public IEnumerable <Coordinate> pick_coordinates_from(MinefieldSize minefield_size, int number_of_coordinates_to_pick)
        {
            IList <Coordinate> _coordinates = new List <Coordinate>();

            // create a list of coordinates
            populate_list_of_coordinates(minefield_size, _coordinates);

            // put in a random order
            _coordinates = _coordinates.OrderBy(a => Guid.NewGuid()).ToList <Coordinate>();

            return(_coordinates.Take(number_of_coordinates_to_pick));
        }
        public IEnumerable<Coordinate> pick_coordinates_from(MinefieldSize minefield_size, int number_of_coordinates_to_pick)
        {
            IList<Coordinate> _coordinates = new List<Coordinate>();

            // create a list of coordinates
            populate_list_of_coordinates(minefield_size, _coordinates);

            // put in a random order
            _coordinates = _coordinates.OrderBy(a => Guid.NewGuid()).ToList<Coordinate>();

            return _coordinates.Take(number_of_coordinates_to_pick);
        }
 private void populate_list_of_coordinates(MinefieldSize minefield_size, IList<Coordinate> _coordinates)
 {
     var row_count = 0;
     while (row_count < minefield_size.rows)
     {
         var column_count = 0;
         while (column_count < minefield_size.columns)
         {
             _coordinates.Add(new Coordinate(row_count, column_count));
             column_count++;
         }
         row_count++;
     }
 }
        private void populate_list_of_coordinates(MinefieldSize minefield_size, IList <Coordinate> _coordinates)
        {
            var row_count = 0;

            while (row_count < minefield_size.rows)
            {
                var column_count = 0;
                while (column_count < minefield_size.columns)
                {
                    _coordinates.Add(new Coordinate(row_count, column_count));
                    column_count++;
                }
                row_count++;
            }
        }
Ejemplo n.º 5
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        private void create_grid(MinefieldSize minefield_size, ITileFactory tile_factory, Guid game_id)
        {
            _tiles = new List<ITile>();

            var row_count = 0;
            while (row_count < minefield_size.rows)
            {
                var column_count = 0;
                while (column_count < minefield_size.columns)
                {
                    _tiles.Add(tile_factory.create_for(new Coordinate(row_count, column_count),game_id));
                    column_count++;
                }
                row_count++;
            }
        }
Ejemplo n.º 6
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        private void create_grid(MinefieldSize minefield_size, ITileFactory tile_factory, Guid game_id)
        {
            _tiles = new List <ITile>();

            var row_count = 0;

            while (row_count < minefield_size.rows)
            {
                var column_count = 0;
                while (column_count < minefield_size.columns)
                {
                    _tiles.Add(tile_factory.create_for(new Coordinate(row_count, column_count), game_id));
                    column_count++;
                }
                row_count++;
            }
        }
Ejemplo n.º 7
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 public Grid(ITileFactory tile_factory, MinefieldSize minefield_size, Guid game_id)
 {
     create_grid(minefield_size, tile_factory, game_id);
 }
Ejemplo n.º 8
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        public IGrid create_grid_with_size_of(MinefieldSize minefield_size, Guid game_id)
        {
            var grid = new Grid(_tile_factory, minefield_size, game_id);

            return grid;
        }
Ejemplo n.º 9
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 public GameDifficulty(MinefieldSize minefield_size, int number_of_mines)
 {
     this.minefield_size  = minefield_size;
     this.number_of_mines = number_of_mines;
 }
Ejemplo n.º 10
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        public IGrid create_grid_with_size_of(MinefieldSize minefield_size, Guid game_id)
        {
            var grid = new Grid(_tile_factory, minefield_size, game_id);

            return(grid);
        }
Ejemplo n.º 11
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 public GameDifficulty(MinefieldSize minefield_size, int number_of_mines)
 {
     this.minefield_size = minefield_size;
     this.number_of_mines = number_of_mines;
 }
Ejemplo n.º 12
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 public Grid(ITileFactory tile_factory, MinefieldSize minefield_size, Guid game_id)
 {
     create_grid(minefield_size, tile_factory, game_id);
 }