/// <summary> /// A little helper method to check if a group is dead. /// The free liberties are checked and if they are = 0, /// then the group is removed and the captured stones /// counter increases /// </summary> /// <param name="pos"> /// A stone of the group to check for death /// </param> protected void CheckSurroundingGroupsForDeathHelper(ref BoardPosition pos) { if (pos == null) { return; } BoardPositionEntry entry = pos.Contains; int size = 0; if (pos != null) { if (!CheckForFreeLiberties(pos)) { size = pos.Group.RemoveGroup(this); } } if (entry == BoardPositionEntry.BLACK) { CapturedBlackStones += size; } else if (entry == BoardPositionEntry.WHITE) { CapturedWhiteStones += size; } }
/// <summary> /// Places a new stone on the board at the /// given position. This method then checks /// if the new stone connects some groups /// and if it kills any surrounding groups. /// </summary> /// <param name="x"> /// The new stone's x-Coordinate /// </param> /// <param name="y"> /// The new stone's y-Coordinate /// </param> /// <param name="entry"> /// The new stone's color /// </param> public void SetStone(int x, int y, BoardPositionEntry entry) { if (x < 0 || x >= size) { throw new System.Exception("Position out of range"); } if (y < 0 || y >= size) { throw new System.Exception("Position out of range"); } if (board[x, y].Contains == BoardPositionEntry.EMTPY) { board[x, y].Contains = entry; } ConnectToGroups(board[x, y]); if (!CheckForFreeLiberties(board[x, y])) { System.Console.WriteLine("This move is not allowed!"); } CheckSurroundingGroupsForDeath(board[x, y]); MoveNumber++; }
/// <summary> /// Flips the board horizontally /// </summary> public void FlipBoardHorizontally() { for (int x = 0; x < Size; x++) { for (int y = 0; y < Size; y++) { BoardPositionEntry tmp = board[x, y].Contains; board[x, y].Contains = board[x, Size - y - 1].Contains; board[x, Size - y - 1].Contains = tmp; } } }
/// <summary> /// /// </summary> /// <returns></returns> public int RemoveGroup(Board board) { int size = Stones.Count; BoardPositionEntry entry = BoardPositionEntry.EMTPY; foreach (BoardPosition pos in Stones) { entry = pos.Contains; board.RemoveStone(pos); } Stones.Clear(); board.Groups.Remove(this); return(size); }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="entry"></param> public BoardPosition(int x, int y, BoardPositionEntry entry) { this.x = x; this.y = y; this.contains = entry; }
/// <summary> /// Places a new stone on the board at the /// given position. This method then checks /// if the new stone connects some groups /// and if it kills any surrounding groups. /// </summary> /// <param name="x"> /// The new stone's x-Coordinate /// </param> /// <param name="y"> /// The new stone's y-Coordinate /// </param> /// <param name="entry"> /// The new stone's color /// </param> public void SetStone(int x, int y, BoardPositionEntry entry) { if(x < 0 || x >= size) throw new System.Exception("Position out of range"); if (y < 0 || y >= size) throw new System.Exception("Position out of range"); if (board[x, y].Contains == BoardPositionEntry.EMTPY) board[x, y].Contains = entry; ConnectToGroups(board[x, y]); if (!CheckForFreeLiberties(board[x, y])) { System.Console.WriteLine("This move is not allowed!"); } CheckSurroundingGroupsForDeath(board[x, y]); MoveNumber++; }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="entry"></param> public BoardPosition(int x, int y, BoardPositionEntry entry) { this.x = x; this.y = y; this.contains = entry; }