Example #1
0
        //Returns the number of matching tiles in the collection
        public int CountOf(TileID id, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return(-1);
            }
            int count = 0;

            for (int i = 0; i < Count; i++)
            {
                if (tileIDs[i] == id)
                {
                    count++;
                }
            }
            return(count);
        }
Example #2
0
        //Checks the given tile ID to see if the hand may contain a loose tile of it after a discard
        //If loose, adds the tile to the loose tile list.
        private void CheckIfNewLoose(TileID tile)
        {
            int index = hand.Tiles.Closed.IndexOf(tile, accessKey);

            if (index == -1)
            {
                return;
            }
            if (hand.Tiles.Closed.CountOf(tile, accessKey) >= 2)
            {
                return;
            }
            if (IsLoose(hand.Tiles.Closed[index]))
            {
                LooseTiles.Add(hand.Tiles.Closed[index], accessKey);
            }
        }
Example #3
0
        //Returns true if the tile qualifies as loose. Does not add it to the loose tiles collection.
        private bool IsLoose(Tile tile)
        {
            int index = hand.Tiles.Closed.IndexOf(tile, accessKey);

            if (index == -1)
            {
                return(false);
            }
            if (index > 0 && TileID.InSameSuji(hand.Tiles.Closed[index - 1].Query(accessKey), tile.Query(accessKey)))
            {
                return(false);
            }
            if (index + 1 < hand.Tiles.Closed.Count && TileID.InSameSuji(hand.Tiles.Closed[index + 1].Query(accessKey), tile.Query(accessKey)))
            {
                return(false);
            }
            return(true);
        }
Example #4
0
        //Returns all potential melds that are waiting on the given tile ID
        public List <PotentialMeld> GetWaitingMelds(TileID tile)
        {
            List <PotentialMeld> list = new List <PotentialMeld>();

            for (int i = 0; i < Melds.Count; i++)
            {
                if (!(Melds[i].Completed) && (tile.Suit == Melds[i].Suit))
                {
                    for (int j = 0; j < Melds[i].Waits.Count; j++)
                    {
                        if (Melds[i].Waits[j].tile == tile)
                        {
                            list.Add(Melds[i]);
                            break;
                        }
                    }
                }
            }
            return(list);
        }
Example #5
0
        //***********************************************************************
        //**************************** Basic Methods ****************************
        //***********************************************************************

        //Adds the tile to the collection
        //Note: if the tile is locked with a different access key, will not add
        public void Add(Tile tile, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return;
            }

            if (Contains(tile, _accessKey))
            {
                return;
            }
            TileID id = tile.Query(_accessKey);

            if (id == TileID.Hidden)
            {
                return;
            }
            tiles.Add(tile);
            tileIDs.Add(id);
        }
Example #6
0
        //Returns the number of matching tiles in the collection
        new public int CountOf(TileID id, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return(-1);
            }
            int index = IndexOf(id, _accessKey);

            if (index == -1)
            {
                return(0);
            }
            int count = 1;

            while (index + count < this.Count && tileIDs[index + count] == id)
            {
                count++;
            }
            return(count);
        }
Example #7
0
        //Returns the index of the first matching tile or -1 if not found
        new public int IndexOf(TileID id, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return(-1);
            }
            int i = 0;

            while (i < tileIDs.Count && tileIDs[i] != id)
            {
                i++;
            }
            if (i < tileIDs.Count)
            {
                return(i);
            }
            else
            {
                return(-1);
            }
        }
Example #8
0
        //Gets the first naki of the type in the meld list
        //...[that involves the given TileID, if that arg is passed]
        private Naki GetNaki(NakiType type, TileID involving = null)
        {
            int i = 0;

            while (i < calls.Count && calls[i].type != type)
            {
                i++;
            }
            if (i == calls.Count)
            {
                return new Naki()
                       {
                           type = NakiType.Nashi                           /*, requestor = player*/
                       }
            }
            ;
            else
            {
                return(calls[i]);
            }
        }
Example #9
0
        //Adds all the waiting versions of a completed meld. Returns the number added.
        private int AddPotentialVersions(PotentialMeld completed)
        {
            int           count = 0;
            PotentialMeld meld;

