Esempio n. 1
0
        /// <summary>
        /// The eat piece if allowed.
        /// </summary>
        /// <param name="exeCuteParam">
        /// board tile to et
        /// </param>
        private void EatPieceIfAllowed(BoardTile exeCuteParam)
        {
            if (exeCuteParam.Owner == this.game.CurrentPlayer || exeCuteParam.Owner == null)
            {
                return;
            }

            exeCuteParam.EatAnimation();

            exeCuteParam.Owner = null;
            exeCuteParam.PlayerData = null;

            if (this.game.CurrentPlayer == Player.Player1)
            {
                this.game.Player2Pieces--;
            }
            else
            {
                this.game.Player1Pieces--;
            }

            // Message eat done
            this.eventAggregator.GetEvent<GameStateEvent>().Publish(GameStates.EatPieceDone);

            this.StoreState();
        }
Esempio n. 2
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        /// <summary>
        /// Initializes a new instance of the <see cref="GameAreaViewModel"/> class.
        /// </summary>
        /// <param name="eventAggregator">
        /// The event Aggregator.
        /// </param>
        public GameAreaViewModel(IEventAggregator eventAggregator)
        {
            // Players service to use
            this.players = this.Container.Resolve<IPlayers>(ServiceNames.PlayersService);

            this.PlayersList = this.players.PlayersList;

            this.eventAggregator = eventAggregator;

            // Messaging
            this.eventAggregator.GetEvent<GameStateEvent>().Subscribe(this.GameStateChange);

            this.eventAggregator.GetEvent<GameActionEvent>().Subscribe(this.GameActionEvent);

            // Game service to use
            this.game = this.Container.Resolve<IGame>(ServiceNames.GameService);

            // Undo redo stack to use as undo redo turns
            this.undoRedo = this.Container.Resolve<IUndoRedoStack>(ServiceNames.UndoRedoStackService);

            // this.BoardTiles = new ObservableCollection<BoardTile>();
            this.AddBoardTiles();

            // this.StoreState();
            // Mousedown means that tile is clicked. This handles what to do
            // Different game states make it work differently
            this.MouseDownDelegateCommand = new DelegateCommand<BoardTile>(
                exeCuteParam =>
                    {
                        var piece = this.selectedPiece;
                        if (piece != null) piece.IsSelected = false;
                        this.selectedPiece = null;
                        if (exeCuteParam == null)
                        {
                            return;
                        }

                        if ((this.game.GameState != GameStates.MovePiece
                             && this.game.GameState != GameStates.SpecialState)
                            || this.game.CurrentPlayer != exeCuteParam.Owner) return;
                        this.HighLightPossibleMoves(exeCuteParam);

                        foreach (var boardTile in this.BoardTiles.Where(boardTile => boardTile.DropAllowed))
                        {
                            this.selectedPiece = exeCuteParam;
                            this.selectedPiece.IsSelected = true;
                        }
                    });

            // Mouse button is up. If eat state do eat.
            this.MouseUpDelegateCommand = new DelegateCommand<BoardTile>(
                exeCuteParam =>
                    {
                        if (exeCuteParam == null)
                        {
                            return;
                        }

                        if (this.game.GameState == GameStates.EatPiece)
                        {
                            this.EatPieceIfAllowed(exeCuteParam);
                        }

                        foreach (var tile in this.BoardTiles)
                        {
                            // Remove allowed moves
                            tile.Thickness = 0;
                            tile.DropAllowed = false;
                        }
                    });

            this.BoardTileClickDelegateCommand = new DelegateCommand<BoardTile>(this.MakeMove);
        }
Esempio n. 3
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        /// <summary>
        /// The check row.
        /// </summary>
        /// <param name="newPiece">
        /// The new piece.
        /// </param>
        /// <returns>
        /// The <see cref="bool"/>.
        /// </returns>
        private bool CheckRow(BoardTile newPiece)
        {
            if (this.CheckEastWestRow(newPiece))
            {
                return true;
            }

            if (this.CheckNorthSouthRow(newPiece))
            {
                return true;
            }

