Exemple #1
0
 private void checkMill(int a, int b, int c, Tile movedTile, TileStatus ts, ReactiveCollection <Tile> tiles, ref Mill tofill)
 {
     if (tiles[a].Status == ts && tiles[b].Status == ts && tiles[c].Status == ts &&
         (movedTile == tiles[a] ||
          movedTile == tiles[b] ||
          movedTile == tiles[c]))
     {
         tofill = new Mill(tiles[a], tiles[b], tiles[c]);
     }
 }
Exemple #2
0
        /////////// Board Pattern //////////
        //
        //  [0]           [1]            [2]
        //      [8]       [9]       [10]
        //           [16] [17] [18]
        //  [3] [11] [19]      [20] [12] [4]
        //           [21] [22] [23]
        //      [13]      [14]      [15]
        //  [5]           [6]            [7]
        //
        public bool AddNewMills(ReactiveCollection <Tile> tiles, TileStatus ts, Tile movedTile)
        {
            Mill currentMill = null;

            checkMill(0, 1, 2, movedTile, ts, tiles, ref currentMill);
            checkMill(0, 3, 5, movedTile, ts, tiles, ref currentMill);
            checkMill(2, 4, 7, movedTile, ts, tiles, ref currentMill);
            checkMill(5, 6, 7, movedTile, ts, tiles, ref currentMill);


            checkMill(8, 9, 10, movedTile, ts, tiles, ref currentMill);
            checkMill(8, 11, 13, movedTile, ts, tiles, ref currentMill);
            checkMill(10, 12, 15, movedTile, ts, tiles, ref currentMill);
            checkMill(13, 14, 15, movedTile, ts, tiles, ref currentMill);


            checkMill(16, 17, 18, movedTile, ts, tiles, ref currentMill);
            checkMill(16, 19, 21, movedTile, ts, tiles, ref currentMill);
            checkMill(18, 20, 23, movedTile, ts, tiles, ref currentMill);
            checkMill(21, 22, 23, movedTile, ts, tiles, ref currentMill);


            checkMill(1, 9, 17, movedTile, ts, tiles, ref currentMill);
            checkMill(3, 11, 19, movedTile, ts, tiles, ref currentMill);
            checkMill(4, 12, 20, movedTile, ts, tiles, ref currentMill);
            checkMill(6, 14, 22, movedTile, ts, tiles, ref currentMill);

            // Check validity
            if (currentMill == null)
            {
                return(false);
            }
            currentMill.Turn = Turn;

            if (currentMill.First != movedTile &&
                currentMill.Second != movedTile &&
                currentMill.Third != movedTile)
            {
                return(false);
            }

            // Check that he's not going back and forth from two mills
            if (PreviousMills.Count > 1 && currentMill.Equals(PreviousMills[PreviousMills.Count - 2]) && currentMill.Turn - PreviousMills[PreviousMills.Count - 2].Turn <= 2)
            {
                return(false);
            }

            PreviousMills.Add(currentMill);

            return(true);
        }