Exemple #1
0
        private async Task ComputerMove(object _)
        {
            var state = await GetState();

            var engine = new C4Engine(state.Board, state.Score, state.NumPieces);

            engine.ComputerMove(state.CurrentPlayer, 5);

            await UpdateState(engine, state);
        }
Exemple #2
0
        public async Task MakeMove(int col)
        {
            var state = await GetState();

            var engine = new C4Engine(state.Board, state.Score, state.NumPieces);

            engine.MakeMove(state.CurrentPlayer, col);

            await UpdateState(engine, state);

            var gameInfo = await StateManager.GetStateAsync <GameDto>("gameInfo");

            if (gameInfo.GameType == GameTypeDto.SinglePlayer)
            {
                timer = RegisterTimer(ComputerMove, null, TimeSpan.Zero, Timeout.InfiniteTimeSpan);
            }
        }
Exemple #3
0
        private async Task UpdateState(C4Engine engine, GameStateDto currentState)
        {
            var state = new GameStateDto
            {
                Board         = engine.Board,
                Score         = engine.Score,
                NumPieces     = engine.NumPieces,
                Winner        = engine.IsWinner(),
                Host          = Environment.MachineName,
                LastUpdated   = DateTimeOffset.UtcNow,
                CurrentPlayer = currentState.CurrentPlayer == 1 ? 2 : 1,
            };

            if (state.Winner != 0)
            {
                for (var k = 0; k < 69; k++)
                {
                    if (state.Score[state.Winner - 1][k] == 16)
                    {
                        for (var i = 0; i < 6; i++)
                        {
                            for (var j = 0; j < 7; j++)
                            {
                                if (C4Engine.Map[i][j][k] == 1)
                                {
                                    state.WinningGrid[i][j] = state.Winner;
                                }
                            }
                        }
                    }
                }
            }

            await StateManager.SetStateAsync("gameState", state);

            GetEvent <IGameActorEvents>().GameStateChanged(state);
        }