            return this.CheckNorthEastSouthWestRow(newPiece) || this.CheckSouthEastNorthWestRow(newPiece);
        }
Esempio n. 4
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        /// <summary>
        /// The check south east north west row for mylly.
        ///     if 3 pieces row
        /// </summary>
        /// <param name="newPiece">
        /// The new piece.
        /// </param>
        /// <returns>
        /// The <see cref="bool"/>.
        /// </returns>
        private bool CheckSouthEastNorthWestRow(BoardTile newPiece)
        {
            // Start SouthEastNorthWest Check
            var piecesInRow = 1;

            if (newPiece.SouthEastSiblings)
            {
                var newTile = this.GetTileEndpointTile(
                    newPiece.ColumnIndex + 1,
                    newPiece.RowIndex + 1,
                    Directions.SouthEast);

                if (newTile?.Owner == this.game.CurrentPlayer)
                {
                    piecesInRow++;

                    if (newTile.SouthEastSiblings)
                    {
                        newTile = this.GetTileEndpointTile(
                            newTile.ColumnIndex + 1,
                            newTile.RowIndex + 1,
                            Directions.SouthEast);

                        if (newTile?.Owner == this.game.CurrentPlayer)
                        {
                            piecesInRow++;

                            if (piecesInRow >= 3)
                            {
                                return true;
                            }
                        }
                    }
                }
            }

            if (!newPiece.NorthWestSiblings)
            {
                return false;
            }
            {
                var newTile = this.GetTileEndpointTile(
                    newPiece.ColumnIndex - 1,
                    newPiece.RowIndex - 1,
                    Directions.NorthWest);

                if (newTile?.Owner != this.game.CurrentPlayer)
                {
                    return false;
                }

                piecesInRow++;

                if (piecesInRow >= 3)
                {
                    return true;
                }

                if (!newTile.NorthWestSiblings)
                {
                    return false;
                }

                newTile = this.GetTileEndpointTile(newTile.ColumnIndex - 1, newTile.RowIndex - 1, Directions.NorthWest);

                if (newTile?.Owner != this.game.CurrentPlayer)
                {
                    return false;
                }

                piecesInRow++;

                if (piecesInRow >= 3)
                {
                    return true;
                }
            }

            // End SouthEastNorthWest Check
            return false;
        }
Esempio n. 5
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        /// <summary>
        ///     The add board tiles to game.
        ///     Also adds interfaces to work with
        /// </summary>
        private void AddBoardTiles()
        {
            BoardSettings.NewTiles();

            this.BoardTiles = BoardSettings.BoardSettingsCollection;

            foreach (var tile in this.BoardTiles)
            {
                tile.DroppedInterface = this;
                tile.DraggedInterface = this;
            }

            // Not used
            this.tesTile = this.BoardTiles.First();
        }
Esempio n. 6
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        /// <summary>
        /// The add player piece to board.
        /// </summary>
        /// <param name="newPiece">
        /// The new piece.
        /// </param>
        private void AddPlayerPiece(BoardTile newPiece)
        {
            // Initial state allows pieces to add on board
            if (this.game.InitialPieces != 0)
            {
                newPiece.Owner = this.game.CurrentPlayer;
                newPiece.PlayerData = this.PlayersList[(int)this.game.CurrentPlayer];

                this.game.InitialPieces = this.game.InitialPieces - 1;

                var rowFound = this.CheckRow(newPiece);

                // Send message when move done or nead eat
                this.eventAggregator.GetEvent<GameStateEvent>()
                    .Publish(!rowFound ? GameStates.MoveDone : GameStates.NeedEat);

                this.StoreState();
            }
            else
            {
                // Send messagethat set game phase here is done
                this.eventAggregator.GetEvent<GameStateEvent>().Publish(GameStates.SetGameDone);
            }
        }
Esempio n. 7
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        /// <summary>
        /// The drop execute. When something is dropped on tile
        /// </summary>
        /// <param name="source">
        /// Dropped object
        /// </param>
        /// <param name="target">
        /// Target of drop
        /// </param>
        public void DropExecute(object source, object target)
        {
            var selected = source as BoardTile;

            var canvasControl = target as MyllyCanvasControl;

            if (selected == null || canvasControl == null) return;
            this.selectedPiece.IsSelected = false;
            this.selectedPiece = selected;
            this.selectedPiece.IsSelected = true;

            var targetTile = canvasControl.DataContext as BoardTile;
            if (targetTile != null)
            {
                // Move dropped object to place on board
                this.MakeMove(targetTile);
            }

