Example #1
0
        public void DoComputerMove(Player i_Player)
        {
            int numberOfMoves = m_listOfPossibleMoves.Count;
            int newMove = m_RandomMoveForPC.Next(numberOfMoves);

            drawPossibleMove(m_listOfPossibleMoves[newMove], i_Player);
            UpdatePlayerScore(i_Player);
            clearLastRoundPossibleMove(m_listOfPossibleMoves);
        }
Example #2
0
        public eSystemReply CheckIfUserCanPlay(Player i_Player)
        {
            eSystemReply canPlay = eSystemReply.PlayerHasNoMoves;
             List<PossibleMove?> listOfPossibleMovesForPlayer = GetPossibleMoves(i_Player);

             // if there are possible moves then the user can play.
             if (listOfPossibleMovesForPlayer.Count > 0)
             {
             canPlay = eSystemReply.PlayerCanMove;
             m_listOfPossibleMoves = listOfPossibleMovesForPlayer;
             }

             return canPlay;
        }
Example #3
0
        // initializes the board and players.
        public void InitGame()
        {
            m_BlackPlayer = new Player(Color.Black);
            m_WhitePlayer = new Player(Color.White);
            m_CurrentPlayer = m_BlackPlayer;
            m_BlackGamesScore = m_WhiteGamesScore = 0;

            FormGameSettings formSettings = new FormGameSettings();
            formSettings.ShowDialog();
            if (formSettings.DialogResult == DialogResult.OK)
            {
                if (formSettings.IsAgainstComputer)
                {
                    m_WhitePlayer.IsComputer = true;
                }

                m_CurrentGame = new GameEngine(formSettings.BoardSize);
                m_GameUI = new GameForm(formSettings.BoardSize, this);
                m_CurrentGame.InitNewGame();

                startGame();
            }
        }
Example #4
0
 private void switchPlayer(Player i_Player)
 {
     if (i_Player == m_BlackPlayer)
     {
         m_CurrentPlayer = m_WhitePlayer;
     }
     else
     {
         m_CurrentPlayer = m_BlackPlayer;
     }
 }
Example #5
0
 private void anotherRound()
 {
     m_CurrentGame.RestartGame();
     m_CurrentPlayer = m_BlackPlayer;
     List<PossibleMove?> possibleMoves = m_CurrentGame.GetPossibleMoves(m_CurrentPlayer);
     m_CurrentGame.UpdateCellsForPossibleMoves(possibleMoves);
 }
Example #6
0
        // Get the list of the possible moves in the board for a player
        public List<PossibleMove?> GetPossibleMoves(Player i_Player)
        {
            List<int[]> playerCells = getPlayerCellsInBoard(i_Player);
            List<eDirection> listOfDirectionsForPossibleMoves = new List<eDirection>();
            List<PossibleMove?> listOfPossibleMoves = new List<PossibleMove?>();
            bool searchInDirection = false;

            foreach (int[] xyCoord in playerCells)
            {
                // Now we need to check all the directions with opponent sign in them
                foreach (string str in Enum.GetNames(typeof(eDirection)))
                {
                    eDirection direction = (eDirection)System.Enum.Parse(typeof(eDirection), str);
                    searchInDirection = checkCellInDirection(xyCoord[k_XCoord], xyCoord[k_YCoord], (eDirection)direction, i_Player.GetOpponentSign());
                    if (searchInDirection)
                    {
                        listOfDirectionsForPossibleMoves.Add(direction);
                    }
                }

                // For each direction with opponent we need to check if there is a possible move in the direction
                foreach (eDirection direction in listOfDirectionsForPossibleMoves)
                {
                    PossibleMove? newMove = getPossibleCellFromDirection(xyCoord[k_XCoord], xyCoord[k_YCoord], direction, i_Player);
                    addLocationToCell(newMove, ref listOfPossibleMoves);
                }

                // every new position we check we clear the list
                listOfDirectionsForPossibleMoves.Clear();
            }

            m_listOfPossibleMoves = listOfPossibleMoves;
            return listOfPossibleMoves;
        }
Example #7
0
        // Get all empty cells in the board
        private List<int[]> getPlayerCellsInBoard(Player i_Player)
        {
            List<int[]> allPlayerCellsInBoard = new List<int[]>();
            int[] cellCoordinates;
            int boardSize = m_Board.Size;

            for (int row = 0; row < boardSize; row++)
            {
                for (int colomn = 0; colomn < boardSize; colomn++)
                {
                    if (m_Board[row, colomn].Color == i_Player.Color)
                    {
                        cellCoordinates = new int[k_XYCoord];
                        cellCoordinates[k_XCoord] = row;
                        cellCoordinates[k_YCoord] = colomn;
                        allPlayerCellsInBoard.Add(cellCoordinates);
                    }
                }
            }

            return allPlayerCellsInBoard;
        }
Example #8
0
        // Get a possible move from cell to direction
        private PossibleMove? getPossibleCellFromDirection(int i_XCoord, int i_YCoord, eDirection i_Direction, Player i_Player)
        {
            int boardRow = 0, boardCol = 0;
            PossibleMove? possibleMove = null;
            bool foundSpaceToPlaceNewMove = false;
            bool inBoundsOfBoard = true;

            getDirectionRowAndColumn(ref boardRow, ref boardCol, i_Direction);

