public static void Initialize() { var hexSystem = new HexDemo.Hex(1.0f); // The starting board - 19 tiles // __ __ // __/00\__ __/00\__ Neighbor // __/01\__/02\__ /01\__/05\ Directions ///03\__/04\__/05\ \__/ \__/ //\__/06\__/07\__/ /02\__/04\ ///08\__/09\__/0A\ \__/03\__/ //\__/0B\__/0C\__/ \__/ ///0D\__/0E\__/0F\ //\__/10\__/11\__/ // \__/12\__/ // \__/ HexWorldPositions = new Vector2[] { hexSystem.TileOrigin(0, 2), hexSystem.TileOrigin(-1, 1), hexSystem.TileOrigin(1, 1), hexSystem.TileOrigin(-2, 1), hexSystem.TileOrigin(0, 1), hexSystem.TileOrigin(2, 1), hexSystem.TileOrigin(-1, 0), hexSystem.TileOrigin(1, 0), hexSystem.TileOrigin(-2, 0), hexSystem.TileOrigin(0, 0), hexSystem.TileOrigin(2, 0), hexSystem.TileOrigin(-1, -1), hexSystem.TileOrigin(1, -1), hexSystem.TileOrigin(-2, -1), hexSystem.TileOrigin(0, -1), hexSystem.TileOrigin(2, -1), hexSystem.TileOrigin(-1, -2), hexSystem.TileOrigin(1, -2), hexSystem.TileOrigin(0, -2) }; InitialBoard = Board.Empty().WithHeader(new StateHeader(0)); for (var x = 0; x < 19; ++x) { var tile = new Tile((byte)x, 0x00); foreach (var item in InitialPiecePlacements[x]) tile = tile.WithTriangle(item, 0x01); InitialBoard = InitialBoard.WithTile((byte)x, tile); } }
public static Board ApplyMove(Board Board, Move Move) { var checkForSurrounded = new List<Coordinate>(); var checkForEmpty = new List<byte>(); var sniping = false; switch ((MoveType)Move.Type) { case MoveType.Trade: { /* // Verify move is legal. // Reject move if attempting to snipe own piece. if (Move.Triangle % 2 != Board.Header.WhoseTurnNext) throw new InvalidOperationException(); // Reject move if player does not hold at least two tiles. var heldTileCount = Board.Tiles.Count(t => t.IsHeldBy(Board.Header.WhoseTurnNext)); if (heldTileCount < 2) throw new InvalidOperationException(); // Reject move if there is no enemy piece at the location. if (Board.GetTriangle(Move.Coordinate) == 0) throw new InvalidOperationException(); */ // Turn is legal, mutate board. foreach (var tile in Board.Tiles.Where(t => t.IsHeldBy(Board.Header.WhoseTurnNext)).Take(2)) Board = Board.WithTile(tile.ID, tile.WithStatus(0x03)); Board = Board.WithTile(Move.Tile, Board.GetTile(Move.Tile).WithTriangle(Move.Triangle, 0)); checkForEmpty.Add(Move.Tile); sniping = true; } break; case MoveType.MovePiece: { /* // Verify move is legal. // Reject move if attempting to move opponent piece. if (Move.Triangle % 2 == Board.Header.WhoseTurnNext) throw new InvalidOperationException(); // Reject move if there is no piece at the location. if (Board.GetTriangle(Move.Coordinate) == 0) throw new InvalidOperationException(); // Find destination triangle coordinate. */ var dest = FindMoveNeighbor(Move.Coordinate, Move.Direction); /* // Reject move if player attempted to move off board. if (dest.Invalid) throw new InvalidOperationException(); if (Board.GetTile(dest.Tile).IsOutOfPlay()) throw new InvalidOperationException(); // Reject move if destination triangle is occupied. if (Board.GetTriangle(dest) != 0) throw new InvalidOperationException(); */ // Move is legal, mutate board. Board = Board.WithTile(Move.Tile, Board.GetTile(Move.Tile).WithTriangle(Move.Triangle, 0)); Board = Board.WithTile(dest.Tile, Board.GetTile(dest.Tile).WithTriangle(dest.Triangle, 1)); checkForEmpty.Add(Move.Tile); for (byte x = 0; x < 3; ++x) { var neighbor = FindSurroundNeighbor(dest, x); if (!neighbor.Invalid && !Board.GetTile(neighbor.Tile).IsOutOfPlay()) checkForSurrounded.Add(neighbor); } } break; } while (checkForSurrounded.Count > 0 || checkForEmpty.Count > 0) { while (checkForSurrounded.Count > 0) { var piece = checkForSurrounded[0]; checkForSurrounded.RemoveAt(0); var sum = 0; for (byte x = 0; x < 3; ++x) { var neighbor = FindSurroundNeighbor(piece, x); if (neighbor.Invalid || Board.GetTile(neighbor.Tile).IsOutOfPlay()) sum += 1; else sum += Board.GetTriangle(neighbor); } if (sum == 3) { Board = Board.WithTile(piece.Tile, Board.GetTile(piece.Tile).WithTriangle(piece.Triangle, 0)); checkForEmpty.Add(piece.Tile); } } while (checkForEmpty.Count > 0) { var tileID = checkForEmpty[0]; checkForEmpty.RemoveAt(0); if (!Board.GetTile(tileID).IsEmpty()) continue; // Tile is empty - if it has 3 or less adjacent tiles in a row, it can be removed. var runs = new AdjacentRun[3]; var runsCount = 0; for (var x = 0; x < 6; ++x) { var neighbor = Tables.TileAdjacency[tileID][x]; if (neighbor != 0xFF && !Board.GetTile(neighbor).IsOutOfPlay()) { if (runsCount == 0) { runs[0] = new AdjacentRun(x, x, 1); runsCount += 1; } else if (runs[runsCount - 1].End == x - 1) runs[runsCount - 1] = new AdjacentRun(runs[runsCount - 1].Start, x, runs[runsCount - 1].Count + 1); else { runs[runsCount] = new AdjacentRun(x, x, 1); runsCount += 1; } } } if (runsCount > 1 && runs[0].Start == 0 && runs[runsCount - 1].End == 5) { runs[0] = new AdjacentRun(runs[runsCount - 1].Start, runs[0].End, runs[0].Count + runs[runsCount - 1].Count); runsCount -= 1; } if (runsCount == 1 && runs[0].Count <= 3) { if (sniping) Board = Board.WithTile(tileID, Board.GetTile(tileID).WithStatus(0x03)); else Board = Board.WithTile(tileID, Board.GetTile(tileID).WithStatus((byte)(Board.Header.WhoseTurnNext + 1))); // Mark adjacent triangles for surround consideration. for (var x = 0; x < 6; ++x) { // Don't check own pieces for surround if (Tables.ExposedAdjacency[x] % 2 != Board.Header.WhoseTurnNext) continue; // Don't check tiles that don't exist. var neighbor = Tables.TileAdjacency[tileID][x]; if (neighbor == 0xFF || Board.GetTile(neighbor).IsOutOfPlay()) continue; checkForSurrounded.Add(new Coordinate(neighbor, Tables.ExposedAdjacency[x])); } // Check neighboring tiles to see if they can be removed. for (var x = 0; x < 6; ++x) { var neighbor = Tables.TileAdjacency[tileID][x]; if (neighbor == 0xFF || Board.GetTile(neighbor).IsOutOfPlay()) continue; checkForEmpty.Add(neighbor); } } } } if (Board.Header.WhoseTurnNext == 0) Board = Board.WithHeader(new StateHeader(0x80)); else Board = Board.WithHeader(new StateHeader(0x00)); return Board; }