Esempio n. 1
0
 void Awake()
 {
     playerNumber = -1;
     gpManager = GameObject.Find("GameplayManager").GetComponent<GameplayManager>();
     field = GetComponent<PlayingField>();
     hand = new List<GameObject>();
     vAxisInUse = false;
     hAxisInUse = false;
     showInfoFlag = true;
     selectionIndex = 0;
     selectionItems = new List<GameObject>();
 }
 // Use this for initialization
 void Start()
 {
     field = GetComponent<PlayingField>();
 }
Esempio n. 3
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 public GetRow_int()
 {
     _field = new PlayingField(FieldDefinition);
 }
Esempio n. 4
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 public GetColumn_int()
 {
     _field = new PlayingField(FieldDefinition);
 }
Esempio n. 5
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 public GetBigSquare_int()
 {
     _field = new PlayingField(FieldDefinition);
 }
Esempio n. 6
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 public Constructor()
 {
     _field = new PlayingField(FieldDefinition);
 }
 // Use this for initialization
 void Start()
 {
     playingField = FindObjectOfType <PlayingField>();
     Debug.Log(playingField? "Found Playing field" : "Did not find playing field");
 }
Esempio n. 8
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        public PlayingField getPlayingField(int level)
        {
            List <List <Square> > tempSquareList = new List <List <Square> >();
            Player player = null;
            Worker worker = null;

            string[] lines = System.IO.File.ReadAllLines($@"../../Levels/level{level}.txt");

            for (int y = 0; y < lines.Length; y++)
            {
                var row = new List <Square>();

                for (int x = 0; x < lines[y].Length; x++)
                {
                    switch (lines[y][x])
                    {
                    case '#':
                        row.Add(new Wall());
                        break;

                    case '.':
                        row.Add(new Floor());
                        break;

                    case 'o':
                        var chest = new Floor();
                        chest.Content = new Chest(chest);
                        row.Add(chest);
                        break;

                    case 'x':
                        row.Add(new Destination());
                        break;

                    case '@':
                        var floor = new Floor();
                        player        = new Player(floor);
                        floor.Content = player;
                        row.Add(floor);
                        break;

                    case '~':
                        row.Add(new Pitfall());
                        break;

                    case '$':
                        var floor2 = new Floor();
                        worker         = new Worker(floor2);
                        floor2.Content = worker;
                        row.Add(floor2);
                        break;

                    case ' ':
                        var empty = new Empty();
                        row.Add(empty);
                        break;
                    }
                }

                tempSquareList.Add(row);
            }

            PlayingField playingField = new PlayingField()
            {
                Player = player, Worker = worker
            };

            for (int i = 0; i < tempSquareList.Count; i++)
            {
                for (int j = 0; j < tempSquareList[i].Count; j++)
                {
                    // TOP
                    if (i > 0)
                    {
                        tempSquareList[i][j].Top = tempSquareList[i - 1][j];
                    }

                    // Bottom
                    if (i < tempSquareList.Count - 1)
                    {
                        tempSquareList[i][j].Bottom = tempSquareList[i + 1][j];
                    }

                    // Left
                    if (j > 0)
                    {
                        tempSquareList[i][j].Left = tempSquareList[i][j - 1];
                    }

                    // Right
                    if (j < tempSquareList[i].Count - 1)
                    {
                        tempSquareList[i][j].Right = tempSquareList[i][j + 1];
                    }

                    playingField.Squares.Add(tempSquareList[i][j]);
                }
            }

            return(playingField);
        }
Esempio n. 9
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        //private static readonly LimitedConcurrencyLevelTaskScheduler LIMITED_TASK_SCHED = new LimitedConcurrencyLevelTaskScheduler(8);
        //private static readonly ParallelOptions PARALLEL_OPTIONS = new ParallelOptions { MaxDegreeOfParallelism = 2, TaskScheduler = LIMITED_TASK_SCHED };

        public Player(PlayingField field)
        {
            this.Field = field;
        }
Esempio n. 10
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        static List <Turn> FindOptimalTurn(PlayingField field)
        {
            List <Turn> turns = new List <Turn>(1);

