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945 lines
30 KiB
945 lines
30 KiB
using System.Collections.ObjectModel;
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using System.Security.Cryptography;
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using System.Runtime.Serialization;
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using QwirkleClassLibrary.Tiles;
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using QwirkleClassLibrary.Boards;
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using QwirkleClassLibrary.Events;
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using QwirkleClassLibrary.Players;
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using System.ComponentModel;
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using System.Runtime.CompilerServices;
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using static System.Formats.Asn1.AsnWriter;
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namespace QwirkleClassLibrary.Games
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{
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[DataContract]
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public class Game : IPlayer, IRules, INotifyPropertyChanged
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{
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[DataMember] private TileBag? bag = null;
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[DataMember] public bool GameRunning { get; set; }
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[DataMember] private Board board = new(17, 14);
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public bool PlayerSwapping { get; set; }
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public Board Board => board;
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public ReadOnlyCollection<Player> PlayerList => players.AsReadOnly();
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[DataMember] private readonly List<Player> players = [];
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[DataMember] private readonly Dictionary<string, int> scoreBoard = new Dictionary<string, int>();
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public ReadOnlyDictionary<string, int> ScoreBoard => scoreBoard.AsReadOnly();
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[DataMember] private readonly ObservableCollection<KeyValuePair<string, int>> observableScoreBoard = [];
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public ReadOnlyObservableCollection<KeyValuePair<string, int>> ObservableScoreBoard =>
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new(observableScoreBoard);
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[DataMember] private readonly List<Cell> cellUsed = [];
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public ReadOnlyCollection<Cell> CellsUsed => cellUsed.AsReadOnly();
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public event EventHandler<AddPlayerNotifiedEventArgs>? PlayerAddNotified;
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protected virtual void OnPlayerNotified(AddPlayerNotifiedEventArgs args)
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=> PlayerAddNotified?.Invoke(this, args);
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public event EventHandler<NextPlayerNotifiedEventArgs>? NextPlayerNotified;
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protected virtual void OnNextPlayer(NextPlayerNotifiedEventArgs args)
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=> NextPlayerNotified?.Invoke(this, args);
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public event EventHandler<PlaceTileNotifiedEventArgs>? PlaceTileNotified;
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protected virtual void OnPlaceTile(PlaceTileNotifiedEventArgs args)
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=> PlaceTileNotified?.Invoke(this, args);
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public event EventHandler<EndOfGameNotifiedEventArgs>? EndOfGameNotified;
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protected virtual void OnEndOfGame(EndOfGameNotifiedEventArgs args)
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=> EndOfGameNotified?.Invoke(this, args);
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public event EventHandler<SwapTilesNotifiedEventArgs>? SwapTilesNotified;
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public event PropertyChangedEventHandler? PropertyChanged;
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protected virtual void OnPropertyChanged([CallerMemberName] string? propertyName = null)
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{
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PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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}
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protected virtual void OnSwapTiles(SwapTilesNotifiedEventArgs args)
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=> SwapTilesNotified?.Invoke(this, args);
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/// <summary>
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/// Adds a player in the game if the game is not running, if the name is correct, if the game is not full and if the name is not already taken.
