public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { // can the target move to the cell we're on? if (map.CanMoveTo(target, location, out MapCellState currentCell)) { yield break; } // if the target can move to my position, I need to be able to move // in the same direction to the next cell var(dr, dc) = MapCellLocation.Diff(location, target.Location); (int r, int c) = location; if (map.CanMoveTo(owner, (r + dr, c + dc), out MapCellState desiredCell)) { var moveTargetBack = new MoveHeroTo(target, 1, currentCell, map); var moveMeBack = new MoveHeroTo(owner, 1, desiredCell, map); yield return(new AggregateMove(moveMeBack, moveTargetBack)); } }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { // can the owner move to the target's position? if (!map.CanMoveTo(owner, target.Location, out MapCellState targetCell)) { yield break; } // can the target move to the owner's position? if (!map.CanMoveTo(target, location, out MapCellState ownerCell)) { yield break; } // the swap can be done! var moveOwnerToTarget = new MoveHeroTo(owner, 1, targetCell, map); var moveTargetToOwner = new MoveHeroTo(target, 1, ownerCell, map); yield return(new AggregateMove(moveOwnerToTarget, moveTargetToOwner)); }