Esempio n. 1
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 /// <summary>
 /// Initializes a new instance of the <see cref="GameBoard"/> class.
 /// </summary>
 public GameBoard()
 {
     InitializeComponent();
     _game = new Core.Game();
     _grdCascades = new CascadeGrid(_game) { Margin = new Thickness(16, 16, 16, 16), HorizontalAlignment = System.Windows.HorizontalAlignment.Stretch, VerticalAlignment = System.Windows.VerticalAlignment.Stretch };
     grdMain.Children.Add(_grdCascades);
     Initialize();
 }
Esempio n. 2
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 /// <summary>
 /// Initializes a new instance of the <see cref="CascadeGrid"/> class.
 /// </summary>
 /// <param name="game">The game.</param>
 public CascadeGrid(FreeCell.Core.Game game)
 {
     _game = game;
     _game.LayoutChanged += new EventHandler(Game_LayoutChanged);
     for (int i = 0; i < _game.Rules.NumberOfCascades; i++)
     {
         ColumnDefinition cd = new ColumnDefinition();
         cd.MouseDown += new System.Windows.Input.MouseButtonEventHandler(Column_MouseDown);
         this.ColumnDefinitions.Add(cd);
     }
 }
Esempio n. 3
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 /// <summary>
 /// Initializes a new instance of the <see cref="CascadeGrid"/> class.
 /// </summary>
 /// <param name="game">The game.</param>
 public CascadeGrid(FreeCell.Core.Game game)
 {
     _game = game;
     _game.LayoutChanged += new EventHandler(Game_LayoutChanged);
     for (int i = 0; i < _game.Rules.NumberOfCascades; i++)
     {
         ColumnDefinition cd = new ColumnDefinition();
         cd.MouseDown += new System.Windows.Input.MouseButtonEventHandler(Column_MouseDown);
         this.ColumnDefinitions.Add(cd);
     }
 }
Esempio n. 4
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 /// <summary>
 /// Initializes a new instance of the <see cref="GameBoard"/> class.
 /// </summary>
 public GameBoard()
 {
     InitializeComponent();
     _game        = new Core.Game();
     _grdCascades = new CascadeGrid(_game)
     {
         Margin = new Thickness(16, 16, 16, 16), HorizontalAlignment = System.Windows.HorizontalAlignment.Stretch, VerticalAlignment = System.Windows.VerticalAlignment.Stretch
     };
     grdMain.Children.Add(_grdCascades);
     Initialize();
 }
Esempio n. 5
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        /// <summary>
        /// Gets the number of possible moves that can be made in the specified game
        /// </summary>
        /// <param name="game">The game to get possible moves for.</param>
        /// <returns>Number of possible moves for specified game</returns>
        public static int GetNumberOfPossibleMoves(Game game)
        {
            int moves = 0;
            foreach (Cell cell in game.Cells)
            {
                if (cell.HasCard)
                {
                    foreach (Cascade cascade in game.Cascades)
                    {
                        if (game.Rules.CanMoveToCascade(cell.Card, cascade))
                            moves++;
                    }
                    foreach (Foundation foundation in game.Foundations)
                    {
                        if (game.Rules.CanMoveToFoundation(cell.Card, foundation))
                            moves++;
                    }
                }
            }

            foreach (Cascade cascade in game.Cascades)
            {
                if (cascade.Count != 0)
                {
                    List<Card> tableaux = GetTableauxFromCascade(cascade, game.Rules);
                    foreach (Cascade c2 in game.Cascades)
                    {
                        if (cascade != c2)
                        {
                            if (game.Rules.CanMoveToCascade(tableaux, c2, game))
                                moves++;
                        }
                    }

                    foreach (Foundation foundation in game.Foundations)
                    {

                        if (tableaux.Count != 0 && game.Rules.CanMoveToFoundation(tableaux.Last(), foundation))
                            moves++;
                    }

                    foreach (Cell cell in game.Cells)
                    {
                        if (!cell.HasCard)
                            moves++;
                    }

                }
            }

            return moves;
        }
Esempio n. 6
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        /// <summary>
        /// Gets the maximum number of moves for the specified game.
        /// </summary>
        /// <param name="game">The game to get maximum number of moves for.</param>
        /// <param name="destinationIsEmpty">if set to <c>true</c> destination cascade is empty.</param>
        /// <returns></returns>
        public static int GetMaximumMovesForGame(Game game, bool destinationIsEmpty)
        {
            int emptyCells = (from c in game.Cells where !c.HasCard select c).Count<Cell>();
            int emptyCascades = (from c in game.Cascades where c.Count == 0 select c).Count<Cascade>();

            if (destinationIsEmpty)
                emptyCascades--;

            int maxMoves = ((emptyCells + 1) * (emptyCascades + 1));
            if (destinationIsEmpty)
                maxMoves = ((emptyCells + 1) * (emptyCascades));
            return maxMoves;
        }
Esempio n. 7
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        /// <summary>
        /// Initializes a new instance of the <see cref="State"/> class.
        /// </summary>
        /// <param name="game">The game.</param>
        public State(Game game)
        {
            Cascades = new List<Cascade>();
            foreach (Cascade c in game.Cascades)
                Cascades.Add(c.Clone());

            Foundations = new List<Foundation>();
            foreach (Foundation f in game.Foundations)
                Foundations.Add(f.Clone());

