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board.cs
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board.cs
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using System;
public class Board
{
public int Columns { get; private set; }
public int Rows { get; private set; }
public int Connect { get; private set; }
public int TeamCount { get; private set; }
private State[,] _gameState;
public State this[int x, int y]
{
get => _gameState[x, y];
private set => _gameState[x, y] = value;
}
public State this[(int x, int y) v] // tuple version
{
get => _gameState[v.x, v.y];
private set => _gameState[v.x, v.y] = value;
}
public State CurrentTeam { get; private set; }
public State StartingTeam { get; private set; }
public State Victor { get; private set; } = State.Empty;
public static bool GameInProgress { get; private set; }
public bool NoMiddleStart { get; private set; }
public bool EnableCreationAllowed { get; private set; } = false;
public bool DisableCreationAllowed { get; private set; } = false;
public bool IsASCII { get; private set; }
public bool ColorblindEnabled { get; private set; }
public string MoveHistory { get; private set; } = "";
private int _round, _auth;
private bool authSent = false;
public int Auth
{
get
{
if (!authSent)
{
authSent = true;
return _auth;
}
else return -1;
}
}
public Board(int columns = 7, int rows = 6, int connect = 4, int teams = 2, bool noMiddleStart = false, State currentTeam = State.Red, bool ascii = false, bool colorblind = false)
{
if (GameInProgress) throw new Exception("A board is already in use.");
if (connect > columns && connect > rows) throw new Exception("Connect cannot be larger than columns and rows.");
if (teams >= Enum.GetValues(typeof(State)).Length) throw new Exception ("There can be no more than four teams.");
GameInProgress = true;
Columns = columns;
Rows = rows;
Connect = connect;
TeamCount = teams;
CurrentTeam = currentTeam;
StartingTeam = currentTeam;
NoMiddleStart = noMiddleStart;
IsASCII = ascii;
ColorblindEnabled = colorblind;
_gameState = new State[columns, rows];
_auth = new Random().Next(int.MaxValue);
}
public void EnableCreation(int auth)
{
if (auth == _auth)
{
EnableCreationAllowed = false;
GameInProgress = false;
}
}
public void DisableCreation(int auth)
{
if (auth == _auth)
{
DisableCreationAllowed = false;
GameInProgress = true;
}
}
#region GameLogic
private bool TryDrop(int x, State state)
{
if (state == State.Empty) return false;
if (_gameState[x, 0] != State.Empty) return false;
int y = Rows - 1;
while (_gameState[x, y] != State.Empty)
{
y--;
}
_gameState[x, y] = state;
MoveHistory += $"{x:X}";
if (CheckFull()) EndGame();
if (CheckVictor(x, y, _gameState[x, y]))
{
Victor = _gameState[x, y];
EndGame();
}
return true;
}
public bool CheckFull()
{
for (int x = 0; x < Columns; x++)
for (int y = 0; y < Rows; y++)
if (_gameState[x, y] == State.Empty) return false;
return true;
}
public bool CheckVictor(int x, int y, State state)
{
if (state == State.Empty) return false;
if (CheckDirection(x, y, 1, 0, state) >= Connect) return true;
if (CheckDirection(x, y, 0, 1, state) >= Connect) return true;
if (CheckDirection(x, y, 1, 1, state) >= Connect) return true;
if (CheckDirection(x, y, 1, -1, state) >= Connect) return true;
return false;
}
public bool CheckVictor((int x, int y) v, State state) => CheckVictor(v.x, v.y, state); // tuple version
public int CheckDirection(int x, int y, int a, int b, State state)
{
if (state == State.Empty) return 0;
int count = 1;
int v, w;
for (int i = 1; i < Connect; i++)
{
v = x + (a * i);
w = y + (b * i);
if (v >= 0 && v < Columns && w >= 0 && w < Rows && _gameState[v, w] == state) count++;
else break;
}
for (int i = 1; i < Connect; i++)
{
v = x + (-a * i);
w = y + (-b * i);
if (v >= 0 && v < Columns && w >= 0 && w < Rows && _gameState[v, w] == state) count++;
else break;
}
return count;
}
