protected virtual void DistributeTitles() { for (int j = 0; j < m_players.Count; j++) { for (int i = 0; i < 13; i++) { m_players[j].AddHand(m_tiles[j * 13 + i].Tile); m_stile p = m_tiles[j * 13 + i]; p.Position = TilePosition.Player; m_tiles[j * 13 + i] = p; } } }
protected virtual void RandomizeTitles() { Random r = new Random(); for (int j = 0; j < m_tiles.Count; j++) { m_stile tmp = m_tiles[j]; int i = r.Next(m_tiles.Count); m_tiles[j] = m_tiles[i]; m_tiles[i] = tmp; } }
protected bool ChangeTileStatus(Tile t, TilePosition tp) { for (int i = 0; i < m_tiles.Count; i++) { if (m_tiles[i].Tile == t) { m_stile tmp = m_tiles[i]; tmp.Position = tp; m_tiles[i] = tmp; return(true); } } return(false); }
protected virtual void GenerateTiles() { Mahjong.Core.Tile.Family family = Tile.Family.Circle; int i; int j; for (j = 0; j < 3; j++) { for (i = 4; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Character; for (i = 4; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Bamboo; for (i = 4; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Wind; for (i = 4; i < 5; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Flower; for (i = 4; i < 5; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Season; for (i = 4; i < 5; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Dragon; for (i = 4; i < 4; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } } }
protected virtual void GenerateTiles() { Mahjong.Core.Tile.Family family = Tile.Family.Circle; int i; int j; for (j = 0; j < 3; j++) { family = Tile.Family.Circle; for (i = 1; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Character; for (i = 1; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Bamboo; for (i = 1; i < 10; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Wind; for (i = 1; i < 5; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } //family = Tile.Family.Flower; //for (i = 1; i < 5; i++) //{ // m_stile ins = new m_stile(); // ins.Position = TilePosition.Free; // ins.Tile = new Tile(family, i); // m_tiles.Add(ins); //} family = Tile.Family.Season; for (i = 1; i < 5; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } family = Tile.Family.Dragon; for (i = 1; i < 4; i++) { m_stile ins = new m_stile(); ins.Position = TilePosition.Free; ins.Tile = new Tile(family, i); m_tiles.Add(ins); } } }