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/// </summary>
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/// <param name="playersTag"></param>
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/// <returns>boolean to check it</returns>
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public bool AddPlayerInGame(List<string> playersTag)
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{
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if (GameRunning)
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{
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OnPlayerNotified(new AddPlayerNotifiedEventArgs("ERROR : The game is running."));
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return false;
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}
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for (int i = playersTag.Count - 1; i >= 0; i--)
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{
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if (string.IsNullOrWhiteSpace(playersTag[i]))
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{
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playersTag.RemoveAt(i);
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}
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}
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if (playersTag.Count <= 1 || playersTag.Count > 4)
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{
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playersTag.Clear();
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OnPlayerNotified(new AddPlayerNotifiedEventArgs(
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"ERROR : It takes a minimum of 2 players and a maximum of 4 players to start a game."));
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return false;
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}
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for (int i = playersTag.Count - 1; i >= 0; i--)
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{
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if (!CheckPlayerTag(playersTag, i))
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{
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playersTag.RemoveAt(i);
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return false;
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}
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}
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foreach (var tag in playersTag)
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{
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Player pl = CreatePlayer(tag);
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players.Add(pl);
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SetScoreBoard(pl.NameTag, 0);
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}
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OnPlayerNotified(new AddPlayerNotifiedEventArgs("Players were correctly added."));
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return true;
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}
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public bool CheckPlayerTag(List<string> playersTag, int pos)
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{
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if (string.IsNullOrWhiteSpace(playersTag[pos]))
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{
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OnPlayerNotified(new AddPlayerNotifiedEventArgs("ERROR with " + (pos + 1) +
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" entry : The name is null or white space."));
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return false;
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}
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for (int i = 0; i < playersTag.Count; i++)
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{
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if (i == pos)
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{
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continue;
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}
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if (playersTag[i] == playersTag[pos])
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{
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OnPlayerNotified(
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new AddPlayerNotifiedEventArgs("ERROR with " + (pos + 1) + " entry : Name alreay taken"));
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Creates a player with a name
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/// </summary>
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/// <param name="playerTag"></param>
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/// <returns>Player</returns>
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public Player CreatePlayer(string playerTag)
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{
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var player = new Player(playerTag);
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return player;
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}
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/// <summary>
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/// Returns the Board of the game
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/// </summary>
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/// <returns>Board</returns>
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public Board GetBoard()
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{
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return board;
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}
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/// <summary>
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/// Returns the tile bag of the game
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/// </summary>
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/// <returns></returns>
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public TileBag? GetTileBag()
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{
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return bag;
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}
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/// <summary>
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/// Creates a Board with a number of columns and rows
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/// </summary>
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/// <returns>Board</returns>
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public Board CreateBoard()
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{
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board = new Board(17, 14);
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return board;
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}
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/// <summary>
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/// Creates a bag of tiles with a number of sets of 36 tiles
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/// </summary>
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/// <param name="nbSet"></param>
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/// <returns>TileBag</returns>
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public TileBag CreateTileBag(int nbSet)
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{
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bag = new TileBag(nbSet);
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return bag;
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}
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/// <summary>
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/// Starts the game if there are at least 2 players and at most 4 players
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/// </summary>
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public void StartGame()
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{
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if (players.Count < 2 || players.Count >= 5) return;
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board = CreateBoard();
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bag = CreateTileBag(3);
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GameRunning = true;
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}
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/// <summary>
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/// Adds a cell to the list of cells used by the player in his turn if the cell is not null
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/// </summary>
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/// <param name="c"></param>
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public void AddCellUsed(Cell? c)
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{
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if (c != null) cellUsed.Add(c);
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}
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/// <summary>
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/// Empty the list of cells used by the player at the end of his turn
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/// </summary>
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public void EmptyCellUsed()
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{
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cellUsed.Clear();
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}
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/// <summary>
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/// Gets the player who is currently playing
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/// </summary>
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/// <returns>Player</returns>
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/// <exception cref="ArgumentException"></exception>
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public Player GetPlayingPlayer()
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{