            // Clean
            var boardTile = this.selectedPiece;
            if (boardTile != null) boardTile.IsSelected = false;
            this.selectedPiece = null;
        }
Esempio n. 8
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 /// <summary>
 /// Is direction here valid
 ///     This checks from element if it has siblings in direction.
 /// </summary>
 /// <param name="element">
 /// Board tile
 /// </param>
 /// <param name="direction">
 /// The direction.
 /// </param>
 /// <returns>
 /// The <see cref="bool"/>.
 ///     true if allowed
 /// </returns>
 private static bool CheckDirectionValid(BoardTile element, Directions direction)
 {
     switch (direction)
     {
         case Directions.North:
             return element.NorthSiblings;
         case Directions.NorthEast:
             return element.NorthEastSiblings;
         case Directions.East:
             return element.EastSiblings;
         case Directions.SouthEast:
             return element.SouthEastSiblings;
         case Directions.South:
             return element.SouthSiblings;
         case Directions.SouthWest:
             return element.SouthWestSiblings;
         case Directions.West:
             return element.WestSiblings;
         case Directions.NorthWest:
             return element.NorthWestSiblings;
         default:
             return false;
     }
 }
Esempio n. 9
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        /// <summary>
        /// The mark all free spots. for special state
        /// </summary>
        /// <param name="startinTile">
        /// The startin tile.
        /// </param>
        private void MarkAllFreeSpots(BoardTile startinTile)
        {
            var rIndex = startinTile.RowIndex;
            var cIndex = startinTile.ColumnIndex;
            foreach (var tile in this.BoardTiles)
            {
                if (tile.RowIndex == rIndex && tile.ColumnIndex == cIndex)
                {
                    continue;
                }

                if (!tile.IsEndPoint) continue;
                if (tile.PlayerData != null) continue;
                tile.Thickness = 6;
                tile.DropAllowed = true;
            }
        }
Esempio n. 10
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        /// <summary>
        /// Make move to wanted tile if it is allowed
        /// </summary>
        /// <param name="targetTile">
        /// The target tile.
        /// </param>
        private void MakeMove(BoardTile targetTile)
        {
            if (targetTile == null)
            {
                return;
            }

            if (this.game.GameState == GameStates.SpecialState && this.selectedPiece != null && targetTile.IsEndPoint
                && targetTile.Owner == null)
            {
                targetTile.Owner = this.selectedPiece.Owner;
                targetTile.PlayerData = this.selectedPiece.PlayerData;
                this.selectedPiece.Owner = null;
                this.selectedPiece.PlayerData = null;
                this.selectedPiece.IsSelected = false;
                this.selectedPiece = null;

                this.eventAggregator.GetEvent<GameStateEvent>()
                    .Publish(!this.CheckRow(targetTile) ? GameStates.MoveDone : GameStates.NeedEat);

                this.StoreState();
            }

            if (this.selectedPiece != null && targetTile.IsEndPoint && targetTile.Owner == null)
            {
                if (this.IsMoveAllowed(
                    targetTile,
                    this.selectedPiece.RowIndex,
                    this.selectedPiece.ColumnIndex,
                    true,
                    null))
                {
                    targetTile.Owner = this.selectedPiece.Owner;
                    targetTile.PlayerData = this.selectedPiece.PlayerData;
                    this.selectedPiece.Owner = null;
                    this.selectedPiece.PlayerData = null;
                    this.selectedPiece.IsSelected = false;
                    this.selectedPiece = null;

                    this.eventAggregator.GetEvent<GameStateEvent>()
                        .Publish(!this.CheckRow(targetTile) ? GameStates.MoveDone : GameStates.NeedEat);