            // we want to search for an empty spot because we know theres already an opponent sign near us
            while (!foundSpaceToPlaceNewMove && inBoundsOfBoard)
            {
                i_XCoord += boardRow;
                i_YCoord += boardCol;

                // Checks if coordinates still in bound of the board
                inBoundsOfBoard = m_Board.IsCoordinatesInBounds(i_XCoord, i_YCoord);
                if (!inBoundsOfBoard)
                {
                    break;
                }
                else if (m_Board[i_XCoord, i_YCoord].Color == i_Player.Color)
                {
                    break;
                }
                else if (m_Board[i_XCoord, i_YCoord].Color == Color.Empty || m_Board[i_XCoord, i_YCoord].Color == Color.Gray)
                {
                    foundSpaceToPlaceNewMove = true;
                }
            }

            // if we found a new place, create a new coordinate array and return it
            if (foundSpaceToPlaceNewMove)
            {
                possibleMove = new PossibleMove(i_XCoord, i_YCoord, getOppositeDirection(i_Direction));
            }

            return possibleMove;
        }
Example #9
0
 // Draw a move of a player
 private void drawPossibleMove(PossibleMove? i_PossibleMove, Player i_Player)
 {
     if (i_PossibleMove != null)
     {
         // Drawing line for each direction in the possible move and update the board
         string[] directionsStringArray = i_PossibleMove.Value.Direction.ToString().Split(new[] { ", " }, StringSplitOptions.None);
         foreach (string directionStr in directionsStringArray)
         {
             eDirection direction = (eDirection)System.Enum.Parse(typeof(eDirection), directionStr);
             drawLineFromCellInDirection(i_PossibleMove.Value.X, i_PossibleMove.Value.Y, direction, i_Player);
         }
     }
 }
Example #10
0
        private void drawLineFromCellInDirection(int i_X, int i_Y, eDirection i_Direction, Player i_Player)
        {
            int rowDirection = 0, columnDirection = 0;

            m_Board.UpdateCell(i_X, i_Y, i_Player.Color);
            getDirectionRowAndColumn(ref rowDirection, ref columnDirection, i_Direction);
            do
            {
                i_X += rowDirection;
                i_Y += columnDirection;
                if (m_Board.IsCoordinatesInBounds(i_X + rowDirection, i_Y + columnDirection))
                {
                    m_Board.UpdateCell(i_X, i_Y, i_Player.Color);
                }
            } while (m_Board.IsCoordinatesInBounds(i_X + rowDirection, i_Y + columnDirection) && m_Board[i_X + rowDirection, i_Y + columnDirection].Color != i_Player.Color);
        }
Example #11
0
        private eSystemReply doPlayerMoveWithXY(int i_X, int i_Y, Player i_Player)
        {
            eSystemReply checkMoveReply = eSystemReply.ValidMove;
            bool playerCanMove = false;

            // Checks if the input is in the possible move list
            foreach (PossibleMove? move in m_listOfPossibleMoves)
            {
                // If it's in the list, it's a valid move
                if (move.Value.isEqualToPoisition(i_X, i_Y))
                {
                    playerCanMove = true;
                    drawPossibleMove(move, i_Player);
                }
            }

            if (playerCanMove == false)
            {
                checkMoveReply = eSystemReply.ErrorBadLogicInput;
            }

            return checkMoveReply;
        }
Example #12
0
        public void UpdatePlayerScore(Player i_Player)
        {
            List<int[]> playerCellsInBoard = getPlayerCellsInBoard(i_Player);

            i_Player.Score = playerCellsInBoard.Count;
        }
Example #13
0
        // Holds the move of the player
        public eSystemReply Move(int i_X, int i_Y, Player i_Player)
        {
            if (i_Player.IsComputer)
            {
                DoComputerMove(i_Player);
            }

            eSystemReply moveReply = eSystemReply.ValidMove;

            moveReply = doPlayerMoveWithXY(i_X, i_Y, i_Player);
            if (moveReply == eSystemReply.ValidMove)
            {
                UpdatePlayerScore(i_Player);
                clearLastRoundPossibleMove(m_listOfPossibleMoves);
            }

            return moveReply;
        }