示例#1
0
        public List <PointField> doUpdate(bool oneloop = false)
        {
            var returnList = new List <PointField>();

            while (newEntries.Count > 0)
            {
                currentlyChecking = newEntries.Dequeue();

                var pointList = getConnectedItems(currentlyChecking);
                if (pointList.Count > 1)
                {
                    var RouteList = handleListOfConnectedPoints(pointList);

                    returnList.AddRange(from nodeList in RouteList where nodeList.Count >= 4 select findClosed(nodeList) into field where field != null select field);
                }
                currentField[currentlyChecking.y, currentlyChecking.x] = currentlyChecking.value;
            }
            return(returnList);
        }
示例#2
0
        private List <Point> getConnectedItems(GametileUpdate update)
        {
            List <Point> list = new List <Point>();
            int          x    = update.x;
            int          y    = update.y;

            if (this.diagonal)
            {
                if (this[y - 1, x - 1] && this.currentField[y - 1, x - 1] == update.value)
                {
                    list.Add(new Point(x - 1, y - 1));
                }
                if (this[y - 1, x + 1] && this.currentField[y - 1, x + 1] == update.value)
                {
                    list.Add(new Point(x + 1, y - 1));
                }
                if (this[y + 1, x - 1] && this.currentField[y + 1, x - 1] == update.value)
                {
                    list.Add(new Point(x - 1, y + 1));
                }
                if (this[y + 1, x + 1] && this.currentField[y + 1, x + 1] == update.value)
                {
                    list.Add(new Point(x + 1, y + 1));
                }
            }
            if (this[y - 1, x] && this.currentField[y - 1, x] == update.value)
            {
                list.Add(new Point(x, y - 1));
            }
            if (this[y + 1, x] && this.currentField[y + 1, x] == update.value)
            {
                list.Add(new Point(x, y + 1));
            }
            if (this[y, x - 1] && this.currentField[y, x - 1] == update.value)
            {
                list.Add(new Point(x - 1, y));
            }
            if (this[y, x + 1] && this.currentField[y, x + 1] == update.value)
            {
                list.Add(new Point(x + 1, y));
            }
            return(list);
        }
示例#3
0
文件: GameField.cs 项目: sgf/Yupi
        public List <PointField> DoUpdate(bool oneloop = false)
        {
            List <PointField> list = new List <PointField>();

            while (_newEntries.Count > 0)
            {
                _currentlyChecking = _newEntries.Dequeue();

                List <Point> connectedItems = GetConnectedItems(_currentlyChecking);

                if (connectedItems.Count > 1)
                {
                    IEnumerable <LinkedList <AStarSolver <GameField> .XPathNode> > list2 = HandleListOfConnectedPoints(connectedItems, _currentlyChecking);

                    list.AddRange(list2.Where(current => current.Count >= 4).Select(FindClosed).Where(pointField => true));
                }

                _currentField[_currentlyChecking.Y, _currentlyChecking.X] = _currentlyChecking.Value;
            }

            return(list);
        }
示例#4
0
        private IEnumerable <LinkedList <AStarSolver <GameField> .XPathNode> > HandleListOfConnectedPoints(
            List <Point> pointList, GametileUpdate update)
        {
            List <LinkedList <AStarSolver <GameField> .XPathNode> > list = new List <LinkedList <AStarSolver <GameField> .XPathNode> >();
            int num = 0;

            foreach (Point current in pointList)
            {
                num++;

                if (num == pointList.Count / 2 + 1)
                {
                    return(list);
                }

                list.AddRange(
                    pointList.Where(current2 => !(current == current2))
                    .Select(current2 => _astarSolver.Search(current2, current))
                    .Where(linkedList => linkedList != null));
            }

            return(list);
        }
示例#5
0
        public IEnumerable <PointField> DoUpdate()
        {
            var returnList = new List <PointField>();

            while (_newEntries.Count > 0)
            {
                _currentlyChecking = _newEntries.Dequeue();
                var pointList = GetConnectedItems(_currentlyChecking);
                if (pointList == null)
                {
                    return(null);
                }

                if (pointList.Count > 1)
                {
                    var routeList = HandleListOfConnectedPoints(pointList);
                    returnList.AddRange(from nodeList in routeList where nodeList.Count >= 4 select FindClosed(nodeList) into field where field != null select field);
                }

                _currentField[_currentlyChecking.Y, _currentlyChecking.X] = _currentlyChecking.Value;
            }

            return(returnList);
        }
示例#6
0
        private List <LinkedList <AStarSolver <GameField> .PathNode> > handleListOfConnectedPoints(List <Point> pointList, GametileUpdate update)
        {
            List <LinkedList <AStarSolver <GameField> .PathNode> > list = new List <LinkedList <AStarSolver <GameField> .PathNode> >();
            int num = 0;

            foreach (Point inStartNode in pointList)
            {
                ++num;
                if (num == pointList.Count / 2 + 1)
                {
                    return(list);
                }
                foreach (Point inEndNode in pointList)
                {
                    if (!(inStartNode == inEndNode))
                    {
                        LinkedList <AStarSolver <GameField> .PathNode> linkedList = this.astarSolver.Search(inEndNode, inStartNode);
                        if (linkedList != null)
                        {
                            list.Add(linkedList);
                        }
                    }
                }
            }
            return(list);
        }
示例#7
0
        private List <LinkedList <AStarSolver <GameField> .PathNode> > handleListOfConnectedPoints(List <Point> pointList, GametileUpdate update)
        {
            List <LinkedList <AStarSolver <GameField> .PathNode> > returnList = new List <LinkedList <AStarSolver <GameField> .PathNode> >();
            int amount = 0;

            foreach (Point begin in pointList)
            {
                amount++;
                if (amount == pointList.Count / 2 + 1)
                {
                    return(returnList);
                }
                foreach (Point end in pointList)
                {
                    if (begin == end)
                    {
                        continue;
                    }
                    LinkedList <AStarSolver <GameField> .PathNode> list = astarSolver.Search(end, begin);
                    if (list != null)
                    {
                        returnList.Add(list);
                    }
                }
            }
            return(returnList);
        }
示例#8
0
        private List <LinkedList <AStarSolver <GameField> .PathNode> > handleListOfConnectedPoints(List <Point> pointList, GametileUpdate update)
        {
            List <LinkedList <AStarSolver <GameField> .PathNode> > list = new List <LinkedList <AStarSolver <GameField> .PathNode> >();
            int num = 0;

            checked
            {
                foreach (Point current in pointList)
                {
                    num++;
                    if (num == pointList.Count / 2 + 1)
                    {
                        return(list);
                    }
                    foreach (Point current2 in pointList)
                    {
                        if (!(current == current2))
                        {
                            LinkedList <AStarSolver <GameField> .PathNode> linkedList = this.astarSolver.Search(current2, current);
                            if (linkedList != null)
                            {
                                list.Add(linkedList);
                            }
                        }
                    }
                }
                return(list);
            }
        }