public void SetPatterns(Pattern[] patterns) { this.patterns = new List <Pattern>(); foreach (Pattern p in patterns) { this.patterns.Add(p); } pattern_list = new Pattern.PatternMasks(); Pattern.ExpandGamePatterns(this.patterns, pattern_list); }
public static bool check_pack(PlayerPack pack, int game, Pattern pattern) { int num_patterns; int num_cards; int pattern_index; int card_index; if (pattern.sub_patterns.Count < 1) { return(false); } CombinationIterator ci = ((pattern.mode_mod & Pattern.mode_modifications.OrderMatters) != 0) ? null : new CombinationIterator(pattern.sub_patterns.Count); bool iterator_done; List <BingoCardState> cards = pack.Cards[game]; int cardsets = cards.Count; /* * this check should be done somewhere; maybe when cards are dealt for packs to games? * * if( cardsets % pattern.sub_patterns.Count != 0 ) * { * throw new Exception( "Pack is incompatible with pattern. Mismatch integral card count" ); * } */ num_patterns = pattern.sub_patterns.Count; cardsets = cardsets / (num_patterns); if (cardsets > 1) { Log.log("Pattern-packsize mismatch"); } int[] best_combination = null; //int[,] bests = new int[ cardsets, ci.GetCombinations() ]; int combination = 0; if (pattern.pattern_masks == null) { pattern.pattern_masks = new List <Pattern.PatternMasks>(); foreach (Pattern sub_pattern in pattern.sub_patterns) { List <Pattern> tmplist = new List <Pattern>(); tmplist.Add(sub_pattern); Pattern.PatternMasks masks = new Pattern.PatternMasks(); Pattern.ExpandGamePatterns(tmplist, masks); pattern.pattern_masks.Add(masks); } } foreach (Pattern sub_pattern in pattern.sub_patterns) { int sub_pattern_index = pattern.sub_patterns.IndexOf(sub_pattern); foreach (BingoCardState card in cards) { // get last marked cardmask { if (sub_pattern.algorithm == PatternDescriptionTable.match_types.CrazyMark) { return(card.CheckCrazy(card.marks[0], sub_pattern.repeat_count)); } else if (sub_pattern.algorithm == PatternDescriptionTable.match_types.ExternalJavaEngine) { //return } else { List <int> patterns = pattern.pattern_masks[sub_pattern_index].pattern_bitmask_list; { if (card.CheckPattern(card.marks[sub_pattern_index], patterns)) { //card.WinningGame = game; //card.WinningGameEvent = game_event; //return true; } } // end of foreach( pattern ) } } } } int cardset; int best_away = 75; int worst_card_away = 75; int best_cardset; for (cardset = 0; cardset < cardsets; cardset++) { iterator_done = false; while (!iterator_done) { int[] this_order; if (ci == null) { iterator_done = true; this_order = new int[pattern.sub_patterns.Count]; for (int n = 0; n < pattern.sub_patterns.Count; n++) { this_order[n] = n; } } else { iterator_done = ci.IterateCombination(out this_order); } int total_away = 0; int card_offset = 0; foreach (int index in this_order) { int card_away = cards[cardset * num_patterns + card_offset].BestAway(index); if (card_away < 24 && card_away < worst_card_away) { worst_card_away = card_away; } total_away += card_away; card_offset++; } if (total_away < best_away) { best_away = total_away; best_combination = (int[])this_order.Clone(); best_cardset = cardset; } //bests[cardset, combination] = total_away; } combination++; } if (best_away > 0 && worst_card_away == 0) { worst_card_away = 1; } pack.state = pack.state ?? new List <BingoPackState>(); if (pack.state.Count <= game) { pack.state.Add(new BingoPackState()); } pack.state[game].best_away = best_away; pack.state[game].best_card_away = worst_card_away; pack.state[game].combination = best_combination; pack.state[game].group_size = pattern.sub_patterns.Count; if (pack.state[game].best_away == 0) { return(true); } return(false); }