))
            {
                return(false);
            }
            else
            {
                return(true);
            }
        }

        return(false);
    }
Ejemplo n.º 2
0
    //Check both diagonals. Pass an int (from an Enum in Debugger) to determine which diagonal to select
    IEnumerator DiagonalTester(int diag)
    {
        //store the player we're measuring. The current player should be set to the one we want to check when pressing the button in Debugger.
        int playerCheck = (int)GameManager.CurrentPlayer;

        if (diag == (int)Debugger.DiagSelect.Front)
        {
            for (int col = 0; col < BoardState.BoardDimension; col++)
            {
                //wait
                yield return(new WaitForSeconds(timeBetweenMoves));

                //get a row position
                int row = BoardState.BoardDimension - 1 - col;
                //set new position in diagonal
                AddTestPosition(row, col);

                //checks if we reached the end of the row and if so, checks diagonal
                if (BoardState.CheckFrontDiagonal((int)GameManager.CurrentPlayer))
                {
                    Debug.Log("Successfully logged a Front Diagonal Victory for Player :" + (int)GameManager.CurrentPlayer);
                    GameManager.instance.GameFinishDebug();
                    yield break;
                }
                //switch player
                GameManager.instance.SwitchCurrentPlayer();

                //wait
                yield return(new WaitForSeconds(timeBetweenMoves));

                //set a position and tile for the other player right next the target player. Since this player goes second, they should never win
                int otherRow = (row - 1 >= 0) ? row - 1 : row + 1;
                AddTestPosition(otherRow, col);
                //switch
                GameManager.instance.SwitchCurrentPlayer();
            }
            Debug.LogError("Failed to register a Front Diagonal victory for player " + playerCheck);
            GameManager.instance.DebugWindow("ERROR: \n No Diagonal Victory registered.");
        }

        if (diag == (int)Debugger.DiagSelect.Back)
        {
            for (int i = 0; i < BoardState.BoardDimension; i++)
            {
                yield return(new WaitForSeconds(timeBetweenMoves));

                //set new position in diagonal
                AddTestPosition(i, i);

                //checks if we reached the end of the row and if so, checks diagonal
                if (BoardState.CheckBackDiagonal((int)GameManager.CurrentPlayer))
                {
                    Debug.Log("Successfully logged a Back Diagonal Victory for Player :" + (int)GameManager.CurrentPlayer);
                    GameManager.instance.GameFinishDebug();
                    yield break;
                }
                //switch player
                GameManager.instance.SwitchCurrentPlayer();

                //wait
                yield return(new WaitForSeconds(timeBetweenMoves));

                //set a position and tile for the other player right next the target player. Since this player goes second, they should never win
                int otherI = (i + 1 >= BoardState.BoardDimension) ? i - 1 : i + 1;
                AddTestPosition(otherI, i);
                //switch player
                GameManager.instance.SwitchCurrentPlayer();
            }
            Debug.LogError("Failed to register a Back Diagonal victory for player " + playerCheck);
            GameManager.instance.DebugWindow("ERROR: \n No Diagonal Victory registered.");
        }
        Debug.LogError("Invalid Diagonal Input" + playerCheck);
        GameManager.instance.DebugWindow("ERROR: \n Invalid Diagonal Input.");
    }