public HeroState(int teamId, Hero hero, MapCellLocation location) { TeamId = teamId; Hero = hero; CurrentStats = hero.BaseStats; Location = location; }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { var potentialPlaces = map.Neighbors(location, 1); foreach (var(cell, depth, distance) in potentialPlaces) { if (map.CanMoveTo(target, cell)) { // we can reposition the target to this spot yield return(new MoveHeroTo(target, 1, cell, map)); } } }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { var(dr, dc) = MapCellLocation.Diff(target.Location, location); (int r, int c) = target.Location; dr = Math.Sign(dr); dc = Math.Sign(dc); // can we push the target 1 space away? if (map.CanMoveTo(target, (r + dr, c + dc), out MapCellState cell)) { yield return(new MoveHeroTo(target, 1, cell, map, true)); } }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { // can the target move to the cell we're on? if (map.CanMoveTo(target, location, out MapCellState currentCell)) { yield break; } // if the target can move to my position, I need to be able to move // in the same direction to the next cell var(dr, dc) = MapCellLocation.Diff(location, target.Location); (int r, int c) = location; if (map.CanMoveTo(owner, (r + dr, c + dc), out MapCellState desiredCell)) { var moveTargetBack = new MoveHeroTo(target, 1, currentCell, map); var moveMeBack = new MoveHeroTo(owner, 1, desiredCell, map); yield return(new AggregateMove(moveMeBack, moveTargetBack)); } }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { // can the owner move to the target's position? if (!map.CanMoveTo(owner, target.Location, out MapCellState targetCell)) { yield break; } // can the target move to the owner's position? if (!map.CanMoveTo(target, location, out MapCellState ownerCell)) { yield break; } // the swap can be done! var moveOwnerToTarget = new MoveHeroTo(owner, 1, targetCell, map); var moveTargetToOwner = new MoveHeroTo(target, 1, ownerCell, map); yield return(new AggregateMove(moveOwnerToTarget, moveTargetToOwner)); }
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { var(dr, dc) = MapCellLocation.Diff(target.Location, location); (int r, int c) = target.Location; dr = Math.Sign(dr); dc = Math.Sign(dc); // can we push the target 2 spaces away? var distance = 2; if (!map.CanMoveTo(target, (r + dr + dr, c + dc + dc), out MapCellState cell)) { // no? Can we push them one square away? distance = 1; if (!map.CanMoveTo(target, (r + dr, c + dc), out cell)) { yield break; } } // we can push the target 2/1 squares away yield return(new MoveHeroTo(target, distance, cell, map, true)); }
public MapCellState(MapCell cell, MapCellLocation location) { Cell = cell; Location = location; }
public abstract IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map);
public override IEnumerable <IMove> ValidMovesFor(MapCellLocation location, HeroState owner, HeroState target, MapState map) { yield return(new Heal(this, owner, target)); }
public MapCell this[MapCellLocation loc] { get => _cells[loc.Row, loc.Column];