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//
// AnyDirectionUntilBlockedMoveRule.m
// Gridlock
//
// Created by Brian on Sat Nov 22 2003.
// Copyright (c) 2003 __MyCompanyName__. All rights reserved.
//
#import "AnyDirectionUntilBlockedMoveRule.h"
@implementation AnyDirectionUntilBlockedMoveRule
+(BOOL)appendValidMovesForGame:(Game *)game fromPosition:(id)pos intoArray:(NSMutableArray *)moves {
static int ROW_DIRECTIONS[] = {+1,+1,+1, 0, 0,-1,-1,-1};
static int COL_DIRECTIONS[] = {+1, 0,-1,+1,-1,+1, 0,-1};
BOOL found = NO;
int r = [pos row];
int c = [pos column];
int i;
for(i=0; i<8; i++) {
int dr = ROW_DIRECTIONS[i];
int dc = COL_DIRECTIONS[i];
int dist = 1;
while ([game isValidRow:r+dist*dr column:c+dist*dc] && [game valueAtRow:r+dist*dr column:c+dist*dc]==0) {
dist++;
}
dist--; // we hit the edge or another piece, so back up 1
if (dist>0) {
if (!moves) return YES; // if no array, we just want to know if there's a valid move
found = YES;
[moves addObject:[NSArray arrayWithObjects:pos, [DCHypergridPosition positionWithRow:r+dist*dr column:c+dist*dc], nil]];
}
}
return found;
}
+(NSArray *)allValidMoveSequences:(Game *)game fromPositionsWithValue:(int)sval {
NSMutableArray *moves = [NSMutableArray array];
NSEnumerator *pe = [[game grid] enumeratorForPositionsWithValue:sval];
id pos;
while (pos=[pe nextObject]) {
[self appendValidMovesForGame:game fromPosition:pos intoArray:moves];
}
return moves;
}
+(NSArray *)allValidMoveSequences:(Game *)game {
return [self allValidMoveSequences:game fromPositionsWithValue:[game currentPlayerNumber]];
}
+(BOOL)gameHasAnyMoves:(Game *)game fromPositionsWithValue:(int)sval {
NSEnumerator *pe = [[game grid] enumeratorForPositionsWithValue:sval];
id pos;
while (pos=[pe nextObject]) {
if ([self appendValidMovesForGame:game fromPosition:pos intoArray:nil]) return YES;
}
return NO;
}
+(BOOL)gameHasAnyMoves:(Game *)game {
return [self gameHasAnyMoves:game fromPositionsWithValue:[game currentPlayerNumber]];
}
@end
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