Example #1
0
        private void Setup(string pageData)
        {
            var res = Regex.Match(pageData, Pattern);

            if (res.Groups.Count != 4)
            {
                throw new Exception("Invalid board.");
            }
            BoardX      = int.Parse(res.Groups[1].Value);
            BoardY      = int.Parse(res.Groups[2].Value);
            BoardString = res.Groups[3].Value;
            Rows        = BoardUtils.MakeRows(BoardString);
            Cols        = BoardUtils.MakeRows(BoardUtils.Transpose(BoardString));
        }
Example #2
0
        //Undoes ball position.
        public void ClearBallPosition()
        {
            if (BallPosition == null)
            {
                throw new Exception("was asked to remove ball when ballposition is null!");
            }

            //how to convert something like -4,3,0,-3, => -4,3,-4
            //todo isn't this already taken care of by "move"...?
            BoardUtils.RemoveZeroAtSectionFromList(Rows[BallPosition.Y], BallXSection);
            BoardUtils.RemoveZeroAtSectionFromList(Cols[BallPosition.X], BallYSection);
            //we've already adjusted the row & cols.

            BallPosition = null;
        }
Example #3
0
        public void InitialBallPlacement(int x, int y)
        {
            if (BallPosition != null)
            {
                throw new Exception("Ballposition must be null");
            }
            var pos = new BallPosition
            {
                X = x,
                Y = y
            };

            //figure out the ballXsection.
            BoardUtils.AddZeroAtPositionInList(x, Rows[y], out var xs);
            BallXSection = xs;
            BoardUtils.AddZeroAtPositionInList(y, Cols[x], out var ys);
            BallYSection = ys;
            BallPosition = pos;
        }
Example #4
0
        public void Move(Direction d)
        {
            ValidateMove(d);
            int xs = 0;
            int ys = 0;
            int sectionMoved;

            int xd = 0;
            int yd = 0;
            int moved;
            int pushsize; //if you push a bunch of boxes to the next call, how many is it?

            //zero means you hit a 1.

            switch (d)
            {
            //move in the row/col matching the direction of movement.
            //remove the zero from the opposite list starting point
            //calculate bump from opposite
            //if push size > 0 also add that to the opposite.
            //so much work!
            case Direction.D:
                //fix cur
                BoardUtils.MoveInArray(Cols[BallPosition.X], BallYSection, out sectionMoved, out moved,
                                       out pushsize);
                yd = moved;
                ys = BallYSection + sectionMoved;

                //fix opp source
                BoardUtils.RemoveZeroAtSectionFromList(Rows[BallPosition.Y], BallXSection);

                //fix hit source, also adjusts xs

                BumpIntoArrayAtPosition(Rows[BallPosition.Y + yd], BallPosition.X, out xs);

                //adjust push.  no need to mess with xs or ys.
                BoardUtils.AddPushToListAt(Rows[BallPosition.Y + yd + 1], BallPosition.X, pushsize);

                break;

            case Direction.U:     //this requires some careful reversing.
                var revsec    = Cols[BallPosition.X].Count - BallYSection - 1;
                var beforeLen = Cols[BallPosition.X].Count;

                //reverse this column, then move in it.
                Cols[BallPosition.X] = Cols[BallPosition.X].ToArray().Reverse().ToList();
                BoardUtils.MoveInArray(Cols[BallPosition.X], revsec, out sectionMoved, out moved,
                                       out pushsize);
                //now reverse it again.
                Cols[BallPosition.X] = Cols[BallPosition.X].ToArray().Reverse().ToList();
                yd = -1 * moved;

                //in reverse mode then shrinking/expanding the list is equivalent to changing sections!
                sectionMoved += beforeLen - Cols[BallPosition.X].Count;

                ys = BallYSection - sectionMoved;
                //the naive way to determine sectionmoved doesn't work when reversing.
                //instead look at

                //fix opp source
                BoardUtils.RemoveZeroAtSectionFromList(Rows[BallPosition.Y], BallXSection);

                //fix hit source, also adjusts xs

                BumpIntoArrayAtPosition(Rows[BallPosition.Y + yd], BallPosition.X, out xs);

                //adjust push.  no need to mess with xs or ys.
                BoardUtils.AddPushToListAt(Rows[BallPosition.Y + yd - 1], BallPosition.X, pushsize);

                break;

            case Direction.R:
                BoardUtils.MoveInArray(Rows[BallPosition.Y], BallXSection, out sectionMoved, out moved,
                                       out pushsize);
                xd = moved;
                xs = BallXSection + sectionMoved;

                BoardUtils.RemoveZeroAtSectionFromList(Cols[BallPosition.X], BallYSection);

                BumpIntoArrayAtPosition(Cols[BallPosition.X + xd], BallPosition.Y, out ys);

                BoardUtils.AddPushToListAt(Cols[BallPosition.X + xd + 1], BallPosition.Y, pushsize);
                break;

            case Direction.L:
                var revsec2    = Rows[BallPosition.Y].Count - BallXSection - 1;
                var beforeLen2 = Rows[BallPosition.Y].Count;

                Rows[BallPosition.Y] = Rows[BallPosition.Y].ToArray().Reverse().ToList();
                BoardUtils.MoveInArray(Rows[BallPosition.Y], revsec2, out sectionMoved, out moved,
                                       out pushsize);
                Rows[BallPosition.Y] = Rows[BallPosition.Y].ToArray().Reverse().ToList();

                xd            = -1 * moved;
                sectionMoved += beforeLen2 - Rows[BallPosition.Y].Count;
                xs            = BallXSection - sectionMoved;

                //fix opp source
                BoardUtils.RemoveZeroAtSectionFromList(Cols[BallPosition.X], BallYSection);

                //fix hit source, also adjusts xs

                BumpIntoArrayAtPosition(Cols[BallPosition.X + xd], BallPosition.Y, out ys);

                //adjust push.  no need to mess with xs or ys.
                BoardUtils.AddPushToListAt(Cols[BallPosition.X + xd - 1], BallPosition.Y, pushsize);
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(d), d, null);
            }
            //I also have to adjust the position and xsection shit.
            BallXSection = xs;
            BallYSection = ys;
            MoveBallTo(BallPosition.X + xd, BallPosition.Y + yd);
        }