Exemple #1
0
        public void AddLand(Land land)
        {
            if (Lands.Any(lnd => lnd.Equals(land)))
            {
                return;
            }

            Lands.Add(land);
        }
Exemple #2
0
        private void RecalculatePositions()
        {
            if (IsPointingUp)
            {
                Land[] landsFromUpperLeftCorner =
                {
                    Lands[((int)RotateAngle / 120 + 0) % 3],
                    Lands[((int)RotateAngle / 120 + 1) % 3],
                    Lands[((int)RotateAngle / 120 + 2) % 3],
                };

                if (IsOnOddRow)
                {
                    landsFromUpperLeftCorner[0].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[0].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[1].X = CurrentPositionX;
                    landsFromUpperLeftCorner[1].Y = CurrentPositionY;

                    landsFromUpperLeftCorner[2].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[2].Y = CurrentPositionY;
                }
                else
                {
                    landsFromUpperLeftCorner[0].X = CurrentPositionX;
                    landsFromUpperLeftCorner[0].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[1].X = CurrentPositionX;
                    landsFromUpperLeftCorner[1].Y = CurrentPositionY;

                    landsFromUpperLeftCorner[2].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[2].Y = CurrentPositionY;
                }
            }
            else
            {
                Land[] landsFromUpperLeftCorner =
                {
                    Lands[((int)RotateAngle / 120 + 1) % 3],
                    Lands[((int)RotateAngle / 120 + 0) % 3],
                    Lands[((int)RotateAngle / 120 + 2) % 3],
                };

                if (IsOnOddRow)
                {
                    landsFromUpperLeftCorner[0].X = CurrentPositionX;
                    landsFromUpperLeftCorner[0].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[1].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[1].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[2].X = CurrentPositionX;
                    landsFromUpperLeftCorner[2].Y = CurrentPositionY;
                }
                else
                {
                    landsFromUpperLeftCorner[0].X = CurrentPositionX;
                    landsFromUpperLeftCorner[0].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[1].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[1].Y = CurrentPositionY - 1;

                    landsFromUpperLeftCorner[2].X = CurrentPositionX + 1;
                    landsFromUpperLeftCorner[2].Y = CurrentPositionY;
                }
            }
            if (State != PlayingTileStateEnum.Passive)
            {
                //If there is no board tile under every land, PROBLEM
                if (Lands.Any(p => m_Board.BoardMatrix[p.X, p.Y] == null))
                {
                    State = PlayingTileStateEnum.ActiveProblem;
                }

                //If every land would be at the same level, it's a good start
                else if (Lands.Select(p => m_Board.BoardMatrix[p.X, p.Y].Lands.Count).Distinct().Count() == 1)
                {
                    //If spaces are empty under every land, there is a chance it would be good
                    if (Lands.All(p => !m_Board.BoardMatrix[p.X, p.Y].Lands.Any()))
                    {
                        // If this is the first tile, it's clearly CORRECT
                        if (m_Board.NbPlayingTiles == 1)
                        {
                            State = PlayingTileStateEnum.ActiveCorrect;
                        }

                        // If this is not the first tile, there are some placement rules
                        else
                        {
                            //We need to find at least 1 land that is touching one already on board
                            foreach (var p in Lands)
                            {
                                var pIsOnOddRow = p.Y % 2 == 0;
                                var points      = new List <Point>
                                {
                                    new Point(p.X - 1, p.Y),
                                    new Point(p.X + 1, p.Y),
                                    new Point(p.X, p.Y - 1),
                                    new Point(p.X, p.Y + 1),
                                    new Point(pIsOnOddRow ? p.X + 1 : p.X - 1, p.Y + 1),
                                    new Point(pIsOnOddRow ? p.X + 1 : p.X - 1, p.Y - 1),
                                };

                                //If there is one land already on board touching the land, CORRECT
                                if (points.Any(q => m_Board.BoardMatrix[(int)q.X, (int)q.Y] != null && m_Board.BoardMatrix[(int)q.X, (int)q.Y].Lands.Any()))
                                {
                                    State = PlayingTileStateEnum.ActiveCorrect;
                                    return;
                                }
                            }

                            //There was no land touching one already on the board, PROBLEM
                            State = PlayingTileStateEnum.ActiveProblem;
                        }
                    }

                    //There is same level land under each land, but they're all from the same tile, PROBLEM
                    else if (Lands.Select(p => m_Board.BoardMatrix[p.X, p.Y].Lands.Last().ParentTile).Distinct().Count() == 1)
                    {
                        State = PlayingTileStateEnum.ActiveProblem;
                    }

                    //There is same level land under each land, and they're not all from the same tile, it's a good start
                    else
                    {
                        // If volcano is over another volcano, CORRECT, or else it's a PROBLEM
                        State = m_Board.BoardMatrix[Volcano.X, Volcano.Y].Lands.Last().LandType == LandEnum.Volcano ? PlayingTileStateEnum.ActiveCorrect : PlayingTileStateEnum.ActiveProblem;
                    }
                }

                //All the lands are not at the same level, PROBLEM
                else
                {
                    State = PlayingTileStateEnum.ActiveProblem;
                }
            }
            PositionChanged();
        }