public int CheckDirection((int x, int y) v, (int x, int y) d, State state) => CheckDirection(v.x, v.y, d.x, d.y, state);
public bool InputMove(int x, int auth, int round)
{
if (auth != _auth)
{
Console.WriteLine("Wrong auth token.");
return false;
}
if (x < 0 || x >= Columns)
{
Console.WriteLine($"Column {x} does not exist.");
return false;
}
if (NoMiddleStart && round == 1 && CurrentTeam == StartingTeam && x == Columns / 2)
{
Console.WriteLine("First player cannot start in center!");
return false;
}
_round = round;
if (TryDrop(x, CurrentTeam))
{
CurrentTeam = MainClass.Next(CurrentTeam, TeamCount);
return true;
}
else
{
Console.WriteLine($"Column {x} is full.");
return false;
}
}
private void EndGame()
{
Draw(_round);
Console.WriteLine("Game Over.");
if (Victor == State.Empty) Console.WriteLine("Draw.");
else Console.WriteLine($"{Victor} Team wins!");
EnableCreationAllowed = true; // gives Game control over this.GameInProgress
DisableCreationAllowed = true; // same
GameInProgress = false;
}
public void Forfeit()
{
if (TeamCount > 2) Victor = State.Empty;
else Victor = MainClass.Next(CurrentTeam, TeamCount);
EndGame();
}
#endregion
#region Graphics
public void Draw(int round)
{
Console.Clear();
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine($"Connect {GetWord(Connect)}");
Console.WriteLine($"Round: {round}");
WriteHistory();
DrawTop();
for(int y = 0; y < Rows; y++)
{
Console.Write("|");
for (int x = 0; x < Columns; x++)
{
DrawSlot(_gameState[x, y]);
}
Console.WriteLine();
}
DrawBottom();
}
public static string GetWord(int x)
{
switch (x)
{
case 0:
return "Zero";
case 1:
return "One";
case 2:
return "Two";
case 3:
return "Three";
case 4:
return "Four";
case 5:
return "Five";
case 6:
return "Six";
case 7:
return "Seven";
case 8:
return "Eight";
case 9:
return "Nine";
case 10:
return "Ten";
case 11:
return "Eleven";
case 12:
return "Twelve";
case 13:
return "Thirteen";
case 14:
return "Fourteen";
case 15:
return "Fifteen";
case 16:
return "Sixteen";
default:
return x.ToString();
}
}
private void WriteHistory()
{
Console.Write("History: ");
State team = StartingTeam;
for (int i = 0; i < MoveHistory.Length; i++)
{
Console.ForegroundColor = GetColor(team);
Console.Write(MoveHistory[i]);
team = MainClass.Next(team, TeamCount);
}
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine();
}
private void DrawSlot(State state)
{
if (state == State.Empty)
{
Console.Write(" ");
}
else
{
Console.ForegroundColor = GetColor(state);
Console.Write($" {GetGlyph(state, ColorblindEnabled, IsASCII)} ");
}
Console.ForegroundColor = ConsoleColor.White;
Console.Write("|");
}
public static ConsoleColor GetColor(State state)
{
switch (state)
{
case State.Yellow:
return ConsoleColor.Yellow;
case State.Red:
return ConsoleColor.Red;
case State.Green:
return ConsoleColor.Green;
case State.Blue:
return ConsoleColor.Blue;
case State.Purple:
return ConsoleColor.Magenta;
case State.Orange:
return ConsoleColor.DarkYellow;
case State.White:
return ConsoleColor.White;
case State.Black:
return ConsoleColor.DarkGray;
default:
return ConsoleColor.White;
}
}
public static char GetGlyph(State state, bool colorBlindMode, bool ascii)
{
if (!colorBlindMode)
{
if (ascii) return 'O';
else return '⬤';
}
else
{
switch (state)
{
case State.Red:
return ascii ? 'O' : '⓵';
case State.Yellow:
return ascii ? 'X' : '⓶';
case State.Green:
return ascii ? '&' : '⓷';
case State.Blue:
return ascii ? '@' : '⓸';
case State.Purple:
return ascii ? '#' : '⓹';
case State.Orange:
return ascii ? '+' : '⓺';
case State.White:
return ascii ? '$' : '⓻';
case State.Black:
return ascii ? '?' : '⓼';
default:
return ascii ? '!' : '⬤';
}
}
}
private void DrawTop()
{
int width = Columns * 4 + 1;
for (int i = 0; i < width; i++)
{
Console.Write("=");
}
Console.WriteLine();
}
private void DrawBottom()
{
Console.Write("=");
for (int i = 0; i < Columns; i++)
{
Console.Write($"[{i:X}]=");
}
Console.WriteLine();
}
#endregion
}