// 置くセルを取得 public sCELL_POS GetPutCell(eCELL_STT nbStt1, List <sCELL_POS> asCellPos1) { sCELL_POS sCellPos1 = null; if (predictionEngine != null) { // 予測パイプラインあり } else { sCellPos1 = asCellPos1[m_sRand.Next(0, asCellPos1.Count - 1)]; } return(sCellPos1); }
public bool PlayGame(eCELL_STT nbStt1) { List <sCELL_POS> asCellPos1 = GetOkCell(nbStt1); if (asCellPos1.Count == 0) { // 置くとこない return(false); } sCELL_POS sCellPos1 = GetPutCell(nbStt1, asCellPos1); PutCell(nbStt1, sCellPos1.m_idRow, sCellPos1.m_idCol, ref m_anbCellStt); // 履歴を更新 m_nbPlayHis.Add(new sPLAY_HIS(nbStt1, sCellPos1.m_idRow, sCellPos1.m_idCol)); UpdBoardDsp(); return(true); }