            Cells = new List<Cell>();
            foreach (Cell c in game.Cells)
                Cells.Add(c.Clone());
        }
Esempio n. 8
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        /// <summary>
        /// Checks to see if it is possible to move the specified <see cref="Card"/> to the specified <see cref="Cascade"/>.
        /// </summary>
        /// <param name="tableaux">The tableaux to try to move to the cascade.</param>
        /// <param name="cascade">The <see cref="Cascade"/> that will be holding the specified <see cref="Card"/></param>
        /// <returns><c>true</c> if the specified <see cref="Card"/> can be moved to the specified <see cref="Stack"/>; otherwise <c>false</c></returns>
        public virtual bool CanMoveToCascade(List<Card> tableaux, Cascade cascade, Game game)
        {
            if (!EnforceRules)
                return true;

            if (cascade.Count == 0)
                return true;

            Card landingCard = cascade.Last();

            if (tableaux.Count == 1)
            {
                // MOVING ONE CARD
                if (this.CanMoveToCascade(tableaux.Last(), cascade))
                {
                    return true;
                }
                else
                {
                    return false;
                }
            }
            else
            {
                // MOVING MULTIPLE CARDS... FIND THE MAXIMUM NUMBER OF MOVES AVAILABLE.
                int maxMoves = Utility.GetMaximumMovesForGame(game, (cascade.Count == 0));
                int level = 1;
                // WALK BACKWARDS OVER TABLEAUX TRYING EACH CARD AS A LINK TO LANDING CARD.
                for (int i = (tableaux.Count - 1); i >= 0; i--)
                {
                    // CHECK FOR THE LINK BETWEEN CURRENT TABLEAUX CARD AND LANDING CARD.
                    if (this.DoCardsLinkInCascade(tableaux[i], landingCard))
                    {
                        // CARDS LINK, CHECK TO SEE IF WE'VE EXCEEDED OUT MAX NUMBER OF MOVES ALLOWED.
                        if (level > maxMoves)
                        {
                            // MAX NUMBER OF MOVES EXCEEDED, MOVE FAILS
                            return false;
                        }
                        else
                        {
                            // MOVE SUCCESSFUL
                            return true;
                        }
                    }
                    else
                    {
                        // CARDS DO NOT LINK, CONTINUE ONTO THE NEXT TABLEAUX CARD.
                        if (i == 0)
                        {
                            // THIS IS THE LAST CARD IN THE TABLEAUX, MOVE FAILS BECAUSE NO LINKING CARDS FOUND IN STACK.
                            return false;
                        }
                    }
                    level++;
                }
            }

            return false;
        }
Esempio n. 9
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        /// <summary>
        /// 
        /// </summary>
        /// <param name="args">The args.</param>
        static void Main(string[] args)
        {
            Game = new Game();
            Game.LayoutChanged += new EventHandler(Game_LayoutChanged);
            Game.MoveFinished += new EventHandler<MoveFinishedEventArgs>(Game_MoveFinished);
            Game.StartGame(1947380511);
            DrawGame();
            while (true)
            {
                switch (Console.ReadKey(true).Key)
                {
                    case ConsoleKey.U:
                        Game.Undo();
                        break;
                    case ConsoleKey.LeftArrow:
                        FocusIndex -= 1;
                        break;
                    case ConsoleKey.RightArrow:
                        FocusIndex += 1;
                        break;
                    case ConsoleKey.UpArrow:
                    case ConsoleKey.DownArrow:
                        if (FocusLocation == Location.Banks || FocusLocation == Location.Cells)
                        {
                            FocusLocation = Location.Stacks;
                        }
                        else
                        {
                            if (FocusIndex > 3) FocusLocation = Location.Banks;
                            else FocusLocation = Location.Cells;
                        }
                        break;
                    case ConsoleKey.Enter :
                        if (FocusIndex == SelectedIndex && FocusLocation == SelectedLocation)
                        {
                            SelectedIndex = -1;
                        }
                        else
                        {
                            if (SelectedIndex == -1)
                            {
                                SelectedLocation = FocusLocation;
                                SelectedIndex = FocusIndex;
                            }
                            else
                            {
                                // TRY TO MOVE A CARD
                                ITarget source = null;
                                ITarget dest = null;
                                if (SelectedLocation == Location.Stacks) source = Game.Cascades[SelectedIndex];
                                if (SelectedLocation == Location.Cells) source = Game.Cells[SelectedIndex];
                                if (FocusLocation == Location.Stacks) dest = Game.Cascades[FocusIndex];
                                if (FocusLocation == Location.Cells) dest = Game.Cells[FocusIndex];
                                if (FocusLocation == Location.Banks) dest = Game.Foundations[FocusIndex];
                                Game.Move(source, dest);
                            }
                        }
                        break;
                    case ConsoleKey.Escape: break;
                }

                if (FocusLocation == Location.Cells && FocusIndex >= Game.Rules.NumberOfCells)
                {
                    FocusIndex = 0;
                    FocusLocation = Location.Banks;
                }
                if (FocusLocation == Location.Cells && FocusIndex < 0)
                {
                    FocusIndex = 3;
                    FocusLocation = Location.Banks;
                }
                if (FocusLocation == Location.Banks && FocusIndex >= 4)
                {
                    FocusIndex = 0;
                    FocusLocation = Location.Cells;
                }
                if (FocusLocation == Location.Banks && FocusIndex < 0)
                {
                    FocusIndex = (Game.Rules.NumberOfCells - 1);
                    FocusLocation = Location.Cells;
                }
                if (FocusLocation == Location.Stacks && FocusIndex >= Game.Rules.NumberOfCascades) FocusIndex = 0;
                if (FocusLocation == Location.Stacks && FocusIndex < 0) FocusIndex = (Game.Rules.NumberOfCascades - 1);

                DrawGame();
            }
        }