Пример #1
0
        public bool TryCreateEntity(int column, int row, bool isPartOfDrag, [NotNullWhen(returnValue: true)] out Track?entity)
        {
            if (_terrainMap.Get(column, row).IsWater)
            {
                entity = null;
                return(false);
            }

            entity = new Track();
            return(true);
        }
Пример #2
0
        public IEnumerable <Track> GetPossibleReplacements(int column, int row, Track track)
        {
            if (!_terrainMap.Get(column, row).IsWater)
            {
                yield break;
            }

            yield return(new Bridge()
            {
                Direction = TrackDirection.Horizontal
            });

            var neighbours = track.GetAllNeighbors();

            if (neighbours.Up is not null || neighbours.Down is not null)
            {
                yield return(new Bridge()
                {
                    Direction = TrackDirection.Vertical
                });
            }
            if (neighbours.Up is not null && neighbours.Left is not null)
            {
                yield return(new Bridge()
                {
                    Direction = TrackDirection.LeftUp
                });
            }
            if (neighbours.Up is not null && neighbours.Right is not null)
            {
                yield return(new Bridge()
                {
                    Direction = TrackDirection.RightUp
                });
            }
            if (neighbours.Down is not null && neighbours.Left is not null)
            {
                yield return(new Bridge()
                {
                    Direction = TrackDirection.LeftDown
                });
            }
            if (neighbours.Down is not null && neighbours.Right is not null)
            {
                yield return(new Bridge()
                {
                    Direction = TrackDirection.RightDown
                });
            }
        }
Пример #3
0
        public void Render(ICanvas canvas, int width, int height, IPixelMapper pixelMapper)
        {
            var tunnelRoofColour = BuildModeAwareColour(Colors.LightGray);
            var firstMountain    = new Terrain()
            {
                Height = Terrain.FirstMountainHeight
            };
            var tunnelBaseColour    = BuildModeAwareColour(TerrainMapRenderer.GetTerrainColour(firstMountain));
            var entranceColourArray = new[] { tunnelBaseColour, tunnelRoofColour, tunnelBaseColour };

            Dictionary <(int column, int row), Tunnel> entrances = new();

            foreach (Track track in _trackLayout)
            {
                var terrain = _terrainMap.Get(track.Column, track.Row);
                if (!terrain.IsMountain)
                {
                    continue;
                }

                (int x, int y, _) = pixelMapper.CoordsToViewPortPixels(track.Column, track.Row);

                // Paint over the tracks with the colour of the terrain. Would be awesome to remove this in future somehow
                var terrainColour = BuildModeAwareColour(TerrainMapRenderer.GetTerrainColour(terrain));
                canvas.DrawRect(x, y, pixelMapper.CellSize, pixelMapper.CellSize,
                                new PaintBrush
                {
                    Style = PaintStyle.Fill,
                    Color = terrainColour,
                });

                TrackNeighbors trackNeighbours = track.GetConnectedNeighbors();

                BuildEntrances(trackNeighbours.Up, Tunnel.Bottom, entrances);
                BuildEntrances(trackNeighbours.Right, Tunnel.Left, entrances);
                BuildEntrances(trackNeighbours.Down, Tunnel.Top, entrances);
                BuildEntrances(trackNeighbours.Left, Tunnel.Right, entrances);

                var currentCellTunnels = (IsEntrance(trackNeighbours.Up) ? Tunnel.Top : Tunnel.NoTunnels) |
                                         (IsEntrance(trackNeighbours.Right) ? Tunnel.Right : Tunnel.NoTunnels) |
                                         (IsEntrance(trackNeighbours.Down) ? Tunnel.Bottom : Tunnel.NoTunnels) |
                                         (IsEntrance(trackNeighbours.Left) ? Tunnel.Left : Tunnel.NoTunnels);

                DrawTunnel(canvas, pixelMapper, tunnelRoofColour, tunnelBaseColour, x, y, currentCellTunnels);
            }

            foreach (var(col, row, tunnels) in entrances)
            {
                DrawEntrance(canvas, pixelMapper, entranceColourArray, col, row, tunnels);
            }
        }
Пример #4
0
        public IEnumerable <Track> GetPossibleReplacements(int column, int row, Track track)
        {
            if (_terrainMap.Get(column, row).IsWater)
            {
                yield break;
            }

            var neighbours = track.GetAllNeighbors();

            if (neighbours.Count == 4)
            {
                yield return(new CrossTrack());
            }
        }
Пример #5
0
        public bool TryCreateEntity(int column, int row, [NotNullWhen(returnValue: true)] out Track?entity)
        {
            if (!_terrainMap.Get(column, row).IsWater&&
                _layout.TryGet(column, row, out Track? track) &&
                (
                    track is Signal ||
                    track.Direction is TrackDirection.Horizontal or TrackDirection.Vertical && track.Happy)
                )
            {
                entity = new Signal();
                return(true);
            }

            entity = null;
            return(false);
        }
Пример #6
0
        public IEnumerable <Track> GetPossibleReplacements(int column, int row, Track track)
        {
            if (!_terrainMap.Get(column, row).IsWater)
            {
                var neighbours = track.GetAllNeighbors();
                if (neighbours.Left is not null || neighbours.Right is not null)
                {
                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Horizontal, SignalState = SignalState.Go
                    });

                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Horizontal, SignalState = SignalState.TemporaryStop
                    });

                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Horizontal, SignalState = SignalState.Stop
                    });
                }
                if (neighbours.Up is not null || neighbours.Down is not null)
                {
                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Vertical, SignalState = SignalState.Go
                    });

                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Vertical, SignalState = SignalState.TemporaryStop
                    });

                    yield return(new Signal()
                    {
                        Direction = TrackDirection.Vertical, SignalState = SignalState.Stop
                    });
                }
            }
        }
Пример #7
0
 public bool IsValid(int column, int row) => _entityCollection.IsAvailable(column, row) &&
 _terrainMap.Get(column, row).IsLand;
Пример #8
0
        public IEnumerable <Track> GetPossibleReplacements(int column, int row, Track track)
        {
            if (_terrainMap.Get(column, row).IsWater)
            {
                yield break;
            }

            var neighbours = track.GetAllNeighbors();

            if (neighbours.Count < 3)
            {
                yield break;
            }

            if (AreAllPresent(neighbours.Up, neighbours.Left, neighbours.Right))
            {
                yield return(new Track()
                {
                    Direction = TrackDirection.LeftUp_RightUp
                });

                yield return(new Track()
                {
                    Direction = TrackDirection.LeftUp_RightUp, AlternateState = true
                });
            }
            if (AreAllPresent(neighbours.Up, neighbours.Left, neighbours.Down))
            {
                yield return(new Track()
                {
                    Direction = TrackDirection.LeftDown_LeftUp
                });

                yield return(new Track()
                {
                    Direction = TrackDirection.LeftDown_LeftUp, AlternateState = true
                });
            }
            if (AreAllPresent(neighbours.Up, neighbours.Right, neighbours.Down))
            {
                yield return(new Track()
                {
                    Direction = TrackDirection.RightUp_RightDown
                });

                yield return(new Track()
                {
                    Direction = TrackDirection.RightUp_RightDown, AlternateState = true
                });
            }
            if (AreAllPresent(neighbours.Down, neighbours.Left, neighbours.Right))
            {
                yield return(new Track()
                {
                    Direction = TrackDirection.RightDown_LeftDown
                });

                yield return(new Track()
                {
                    Direction = TrackDirection.RightDown_LeftDown, AlternateState = true
                });
            }
        }