            List <Card> neededOutputCards = new List <Card>()
            {
                new Card((byte)(field[4].Value + 1), SuitEnum.RED),
                new Card((byte)(field[5].Value + 1), SuitEnum.BLACK),
                new Card((byte)(field[6].Value + 1), SuitEnum.GREEN)
            };

            neededOutputCards.Sort();

            foreach (Card neededOutputCard in neededOutputCards)
            {
                #region [TO OUTPUT FROM BUFFER]
                for (byte col = 0; col < PlayingField.COLUMNS_BUFFER; col++)
                {
                    Card c = field[col];
                    if (c == neededOutputCard)
                    {
                        Turn turn = new Turn {
                            FromColumn = col, FromTop = true, ToTop = true
                        };
                        switch (c.Suit)
                        {
                        case SuitEnum.RED: turn.ToColumn = 4; break;

                        case SuitEnum.BLACK: turn.ToColumn = 5; break;

                        case SuitEnum.GREEN: turn.ToColumn = 6; break;
                        }

                        if (field.IsTurnAllowed(turn))
                        {
                            turns.Add(turn);
                            break;
                        }
                    }
                }
                #endregion

                if (turns.Count > 0)
                {
                    break;
                }

                #region [TO OUTPUT FROM FIELD]
                for (byte col = 0; col < PlayingField.COLUMNS_FIELD; col++)
                {
                    int row = field.GetColumnLength(col) - 1;
                    if (row == -1)
                    {
                        continue;            //<- No cards in this stack
                    }
                    Card c = field[col, row];
                    if (c == neededOutputCard || c.Suit == SuitEnum.ROSE) //<- If it is a card, which can go to the output
                    {
                        Turn turn = new Turn {
                            FromColumn = col, FromRow = (byte)row, FromTop = false, ToTop = true
                        };
                        switch (c.Suit)
                        {
                        case SuitEnum.ROSE: turn.ToColumn = 3; break;

                        case SuitEnum.RED: turn.ToColumn = 4; break;

                        case SuitEnum.BLACK: turn.ToColumn = 5; break;

                        case SuitEnum.GREEN: turn.ToColumn = 6; break;
                        }

                        if (field.IsTurnAllowed(turn))
                        {
                            turns.Add(turn);
                            break;
                        }
                    }
                }
                #endregion

                if (turns.Count > 0)
                {
                    break;
                }
            }

            if (turns.Count == 0)
            {
                #region [MERGE DRAGONS]
                SuitEnum[] mergableDragons = field.FindMergableDragons();
                foreach (SuitEnum suit in mergableDragons)
                {
                    turns.Add(new Turn {
                        MergeDragons = suit
                    });
                    break;
                }
                #endregion
            }

            return(turns);
        }
Esempio n. 11
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        static List <Turn> FindOtherTurns(PlayingField field)
        {
            List <Turn> turns = new List <Turn>();

            int[] rows = new int[PlayingField.COLUMNS_FIELD];
            for (byte col = 0; col < PlayingField.COLUMNS_FIELD; col++)
            {
                rows[col] = field.GetColumnLength(col);
            }

            #region [FROM FIELD TO FIELD / BUFFER]
            foreach (Card refCard in MOVEMENT_PRIORITY)
            {
                bool transferedToEmpty = false; //<- We only want to transfer to an empty slot once, since the outcomes are the same
                for (byte colFrom = 0; colFrom < PlayingField.COLUMNS_FIELD; colFrom++)
                {
                    for (byte rowFrom = 0; rowFrom < rows[colFrom]; rowFrom++)
                    {
                        Card c = field[colFrom, rowFrom];
                        if (c != refCard || !field.IsMovable(colFrom, rowFrom))
                        {
                            continue;
                        }

                        Turn t = new Turn {
                            FromColumn = colFrom, FromRow = rowFrom, FromTop = false, ToTop = false
                        };

                        #region [TO FIELD]
                        for (byte colTo = 0; colTo < PlayingField.COLUMNS_FIELD; colTo++)
                        {
                            if (colFrom == colTo)
                            {
                                continue;
                            }

                            t.ToColumn = colTo;
                            if (field.IsTurnAllowed(t))
                            {
                                if (c.Value == 0 || (rowFrom > 0 && field[colFrom, rowFrom - 1].Value == 0))
                                {
                                    turns.Add(t);
                                }
                                else if (rows[colTo] == 0)
                                {
                                    if (!transferedToEmpty)
                                    {
                                        turns.Add(t);
                                        transferedToEmpty = true;
                                    }
                                }
                                else
                                {
                                    turns.Add(t);
                                }
                            }
                        }
                        #endregion

