Пример #1
0
 // Constructor - creates a table in the specified size and initializes it to be empty OthelloSlots.
 public GameBoard(int i_BoardSize)
 {
     m_BoardSize = i_BoardSize;
     m_BoardMatrix = new OthelloSlot[i_BoardSize, i_BoardSize];
     for (int i = 0; i < i_BoardSize; i++)
     {
         for (int j = 0; j < i_BoardSize; j++)
         {
             m_BoardMatrix[i, j] = new OthelloSlot(i, j);
         }
     }
 }
Пример #2
0
        // The 'Heart' of the game. If possible - set the current slot with the given players' type.
        public void DoStep(OthelloSlot i_SuspiciousSlot)
        {
            if (m_ActivePlayer.SlotType == r_Player1SlotType)
            {
                m_Player1NumOfCoins++;
            }
            else
            {
                m_Player2NumOfCoins++;
            }

            m_GameBoard[i_SuspiciousSlot.Row, i_SuspiciousSlot.Column].SlotType = m_ActivePlayer.SlotType;
            m_AllEmptySlots.Remove(i_SuspiciousSlot);
            updateBoard(i_SuspiciousSlot, true);

            changeActivePlayer();
            checkActivePlayer(PossibleOthelloMoves());
            if (!m_ActivePlayer.IsHuman && m_IsGameActive)
            {
                DoStep(getSlotFromComputer(PossibleOthelloMoves()));
            }
        }
Пример #3
0
        // this private method helps us check if the current direction is making the slot a possible move.
        private bool movePerDirection(
            OthelloSlot i_Slot,
            eSlotType i_PlayerType,
            int i_RowMovement,
            int i_ColumnMovement,
            bool i_LastColorWasDifferent)
        {
            bool toReturn = true;
            int rowToCheck = i_Slot.Row + i_RowMovement;
            int columnToCheck = i_Slot.Column + i_ColumnMovement;

            if ((rowToCheck >= 0) && (rowToCheck < m_GameBoard.Size)
                && (columnToCheck >= 0) && (columnToCheck < m_GameBoard.Size))
            {
                OthelloSlot slotToCheck = m_GameBoard[rowToCheck, columnToCheck];
                if (slotToCheck.SlotType == eSlotType.Empty)
                {
                    toReturn = false;
                }
                else if (slotToCheck.SlotType == i_PlayerType)
                {
                    toReturn = i_LastColorWasDifferent;
                }
                else
                {
                    toReturn = movePerDirection(
                        m_GameBoard[rowToCheck, columnToCheck],
                        i_PlayerType,
                        i_RowMovement,
                        i_ColumnMovement,
                        true);
                }
            }
            else
            {
                toReturn = false;
            }

            return toReturn;
        }
Пример #4
0
        // This important board updates the coins colors after putting a coin on th board.
        private int updateBoard(OthelloSlot i_FromThisSlot, bool i_ToFlipCoins)
        {
            List<OthelloSlot> slotsToFlip = new List<OthelloSlot>();
            eSlotType originalType = i_ToFlipCoins ? i_FromThisSlot.SlotType : r_Player2SlotType;
            for (int i = -1; i <= 1; i++)
            {
                for (int j = -1; j <= 1; j++)
                {
                    if ((i != 0) || (j != 0))
                    {
                        changeSlotsPerDirection(i_FromThisSlot, originalType, i, j, false, ref slotsToFlip);
                    }
                }
            }

            if (i_ToFlipCoins)
            {
                foreach (OthelloSlot slotToFlip in slotsToFlip)
                {
                    slotToFlip.SlotType = originalType;
                    if (originalType == r_Player1SlotType)
                    {
                        m_Player1NumOfCoins++;
                        m_Player2NumOfCoins--;
                    }
                    else
                    {
                        m_Player1NumOfCoins--;
                        m_Player2NumOfCoins++;
                    }
                }
            }

            return slotsToFlip.Count;
        }
Пример #5
0
        // this method changes in times of need the color of the coins.
        private bool changeSlotsPerDirection(
            OthelloSlot i_FromThisSlot,
            eSlotType i_OriginalType,
            int i_RowMovement,
            int i_ColumnMovement,
            bool i_NeedToChangeSlotsType,
            ref List<OthelloSlot> i_SlotsToFlip)
        {
            bool toReturn = false;
            int rowToCheck = i_FromThisSlot.Row + i_RowMovement;
            int columnToCheck = i_FromThisSlot.Column + i_ColumnMovement;
            if ((rowToCheck >= 0) && (rowToCheck < m_GameBoard.Size)
                && (columnToCheck >= 0) && (columnToCheck < m_GameBoard.Size))
            {
                OthelloSlot slotToCheck = m_GameBoard[rowToCheck, columnToCheck];
                if (slotToCheck.SlotType == eSlotType.Empty)
                {
                    toReturn = false;
                }
                else if (slotToCheck.SlotType == i_OriginalType)
                {
                    if (i_NeedToChangeSlotsType)
                    {
                        toReturn = true;
                    }
                }
                else
                {
                    toReturn = changeSlotsPerDirection(
                        m_GameBoard[rowToCheck, columnToCheck],
                        i_OriginalType,
                        i_RowMovement,
                        i_ColumnMovement,
                        true,
                        ref i_SlotsToFlip);
                    if (toReturn)
                    {
                        i_SlotsToFlip.Add(m_GameBoard[rowToCheck, columnToCheck]);
                    }
                }
            }
            else
            {
                toReturn = false;
            }

            return toReturn;
        }