Exemplo n.º 1
0
 public static int numberMovesDiag(int p)
 {
     // Returns the number of Horizontal/Vertical moves you can make of a person piece by discarding this piece.
     // Also useful for divining the # of certain directions in a tile before deciding whether to put it in the bag or not
     return((Pieces.northwest(p) ? 1 : 0) + (Pieces.northeast(p) ? 1 : 0) + (Pieces.southwest(p) ? 1 : 0)
            + (Pieces.southeast(p) ? 1 : 0));
 }
Exemplo n.º 2
0
        private static int[] minMaxRoads(int p)
        {
            // Returns minimum and maximum road numbers for a piece to weed out those dumb ones that just turn right around in a tight space.
            // Minimum is returnValue[0], max is returnValue[1].
            ArrayList a = new ArrayList(); a.Clear();

            if (Pieces.northwest(p))
            {
                a.Add(0);
            }
            if (Pieces.up(p))
            {
                a.Add(1);
            }
            if (Pieces.northeast(p))
            {
                a.Add(2);
            }
            if (Pieces.right(p))
            {
                a.Add(3);
            }
            if (Pieces.southeast(p))
            {
                a.Add(4);
            }
            if (Pieces.down(p))
            {
                a.Add(5);
            }
            if (Pieces.southwest(p))
            {
                a.Add(6);
            }
            if (Pieces.left(p))
            {
                a.Add(7);
            }
            int minRoad = 9, maxRoad = -1;

            for (int i = 0; i < a.Count; i++)
            {
                if ((int)a[i] < minRoad)
                {
                    minRoad = (int)a[i];
                }
                if ((int)a[i] > maxRoad)
                {
                    maxRoad = (int)a[i];
                }
            }
            int[] returnValue = new int[2];
            returnValue[0] = minRoad; returnValue[1] = maxRoad;
            return(returnValue);
        }
Exemplo n.º 3
0
        private static void connectPlaceTile(int p /* piece */, int x, int y, int[,] a)
        {
            // The piecesConnect routine now uses a 7x7 array of integers to calculate connections, which
            // represents a 3x3 grid of tiles each of which has 3 sides (left, right, center) that can have roads.
            // They intersect of course (hence a 7x7 grid instead of 9x9), and the purpose of this is to
            // modify the array to add in a tile's connections, with a +1 to any node where a road is.  Connections
            // between tiles will appear as numbers > 1 at the tiles' edges.
            // The coordinates x and y are tile coordinates where the center is (0,0), so they range from -1 to +1.
            int cx = 3 + x * 2;     //-- Center X: the position of the center of the tile in the array.
            int cy = 3 + y * 2;

            a[cy, cx]++;        // tiles always serve their center
            if (Pieces.up(p))
            {
                a[cy - 1, cx]++;
            }
            if (Pieces.down(p))
            {
                a[cy + 1, cx]++;
            }
            if (Pieces.left(p))
            {
                a[cy, cx - 1]++;
            }
            if (Pieces.right(p))
            {
                a[cy, cx + 1]++;
            }
            if (Pieces.northwest(p))
            {
                a[cy - 1, cx - 1]++;
            }
            if (Pieces.southeast(p))
            {
                a[cy + 1, cx + 1]++;
            }
            if (Pieces.southwest(p))
            {
                a[cy + 1, cx - 1]++;
            }
            if (Pieces.northeast(p))
            {
                a[cy - 1, cx + 1]++;
            }
        }
Exemplo n.º 4
0
        public static int rotatePieceOneEighth(int p)
        {
            // Rotates a piece clockwise.
            int newPiece = p;

            newPiece = Pieces.setDirections(newPiece, Pieces.northwest(p), Pieces.southeast(p), Pieces.southwest(p), Pieces.northeast(p));
            newPiece = Pieces.setDiagonals(newPiece, Pieces.left(p), Pieces.up(p), Pieces.down(p), Pieces.right(p));
            return(newPiece);
        }