コード例 #1
0
        public GameResult ProcessActions <T>(IList <T> actions) where T : GameAction     // accept any Array of classes extending GameAction
        //long start = DateTime.Now.Ticks;

        {
            List <ActionResult> actionResults = new List <ActionResult>();

            foreach (GameAction action in actions)
            {
                if (gameStatus != GameStatus.Lost && gameStatus != GameStatus.Won)    // only process actions while the game is in play
                {
                    if (action.action == ActionType.Clear)
                    {
                        actionResults.AddRange(ClearTile(action));
                    }
                    else if (action.action == ActionType.Flag)
                    {
                        actionResults.AddRange(FlagTile(action));
                    }
                    else if (action.action == ActionType.Chord)
                    {
                        actionResults.AddRange(ChordTile(action));
                    }
                }
            }

            GameStatus finalStatus = gameStatus;  // take the game status for the game

            if (gameStatus == GameStatus.Lost)
            {
                for (var i = 0; i < this.tiles.Length; i++)
                {
                    MinesweeperTile tile = this.tiles[i];
                    if (tile.IsMine() && !tile.IsFlagged() && !tile.GetExploded())
                    {
                        actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Mine));  // show remaining mines
                    }
                    if (!tile.IsMine() && tile.IsFlagged())
                    {
                        actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.FlaggedWrong));  // show flags placed wrong
                    }
                }
            }

            //Write("Game processing actions took " + (DateTime.Now.Ticks - start) + " ticks");

            return(new GameResult(finalStatus, actionResults));
        }
コード例 #2
0
        // clicks the assigned tile and returns an object containing a list of tiles cleared
        private List <ActionResult> ClearTile(GameAction action)
        {
            List <ActionResult> actionResults = new List <ActionResult>();

            int index = GetIndex(action.x, action.y);

            // if this is the first click then create the tiles and place the mines
            if (this.gameStatus == GameStatus.NotStarted)
            {
                PlaceMines(index);
            }

            MinesweeperTile tile = this.tiles[index];

            // are we clicking on a flag
            if (tile.IsFlagged())
            {
                Write("Unable to Clear: Clicked on a Flag");
            }
            else if (tile.GetExploded())
            {
                Write("Unable to Clear: Clicked on an exploded Mine");
            }
            else if (tile.IsMine())
            {
                //Write("Gameover: Clicked on a mine");

                deaths++;
                if (hardcore)
                {
                    this.gameStatus = GameStatus.Lost;
                }
                tile.SetExploded(true);
                actionResults.Add(new ActionResult(action.x, action.y, ResultType.Exploded));
            }
            else
            {
                if (tile.IsCovered())      // make sure the tile is clickable

                {
                    List <MinesweeperTile> tilesToReveal = new List <MinesweeperTile>();
                    tilesToReveal.Add(tile);

                    actionResults.AddRange(Reveal(tilesToReveal));
                }
            }

            return(actionResults);
        }
コード例 #3
0
        // takes a list of tiles and reveals them and expands any zeros
        private List <ActionResult> Reveal(List <MinesweeperTile> firstTiles)
        {
            List <ActionResult> actionResults = new List <ActionResult>();

            var soFar = 0;

            foreach (MinesweeperTile firstTile in firstTiles)
            {
                firstTile.SetCovered(false);
            }

            int safety = 1000000;

            while (soFar < firstTiles.Count)
            {
                MinesweeperTile tile = firstTiles[soFar];

                actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Cleared, tile.GetValue()));

                this.tilesLeft--;

                // if the value is zero then for each adjacent tile not yet revealed add it to the list
                if (tile.GetValue() == 0)
                {
                    foreach (int adjIndex in GetAdjacentIndex(tile.GetIndex()))
                    {
                        MinesweeperTile adjTile = this.tiles[adjIndex];

                        if (adjTile.IsCovered() && !adjTile.IsFlagged()) // if not covered and not a flag
                        {
                            adjTile.SetCovered(false);                   // it will be uncovered in a bit
                            firstTiles.Add(adjTile);
                        }
                    }
                }

                soFar++;
                if (safety-- < 0)
                {
                    Write("MinesweeperGame: Reveal Safety limit reached !!");
                    break;
                }
            }

            // if there are no tiles left to find then set the remaining tiles to flagged and we've won
            if (this.tilesLeft == 0)
            {
                for (var i = 0; i < this.tiles.Length; i++)
                {
                    MinesweeperTile tile = this.tiles[i];
                    if (tile.IsMine() && !tile.IsFlagged())
                    {
                        minesLeft--;
                        tile.ToggleFlagged();
                        actionResults.Add(new ActionResult(tile.GetX(), tile.GetY(), ResultType.Flagged));  // auto set remaining flags
                    }
                }

                this.gameStatus = GameStatus.Won;
            }

            return(actionResults);
        }
コード例 #4
0
        // chord the assigned tile and returns an object containing a list of tiles cleared
        private List <ActionResult> ChordTile(GameAction action)
        {
            List <ActionResult> actionResults = new List <ActionResult>();

            int index = GetIndex(action.x, action.y);

            // if this is the first click then create the tiles and place the mines
            if (this.gameStatus == GameStatus.NotStarted)
            {
                PlaceMines(index);
            }

            MinesweeperTile tile = this.tiles[index];

            int flagCount   = 0;
            int hiddenCount = 0;

            foreach (int adjIndex in GetAdjacentIndex(index))
            {
                if (tiles[adjIndex].IsFlagged())
                {
                    flagCount++;
                }
                else if (tiles[adjIndex].IsCovered())
                {
                    hiddenCount++;
                }
            }

            // If the hidden count is zero then there is nothing to do
            if (hiddenCount == 0)
            {
                Write("Unable to Chord: Nothing to clear");
                return(actionResults);
            }

            // nothing to do if the tile is not yet surrounded by the correct number of flags
            if (tile.GetValue() != flagCount)
            {
                Write("Unable to Chord: value=" + tile.GetValue() + " flags=" + flagCount);
                return(actionResults);
            }

            // see if there are any unflagged bombs in the area to be chorded - this loses the game
            var bombCount = 0;

            foreach (int adjIndex in GetAdjacentIndex(index))
            {
                MinesweeperTile adjTile = tiles[adjIndex];
                if (adjTile.IsMine() && !adjTile.IsFlagged())
                {
                    adjTile.SetExploded(true);
                    actionResults.Add(new ActionResult(adjTile.GetX(), adjTile.GetY(), ResultType.Exploded));  // mark the tile as exploded
                    bombCount++;
                }
            }

            // if we have triggered a bomb then return
            if (bombCount != 0)
            {
                deaths = deaths + bombCount;
                if (hardcore)
                {
                    this.gameStatus = GameStatus.Lost;
                }
                return(actionResults);
            }

            // seems okay, so do the chording
            List <MinesweeperTile> tilesToReveal = new List <MinesweeperTile>();

            // determine which tiles need revealing
            foreach (int adjIndex in this.GetAdjacentIndex(index))
            {
                MinesweeperTile adjTile = tiles[adjIndex];
                if (adjTile.IsCovered() && !adjTile.IsFlagged())    // covered and not flagged
                {
                    tilesToReveal.Add(adjTile);
                }
            }

            actionResults.AddRange(Reveal(tilesToReveal));

            return(actionResults);
        }