示例#1
0
        //***********************************************************************
        //******************************** Setup ********************************
        //***********************************************************************

        //Builds the wall for a new game
        public void Build(UnsortedTileCollection tiles, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return;
            }

            //Reset status conditions
            doras.Clear();
            kanReplacementDraws  = 0;
            numberOfRegularDoras = 0;

            //Reset tiles and wall
            Tiles = tiles;
            Tiles.SetOwner(_accessKey);
            for (int i = 0; i < Tiles.Count; i++)
            {
                Tiles[i].SetOwner(_accessKey);
                Tiles[i].SetVisibility(TileVisibility.FaceDown, _accessKey);
            }

            //Shuffle
            ShuffleRange(0, Tiles.Count - 1);

            //Arrange wall
            ArrangeWall();

            //Done
            EventManager.FlagEvent("Wall Built");
        }
示例#2
0
        //Builds a wall while forcing the first N draws and dora/kandora. For testing only.
        public void Build_ForceOrder(UnsortedTileCollection tiles, List <TileID> firstDraws, List <TileID> firstDoras, int accessKey = 0)
        {
            if ((accessKey != _accessKey) && _accessKey != 0)
            {
                return;
            }

            //Reset status conditions
            doras.Clear();
            kanReplacementDraws  = 0;
            numberOfRegularDoras = 0;

            //Reset tiles and wall
            Tiles = tiles;
            Tiles.SetOwner(_accessKey);
            for (int i = 0; i < Tiles.Count; i++)
            {
                Tiles[i].SetOwner(_accessKey);
                Tiles[i].SetVisibility(TileVisibility.FaceDown, _accessKey);
            }

            //Set first draws
            for (int i = 0; i < firstDraws.Count; i++)
            {
                ForceTileAt(firstDraws[i], i, i + 1, Tiles.Count - 1);
            }
            //Set first doras
            for (int i = 0; i < firstDoras.Count; i++)
            {
                ForceTileAt(firstDoras[i], Tiles.Count - 1 - i, firstDraws.Count, Tiles.Count - 1 - i - 1);
            }

            //Shuffle
            ShuffleRange(firstDraws.Count, Tiles.Count - 1 - firstDoras.Count);
            //Done
            EventManager.FlagEvent("Wall Built");
        }