Files
tictactoe/Gameplay/Board.cs

125 lines
3.1 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Runtime.Serialization;
public partial class Board : Sprite2D
{
public bool _active = false, _moveMade = false, _won = false;
public List<Shield> _shields = new();
public Enemy _owner;
public Actor _winner = null;
public GoalName _winningPattern;
public override void _Ready()
{
_shields = GetChildren().Where(c=>c is Shield).Cast<Shield>().ToList();
int xSize = (int)Texture.GetSize().X;
int ySize = (int)Texture.GetSize().Y;
for (int i = 0; i < _shields.Count; i++)
{
_shields[i]._address = i;
float shieldX = _shields[i].TextureNormal.GetSize().X;
float shieldY = _shields[i].TextureNormal.GetSize().Y;
_shields[i].Scale = new Vector2(shieldX / (xSize/3), shieldY / (ySize/3));
int c = i % 3 - 1;
int r = (int)(i/3) - 1;
_shields[i].Position = new Vector2(xSize / 3f * c - shieldX / 2, ySize / 3f * r - shieldY / 2);
}
}
public override void _Process(double DELTA_)
{
}
public void Activate()
{
Disable(false);
}
public Actor CheckForWinner()
{
// List<List<int>> playerGoalsMet = _owner._playerOpponent.CheckGoals();
// List<List<int>> ownerGoalsMet = _owner.CheckGoals();
// _winner = playerGoalsMet.Count>0 ? _owner._playerOpponent : ownerGoalsMet.Count>0 ? _owner : null;
// _won = _winner != null;
return _winner;
}
public void ClaimOwnership(Enemy OWNER)
{
_owner = OWNER;
_shields.ForEach(c=>c._owner = OWNER);
_shields.ForEach(c=>c._board = this);
}
public void ClearBoard(){
foreach (Shield shield in _shields)
{
// shield.Mark();
}
}
public void Deactivate()
{
Disable(true);
}
public Shield GetShieldByTenant(Enemy TENANT)
{
return _shields.Single(c=>c._tenant == TENANT);
}
public Shield GetShieldByAddress(int ADDRESS)
{
return _shields.Single(c=>c._address == ADDRESS);
}
public List<Shield> GetShieldsByOwner(Actor ACTOR)
{
return _shields.Where(c=>c._marker == ACTOR).ToList();
}
//THIS SHOULD BE MOVED INTO ACTION LOGIC
// public void RotateBoard(int DEGREES, int REPEAT)
// {
// for (int i = 0; i < REPEAT; i++)
// {
// Rotation += DEGREES * ((float)Math.PI / 180);
// RenumberShields();
// }
// }
public void RenumberShields()
{
_shields = _shields.OrderBy(c => c.Position.Y).ThenBy(c => c.Position.X).ToList();
for (int i = 0; i < _shields.Count; i++)
{
_shields[i]._address = i;
}
}
public void Start()
{
ClearBoard();
// _player._isTurn = true;
}
public void Disable(bool DISABLED)
{
_active = !DISABLED;
Visible = !DISABLED;
SetProcess(!DISABLED);
_shields.ForEach(c=>c.Disable(DISABLED));
}
}