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if (GetPlayingPlayerPosition() == -1)
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{
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throw new ArgumentException("No player currently playing !");
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}
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return players[GetPlayingPlayerPosition()];
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}
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/// <summary>
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/// Gets the position of the player who is currently playing
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/// </summary>
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/// <returns>int</returns>
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public int GetPlayingPlayerPosition()
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{
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for (int i = 0; i < players.Count; i++)
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{
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if (players[i].IsPlaying)
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{
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Returns the tile of the player who is currently playing at the position postile
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/// </summary>
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/// <param name="postile"></param>
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/// <returns>Tile</returns>
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public Tile TileOfPlayerWithPos(int postile)
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{
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return players[GetPlayingPlayerPosition()].Tiles[postile];
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}
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/// <summary>
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/// Gives random picked tiles to the players at the beginning of the game
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/// </summary>
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public void GiveTilesToPlayers()
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{
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foreach (var p in players)
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{
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for (int j = 0; j < 6; j++)
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{
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if (bag != null && p.Tiles.Count < 6)
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{
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int val = RandomNumberGenerator.GetInt32(0, bag.TilesBag!.Count);
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p.AddTileToPlayer(bag.TilesBag[val]);
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bag.RemoveTileInBag(bag.TilesBag[val]);
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}
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}
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}
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}
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/// <summary>
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/// Sets the first player of the game at the beginning of the game
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/// </summary>
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/// <returns>string</returns>
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/// <exception cref="ArgumentException"></exception>
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public string SetFirstPlayer(ReadOnlyCollection<Player> playingPlayers)
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{
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if (!GameRunning) throw new ArgumentException("Game is not running");
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Player? startingPlayer = null;
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int maxGroupSize = 0;
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foreach (var player in players)
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{
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var colorGroups = player.Tiles.GroupBy(t => t.GetColor).Select(g => g.Count());
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var shapeGroups = player.Tiles.GroupBy(t => t.GetShape).Select(g => g.Count());
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int playerMaxGroupSize = Math.Max(colorGroups.Max(), shapeGroups.Max());
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if (playerMaxGroupSize > maxGroupSize)
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{
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maxGroupSize = playerMaxGroupSize;
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startingPlayer = player;
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}
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}
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startingPlayer!.IsPlaying = true;
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OnNextPlayer(new NextPlayerNotifiedEventArgs(players[0]));
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return startingPlayer.NameTag;
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}
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/// <summary>
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/// Sets the next player of the game. If there's no current player, it sets the first player
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/// </summary>
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/// <returns></returns>
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public string SetNextPlayer()
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{
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int i = GetPlayingPlayerPosition();
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if (i == -1)
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{
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return SetFirstPlayer(PlayerList);
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}
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players[i].IsPlaying = false;
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players[(i + 1) % players.Count].IsPlaying = true;
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OnNextPlayer(new NextPlayerNotifiedEventArgs(players[(i + 1) % players.Count]));
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return players[GetPlayingPlayerPosition()].NameTag;
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}
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/// <summary>
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/// Allows the player to place a tile on the Board at a (x, y) position
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/// </summary>
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/// <param name="player"></param>
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/// <param name="tile"></param>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns>bool</returns>
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public bool PlaceTile(Player player, Tile tile, int x, int y)
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{
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if (PlayerSwapping)
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{
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OnPlaceTile(new PlaceTileNotifiedEventArgs(tile, "you are swapping, you can't place tile !"));
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return false;
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}
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if (!TileInbag(player, tile))
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{
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OnPlaceTile(new PlaceTileNotifiedEventArgs(tile, "you can't play"));
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return false;
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}
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if (!IsMoveCorrect(tile, x, y, board)) return false;
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if (board.AddTileInCell(x, y, tile))
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{
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AddCellUsed(board.GetCell(x, y));
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return player.RemoveTileToPlayer(tile);
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}
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return false;
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}
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private static bool TileInbag(Player player, Tile tile)
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{
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return player.Tiles.Any(t => ReferenceEquals(t, tile));
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}
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/// <summary>
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/// Allows a player to draw tiles from the bag as soon as he has less than 6 tiles
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/// </summary>
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/// <param name="player"></param>
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/// <returns></returns>
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public bool DrawTiles(Player player)
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{
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while (player.Tiles.Count < 6)
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{
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if (bag!.TilesBag!.Count == 0)
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{
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return false;
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}
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int val = RandomNumberGenerator.GetInt32(0, bag.TilesBag.Count);
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player.AddTileToPlayer(bag.TilesBag[val]);