                    this.StoreState();
                }
            }

            if (this.game.GameState == GameStates.SetGame && targetTile.Owner == null && targetTile.IsEndPoint)
            {
                this.AddPlayerPiece(targetTile);
            }
        }
Esempio n. 11
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        /// <summary>
        /// Is wanted move allowed recursive call
        ///     Crawls from starting point to wanted point and checks if it is allowed to do.
        /// </summary>
        /// <param name="wantedPosition">
        /// The wanted position.
        /// </param>
        /// <param name="rowIndex">
        /// The row index.
        /// </param>
        /// <param name="columnIndex">
        /// The column index.
        /// </param>
        /// <param name="isStartingPoint">
        /// The is starting point.
        /// </param>
        /// <param name="calledFrom">
        /// The called from.
        /// </param>
        /// <returns>
        /// The <see cref="bool"/>.
        /// </returns>
        private bool IsMoveAllowed(
            BoardTile wantedPosition,
            int rowIndex,
            int columnIndex,
            bool isStartingPoint,
            Directions? calledFrom)
        {
            while (true)
            {
                BoardTile currentTile = null;

                var rIndex = rowIndex;
                var cIndex = columnIndex;
                foreach (
                    var tile in this.BoardTiles.Where(tile => tile.RowIndex == rIndex && tile.ColumnIndex == cIndex))
                {
                    currentTile = tile;
                }

                if (currentTile == null)
                {
                    return false;
                }

                if (!isStartingPoint)
                {
                    if (currentTile.IsEndPoint)
                    {
                        if (currentTile.PlayerData != null)
                        {
                            return false;
                        }

                        return currentTile == wantedPosition;
                    }
                }

                if (currentTile == wantedPosition)
                {
                    return false;
                }

                if (currentTile.NorthSiblings && calledFrom != Directions.North)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex - 1,
                        currentTile.ColumnIndex,
                        false,
                        Directions.South))
                    {
                        return true;
                    }
                }

                if (currentTile.NorthEastSiblings && calledFrom != Directions.NorthEast)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex - 1,
                        currentTile.ColumnIndex + 1,
                        false,
                        Directions.SouthWest))
                    {
                        return true;
                    }
                }

                if (currentTile.NorthWestSiblings && calledFrom != Directions.NorthWest)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex - 1,
                        currentTile.ColumnIndex - 1,
                        false,
                        Directions.SouthEast))
                    {
                        return true;
                    }
                }

                if (currentTile.EastSiblings && calledFrom != Directions.East)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex,
                        currentTile.ColumnIndex + 1,
                        false,
                        Directions.West))
                    {
                        return true;
                    }
                }

                if (currentTile.SouthSiblings && calledFrom != Directions.South)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex + 1,
                        currentTile.ColumnIndex,
                        false,
                        Directions.North))
                    {
                        return true;
                    }
                }

                if (currentTile.SouthEastSiblings && calledFrom != Directions.SouthEast)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex + 1,
                        currentTile.ColumnIndex + 1,
                        false,
                        Directions.NorthWest))
                    {
                        return true;
                    }
                }

                if (currentTile.SouthWestSiblings && calledFrom != Directions.SouthWest)
                {
                    if (this.IsMoveAllowed(
                        wantedPosition,
                        currentTile.RowIndex + 1,
                        currentTile.ColumnIndex - 1,
                        false,
                        Directions.NorthEast))
                    {
                        return true;
                    }
                }

                if (!currentTile.WestSiblings || calledFrom == Directions.West)
                {
                    return false;
                }

                rowIndex = currentTile.RowIndex;
                columnIndex = currentTile.ColumnIndex - 1;
                isStartingPoint = false;
                calledFrom = Directions.East;
            }
        }
Esempio n. 12
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 /// <summary>
 /// The high light possible moves.
 /// </summary>
 /// <param name="currentTile">
 /// The current tile.
 /// </param>
 private void HighLightPossibleMoves(BoardTile currentTile)
 {
     if (this.game.GameState != GameStates.SpecialState)
     {
         this.FindSpots(currentTile.RowIndex, currentTile.ColumnIndex, true, null);
     }
     else
     {
         // Special state
         this.MarkAllFreeSpots(currentTile);
     }
 }
Esempio n. 13
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 /// <summary>
 /// The high light possible add.
 /// </summary>
 /// <param name="exeCuteParam">
 /// The exe cute param.
 /// </param>
 private void HighLightPossibleAdd(BoardTile exeCuteParam)
 {
     foreach (var boardTile in
         this.BoardTiles.Where(boardTile => boardTile != null && boardTile.Owner == null)
             .Where(boardTile => boardTile.IsEndPoint))
     {
         boardTile.Thickness = 6;
         boardTile.DropAllowed = true;
     }
 }