Esempio n. 1
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        public void TestSerialize()
        {
            var points = new HexPoint[]
            {
                new HexPoint(0, 0, 1, 0, 1, 1),
                new HexPoint(-2, -2, -2, -1, -1, -1),
                new HexPoint(int.MaxValue - 1, int.MaxValue - 1, int.MaxValue, int.MaxValue - 1, int.MaxValue, int.MaxValue)
            };

            foreach (var point in points)
            {
                var str = point.ToString();
                var actual = new HexPoint();
                actual.FromString(str);
                Assert.AreEqual(point, actual, "The FromString method must produce the exact object that called the ToString method.");
            }
        }
Esempio n. 2
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        /// <summary>
        /// Places a building for the given player at the given location.
        /// If it's the start of the game, the building is free.
        /// Otherwise, resources will be removed from the player.
        /// </summary>
        public ActionResult PlayerPlaceBuilding(int playerId, BuildingTypes type, HexPoint location)
        {
            var validation = ValidatePlayerAction(PlayerTurnState.PlacingBuilding, playerId);
            if (validation.Failed) return validation;

            var pr = GetPlayerFromId(playerId);
            if (pr.Failed) return pr;
            var player = pr.Data;

            bool startOfGame = (_gameState == GameStates.InitialPlacement);

            // Make sure the player doesn't place too many buildings in the intial placement phase
            if (startOfGame)
            {
                if (type != BuildingTypes.Settlement)
                    return ActionResult.CreateFailed("Can only place settlements during the initial placement phase.");

                var buildingCount = _gameBoard.GetBuildingCountForPlayer(playerId);
                var maxBuildingCount = (LastPlayerHasPlaced) ? 2 : 1;
                if (buildingCount >= maxBuildingCount)
                    return ActionResult.CreateFailed("Cannot place any more settlements during the initial placement phase.");
            }

            var placementValidation = _gameBoard.ValidateBuildingPlacement(playerId, type, location, startOfGame);
            if (placementValidation.Failed) return placementValidation;

            PurchasableItems itemToBuy = (type == BuildingTypes.City)
                ? PurchasableItems.City
                : PurchasableItems.Settlement;

            var purchaseResult = player.Purchase(itemToBuy, startOfGame);
            if (purchaseResult.Failed) return purchaseResult;

            // We'll assume this succeeds because we already validated it.
            var placement = _gameBoard.PlaceBuilding(player.Id, type, location, startOfGame);
            System.Diagnostics.Debug.Assert(placement.Succeeded);

            // Update game and player states.
            if (_gameState == GameStates.InitialPlacement)
            {
                var buildingCount = _gameBoard.GetBuildingCountForPlayer(playerId);
                if (buildingCount == 2)
                {
                    // We've played the second building during the setup phase. Collect resources.
                    var resources = _gameBoard.GetResourcesForBuilding(location, BuildingTypes.Settlement);
                    player.ResourceCards.Add(resources);
                }

                _playerTurnState = PlayerTurnState.PlacingRoad;
            }
            else if (_gameState == GameStates.GameInProgress)
            {
                _playerTurnState = PlayerTurnState.TakeAction;
            }

            return ActionResult.CreateSuccess();
        }
Esempio n. 3
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 private PointF HexPointToAbsolutePoint(HexPoint hexPoint)
 {
     var h1 = HexagonToAbsolutePoints(hexPoint.Hex1);
     var h2 = HexagonToAbsolutePoints(hexPoint.Hex2);
     var h3 = HexagonToAbsolutePoints(hexPoint.Hex3);
     var centerPoint = h1.Intersect(h2).Intersect(h3).ToArray();
     if (centerPoint.Length == 1)
         return centerPoint[0];
     return PointF.Empty;
 }
Esempio n. 4
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        private void DrawBuilding(Graphics gfx, HexPoint point, Building building)
        {
            var centerPoint = HexPointToAbsolutePoint(point);
            if (centerPoint != PointF.Empty) // Should never draw a building at (0,0)...
            {
                Brush b = new SolidBrush(PlayerToColor(building.Player));
                Pen p = new Pen(Color.Black, 1f);