                        #region [TO BUFFER]
                        t.ToTop = true;
                        for (byte colTo = 0; colTo < PlayingField.COLUMNS_BUFFER; colTo++)
                        {
                            if (field[colTo].Suit != SuitEnum.EMPTY)
                            {
                                continue;
                            }

                            t.ToColumn = colTo;
                            if (field.IsTurnAllowed(t))
                            {
                                turns.Add(t);
                                break; //<- It is enough if it works once
                            }
                        }
                        #endregion

                        if (c.Value > 0)
                        {
                            break;              //<- There is only one of each number card
                        }
                    }
                }
            }
            #endregion

            #region [FROM BUFFER TO FIELD]
            for (byte colFrom = 0; colFrom < PlayingField.COLUMNS_BUFFER; colFrom++)
            {
                bool transferedToEmpty = false; //<- We only want to transfer to an empty slot once, since the outcomes are the same
                Turn t = new Turn {
                    FromColumn = colFrom, FromTop = true, ToTop = false
                };
                for (byte colTo = 0; colTo < PlayingField.COLUMNS_FIELD; colTo++)
                {
                    t.ToColumn = colTo;
                    if (field.IsTurnAllowed(t))
                    {
                        if (field[colFrom].Value > 0)
                        {
                            if (rows[colTo] == 0)
                            {
                                if (!transferedToEmpty)
                                {
                                    turns.Add(t); //<- Only enqueue, if we haven't yet put the card onto an empty slot
                                    transferedToEmpty = true;
                                }
                            }
                            else
                            {
                                turns.Add(t);
                            }
                        }
                        else
                        {
                            turns.Add(t);
                            break; //<- Dragons can only be put in empty columns. Since we found one, we don't need to look for more since they have the same outcome
                        }
                    }
                }
            }
            #endregion

            return(turns);
        }
Esempio n. 12
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        /// <summary>
        /// Tries to find a <see cref="Turn"/> stack cards together without breaking existing stacks or exposing dragons
        /// </summary>
        /// <param name="field"></param>
        /// <returns></returns>
        static List <Turn> FindStackingTurn(PlayingField field)
        {
            List <Turn> turns = new List <Turn>(1);

            Card[] neededOutputCards =
            {
                new Card((byte)(field[4].Value + 1), SuitEnum.RED),
                new Card((byte)(field[5].Value + 1), SuitEnum.BLACK),
                new Card((byte)(field[6].Value + 1), SuitEnum.GREEN)
            };

            int[] rows = new int[PlayingField.COLUMNS_FIELD];
            for (byte col = 0; col < PlayingField.COLUMNS_FIELD; col++)
            {
                rows[col] = field.GetColumnLength(col);
            }

            #region [TRY STACKING WITHOUT EXPOSING DRAGONS]
            byte foundTurnValue = 0;
            for (byte refValue = 9; refValue > foundTurnValue; refValue--) //<- Try to move the highest cards possible
            {
                for (byte colFrom = 0; colFrom < PlayingField.COLUMNS_FIELD; colFrom++)
                {
                    for (byte rowFrom = 0; rowFrom < rows[colFrom]; rowFrom++)
                    {
                        if (field[colFrom, rowFrom].Value != refValue || !field.IsMovable(colFrom, rowFrom))
                        {
                            continue;
                        }

                        bool routedToEmpty = false;
                        Turn t             = new Turn {
                            FromColumn = colFrom, FromRow = rowFrom, FromTop = false, ToTop = false
                        };
                        for (byte colTo = 0; colTo < PlayingField.COLUMNS_FIELD; colTo++) //<- Search for an output stack
                        {
                            if (colTo == colFrom)
                            {
                                continue;
                            }

                            t.ToColumn = colTo;
                            if (rowFrom == 0)                                  //<- If the card is on the bottom
                            {
                                if (rows[colTo] > 0 && field.IsTurnAllowed(t)) //<- AND if the card should be moved to a stack, that is not empty
                                {
                                    turns.Add(t);
                                    foundTurnValue = refValue;
                                }
                            }
                            else
                            {
                                Card cardBehind = field[colFrom, rowFrom - 1];

