private bool ProcessSequence(int x, int y, IActor actedPlayer, ref C4Actor lastTrackedPlayer, ref int sequenceLength, out EEndGameStatus result) { result = EEndGameStatus.Draw; C4Actor gridActor = Grid[x, y] as C4Actor; if (gridActor == null) { lastTrackedPlayer = null; sequenceLength = 0; return(false); } if (lastTrackedPlayer == null) { lastTrackedPlayer = gridActor; sequenceLength = 1; } else if (lastTrackedPlayer != gridActor) { lastTrackedPlayer = gridActor; sequenceLength = 1; } else // lastTrackedPlayer == gridActor { if (++sequenceLength >= WIN_SEQUENCE_LENGTH) { result = lastTrackedPlayer == (C4Actor)actedPlayer ? EEndGameStatus.Win : EEndGameStatus.Loss; return(true); } } return(false); }
public C4GameState(string aPlayerA, string aPlayerB, C4Actor aJustActed) : base(aPlayerA, aPlayerB, aJustActed, GRID_WIDTH, GRID_HEIGHT) { for (int x = 0; x < GridWidth; ++x) { for (int y = 0; y < GridHeight; ++y) { Grid[x, y] = null; } } }
public override IEnumerable <IAction> GetAllMoves() { List <IAction> actions = new List <IAction>(); C4Actor nowActing = new C4Actor(ActorJustActed.Name.Equals(PlayerAName) ? PlayerBName : PlayerAName); for (int x = 0; x < GridWidth; ++x) { for (int y = 0; y < GridHeight; ++y) { if (Grid[x, y] == null) { IAction newAction = new C4Action(nowActing, this, x, y); actions.Add(newAction); // only one action is possible per column break; } } } return(actions); }
public C4Action(C4Actor aActing, C4GameState aState, int x, int y) : base(aActing) { this._incomingState = aState; this._x = x; this._y = y; }
public C4GameState(C4GameState aOtherGameState, C4Actor aJustActed, AbstractActor[,] aGrid) : base(aOtherGameState.PlayerAName, aOtherGameState.PlayerBName, aJustActed, aGrid) { }
public C4GameState(string aPlayerA, string aPlayerB, C4Actor aJustActed, AbstractActor[,] aGrid) : base(aPlayerA, aPlayerB, aJustActed, aGrid) { }
public override EEndGameStatus GetResult(IActor player) { // check verticals for victory for (int x = 0; x < GridWidth; ++x) { int sequenceLength = 0; C4Actor lastTrackedPlayer = null; for (int y = 0; y < GridHeight; ++y) { if (ProcessSequence(x, y, player, ref lastTrackedPlayer, ref sequenceLength, out EEndGameStatus result)) { return(result); } } } // check horizontals for victory for (int y = 0; y < GridHeight; ++y) { int sequenceLength = 0; C4Actor lastTrackedPlayer = null; for (int x = 0; x < GridWidth; ++x) { if (ProcessSequence(x, y, player, ref lastTrackedPlayer, ref sequenceLength, out EEndGameStatus result)) { return(result); } } } // check diagonals for victory for (int x = 0; x < GridWidth; ++x) { for (int y = 0; y < GridHeight; ++y) { int sequenceURLength = 0; C4Actor lastTrackedPlayerUR = null; int sequenceULLength = 0; C4Actor lastTrackedPlayerUL = null; for (int i = 0; i < WIN_SEQUENCE_LENGTH; i++) { try { // diagonally up-right if (ProcessSequence(x + i, y + i, player, ref lastTrackedPlayerUR, ref sequenceURLength, out EEndGameStatus urResult)) { return(urResult); } } catch (System.IndexOutOfRangeException e) { // out of range, break break; } try { // diagonally up-left if (ProcessSequence(x - i, y + i, player, ref lastTrackedPlayerUL, ref sequenceULLength, out EEndGameStatus ulResult)) { return(ulResult); } } catch (System.IndexOutOfRangeException e) { // out of range, break break; } } } } return(EEndGameStatus.Draw); }