            if (completed.Type == Meld.MeldType.Koutsu)
            {
                //Potential koutsu
                meld = new PotentialMeld()
                {
                    Type = Meld.MeldType.Koutsu,
                };
                meld.Add(completed.IDs[0]); meld.Add(completed.IDs[0]);
                meld.Waits.Add(new Wait(WaitType.Kantsu, completed.IDs[0]));
                AddMeld(meld);
                count++;
            }
            else if (completed.Type == Meld.MeldType.Shuntsu)
            {
                //Potential shuntsu lower
                meld = new PotentialMeld()
                {
                    Type = Meld.MeldType.Shuntsu,
                };
                TileID t1 = completed.IDs[0];
                TileID t2 = completed.IDs[1];
                TileID t3 = completed.IDs[2];
                meld.Add(t1); meld.Add(t2);
                if (t1.Number == 1)
                {
                    meld.Waits.Add(new Wait(WaitType.Penchan, new TileID(t1.Suit, 3)));
                }
                else
                {
                    meld.Waits.Add(new Wait(WaitType.Ryanmen, new TileID(t1.Suit, (byte)(t1.Number - 1))));
                    meld.Waits.Add(new Wait(WaitType.Ryanmen, t3));
                }
                AddMeld(meld);
                count++;

                //Potential shuntsu upper
                meld = new PotentialMeld()
                {
                    Type = Meld.MeldType.Shuntsu,
                };
                meld.Add(t2); meld.Add(t3);
                if (t3.Number == 9)
                {
                    meld.Waits.Add(new Wait(WaitType.Penchan, new TileID(t1.Suit, 7)));
                }
                else
                {
                    meld.Waits.Add(new Wait(WaitType.Ryanmen, t1));
                    meld.Waits.Add(new Wait(WaitType.Ryanmen, new TileID(t1.Suit, (byte)(t3.Number + 1))));
                }
                AddMeld(meld);
                count++;

                //Potential shuntsu center (kanchan)
                meld = new PotentialMeld()
                {
                    Type = Meld.MeldType.Shuntsu,
                };
                meld.Add(t1); meld.Add(t3);
                meld.Waits.Add(new Wait(WaitType.Kanchan, t2));
                AddMeld(meld);
                count++;
            }
            return(count);
        }
Example #10
0
        //Checks up to the next 3 tiles in the list and adds any potential melds to the collection
        //Returns the number of potential melds added.
        private CheckForwardResponse CheckForward(int index)
        {
            CheckForwardResponse info = new CheckForwardResponse
            {
                count = 0,
            };
            List <TileID> list = hand.Tiles.Closed.GetTileIDList(accessKey);
            PotentialMeld meld;
            TileID        t1 = TileID.Invalid, t2 = TileID.Invalid, t3 = TileID.Invalid, t4 = TileID.Invalid;

            t1 = list[index];
            //First rule out any obvious disqualifiers
            if (index + 1 < list.Count)
            {
                t2 = list[index + 1];
            }
            else
            {
                return(info); //index is last tile in list
            }
            if (t2.Suit != t1.Suit)
            {
                return(info);                    //next suit different
            }
            if (t1.Jihai && t1.Number != t2.Number)
            {
                return(info);                                    //different honor
            }
            //Set the next tileIDs
            if (index + 2 < list.Count)
            {
                t3 = list[index + 2];
            }
            if (index + 3 < list.Count)
            {
                t4 = list[index + 3];
            }

            //Check for koutsu/kantsu
            if (t2 == t1)
            {
                if (t3 == t1)
                {
                    if (t4 == t1)
                    {
                        //4 of the same tile
                        //Completed kantsu
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Kantsu,
                            Completed = true
                        };
                        meld.Add(t1); meld.Add(t1); meld.Add(t1); meld.Add(t1);
                        AddMeld(meld);
                        info.count++;
                        //Completed koutsu
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Koutsu,
                            Completed = true
                        };
                        meld.Add(t1); meld.Add(t1); meld.Add(t1);
                        AddMeld(meld);
                        info.count++;
                        //Completed jantou
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Jantou,
                            Completed = true,
                        };
                        meld.Add(t1); meld.Add(t1);
                        AddMeld(meld);
                        info.count++;
                        LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 2], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 3], accessKey);
                    }
                    else
                    {
                        //3 of the same tile.
                        //Potential kantsu
                        meld = new PotentialMeld()
                        {
                            Type = Meld.MeldType.Kantsu,
                        };
                        meld.Add(t1); meld.Add(t1); meld.Add(t1);
                        meld.Waits.Add(new Wait(WaitType.Kantsu, t1));
                        AddMeld(meld);
                        info.count++;
                        //Completed koutsu
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Koutsu,
                            Completed = true
                        };
                        meld.Add(t1); meld.Add(t1); meld.Add(t1);
                        AddMeld(meld);
                        info.count++;
                        //Add potential koutsu
                        info.count += AddPotentialVersions(meld);
                        //Completed jantou
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Jantou,
                            Completed = true,
                        };
                        meld.Add(t1); meld.Add(t1);
                        AddMeld(meld);
                        info.count++;
                        LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 2], accessKey);
                    }
                }
                else
                {
                    //2 of the same tile
                    //Potential koutsu
                    meld = new PotentialMeld()
                    {
                        Type = Meld.MeldType.Koutsu,
                    };
                    meld.Add(t1); meld.Add(t1);
                    meld.Waits.Add(new Wait(WaitType.Koutsu, t1));
                    AddMeld(meld);
                    info.count++;

