public GameDataInterop.GameState.BoardMoveSequence Debug_GenRandomMoveSequence(int nNumMoves) { VLRTech.Util.Checks.Runtime.AssertThrow(nNumMoves >= 0); Random oRandomGenerator = new Random(); GameDataInterop.GameState.BoardMoveSequence oBoardMoveSequence = new GameDataInterop.GameState.BoardMoveSequence(); GameDataInterop.CellIndex oStartCellIndex = new GameDataInterop.CellIndex { m_nColumn = oRandomGenerator.Next(0, m_GameLevelState.m_BoardState.GetNumColumns()), m_nRow = oRandomGenerator.Next(0, m_GameLevelState.m_BoardState.GetNumRows()) }; oBoardMoveSequence.m_StartCellIndex = oStartCellIndex; Array oSwapDirectionArray = Enum.GetValues(typeof(GameDataInterop.GameState.EDirection)); for (int i = 0; i < nNumMoves; i++) { GameDataInterop.BoardElement oBoardElement_Start = m_GameLevelState.m_BoardState.GetBoardElementByCellIndex(oStartCellIndex); VLRTech.Util.Checks.Runtime.AssertThrow(oBoardElement_Start.IsValidNonTransientToken()); GameDataInterop.GameState.EDirection eSwapDirection = GameDataInterop.GameState.EDirection.Unknown; while (true) { // Note: Using '1' as lower bound, to skip 'Unknown' enum value GameDataInterop.GameState.EDirection eSwapDirection_Potential = (GameDataInterop.GameState.EDirection)oSwapDirectionArray.GetValue(oRandomGenerator.Next(1, oSwapDirectionArray.GetLength(0))); GameDataInterop.BoardElement oBoardElement_SwapTarget = m_GameLevelState.m_BoardState.GetBoardElementByCellIndex(oBoardElement_Start.m_CellIndex.GetNeighboringCellIndex(eSwapDirection_Potential)); if (oBoardElement_SwapTarget.IsOutOfBounds()) { continue; } // Found a valid swap eSwapDirection = eSwapDirection_Potential; break; } GameDataInterop.GameState.BoardMoveStep oMoveStep = new GameDataInterop.GameState.BoardMoveStep { m_StartCellIndex = oStartCellIndex, m_eDirection = eSwapDirection, }; oBoardMoveSequence.m_oMoveStepList.Add(oMoveStep); // Update start cell index to new move target oStartCellIndex = m_GameLevelState.m_BoardState.GetBoardElementByCellIndex(oBoardElement_Start.m_CellIndex.GetNeighboringCellIndex(eSwapDirection)).m_CellIndex; } return(oBoardMoveSequence); }
public GameDataInterop.GameState.BoardMoveResult ExecuteBoardMoveSequence_Complete(GameDataInterop.BoardState oBoardState, GameDataInterop.GameState.BoardMoveSequence oBoardMoveSequence) { GameDataInterop.GameState.BoardMoveResult oBoardMoveResult = new GameDataInterop.GameState.BoardMoveResult(); // TODO: Copy board state, so we can leave unmodified in the event of an error while processing the move // Execute the move sequence // Check correctness of move sequence as we go GameDataInterop.CellIndex oCurrentCellIndex = oBoardMoveSequence.m_StartCellIndex; foreach (var oMoveStep in oBoardMoveSequence.m_oMoveStepList) { VLRTech.Util.Checks.Runtime.AssertThrow(oCurrentCellIndex.Equals(oMoveStep.m_StartCellIndex)); ExecuteBoardMoveStep_BoardUpdateOnly(oBoardState, oMoveStep); oCurrentCellIndex = oCurrentCellIndex.GetNeighboringCellIndex(oMoveStep.m_eDirection); } // Collect initial matches List <GameDataInterop.GameState.BoardGemMatch> oBoardMatchList = m_GameLevelState.m_BoardProcessing.FindAllMatches(oBoardState); oBoardMoveResult.m_oBoardMatchList_PreCascade = oBoardMatchList; int nCascadeIteration = 0; while (true) { // Initial check, in case we didn't produce any pre-cascade matches if (oBoardMatchList.Count() == 0) { break; } ++nCascadeIteration; ExecuteBoardClearMatches(oBoardState, oBoardMatchList); ExecuteBoardCascade_Consolidate(oBoardState); ExecuteBoardCascade_Skyfall(oBoardState); oBoardMatchList = m_GameLevelState.m_BoardProcessing.FindAllMatches(oBoardState); if (oBoardMatchList.Count() == 0) { // We're done break; } if (oBoardMoveResult.m_oBoardMatchList_PostCascade == null) { oBoardMoveResult.m_oBoardMatchList_PostCascade = new List <GameDataInterop.GameState.BoardGemMatch>(); } // Mark all matches in this generation with the applicable iteration number, // and add to results list foreach (var oBoardGemMatch in oBoardMatchList) { oBoardGemMatch.m_nCascadeIteration = nCascadeIteration; oBoardMoveResult.m_oBoardMatchList_PostCascade.Add(oBoardGemMatch); } } // TODO: Calculate point total return(oBoardMoveResult); }