Esempio n. 1
0
        private IntPoint MakeBigGridChoice(BigGrid bg)
        {
            List <IntPoint> choices = new List <IntPoint>();

            if (game.BigGridCurrentPosX == -1)
            {
                for (int i = 0; i < 3; i++)
                {
                    for (int j = 0; j < 3; j++)
                    {
                        if (bg.Board[i, j].Status == Status.Nothing)
                        {
                            choices.Add(new IntPoint(i, j)); //Get all the not complete small grids
                        }
                    }
                }
                IntPoint firstChoice  = choices[r.Next(choices.Count)];                              //Select a random one
                IntPoint secondChoice = MakeSmallGridChoice(bg.Board[firstChoice.X, firstChoice.Y]); //Select a random cell from the chosen small grid
                return(new IntPoint(3 * firstChoice.X + secondChoice.X, 3 * firstChoice.Y + secondChoice.Y));
            }
            else
            {
                IntPoint secondChoice = MakeSmallGridChoice(bg.Board[game.BigGridCurrentPosX, game.BigGridCurrentPosY]); //Select a random cell from the only available small grid
                return(new IntPoint(3 * game.BigGridCurrentPosX + secondChoice.X, 3 * game.BigGridCurrentPosY + secondChoice.Y));
            }
        }
Esempio n. 2
0
        public async void ClickHandler(int x, int y)
        {
            if (size == GameType.Small)
            {
                //board[x, y] - cell clicked
                if (!SmallGrid.Board[x, y].HasValue)                            //If the cell is empty
                {
                    SmallGrid.AddFigure(x, y, turn);                            //Add figure
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn
                    if (SmallGrid.Status != Status.Nothing)
                    {
                        EndHandler(SmallGrid.Status); //End the game if the small grid is full
                    }
                }
            }
            else if (size == GameType.Big)
            {
                //board[x / 3, y / 3] - small grid clicked
                //board[x / 3, y / 3].board[x % 3, y % 3] - cell clicked
                if (BigGrid.Board[x / 3, y / 3].Status == Status.Nothing && !BigGrid.Board[x / 3, y / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked
                {
                    BigGrid.AddFigure(x / 3, y / 3, x % 3, y % 3, turn);                                                               //Add figure
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross;                                                        //Change the turn
                    if (BigGrid.Status != Status.Nothing)
                    {
                        EndHandler(BigGrid.Status); //End the game if the big grid is full
                    }
                }
            }
            else if (size == GameType.Huge)
            {
                //board[x / 9, y / 9] - big grid clicked
                //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3] - small grid clicked
                //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3].board[x % 3, y % 3] - cell clicked
                if (HugeGrid.Board[x / 9, y / 9].Status == Status.Nothing && HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Status == Status.Nothing && !HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked and the big grid isn't locked
                {
                    HugeGrid.AddFigure(x / 9, y / 9, x % 9 / 3, y % 9 / 3, x % 9 % 3, y % 9 % 3, turn);                                                                                                                                                   //Add figure
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross;                                                                                                                                                                           //Change the turn
                    if (HugeGrid.Status != Status.Nothing)
                    {
                        EndHandler(HugeGrid.Status); //End the game if the huge grid is full
                    }
                }
            }
            await Task.Delay(50);                        //Wait

            if (turn == Figure.Cross && player1 != null) //Make AIs make choices
            {
                player1.MakeChoice();
            }
            else if (turn == Figure.Circle && player2 != null)
            {
                player2.MakeChoice();
            }
        }
Esempio n. 3
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 public HugeGrid(int cellSize, Grid grid)
 {
     refGrid    = grid;
     squareSize = cellSize;
     lines      = new List <Line>();
     Board      = new BigGrid[3, 3];
     for (int i = 0; i < 3; i++)
     {
         for (int j = 0; j < 3; j++)
         {
             Board[i, j] = new BigGrid(i, j, GameType.Huge, squareSize, refGrid); //Create big grids inside the huge grid
         }
     }
     DrawSelf(); //Draw huge grid
 }
Esempio n. 4
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 public void AddGrid(BigGrid bg)
 {
     bigGrid = bg;
 }
Esempio n. 5
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 public GameManager(GameType gameSize, int cellSize, Grid grid, PlayerType playerOne, PlayerType playerTwo)
