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boarddiamondseq.cpp
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boarddiamondseq.cpp
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#include
"boarddiamondseq.h"
BoardDiamondSeq
::
BoardDiamondSeq
(
TextureHolder
*
textures
)
{
this
->
textures
=
textures
;
for
(
int
i
=
0
;
i
<
efc
::
diamondsNumber
;
i
++
)
{
diamonds
[
i
]
=
BoardDiamond
(
this
->
textures
,
efc
::
DIAMONDS_SETUP
[
i
][
0
],
efc
::
DIAMONDS_SETUP
[
i
][
1
],
efc
::
DIAMONDS_SETUP
[
i
][
2
]);
}
reorder
();
}
void
BoardDiamondSeq
::
draw
(
sf
::
RenderTarget
&
target
,
sf
::
RenderStates
states
)
const
{
states
.
transform
*=
getTransform
();
for
(
int
i
=
0
;
i
<
efc
::
diamondsNumber
;
i
++
)
{
target
.
draw
(
diamonds
[
i
],
states
);
}
}
std
::
array
<
int
,
efc
::
diamondsNumber
>
BoardDiamondSeq
::
getBoardPositions
()
{
std
::
array
<
int
,
efc
::
diamondsNumber
>
results
;
for
(
int
i
=
0
;
i
<
efc
::
diamondsNumber
;
i
++
)
{
results
[
i
]
=
diamonds
[
i
].
getBoardPosition
();
}
return
results
;
}
//bool BoardDiamondSeq::ifFieldIsEmpty(int pos, int element)
//{
// for (int i=element*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(element*efc::diamondsNumber/4);i++)
// {
// if (diamonds[i].boardPosition==pos)
// return false;
// }
// return true;
//}
bool
BoardDiamondSeq
::
ifFieldIsEmpty
(
int
pos
)
{
for
(
int
element
=
0
;
element
<
4
;
element
++
)
{
for
(
int
i
=
element
*
efc
::
diamondsNumber
/
4
;
i
<
(
efc
::
diamondsNumber
/
4
)
+
(
element
*
efc
::
diamondsNumber
/
4
);
i
++
)
{
if
(
diamonds
[
i
].
boardPosition
==
pos
)
return
false
;
}
}
return
true
;
}
int
BoardDiamondSeq
::
getRandomPos
(
int
playerNumber
)
{
std
::
set
<
int
>
setSteps
(
efc
::
occupiedFields
[
playerNumber
].
cbegin
(),
efc
::
occupiedFields
[
playerNumber
].
cend
());
for
(
int
i
=
playerNumber
*
efc
::
diamondsNumber
/
4
;
i
<
(
efc
::
diamondsNumber
/
4
)
+
(
playerNumber
*
efc
::
diamondsNumber
/
4
);
i
++
)
{
if
(
diamonds
[
i
].
boardPosition
!=
-1
)
{
setSteps
.
erase
(
diamonds
[
i
].
boardPosition
);
}
}
int
step
=
rand
()
%
setSteps
.
size
();
std
::
vector
<
int
>
freePositions
;
freePositions
.
resize
(
setSteps
.
size
());
freePositions
.
assign
(
setSteps
.
begin
(),
setSteps
.
end
());
return
freePositions
[
step
];
}
void
BoardDiamondSeq
::
reorder
()
{
srand
((
unsigned
)
time
(
0
));
for
(
int
element
=
0
;
element
<
4
;
element
++
)
{
int
start
=
element
;
for
(
int
i
=
start
*
efc
::
diamondsNumber
/
4
;
i
<
(
efc
::
diamondsNumber
/
4
)
+
(
start
*
efc
::
diamondsNumber
/
4
);
i
++
)
{
int
step
=
getRandomPos
(
element
);
diamonds
[
i
].
setBoardPosition
(
step
);
}
}
}
void
BoardDiamondSeq
::
reorder
(
int
element
)
{
srand
((
unsigned
)
time
(
0
));
int
start
=
element
;
if
(
element
==
2
)
start
=
3
;
else
if
(
element
==
3
)
start
=
2
;
int
newElement
=
start
;
for
(
int
i
=
start
*
efc
::
diamondsNumber
/
4
;
i
<
(
efc
::
diamondsNumber
/
4
)
+
(
start
*
efc
::
diamondsNumber
/
4
);
i
++
)
{
int
step
=
getRandomPos
(
newElement
);
diamonds
[
i
].
setBoardPosition
(
step
);
}
}
void
BoardDiamondSeq
::
collectField
(
int
pos
)
{
for
(
int
i
=
0
;
i
<
efc
::
diamondsNumber
;
i
++
)
{
if
(
diamonds
[
i
].
boardPosition
==
pos
)
{
diamonds
[
i
].
setBoardPosition
(
-1
);
break
;
}
}
}
int
BoardDiamondSeq
::
getNumberForField
(
int
pos
)
{
for
(
int
i
=
0
;
i
<
efc
::
diamondsNumber
;
i
++
)
{
if
(
diamonds
[
i
].
boardPosition
==
pos
)
{
return
diamonds
[
i
].
idNumber
;
}
}
return
-1
;
}
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