                    //Completed jantou
                    meld = new PotentialMeld()
                    {
                        Type      = Meld.MeldType.Jantou,
                        Completed = true,
                    };
                    meld.Add(t1); meld.Add(t1);
                    AddMeld(meld);
                    info.count++;
                    LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                    LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                }
            }
            //Check for shuntsu
            else
            {
                if (t2.Number - t1.Number == 1)
                {
                    if (t3.Suit == t1.Suit && t3.Number - t2.Number == 1)
                    {
                        //Completed shuntsu
                        meld = new PotentialMeld()
                        {
                            Type      = Meld.MeldType.Shuntsu,
                            Completed = true
                        };
                        meld.Add(t1); meld.Add(t2); meld.Add(t3);
                        AddMeld(meld);
                        info.count++;
                        //Add all the potential shuntsu
                        info.count += AddPotentialVersions(meld);


                        LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 2], accessKey);
                    }
                    else
                    {
                        //Potential shuntsu with an outer wait
                        meld = new PotentialMeld()
                        {
                            Type = Meld.MeldType.Shuntsu,
                        };
                        meld.Add(t1); meld.Add(t2);
                        if (t1.Number == 1)
                        {
                            meld.Waits.Add(new Wait(WaitType.Penchan, new TileID(t1.Suit, 3)));
                        }
                        else if (t2.Number == 9)
                        {
                            meld.Waits.Add(new Wait(WaitType.Penchan, new TileID(t1.Suit, 7)));
                        }
                        else
                        {
                            meld.Waits.Add(new Wait(WaitType.Ryanmen, new TileID(t1.Suit, (byte)(t1.Number - 1))));
                            meld.Waits.Add(new Wait(WaitType.Ryanmen, new TileID(t1.Suit, (byte)(t2.Number + 1))));
                        }
                        AddMeld(meld);
                        info.count++;
                        LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                        LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                    }
                }
                else if (t2.Number - t1.Number == 2)
                {
                    //Potential shuntsu with a kanchan (inner) wait
                    meld = new PotentialMeld()
                    {
                        Type = Meld.MeldType.Shuntsu,
                    };
                    meld.Add(t1); meld.Add(t2);
                    meld.Waits.Add(new Wait(WaitType.Kanchan, new TileID(t1.Suit, (byte)(t1.Number + 1))));
                    AddMeld(meld);
                    info.count++;
                    LooseTiles.Remove(hand.Tiles.Closed[index], accessKey);
                    LooseTiles.Remove(hand.Tiles.Closed[index + 1], accessKey);
                }
            }

            return(info);
        }
 public bool GreaterOrEqual(TileID t1, TileID t2)
 {
     return(LessThan(t2, t1) || (t1 == t2));
 }
 public bool LessOrEqual(TileID t1, TileID t2)
 {
     return(LessThan(t1, t2) || (t1 == t2));
 }
 public bool GreaterThan(TileID t1, TileID t2)
 {
     return(LessThan(t2, t1));
 }
Example #14
0
 public Wait(WaitType t, TileID id)
 {
     tile = id;
     type = t;
 }
Example #15
0
        //Creates a copy of the tile. Used for access safety
        public TileID Copy()
        {
            TileID tile = new TileID(this.Suit, this.Number, this.Aka);

            return(tile);
        }
Example #16
0
 //Removes the first occurrence of the tile
 public void Remove(TileID tile)
 {
     _ids.Remove(tile);
 }