public static Dictionary <Point, List <Point> > GetAllPaths(List <Point> board, UnitsMap unitsMap, Point unitPosition) { if (board == null || unitsMap == null) { return(new Dictionary <Point, List <Point> >()); } int distance = 0; int patternSize = 7; int stepsLimit = 17; List <Point> boardPoints = PatternProcessor.Process(board, new SquarePattern(patternSize), unitPosition, distance); return(BFS.GetPaths(boardPoints, unitPosition, stepsLimit)); }
public static Dictionary <Point, List <Point> > GetAllPaths(List <Point> board, UnitsMap unitsMap, Point unitPosition, bool excludePlayerUnits) { if (board == null || unitsMap == null) { return(new Dictionary <Point, List <Point> >()); } int distance = 0; int patternSize = 7; int stepsLimit = 17; List <Point> boardPoints = PatternProcessor.Process(board, new SquarePattern(patternSize), unitPosition, distance); List <Point> processedList = boardPoints.Where(currentPoint => !unitsMap.Contains(currentPoint)).ToList(); if (!excludePlayerUnits) { unitsMap.GetUnits(Type.Player).ForEach(unit => processedList.Add(unit.GetPosition())); } return(BFS.GetPaths(processedList, unitPosition, stepsLimit)); }
public void SetUp() { patternProcessor = new PatternProcessor(); queryValidator = new InputValidator(); patternSearch = new PatternSearch(patternProcessor, queryValidator); }
public void SetUp() { patternProcessor = new PatternProcessor(); }