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bag.RemoveTileInBag(bag.TilesBag[val]);
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}
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return true;
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}
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/// <summary>
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/// Allows a player to swap some of his tile with the ones in the bag if he can't play them
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/// </summary>
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/// <param name="player"></param>
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/// <param name="tilesToSwap"></param>
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/// <returns>bool</returns>
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public bool SwapTiles(Player player, List<Tile> tilesToSwap)
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{
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if (cellUsed.Count != 0)
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{
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OnSwapTiles(new SwapTilesNotifiedEventArgs("You can't swap tiles after placing some !"));
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ReSwap(tilesToSwap);
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return false;
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}
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if (tilesToSwap.Count == 0)
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{
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OnSwapTiles(new SwapTilesNotifiedEventArgs("You must select at least one tile to swap !"));
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ReSwap(tilesToSwap);
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return false;
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}
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if (bag!.TilesBag!.Count < tilesToSwap.Count)
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{
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OnSwapTiles(new SwapTilesNotifiedEventArgs("Not enough tiles in the bag to swap !"));
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ReSwap(tilesToSwap);
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return false;
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}
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if (!DrawTiles(player))
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{
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return false;
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}
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foreach (var t in tilesToSwap)
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{
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bag!.AddTileInBag(t);
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}
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return true;
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}
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private void ReSwap(List<Tile> tilesToSwap)
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{
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foreach (var t in tilesToSwap)
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{
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players[GetPlayingPlayerPosition()].AddTileToPlayer(t);
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}
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}
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/// <summary>
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/// Extension of IsMoveCorrect to check beyond the surrounding cells of the cell where the tile is placed
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/// </summary>
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/// <param name="previousTilesFound"></param>
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/// <param name="tile"></param>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="dx">used to get the direction on the x axis</param>
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/// <param name="dy">used to get the direction on the y axis</param>
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/// <param name="b"></param>
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/// <returns>bool</returns>
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public bool CheckExtendedSurroundingCells(ref bool previousTilesFound, Tile tile, int x, int y, int dx, int dy,
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Board b)
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{
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for (int i = 1; i < 7; i++)
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{
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var extendedCell = b.GetCell(x + i * dx, y + i * dy);
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if (cellUsed.Count == 0)
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{
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previousTilesFound = true;
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}
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if (cellUsed.Contains(extendedCell!))
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{
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previousTilesFound = true;
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}
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if (extendedCell?.Tile! == null!)
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{
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break;
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}
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if (extendedCell.Tile.GetColor != tile.GetColor && extendedCell.Tile.GetShape != tile.GetShape)
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{
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OnPlaceTile(new PlaceTileNotifiedEventArgs(tile,
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" : Color / Shape does not match with the surrounding tiles !"));
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return false;
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}
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if (extendedCell.Tile.GetColor == tile.GetColor && extendedCell.Tile.GetShape == tile.GetShape)
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{
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OnPlaceTile(new PlaceTileNotifiedEventArgs(tile,
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" : Tile already placed on the same line / column !"));
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return false;
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}
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if (i == 6)
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{
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OnPlaceTile(new PlaceTileNotifiedEventArgs(tile, " : Row/Column already are 6 tiles long !"));
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Extension of IsMoveCorrect to check if the tiles are on the same line
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/// </summary>
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/// <param name="cells"></param>
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/// <param name="b"></param>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns>bool</returns>
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public bool CheckTilesInLine(List<Cell> cells, Board b, int x, int y)
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{
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if (cells.Count == 0)
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{
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return true;
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}
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var x1 = cells[0].GetX;
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var y1 = cells[0].GetY;
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if (cells.Count < 2 && (x1 == x || y1 == y))
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{
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return true;
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}
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if (x1 != x && y1 != y)
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{
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return false;
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}
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var x2 = cells[1].GetX;
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var y2 = cells[1].GetY;
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if (x1 == x2)
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{
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return x == x1;
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}
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if (y1 == y2)
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{
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return y == y1;
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}
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return false;
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}
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/// <summary>
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/// Check that there isn't any same tile on a said line when a tile is forming a line
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/// </summary>
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/// <param name="t1"></param>
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/// <param name="nbTiles"></param>
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/// <param name="checkdoubles"></param>
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/// <returns></returns>
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public static bool CheckTileInCompletedLines(Tile? t1, ref int nbTiles, ref List<Tile> checkdoubles)
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{
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if (t1! != null!)
