Example #1
0
 protected override void OnNavigatedTo(NavigationEventArgs e)
 {
     PairNumber   = ((int[])e.Parameter)[0];
     ChooseNumber = ((int[])e.Parameter)[1];
     Cards        = CardManager.GetCards(PairNumber);
     chosenArr    = new bool[PairNumber * 2];
     chosenNum    = 0;
     // G is the graph connecting each card to their possible values
     // The two cards representing i are the numbers i and PairNumber + i, for organization
     G = new BipGraph(2 * PairNumber, 2 * PairNumber);
     ConfirmButton.Visibility = Visibility.Collapsed;
     ShuffleButton.Visibility = Visibility.Collapsed;
     WinBlock.Visibility      = Visibility.Collapsed;
     IntroText.Visibility     = Visibility.Visible;
     for (int i = 1; i <= 2 * PairNumber; i++)
     {
         for (int j = 1; j <= 2 * PairNumber; j++)
         {
             G.AddEdge(i, j);
         }
     }
     Selecting = true;
 }
Example #2
0
        private void ConfirmButton_Click(object sender, RoutedEventArgs e)
        {
            TestBlock.Text           = "Cards chosen: 0";
            Selecting                = false;
            ConfirmButton.Visibility = Visibility.Collapsed;
            // This is the temporary bipartite graph, connecting the chosen cards to the possible values they can be
            // We ignore the cards which were not chosen, so they will not have connections and will not affect the algorithm
            BipGraph GTemp = new BipGraph(2 * PairNumber, PairNumber);

            for (int i = 0; i < 2 * PairNumber; i++)
            {
                if (chosenArr[i])
                {
                    // For each vertex adjacent to i in G, add a connection in GTemp
                    foreach (int adj in G.adj[i + 1])
                    {
                        GTemp.AddEdge(i + 1, (adj - 1) % PairNumber + 1);
                    }
                }
            }
            int[] adjChosen = GTemp.HopcroftKarp();
            // Check if all chosen cards can have a unique value.
            // If they can, we are basically done. Otherwise, we need to do another Hopcroft Karp, this time where duplicate values are allowed
            bool valid = true;

            for (int i = 0; i < 2 * PairNumber; i++)
            {
                if (chosenArr[i])
                {
                    // Adding 1 for 1-based indices
                    if (adjChosen[i + 1] == 0)
                    {
                        valid = false;
                        break;
                    }
                }
            }
            if (valid)
            {
                // Set and store the values chosen to the cards
                HashSet <int> values = new HashSet <int>();
                for (int i = 0; i < 2 * PairNumber; i++)
                {
                    if (chosenArr[i])
                    {
                        if (G.hasEdge(i + 1, adjChosen[i + 1]))
                        {
                            values.Add(adjChosen[i + 1]);
                        }
                        else
                        {
                            values.Add(adjChosen[i + 1] + PairNumber);
                        }
                        Cards[i].Text = (adjChosen[i + 1].ToString());
                    }
                }
                for (int i = 0; i < 2 * PairNumber; i++)
                {
                    if (chosenArr[i])
                    {
                        G.ClearVertex(i + 1);
                        foreach (int j in values)
                        {
                            G.AddEdge(i + 1, j);
                        }
                    }
                }
                // We cannot let non-chosen cards take on the value of a chosen card
                for (int i = 0; i < 2 * PairNumber; i++)
                {
                    if (!chosenArr[i])
                    {
                        foreach (int j in values)
                        {
                            G.ClearEdge(i + 1, j);
                        }
                    }
                }
                // We are allowed to shuffle now, as the game is still going on
                ShuffleButton.Visibility = Visibility.Visible;
                return;
            }
            // If we are here, we know that it wasn't valid, so we know that we lost
            // We decide the values of the cards using Hopcroft-Karp again on the graph counting duplicates
            // Using a different BipGraph because the number of possible values of cards is now different
            BipGraph GTemp2 = new BipGraph(2 * PairNumber, 2 * PairNumber);

            for (int i = 0; i < 2 * PairNumber; i++)
            {
                if (chosenArr[i])
                {
                    // For each vertex adjacent to i in G, add a connection in GTemp
                    foreach (int adj in G.adj[i + 1])
                    {
                        GTemp2.AddEdge(i + 1, adj);
                    }
                }
            }
            int[] adjChosen2 = GTemp2.HopcroftKarp();
            // We know the user won, so we don't have to shuffle cards anymore
            for (int i = 0; i < 2 * PairNumber; i++)
            {
                if (chosenArr[i])
                {
                    Cards[i].Text = ((adjChosen2[i + 1] - 1) % PairNumber + 1).ToString();
                }
            }
            WinBlock.Visibility = Visibility.Visible;
        }