                                bool allowedToMove = cardBehind.Value > 0;                                                                           //<- Make sure we are not exposing a dragon
                                allowedToMove = allowedToMove && !(rows[colTo] == 0 && routedToEmpty);                                               //<- We don't want to route to an empty spot twice with the same card
                                allowedToMove = allowedToMove && (!field.IsMovable(colFrom, rowFrom - 1) || neededOutputCards.Contains(cardBehind)); //<- Make sure we are not breaking stacks. The card behind the proposed one may not be movable OR the card is needed on an output stack.
                                allowedToMove = allowedToMove && field.IsTurnAllowed(t);                                                             //<- Make sure the turn is allowed at all

                                if (allowedToMove)
                                {
                                    turns.Add(t);
                                    foundTurnValue = refValue;
                                    routedToEmpty |= rows[colTo] == 0; //<- Set the routed to empty flag
                                }
                            }

                            t.ToColumn = colTo;
                        }
                    }
                }
            }
            #endregion

            return(turns);
        }
Esempio n. 13
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        public void WhenNewFieldIsCreatedOpenCellsCounterShouldBeZero()
        {
            PlayingField sampleField = new PlayingField(3, 4, 1);

            Assert.AreEqual(0, sampleField.OpenCellsCounter);
        }
        private PlayingField CreateSut(IMineField mineField)
        {
            var field = new PlayingField(mineField);

            return(field);
        }
Esempio n. 15
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        /// <summary>
        /// Method which takes care of anything the user inputs on the console during a minesweeper game.
        /// </summary>
        /// <param name="playingField">Method gets the current playing field.</param>
        public void HandleInput(PlayingField playingField)
        {
            int row;
            int col;
            int fieldRows = playingField.Field.GetLength(0);
            int fieldCows = playingField.Field.GetLength(1);

            bool isValid = false;

            while (!isValid)
            {
                Console.Write(EnterCordinates);
                string inputCommand = Console.ReadLine();
                this.InputCoordinates = inputCommand.Split(' ');

                if (this.InputCoordinates.Length == 1)
                {
                    switch (this.InputCoordinates[0])
                    {
                    case "restart":
                        Game.Instance().RestartGame();
                        isValid = true;
                        break;

                    case "exit":
                        Game.Instance().ChangeToGameOver();
                        isValid = true;
                        break;

                    case "undo":
                        List <Coordinates> lastTurnCells = Game.Instance().Memento.GetLastCells();

                        if (lastTurnCells == null)
                        {
                            Console.Beep(700, 400);
                            Console.Beep(700, 400);
                        }
                        else
                        {
                            int howManyFieldsOpenedLast = 0;
                            foreach (var cell in lastTurnCells)
                            {
                                if (playingField.Field[cell.Row, cell.Col].Status == CellStatus.Closed)
                                {
                                    playingField.Field[cell.Row, cell.Col].Status = CellStatus.Flagged;
                                    Game.Instance().NumberOfFlags += 1;
                                }
                                else if (playingField.Field[cell.Row, cell.Col].Status == CellStatus.Opened)
                                {
                                    playingField.Field[cell.Row, cell.Col].Status = CellStatus.Closed;
                                    howManyFieldsOpenedLast++;
                                }
                                else
                                {
                                    playingField.Field[cell.Row, cell.Col].Status = CellStatus.Closed;
                                    Game.Instance().NumberOfFlags -= 1;
                                }
                            }

                            Game.Instance().Memento.RemoveCells();
                            playingField.ReduceScore(howManyFieldsOpenedLast);
                        }

                        isValid = true;
                        break;

                    default:
                        Console.WriteLine(InvalidCoordinatesText);
                        break;
                    }
                }
                else
                {
                    bool isValidIntRow = int.TryParse(this.InputCoordinates[0], out row) && row < fieldRows && row >= 0;
                    bool isValidIntCol = int.TryParse(this.InputCoordinates[1], out col) && col < fieldCows && col >= 0;

                    if (isValidIntRow && isValidIntCol && this.InputCoordinates.Length > 2)
                    {
                        if (this.InputCoordinates[2].ToLower() == "f")
                        {
                            playingField.SetFlag(row, col);
                            break;
                        }
                        else if (this.InputCoordinates[2].ToLower() == "r")
                        {
                            playingField.RemoveFlag(row, col);
                            break;
                        }
                        else
                        {
                            Console.WriteLine(InvalidCoordinatesText);
                        }
                    }
                    else if (isValidIntRow && isValidIntCol)
                    {
                        playingField.OpenCell(row, col);
                        break;
                    }
                    else
                    {
                        Console.WriteLine(InvalidCoordinatesText);
                    }
                }
            }
        }