public override ConfirmedDirection GetDirection() { ConfirmedDirection result = this._state.GetDirection(); this._lastDirection = result; return(result); }
/// <summary> /// Checks whether the monster can move in the specified direction. /// If it can't, it will try other directions in turn until it finds a direction that is available. /// </summary> /// <param name="m">The monster that is moving</param> /// <param name="intendedDirection">The direction the monster hopes to move in</param> /// <param name="feasibleDirection">The direction the monster can move in, or Direction.None if it's unable to move</param> /// <returns>True if the monster can move in the intendedDirection, or False otherwise</returns> public static bool ConfirmDirectionToMoveIn(this Monster m, IDirectionChosen intendedDirection, out ConfirmedDirection feasibleDirection) { if (intendedDirection.Direction == Direction.None) { feasibleDirection = ConfirmedDirection.None; return(true); } if (intendedDirection is ConfirmedDirection confirmedDirection) { feasibleDirection = confirmedDirection; return(true); } if (m.CanMoveInDirection(intendedDirection.Direction)) { feasibleDirection = intendedDirection.Confirm(); return(true); } var directionToTry = new PossibleDirection(intendedDirection.Direction); for (int i = 0; i < 3; i++) { directionToTry = GetNextDirection(directionToTry); if (m.CanMoveInDirection(directionToTry.Direction)) { feasibleDirection = directionToTry.Confirm(); return(false); } } feasibleDirection = ConfirmedDirection.None; return(false); }