                var relativeSize = (building.Type == BuildingTypes.Settlement) ? (RelativeTileWidth)*(1/5f) : (RelativeTileWidth)*(2/5f);
                var width = this.Width*relativeSize/100f;
                var height = this.Height*relativeSize/100f;
                var rect = centerPoint.GetRect(width, height);

                gfx.FillRectangle(b, rect);
                gfx.DrawRectangle(p, rect.X, rect.Y, rect.Width, rect.Height);

                b.Dispose();
                p.Dispose();
            }
        }
Esempio n. 5
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 private bool IsPointInBoard(HexPoint point)
 {
     return _validBoardPoints.Contains(point);
 }
Esempio n. 6
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 private bool IsPlayerBuildingHere(int player, HexPoint point)
 {
     if (_buildings.ContainsKey(point))
     {
         var b = _buildings[point];
         return (b.Player == player);
     }
     return false;
 }
Esempio n. 7
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        /// <summary>
        /// Returns a success result if this is a valid placement for a building.
        /// </summary>
        public ActionResult ValidateBuildingPlacement(int player, BuildingTypes buildingType, HexPoint point, bool startOfGame)
        {
            if (!IsPointInBoard(point))
            {
                return new ActionResult(false, string.Format("The location {0} is out of bounds.", point));
            }

            if (_buildings.ContainsKey(point))
            {
                if (_buildings[point].Player != player)
                    return new ActionResult(false, string.Format("The location {0} is already used by another player.", point));

                // If this play has something here, make sure that it's not a city, which can't be upgraded.
                if (_buildings[point].Type == BuildingTypes.City)
                    return new ActionResult(false, string.Format("The location {0} already contains a city.", point));

                // If the existing building is a settlement, make sure the building being placed is not a settlement.
                if (buildingType == BuildingTypes.Settlement)
                    return new ActionResult(false, string.Format("The location {0} already contains a settlement.", point));
            }

            // Check that there isn't a neighboring building.
            var buildingNearby = point.GetNeighborPoints().Any(b => _buildings.ContainsKey(b));
            if (buildingNearby)
            {
                return new ActionResult(false, string.Format("The location {0} is too close to another settlement or city.", point));
            }

            if (!startOfGame)
            {
                // Make sure the player has a road nearby.
                bool roadNearby = point.GetNeighborEdges().Any(r => IsPlayerRoadHere(player, r));
                if (!roadNearby)
                {
                    return new ActionResult(false, string.Format("The location {0} is not touching a road.", point));
                }
            }
            return ActionResult.CreateSuccess();
        }
Esempio n. 8
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 /// <summary>
 /// Places a new building onto the board. A player is allowed to upgrade a settlement to a city.
 /// </summary>
 public ActionResult PlaceBuilding(int player, BuildingTypes buildingType, HexPoint point, bool startOfGame)
 {
     var validationResult = ValidateBuildingPlacement(player, buildingType, point, startOfGame);
     if (validationResult.Failed) return validationResult;
     _buildings[point] = new Building(player, buildingType);
     return ActionResult.CreateSuccess();
 }
Esempio n. 9
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 /// <summary>
 /// Gets the resources generated by a building location. Ignores the robber.
 /// </summary>
 public ResourceCollection GetResourcesForBuilding(HexPoint location, BuildingTypes type)
 {
     var result = new ResourceCollection();
     foreach (var hex in location.GetHexes())
     {
         if (_resourceTiles.ContainsKey(hex))
         {
             var tile = _resourceTiles[hex];
             int count = (type == BuildingTypes.Settlement) ? 1 : 2;
             result[tile.Resource] += count;
         }
     }
     return result;
 }
Esempio n. 10
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 /// <summary>
 /// Indicates if the hexagon contains the given point.
 /// </summary>
 public bool ContainsPoint(HexPoint point)
 {
     return GetPoints().Contains(point);
 }