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{
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nbTiles++;
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if (checkdoubles.Any(t => t.CompareTo(t1) == 0))
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{
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return false;
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}
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checkdoubles.Add(t1);
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}
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return true;
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}
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/// <summary>
|
|
/// Check if the line is completed with the tile placed
|
|
/// </summary>
|
|
/// <param name="tile"></param>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="dx"></param>
|
|
/// <param name="dy"></param>
|
|
/// <param name="b"></param>
|
|
/// <param name="checkdoubles"></param>
|
|
/// <returns></returns>
|
|
public static bool CheckWrongCompletedLines(int x, int y, int dx, int dy, Board b, ref List<Tile> checkdoubles)
|
|
{
|
|
int nbTiles = 1;
|
|
|
|
for (int i = 1; i < 7; i++)
|
|
{
|
|
var extendedCell = b.GetCell(x + i * dx, y + i * dy);
|
|
var extendedCell2 = b.GetCell(x - i * dx, y - i * dy);
|
|
|
|
if (extendedCell?.Tile! == null! && extendedCell2?.Tile! == null!)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if(!CheckTileInCompletedLines(extendedCell?.Tile, ref nbTiles, ref checkdoubles)) return false;
|
|
|
|
if(!CheckTileInCompletedLines(extendedCell2?.Tile, ref nbTiles, ref checkdoubles)) return false;
|
|
}
|
|
|
|
return nbTiles <= 6;
|
|
}
|
|
|
|
public bool IsMoveCorrect(Tile t, int x, int y, Board b)
|
|
{
|
|
if (!b.HasOccupiedCase())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (b.GetCell(x, y)!.Tile! != null!)
|
|
{
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t, " : Cell already used !"));
|
|
return false;
|
|
}
|
|
|
|
var surroundingCells = new List<Cell?>
|
|
{
|
|
b.GetCell(x + 1, y),
|
|
b.GetCell(x - 1, y),
|
|
b.GetCell(x, y + 1),
|
|
b.GetCell(x, y - 1)
|
|
};
|
|
|
|
if (surroundingCells.All(cell => cell?.Tile! == null!))
|
|
{
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t,
|
|
" : You can't place a tile that isn't adjacent to another one !"));
|
|
return false;
|
|
}
|
|
|
|
return IsTilePlacementCorrect(t, x, y, b, surroundingCells);
|
|
}
|
|
|
|
public bool IsTilePlacementCorrect(Tile t, int x, int y, Board b, List<Cell?> surroundingCells)
|
|
{
|
|
bool previousTilesFound = false;
|
|
|
|
var checkDoubles = new List<Tile>();
|
|
|
|
foreach (var cell in surroundingCells)
|
|
{
|
|
if (cell?.Tile! == null!)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (cell.Tile.GetColor != t.GetColor && cell.Tile.GetShape != t.GetShape)
|
|
{
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t,
|
|
" : Colors / Shapes do not match with the surrounding tiles !"));
|
|
return false;
|
|
}
|
|
|
|
if (cell.Tile.GetColor == t.GetColor && cell.Tile.GetShape == t.GetShape)
|
|
{
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t, " is already placed on the same line / column !"));
|
|
return false;
|
|
}
|
|
|
|
var dx = cell.GetX - x;
|
|
var dy = cell.GetY - y;
|
|
|
|
if (!CheckExtendedSurroundingCells(ref previousTilesFound, t, x, y, dx, dy, b))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (CheckWrongCompletedLines(x, y, dx, dy, b, ref checkDoubles)) continue;
