internal bool IsTypeAndAlive(ElementTypes Type, Point P) { if (Type == ElementTypes.PacPlayer || Type == ElementTypes.Ghost) { foreach (Element E in Players) { if (E.et == Type && E.IsAlive && E.Location.Equals(P)) { return(true); } } } else { Element E = null; FastBoard.TryGetValue(P, out E); return(E != null && E.et == Type && E.IsAlive == true); } //foreach (Element E in FindAt(P)) //{ // if (E.et == Type && E.IsAlive) // { // return true; // } //} return(false); }
/// <summary> /// A BoardQualityEvaluator that uses the Board's total number of empty spaces as its quality. /// </summary> public static float EmptySpaces(FastBoard board) { int total = 0; for(int x = 0; x < FastBoard.Width; x++) { for(int y = 0; y < FastBoard.Height; y++) { if(board.GetCardIndex(x, y) == 0) total++; } } return total; }
/// <summary> /// A BoardQualityEvaluator that uses the Board's total number of empty spaces as its quality. /// </summary> public static float EmptySpaces(FastBoard board) { int total = 0; for (int x = 0; x < FastBoard.Width; x++) { for (int y = 0; y < FastBoard.Height; y++) { if (board.GetCardIndex(x, y) == 0) { total++; } } } return(total); }
/// <summary> /// Is a coordinate neighbors with a specific index? /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="index"></param> /// <returns></returns> public static bool NeighborsWith(FastBoard board, int x, int y, ulong index, out int testX, out int testY) { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; if (leftCardIndex == index) { testX = x - 1; testY = y; return(true); } if (rightCardIndex == index) { testX = x + 1; testY = y; return(true); } if (upCardIndex == index) { testX = x; testY = y - 1; return(true); } if (downCardIndex == index) { testX = x; testY = y + 1; return(true); } testX = -1; testY = -1; return(false); }
/// <summary> /// Is a coordinate neighbors with a specific index? /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="index"></param> /// <returns></returns> public static bool NeighborsWith(FastBoard board, int x, int y, ulong index, out int testX, out int testY) { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; if(leftCardIndex == index) { testX = x - 1; testY = y; return true; } if(rightCardIndex == index) { testX = x + 1; testY = y; return true; } if(upCardIndex == index) { testX = x; testY = y - 1; return true; } if(downCardIndex == index) { testX = x; testY = y + 1; return true; } testX = -1; testY = -1; return false; }
/// <summary> /// A BoardQualityEvaluator that calculates how "open" the board is. /// </summary> public static float Openness(FastBoard board) { int total = 0; for (int x = 0; x < FastBoard.Width; x++) { for (int y = 0; y < FastBoard.Height; y++) { ulong cardIndex = board.GetCardIndex(x, y); if (cardIndex == 0) { // 2 points for an empty cell. total += 2; } else { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; // 1 point for each adjacent card we can merge with. if (leftCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, leftCardIndex)) { total += 1; } if (rightCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, rightCardIndex)) { total += 1; } if (upCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, upCardIndex)) { total += 1; } if (downCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, downCardIndex)) { total += 1; } // -1 point if we're trapped between higher-valued cards, either horizontally or vertically. if ((x == 0 || (leftCardIndex >= 3 && cardIndex < leftCardIndex)) && (x == FastBoard.Width - 1 || (rightCardIndex >= 3 && cardIndex < rightCardIndex))) { total -= 1; } if ((y == 0 || (upCardIndex >= 3 && cardIndex < upCardIndex)) && (y == FastBoard.Height - 1 || (downCardIndex >= 3 && cardIndex < downCardIndex))) { total -= 1; } // 1 point if next to at least one card twice our value. if (cardIndex >= 3) { if ((leftCardIndex != 0 && leftCardIndex == cardIndex + 1) || (rightCardIndex != 0 && rightCardIndex == cardIndex + 1) || (upCardIndex != 0 && upCardIndex == cardIndex + 1) || (downCardIndex != 0 && downCardIndex == cardIndex + 1)) { total += 1; } } } } } return(total); }
