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Field.cs
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Field.cs
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using System.Diagnostics.CodeAnalysis;
using System.Numerics;
struct Field
{
public byte X;
public byte Y;
public byte scrapAmount;
public bool mine;
public bool enemies;
public byte units;
public bool recycler;
public bool canBuild;
public bool canSpawn;
public bool inRangeOfRecycler;
public byte TotalCollectableScrap;
public bool SuroundingStays;
public bool GoodSpawn;
public bool OffenceSpawn;
public int Pressure;
public int PressureChangeForecast;
static Direction[] MoveDirectionsLeftToRight = new Direction[]
{
new Direction(-1, 0), new Direction(1, 0),new Direction(0, -1), new Direction(0, 1)
};
static Direction[] MoveDirectionsRightToLeft = new Direction[]
{
new Direction(1, 0), new Direction(-1, 0),new Direction(0, -1), new Direction(0, 1)
};
public Field(byte x, byte y, byte scrapAmount, bool mine, bool enemies, byte units, bool recycler, bool canBuild, bool canSpawn, bool inRangeOfRecycler)
{
X = x;
Y = y;
this.scrapAmount = scrapAmount;
this.mine = mine;
this.enemies = enemies;
this.units = units;
this.recycler = recycler;
this.canBuild = canBuild;
this.canSpawn = canSpawn;
this.inRangeOfRecycler = inRangeOfRecycler;
TotalCollectableScrap = 0;
SuroundingStays = false;
GoodSpawn = false;
OffenceSpawn = false;
Pressure = 0;
PressureChangeForecast = 0;
}
public static int SortByTotalCollectableScrap(Field x, Field y)
{
return x.TotalCollectableScrap.CompareTo(y.TotalCollectableScrap) * -1;
}
public static int SortByPressure(Field x, Field y)
{
return x.Pressure.CompareTo(y.Pressure);
}
public static int SortByGameDirection(Field x, Field y)
{
int xSort = x.X.CompareTo(y.X);
xSort *= Player.PlayDirection * -1;
return xSort;
}
public string PositionLog()
{
return $"{X} {Y}";
}
public string Info()
{
return $"{PositionLog()} scrap {scrapAmount} mine {mine} enemies {enemies} units {units} recycler {recycler} canBuild {canBuild}";
}
public List<Field> GetPossibleMoveDirection(GameBoard board, bool invertDirection = false)
{
List<Field> possibleDirection = new();
int Direction = Player.PlayDirection;
if(invertDirection)
Direction *= -1;
Direction[] MoveDirections = Direction == -1 ? MoveDirectionsLeftToRight : MoveDirectionsRightToLeft;
foreach (Direction direction in MoveDirections)
{
byte x = (byte)(X + direction.X);
byte y = (byte)(Y + direction.Y);
if (!UTIL.CheckForInBound(x, y))
continue;
Field targetField = board[x, y];
if (targetField.scrapAmount != 0 && !targetField.recycler)
{
possibleDirection.Add(targetField);
}
}
return possibleDirection;
}
public bool GetFieldInDirection(bool AttackDirection, GameBoard gameboard, out Field directionField )
{
int direction = AttackDirection ? Player.PlayDirection : Player.PlayDirection * -1;
int x = X + direction;
bool inbound = UTIL.CheckForInBound(x, Y);
directionField = gameboard[0,0];
if(!inbound)
{
return false;
}
else
{
directionField = gameboard[x,Y];
return true;
}
}
static public bool operator ==(Field self, Field other)
{
return self.X == other.X && self.Y == other.Y;
}
static public bool operator !=(Field self, Field other)
{
return self.X != other.X || self.Y != other.Y;
}
public override int GetHashCode()
{
int x = X;
int y = Y;
int hash = x << 8 | y;
return hash;
}
public override bool Equals([NotNullWhen(true)] object? obj)
{
if (obj == null)
return false;
if (typeof(Field) != obj.GetType())
return false;
Field other = (Field)obj;
return X == other.X && Y == other.Y;
}
}