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t,
|
|
" : You can't complete this line ! (More than 6 tiles / same tiles on the line)"));
|
|
return false;
|
|
}
|
|
|
|
if (!CheckTilesInLine(cellUsed, b, x, y))
|
|
{
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t,
|
|
"isn't on the same line as the ones previously placed !"));
|
|
return false;
|
|
}
|
|
|
|
if (previousTilesFound) return true;
|
|
OnPlaceTile(new PlaceTileNotifiedEventArgs(t,
|
|
" : You must place your tile next / on the same line as the ones previously placed !"));
|
|
return false;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Main method to get the score of the player after he played his turn
|
|
/// </summary>
|
|
/// <param name="player"></param>
|
|
/// <param name="cellsPlayed"></param>
|
|
/// <param name="b"></param>
|
|
/// <returns>int</returns>
|
|
public int GetPlayerScore(Player player, ReadOnlyCollection<Cell> cellsPlayed, Board b)
|
|
{
|
|
if (cellsPlayed.Count == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int score = cellsPlayed.Count;
|
|
int nbCellsInLine = cellsPlayed.Count;
|
|
|
|
if (cellsPlayed.Count == 6)
|
|
{
|
|
score += 6;
|
|
}
|
|
|
|
int cellsX = cellsPlayed[0].GetX;
|
|
int cellsY = cellsPlayed[0].GetY;
|
|
|
|
if (cellsPlayed.Count > 1)
|
|
{
|
|
foreach (var cell in cellsPlayed)
|
|
{
|
|
if (cellsX != cell.GetX && cellsX != -1)
|
|
{
|
|
cellsX = -1;
|
|
}
|
|
|
|
else if (cellsY != cell.GetY && cellsY != -1)
|
|
{
|
|
cellsY = -1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cellsX = cellsY = -1;
|
|
}
|
|
|
|
score += cellsPlayed.Sum(cell =>
|
|
CalculateAdjacentScore(cell, b, cellsPlayed, cellsX, cellsY, ref nbCellsInLine));
|
|
|
|
if (nbCellsInLine == 6)
|
|
{
|
|
score += 6;
|
|
}
|
|
|
|
if (!scoreBoard.TryAdd(player.NameTag, score))
|
|
{
|
|
scoreBoard.TryGetValue(player.NameTag, out int scoreold);
|
|
SetScoreBoard(player.NameTag, score + scoreold);
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extension of GetPlayerScore to calculate the score of the player based on the adjacent cells
|
|
/// </summary>
|
|
/// <param name="cell"></param>
|
|
/// <param name="b"></param>
|
|
/// <param name="cellsPlayed"></param>
|
|
/// <param name="cellsX"></param>
|
|
/// <param name="cellsY"></param>
|
|
/// <param name="nbCellsInLine"></param>
|
|
/// <returns>int</returns>
|
|
public int CalculateAdjacentScore(Cell cell, Board b, ReadOnlyCollection<Cell> cellsPlayed, int cellsX,
|
|
int cellsY, ref int nbCellsInLine)
|
|
{
|
|
int score = 0;
|
|
|
|
var surroundingCells = new[]
|
|
{
|
|
b.GetCell(cell.GetX + 1, cell.GetY),
|
|
b.GetCell(cell.GetX - 1, cell.GetY),
|
|
b.GetCell(cell.GetX, cell.GetY + 1),
|
|
b.GetCell(cell.GetX, cell.GetY - 1)
|
|
};
|
|
|
|
var checkedSurroundingCells = new List<Cell>();
|
|
|
|
foreach (var adjacentCell in surroundingCells)
|
|
{
|
|
if (adjacentCell?.Tile! == null! || cellsPlayed.Contains(adjacentCell) ||
|
|
checkedSurroundingCells.Contains(adjacentCell))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int dx = adjacentCell.GetX - cell.GetX;
|
|
int dy = adjacentCell.GetY - cell.GetY;
|
|
|
|
score += CalculateLineScore(cellsPlayed, cell, new Tuple<int, int>(dx, dy), b,
|
|
new Tuple<int, int>(cellsX, cellsY), ref nbCellsInLine);
|
|
|
|
checkedSurroundingCells.Add(adjacentCell);
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extension of GetPlayerScore to calculate the score of the player based on the line/column of the adjacent cells