/// <summary> /// A BoardQualityEvaluator that uses the Board's total score as its quality. /// </summary> public static float TotalScore(FastBoard board) { return(board.GetTotalScore()); }
/// <summary> /// A BoardQualityEvaluator that always returns 0. /// </summary> public static float Zero(FastBoard board) { return(0); }
/// <summary> /// A BoardQualityEvaluator that calculates how "open" the board is. /// </summary> public static float OpennessMatthew(FastBoard board) { var maxIndex = board.GetMaxCardIndex(); int total = 0; for (int x = 0; x < FastBoard.Width; x++) { for (int y = 0; y < FastBoard.Height; y++) { ulong cardIndex = board.GetCardIndex(x, y); if (cardIndex == 0) { // 2 points for an empty cell. total += 3; } else { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; // for each adjacent card we can merge with. if (leftCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, leftCardIndex)) { total += 2; } if (rightCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, rightCardIndex)) { total += 2; } if (upCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, upCardIndex)) { total += 2; } if (downCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, downCardIndex)) { total += 2; } // negative if we're trapped between higher-valued cards, either horizontally or vertically. if ((x == 0 || (leftCardIndex >= 3 && cardIndex < leftCardIndex)) && (x == FastBoard.Width - 1 || (rightCardIndex >= 3 && cardIndex < rightCardIndex))) { total -= 5; } if ((y == 0 || (upCardIndex >= 3 && cardIndex < upCardIndex)) && (y == FastBoard.Height - 1 || (downCardIndex >= 3 && cardIndex < downCardIndex))) { total -= 5; } // point if next to at least one card twice our value. if (cardIndex >= 3) { if ((leftCardIndex != 0 && leftCardIndex == cardIndex + 1) || (rightCardIndex != 0 && rightCardIndex == cardIndex + 1) || (upCardIndex != 0 && upCardIndex == cardIndex + 1) || (downCardIndex != 0 && downCardIndex == cardIndex + 1)) { total += 2; } } if (maxIndex > 4) { // for each wall we're touching if we're the biggest card if (cardIndex == maxIndex) { if (x == 0 || x == 3) { total += 3; } if (y == 0 || y == 3) { total += 3; } } // for sticking next to the biggest piece if (cardIndex == maxIndex - 1) { int testX, testY; if (NeighborsWith(board, x, y, maxIndex, out testX, out testY)) { total += 1; // and a bonus if we're also along a wall if (x == 0 || x == 3) { total += 1; } if (y == 0 || y == 3) { total += 1; } } } // if we're two below if (cardIndex == maxIndex - 2) { // and we're neighbors with a 1-below int testX, testY; if (NeighborsWith(board, x, y, maxIndex - 1, out testX, out testY)) { // who is also neighbors with the max if (NeighborsWith(board, testX, testY, maxIndex, out testX, out testY)) { total += 1; } } } } } } } return(total); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(FastBoard obj) { return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr; }
/// <summary> /// A BoardQualityEvaluator that calculates how "open" the board is. /// </summary> public static float Openness(FastBoard board) { int total = 0; for(int x = 0; x < FastBoard.Width; x++) { for(int y = 0; y < FastBoard.Height; y++) { ulong cardIndex = board.GetCardIndex(x, y); if(cardIndex == 0) { // 2 points for an empty cell. total += 2; } else { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; // 1 point for each adjacent card we can merge with. if(leftCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, leftCardIndex)) total += 1; if(rightCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, rightCardIndex)) total += 1; if(upCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, upCardIndex)) total += 1; if(downCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, downCardIndex)) total += 1; // -1 point if we're trapped between higher-valued cards, either horizontally or vertically. if((x == 0 || (leftCardIndex >= 3 && cardIndex < leftCardIndex)) && (x == FastBoard.Width - 1 || (rightCardIndex >= 3 && cardIndex < rightCardIndex))) { total -= 1; } if((y == 0 || (upCardIndex >= 3 && cardIndex < upCardIndex)) && (y == FastBoard.Height - 1 || (downCardIndex >= 3 && cardIndex < downCardIndex))) { total -= 1; } // 1 point if next to at least one card twice our value. if(cardIndex >= 3) { if((leftCardIndex != 0 && leftCardIndex == cardIndex + 1) || (rightCardIndex != 0 && rightCardIndex == cardIndex + 1) || (upCardIndex != 0 && upCardIndex == cardIndex + 1) || (downCardIndex != 0 && downCardIndex == cardIndex + 1)) { total += 1; } } } } } return total; }
/// <summary> /// A BoardQualityEvaluator that always returns 0. /// </summary> public static float Zero(FastBoard board) { return 0; }
/// <summary> /// A BoardQualityEvaluator that uses the Board's total score as its quality. /// </summary> public static float TotalScore(FastBoard board) { return board.GetTotalScore(); }
/// <summary> /// A BoardQualityEvaluator that calculates how "open" the board is. /// </summary> public static float OpennessMatthew(FastBoard board) { var maxIndex = board.GetMaxCardIndex(); int total = 0; for(int x = 0; x < FastBoard.Width; x++) { for(int y = 0; y < FastBoard.Height; y++) { ulong cardIndex = board.GetCardIndex(x, y); if(cardIndex == 0) { // 2 points for an empty cell. total += 3; } else { ulong leftCardIndex = x > 0 ? board.GetCardIndex(x - 1, y) : 0; ulong rightCardIndex = x < FastBoard.Width - 1 ? board.GetCardIndex(x + 1, y) : 0; ulong upCardIndex = y > 0 ? board.GetCardIndex(x, y - 1) : 0; ulong downCardIndex = y < FastBoard.Height - 1 ? board.GetCardIndex(x, y + 1) : 0; // for each adjacent card we can merge with. if(leftCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, leftCardIndex)) total += 2; if(rightCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, rightCardIndex)) total += 2; if(upCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, upCardIndex)) total += 2; if(downCardIndex != 0 && FastBoard.CanCardsMerge(cardIndex, downCardIndex)) total += 2; // negative if we're trapped between higher-valued cards, either horizontally or vertically. if((x == 0 || (leftCardIndex >= 3 && cardIndex < leftCardIndex)) && (x == FastBoard.Width - 1 || (rightCardIndex >= 3 && cardIndex < rightCardIndex))) { total -= 5; } if((y == 0 || (upCardIndex >= 3 && cardIndex < upCardIndex)) && (y == FastBoard.Height - 1 || (downCardIndex >= 3 && cardIndex < downCardIndex))) { total -= 5; } // point if next to at least one card twice our value. if(cardIndex >= 3) { if((leftCardIndex != 0 && leftCardIndex == cardIndex + 1) || (rightCardIndex != 0 && rightCardIndex == cardIndex + 1) || (upCardIndex != 0 && upCardIndex == cardIndex + 1) || (downCardIndex != 0 && downCardIndex == cardIndex + 1)) { total += 2; } } if(maxIndex > 4) { // for each wall we're touching if we're the biggest card if(cardIndex == maxIndex) { if(x == 0 || x == 3) { total += 3; } if(y == 0 || y == 3) { total += 3; } } // for sticking next to the biggest piece if(cardIndex == maxIndex - 1) { int testX, testY; if(NeighborsWith(board, x, y, maxIndex, out testX, out testY)) { total += 1; // and a bonus if we're also along a wall if(x == 0 || x == 3) { total += 1; } if(y == 0 || y == 3) { total += 1; } } } // if we're two below if(cardIndex == maxIndex - 2) { // and we're neighbors with a 1-below int testX, testY; if(NeighborsWith(board, x, y, maxIndex - 1, out testX, out testY)) { // who is also neighbors with the max if(NeighborsWith(board, testX, testY, maxIndex, out testX, out testY)) { total += 1; } } } } } } } return total; }