 {
     size       = gameSize;
     refGrid    = grid;
     squareSize = cellSize;
     if (playerOne == PlayerType.AI) //Create the AIs
     {
         player1 = new AI(gameSize);
     }
     if (playerTwo == PlayerType.AI)
     {
         player2 = new AI(gameSize);
     }
     if (size == GameType.Small)
     {
         SmallGrid = new SmallGrid(0, 0, 0, 0, GameType.Small, squareSize, refGrid); //Create a small grid and pass it to the AIS
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(SmallGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(SmallGrid);
         }
     }
     else if (size == GameType.Big)
     {
         BigGrid = new BigGrid(0, 0, GameType.Big, squareSize, refGrid); //Create a big grid and pass it to the AIs
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(BigGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(BigGrid);
         }
     }
     else if (size == GameType.Huge)
     {
         HugeGrid = new HugeGrid(squareSize, refGrid); //Create a huge grid and pass it to the AIs
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(HugeGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(HugeGrid);
         }
     }
     if (playerOne == PlayerType.AI)
     {
         player1.AddManager(this);
     }
     if (playerTwo == PlayerType.AI)
     {
         player2.AddManager(this);
     }
     if (playerOne == PlayerType.AI)
     {
         player1.MakeChoice();
     }
 }
Esempio n. 6
0
 public GameManager(GameType gameSize, int cellSize, Grid grid, PlayerType playerOne, PlayerType playerTwo)
 {
     size       = gameSize;
     refGrid    = grid;
     squareSize = cellSize;
     if (playerOne == PlayerType.AI) //Create the AIs
     {
         player1 = new AI(gameSize);
     }
     if (playerTwo == PlayerType.AI)
     {
         player2 = new AI(gameSize);
     }
     if (size == GameType.Small)
     {
         SmallGrid = new SmallGrid(0, 0, 0, 0, GameType.Small, squareSize, refGrid); //Create a small grid and pass it to the AIS
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(SmallGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(SmallGrid);
         }
     }
     else if (size == GameType.Big)
     {
         BigGrid            = new BigGrid(0, 0, GameType.Big, squareSize, refGrid); //Create a big grid and pass it to the AIs
         BigGridCurrentPosX = 1;                                                    //Set the available small grid
         BigGridCurrentPosY = 1;
         BigGrid.Color(1, 1, Brushes.Blue);                                         //Color the available small gird
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(BigGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(BigGrid);
         }
     }
     else if (size == GameType.Huge)
     {
         HugeGrid            = new HugeGrid(squareSize, refGrid);                                                        //Create a huge grid and pass it to the AIs
         HugeGridCurrentPosX = 1;                                                                                        //Set the available big grid
         HugeGridCurrentPosY = 1;
         BigGridCurrentPosX  = 1;                                                                                        //Set the available small grid
         BigGridCurrentPosY  = 1;
         HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the available small grid
         if (playerOne == PlayerType.AI)
         {
             player1.AddGrid(HugeGrid);
         }
         if (playerTwo == PlayerType.AI)
         {
             player2.AddGrid(HugeGrid);
         }
     }
     if (playerOne == PlayerType.AI)
     {
         player1.AddManager(this);
     }
     if (playerTwo == PlayerType.AI)
     {
         player2.AddManager(this);
     }
     if (playerOne == PlayerType.AI)
     {
         player1.MakeChoice();
     }
 }
Esempio n. 7
0
        public async void ClickHandler(int x, int y)
        {
            if (size == GameType.Small)
            {
                //board[x, y] - cell clicked
                if (!SmallGrid.Board[x, y].HasValue)                            //If the cell is empty
                {
                    SmallGrid.AddFigure(x, y, turn);                            //Add figure
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross; //Change the turn
                    if (SmallGrid.Status != Status.Nothing)
                    {
                        EndHandler(SmallGrid.Status); //End the game if the small grid is full
                    }
                }
            }
            else if (size == GameType.Big)
            {
                //board[x / 3, y / 3] - small grid clicked
                //board[x / 3, y / 3].board[x % 3, y % 3] - cell clicked
                if ((x / 3 == BigGridCurrentPosX && y / 3 == BigGridCurrentPosY || BigGridCurrentPosX == -1) && BigGrid.Board[x / 3, y / 3].Status == Status.Nothing && !BigGrid.Board[x / 3, y / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked
                {
                    BigGrid.Color(BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Black);                                                                                                                                          //Decolor the previous available small grid / small grids
