public void CheckForWin() { // Check for Winning here // *************************************************************************************** Class.Structure.Info infoR = Class.Structure.CheckWinning(this.MStructures); // *************************************************************************************** if (infoR.OK) { Class.ExtendendList <Class.Cart> toRemove = new Class.ExtendendList <Class.Cart>(); for (int i = infoR.CurrentStructure.lstCards.IndexOf(infoR.SelectedCart); i <= infoR.CurrentStructure.lstCards.Count - 1; i++) { toRemove.Add(infoR.CurrentStructure.lstCards[i]); } // 0 ... 1 it doesn't matter Cart.GameMode currentMode = toRemove[0].GameMode_; foreach (Class.Cart toRem in toRemove) { infoR.CurrentStructure.lstCards.Remove(toRem); } this.ReDraw(); // Add a structure wird currentMode to the array. this.WinningCards[WCounter++] = new SpecialCard(currentMode); this.ReDraw(); foreach (Class.Structure s in this.MStructures) { if (s.lstCards.Count != 0) { if (!(s.lstCards[s.lstCards.Count - 1].Active)) { s.lstCards[s.lstCards.Count - 1].Active = true; } } } } bool gameend = false; foreach (Class.Structure current in this.MStructures) { gameend = (current.lstCards.Count == 0); if (!gameend) { break; } } this.endOfGame = gameend; this.throwEvent(); // --------------------------------------------------------------------------------------- }
public static ExtendendList <Tipp> ShowsAllTipps(ExtendendList <Structure> lst) { ExtendendList <Tipp> toReturn = new ExtendendList <Tipp>(); foreach (Structure ms in lst) { ExtendendList <Cart> active = new ExtendendList <Cart>(); foreach (Cart cmr in ms.lstCards) { if (cmr.Active) { active.Add(cmr); } } ExtendendList <Cart> proove = new ExtendendList <Cart>(); ExtendendList <Cart> testLst = new ExtendendList <Cart>(); bool okay = false; for (int i = 0; i <= active.Count - 1; i++) { proove.Clear(); for (int j = i; j <= active.Count - 1; j++) { proove.Add(active[j]); } okay = Structure.CanMoveCards(proove); if (proove.Count != 1 && okay) { // If you try to switch more than one card, all cards have to be the same color. Cart.GameMode currentMode = Cart.GameMode.Black; bool ok = false; for (int y = 0; y <= proove.Count - 1; y++) { if (y == 0) { currentMode = proove[y].GameMode_; } else { if (currentMode != proove[y].GameMode_) { ok = false; break; } } } okay = ok; } if (okay) { // At first, we have have to check out, whether the structure fits to the last cart from another structure! bool goOn = false; foreach (Structure d1 in lst) { if (d1.lstCards.Count == 0) { goOn = true; } else { testLst.Clear(); testLst.Add(d1.lstCards[d1.lstCards.Count - 1]); testLst.AddRange(proove); goOn = Structure.CanMoveCards(testLst); if (goOn) { foreach (Cart cs1 in testLst) { cs1.IsTipp = true; } } } if (goOn) { if (testLst.Count != 0) { foreach (Cart cs1 in proove) { cs1.IsTipp = true; } } } } } } } return(toReturn); }
public static Info CheckWinning(ExtendendList <Structure> lst) { // Idea: Create a structure for the first to last, then for the second to the last and ... // If a structure fits to the here created structure then returns the structure. Info toRetrun = new Info(); // Create mainList: ExtendendList <Cart.cType> mainList = new ExtendendList <Cart.cType>(); foreach (string cmr in Enum.GetNames(typeof(Class.Cart.cType))) { mainList.Add((Class.Cart.cType)Enum.Parse(typeof(Class.Cart.cType), cmr)); } mainList.Reverse(); mainList.Remove(Cart.cType.Default); foreach (Structure curStr in lst) { // Filter active cars. ExtendendList <Cart> active = new ExtendendList <Cart>(); foreach (Cart mCart in curStr.lstCards) { if (mCart.Active) { active.Add(mCart); } } for (int i = 0; i <= active.Count - 1; i++) { ExtendendList <Cart> compare = new ExtendendList <Cart>(); for (int j = i; j <= active.Count - 1; j++) { compare.Add(active[j]); } // Compare these lists if (Structure.CompareLists(mainList, compare)) { toRetrun.CurrentStructure = curStr; Cart.GameMode currentState = Cart.GameMode.Black; for (int k = 0; k <= compare.Count - 1; k++) { if (k == 0) { currentState = compare[k].GameMode_; } else { if (currentState != compare[k].GameMode_) { toRetrun.OK = false; break; } else { toRetrun.OK = true; } } } if (compare.Count > 0) { toRetrun.SelectedCart = compare[0]; } return(toRetrun); // We don't go on in the loop, we want to leave here and break leaves only one loop, but there are another, so it is easier. } } } return(toRetrun); }
public SpecialCard(Cart.GameMode mode) : base(cType.Default, mode) { }