public void gameStep(int new_id, int player) { setLastState(); gameMesh[new_id].field_owner = player; PlayerSteps newStep = new PlayerSteps(gameMesh); foreach (PlayerSteps.Directions dir in (PlayerSteps.Directions[])Enum.GetValues(typeof(PlayerSteps.Directions))) { newStep.nextStep(new_id, dir); } gameMesh.Clear(); foreach (var tiles in newStep.getBoard()) { BoardTile initTile = new BoardTile(tiles); gameMesh.Add(initTile); } calcualteNextStep(); }
public void calcualteNextStep() { int tileid = 0; foreach (BoardTile tiles in gameMesh) { if (tiles.field_owner == 3 || tiles.field_owner == 4 || tiles.field_owner == 5) { tiles.field_owner = 0; } tileid++; } PlayerSteps newStep = new PlayerSteps(gameMesh); tileid = 0; foreach (BoardTile tiles in gameMesh) { if (tiles.field_owner == 1 || tiles.field_owner == 2) { foreach (PlayerSteps.Directions dir in (PlayerSteps.Directions[])Enum.GetValues(typeof(PlayerSteps.Directions))) { newStep.suggestedStep(tileid, dir); } } tileid++; } gameMesh.Clear(); foreach (var tiles in newStep.getBoard()) { BoardTile initTile = new BoardTile(tiles); gameMesh.Add(initTile); } }