                    BigGrid.AddFigure(x / 3, y / 3, x % 3, y % 3, turn);                                                                                                                                                           //Add figure
                    BigGridCurrentPosX = x % 3;                                                                                                                                                                                    //Set the new available small grid
                    BigGridCurrentPosY = y % 3;
                    if (BigGrid.Board[BigGridCurrentPosX, BigGridCurrentPosY].Status != Status.Nothing)
                    {
                        BigGridCurrentPosX = -1;                                         //If the selected small grid is complete select all the small grids
                    }
                    BigGrid.Color(BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the new available small grid / small grids
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross;          //Change the turn
                    if (BigGrid.Status != Status.Nothing)
                    {
                        EndHandler(BigGrid.Status); //End the game if the big grid is full
                    }
                }
            }
            else if (size == GameType.Huge)
            {
                //board[x / 9, y / 9] - big grid clicked
                //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3] - small grid clicked
                //board[x / 9, y / 9].board[x % 9 / 3, y % 9 / 3].board[x % 3, y % 3] - cell clicked
                if ((HugeGridCurrentPosX == -1 || (HugeGridCurrentPosX == x / 9 && HugeGridCurrentPosY == y / 9)) && (BigGridCurrentPosX == -1 || (BigGridCurrentPosX == x % 9 / 3 && BigGridCurrentPosY == y % 9 / 3)) && HugeGrid.Board[x / 9, y / 9].Status == Status.Nothing && HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Status == Status.Nothing && !HugeGrid.Board[x / 9, y / 9].Board[x % 9 / 3, y % 9 / 3].Board[x % 3, y % 3].HasValue) //If the cell is empty and the small grid isn't locked and the big grid isn't locked
                {
                    HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Black);                                                                                                                                                                                                                                                                                                                             //Decolor the previous available small grid / big grid / big grids
                    HugeGrid.AddFigure(x / 9, y / 9, x % 9 / 3, y % 9 / 3, x % 9 % 3, y % 9 % 3, turn);                                                                                                                                                                                                                                                                                                                                                          //Add figure
                    HugeGridCurrentPosX = x % 9 / 3;                                                                                                                                                                                                                                                                                                                                                                                                             //Set the new available big grid
                    HugeGridCurrentPosY = y % 9 / 3;
                    if (HugeGrid.Board[HugeGridCurrentPosX, HugeGridCurrentPosY].Status != Status.Nothing)
                    {
                        HugeGridCurrentPosX = -1; //If the selected big grid is complete select everything
                        BigGridCurrentPosX  = -1;
                    }
                    else
                    {
                        BigGridCurrentPosX = x % 3; //Set the new available small grid
                        BigGridCurrentPosY = y % 3;
                        if (HugeGrid.Board[HugeGridCurrentPosX, HugeGridCurrentPosY].Board[BigGridCurrentPosX, BigGridCurrentPosY].Status != Status.Nothing)
                        {
                            BigGridCurrentPosX = -1; //If the selected small grid is complete select all the small grids in the same big grid
                        }
                    }
                    HugeGrid.Color(HugeGridCurrentPosX, HugeGridCurrentPosY, BigGridCurrentPosX, BigGridCurrentPosY, Brushes.Blue); //Color the new available small grid / big grid / big grids
                    turn = turn == Figure.Cross ? Figure.Circle : Figure.Cross;                                                     //Change the turn
                    if (HugeGrid.Status != Status.Nothing)
                    {
                        EndHandler(HugeGrid.Status); //End the game if the huge grid is full
                    }
                }
            }
            await Task.Delay(50);                        //Wait

            if (turn == Figure.Cross && player1 != null) //Make AIs make choices
            {
                player1.MakeChoice();
            }
            else if (turn == Figure.Circle && player2 != null)
            {
                player2.MakeChoice();
            }
        }