private int ScoreCombo(CustomBasicList <int> mainCol, CustomBasicList <int> comboList, out bool receiveMults) { int sums = mainCol.Where(items => comboList.Contains(items)).Sum(); int counts = mainCol.Where(items => comboList.Contains(items)).Count(); if (counts == 6) { receiveMults = true; } else { receiveMults = false; } return(sums); }
private void CreateSquares() { CustomBasicList <int> arr_Mines = new CustomBasicList <int>(); int int_Square; int int_SquareCount = 1; _arr_Squares = new CustomBasicList <MineSquareCP>(); while (arr_Mines.Count < NumberOfMines) { int_Square = GetRandomInteger((NumberOfRows * NumberOfColumns)); if ((!(arr_Mines.Contains(int_Square))) & (int_Square > 0)) { arr_Mines.Add(int_Square); } } var loopTo = NumberOfRows; for (int int_Row = 1; int_Row <= loopTo; int_Row++) { var loopTo1 = NumberOfColumns; for (int int_Col = 1; int_Col <= loopTo1; int_Col++) { var obj_TempSquare = new MineSquareCP(int_Col, int_Row); if ((arr_Mines.Contains(int_SquareCount))) { obj_TempSquare.IsMine = true; } _arr_Squares.Add(obj_TempSquare); int_SquareCount += 1; } } // *** Get numbers for each of the non-mine squares foreach (var obj_TempSquare in _arr_Squares) { obj_TempSquare.NeighborMines = CountNeighborMines(obj_TempSquare); } // needs a subscription // because from this point, the ui needs to do the ui portions. //Aggregator.Publish(new SubscribeGameBoardEventModel()); }