Esempio n. 1
0
        public bool IsDomokunClose(Coordinates domokunLocation, Coordinates nextPotentialLocation)
        {
            var nextPotentialChamber = Chambers[nextPotentialLocation];

            return(domokunLocation.Equals(nextPotentialLocation) ||
                   nextPotentialChamber.ChamberConnections.Any(direction => nextPotentialLocation.Move(direction).Equals(domokunLocation)));
        }
Esempio n. 2
0
        public Direction GetNextMove(IMazeMap mazeMap, MazeState mazeState)
        {
            Direction   returnValue     = Direction.None;
            Coordinates domokunLocation = new Coordinates(Coordinates.GetXCoordinate(mazeState.DomokunLocation, mazeState.width), Coordinates.GetYCoordinate(mazeState.DomokunLocation, mazeState.width));
            Coordinates ponyLocation    = new Coordinates(Coordinates.GetXCoordinate(mazeState.PonyLocation, mazeState.width), Coordinates.GetYCoordinate(mazeState.PonyLocation, mazeState.width));

            if (mazeMap.CurrentPathToExit == null)
            {
                mazeMap.FindShortestPathToExit(ponyLocation);
            }

            Direction nextPotentialMove     = mazeMap.CurrentPathToExit.Peek();
            var       nextPotentialLocation = ponyLocation.Move(nextPotentialMove);

            if (mazeMap.IsDomokunClose(domokunLocation, nextPotentialLocation))
            {
                //see if we can escape
                var possibleDodge = Enum.GetValues(typeof(Direction)).Cast <Direction>().AsEnumerable().FirstOrDefault(direction => direction != Direction.None && direction != nextPotentialMove && mazeMap.IsMoveLegal(ponyLocation, direction));
                if (possibleDodge != default(Direction))
                {
                    //escape
                    mazeMap.CurrentPathToExit.Push(possibleDodge.Inverse());
                    returnValue = possibleDodge;
                }
                else
                {
                    //accept our fate
                    returnValue = mazeMap.CurrentPathToExit.Pop();
                }
            }
            else
            {
                returnValue = mazeMap.CurrentPathToExit.Pop();
            }
            return(returnValue);
        }