|
|
/// </summary>
|
|
/// <param name="cellsPlayed"></param>
|
|
/// <param name="cell"></param>
|
|
/// <param name="direction"></param>
|
|
/// <param name="b"></param>
|
|
/// <param name="orientation"></param>
|
|
/// <param name="nbCellsInLine"></param>
|
|
/// <returns>int</returns>
|
|
public int CalculateLineScore(ReadOnlyCollection<Cell> cellsPlayed, Cell cell, Tuple<int, int> direction,
|
|
Board b, Tuple<int, int> orientation, ref int nbCellsInLine)
|
|
{
|
|
int score = 0;
|
|
|
|
for (int i = 1; i < 6; i++)
|
|
{
|
|
var extendedCell = b.GetCell(cell.GetX + i * direction.Item1, cell.GetY + i * direction.Item2);
|
|
|
|
if (extendedCell?.Tile! == null! || cellsPlayed.Contains(extendedCell))
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (direction.Item1 != 0 && orientation.Item1 == -1 || direction.Item2 != 0 && orientation.Item2 == -1)
|
|
{
|
|
nbCellsInLine++;
|
|
}
|
|
|
|
score++;
|
|
}
|
|
|
|
if (direction.Item1 == 0 && orientation.Item1 == -1 && orientation.Item2 != -1 ||
|
|
direction.Item2 == 0 && orientation.Item2 == -1 && orientation.Item1 != -1)
|
|
{
|
|
score += 1;
|
|
}
|
|
|
|
return score;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Returns the list of the positions of the players who still have tiles in their bag
|
|
/// </summary>
|
|
/// <returns>List<int></returns>
|
|
public List<int> CheckTilesBag()
|
|
{
|
|
List<int> playerTilesBagPos = [];
|
|
|
|
if (bag!.TilesBag!.Count <= 12)
|
|
{
|
|
for (int i = 0; i < players.Count; i++)
|
|
{
|
|
if (players[i].Tiles.Count != 0)
|
|
{
|
|
playerTilesBagPos.Add(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
return playerTilesBagPos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a boolean to check if the player can play a tile on the Board
|
|
/// </summary>
|
|
/// <param name="playerTilesBagPos"></param>
|
|
/// <returns></returns>
|
|
public bool CheckPlacementPossibilities(List<int> playerTilesBagPos)
|
|
{
|
|
foreach (var t1 in playerTilesBagPos)
|
|
{
|
|
foreach (var t in players[t1].Tiles)
|
|
{
|
|
for (int b = 0; b < board.ReadCells.Count; b++)
|
|
{
|
|
int x = board.ReadCells[b].GetX;
|
|
int y = board.ReadCells[b].GetY;
|
|
|
|
if (IsMoveCorrect(t, x, y, board))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Main method to check if the game is over
|
|
/// </summary>
|
|
/// <param name="player"></param>
|
|
/// <returns></returns>
|
|
public bool CheckGameOver(Player player)
|
|
{
|
|
List<int> playerTilesBagPos = CheckTilesBag();
|
|
|
|
if (playerTilesBagPos.Count != 0 && !CheckPlacementPossibilities(playerTilesBagPos) ||
|
|
bag!.TilesBag!.Count == 0 && players[GetPlayingPlayerPosition()].Tiles.Count == 0)
|
|
{
|
|
OnEndOfGame(new EndOfGameNotifiedEventArgs(player));
|
|
GameRunning = false;
|
|
scoreBoard.TryGetValue(player.NameTag, out int scoreold);
|
|
SetScoreBoard(player.NameTag, 6 + scoreold);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void ClearGame()
|
|
{
|
|
players.Clear();
|
|
scoreBoard.Clear();
|
|
cellUsed.Clear();
|
|
observableScoreBoard.Clear();
|
|
bag = null;
|
|
board = CreateBoard();
|
|
GameRunning = false;
|
|
}
|
|
|
|
public void SetScoreBoard(string name, int score)
|
|
{
|
|
if (!scoreBoard.TryAdd(name, score))
|
|
{
|
|
scoreBoard[name] = score;
|
|
}
|
|
|
|
observableScoreBoard.Clear();
|
|
foreach (var item in scoreBoard)
|
|
{
|
|
observableScoreBoard.Add(item);
|
|
}
|
|
|
|
OnPropertyChanged(nameof(ObservableScoreBoard));
|
|
}
|
|
}
|
|
} |