Esempio n. 1
0
        /// <summary>
        /// Create a matrix of map pieces from Game object
        /// </summary>
        /// <param name="game"></param>
        private void GetWallsFromGame(Game.Game game, IReadOnlyCollection<CellLocation> doors)
        {
            // Populate the map matrix from the given list of walls
            
            foreach (var item in game.WallsAndDoors)
            {
                var x = item.X + 1;
                var y = item.Y + 1;
                _map[x, y] = new MapCellDetail(_map, x, y, BasicMapPiece.SingleWall);
            }

            foreach (var item in doors)
            {
                var x = item.X + 1;
                var y = item.Y + 1;
                _map[x, y] = new MapCellDetail(_map, x, y, BasicMapPiece.Door);
            }

            for (int y = 0; y < _height; y++)
            {
                for (int x = 0; x < _width; x++)
                {
                    if (_map[x, y] == null)
                        _map[x, y] = new MapCellDetail(_map, x, y, BasicMapPiece.Space);
                }
            }
        }
Esempio n. 2
0
        public BoardPiece FindBoardPiece(MapCellDetail board)
        {
            foreach (var pattern in _patterns)
            {
                if (pattern.DoCellsMatchPattern(board))
                {
                    return(pattern.BoardPiece);
                }
            }

            return(BoardPiece.Undefined);

            // Failed to match - loop through again to help debug layout

//#if DEBUG

//            foreach (var pattern in _patterns)
//            {
//                if (pattern.DoCellsMatchPattern(board))
//                    return pattern.BoardPiece;
//            }
//#endif

//            throw new Exception($"No matching board piece pattern @ c{board.X},{board.Y}");
        }
Esempio n. 3
0
        /// <summary>
        /// Flood fill the matrix with the given type
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="type"></param>
        private void Flood(MapCellDetail cell, BasicMapPiece type)
        {
            if (cell.Filled || !cell.IsSpace)
            {
                return;
            }
            cell.Filled    = true;
            cell.BasicType = type;

            if (cell.X > 0)
            {
                Flood(cell.CellLeft, type);
            }
            if (cell.X < _width - 1)
            {
                Flood(cell.CellRight, type);
            }
            if (cell.Y > 0)
            {
                Flood(cell.CellAbove, type);
            }
            if (cell.Y < _height - 1)
            {
                Flood(cell.CellBelow, type);
            }
        }
Esempio n. 4
0
 /// <summary>
 /// Find the pattern
 /// </summary>
 /// <param name="cell"></param>
 /// <returns></returns>
 private char TunnelPattern(MapCellDetail cell)
 {
     var pattern = (cell.CellAbove.IsWall ? "V" : "")
            + (cell.CellBelow.IsWall ? "V" : "")
            + (cell.CellLeft.IsWall ? "H" : "")
            + (cell.CellRight.IsWall ? "H" : "");
     return pattern.Length == 1 ? pattern[0] : ' ';
 }
Esempio n. 5
0
        /// <summary>
        /// Find the ghost walls by starting from a ghost door and tracing
        /// </summary>
        private void TraceGhostHouseWalls(MapCellDetail cell)
        {
            if (cell.Filled || (cell.BasicType!=BasicMapPiece.SingleWall && cell.BasicType!=BasicMapPiece.Door)) return;

            if (cell.BasicType == BasicMapPiece.SingleWall)
            {
                cell.BasicType = BasicMapPiece.GhostWall;
            }

            cell.Filled = true;
            TraceGhostHouseWalls(cell.CellAbove);
            TraceGhostHouseWalls(cell.CellBelow);
            TraceGhostHouseWalls(cell.CellLeft);
            TraceGhostHouseWalls(cell.CellRight);
        }