ALOT again

This commit is contained in:
2024-10-23 22:11:14 +02:00
parent a98a463531
commit e2c9116575
11 changed files with 499 additions and 266 deletions
+2 -1
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@@ -2,7 +2,7 @@ using System.Numerics;
namespace Snake.Model;
// 0,0 is top left
// Struct to store a point. A bit functional looking
public readonly record struct Point{
public readonly int X;
public readonly int Y;
@@ -12,6 +12,7 @@ public readonly record struct Point{
Y = y;
}
// This is where the magic happens
public static implicit operator Point((int x, int y) tuple){
return new Point(tuple.x, tuple.y);
}
+165 -108
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@@ -1,14 +1,15 @@
using model;
using System.Collections.ObjectModel;
using System.Diagnostics;
namespace Snake.Model;
public class SnakeLevel : IDisposable{
public static readonly TimeSpan TickTimeSpan = TimeSpan.FromMilliseconds(500);
public int Size {get; }
public enum LevelBlock{
#region Enums
/// <summary>
/// States that a 'block' can be in
/// </summary>
public enum LevelBlock
{
Empty,
Obstacle,
Egg,
@@ -17,72 +18,121 @@ public class SnakeLevel : IDisposable{
OutOfBounds
}
public enum SnakeDirection{
/// <summary>
/// The directions that the snake can be headed
/// </summary>
public enum SnakeDirection
{
Up,
Down,
Left,
Right
}
public enum GameState{
/// <summary>
/// States that the game can be in
/// </summary>
public enum GameState
{
Running,
Paused,
Dead
}
#endregion
private readonly List<Point> _obstacles;
#region Fields
public static readonly TimeSpan TickTimeSpan = TimeSpan.FromMilliseconds(500); // Time between two ingame ticks
private readonly List<Point> _obstacles; // List of obstacles on the map
private readonly List<Point> _snake; // Coordinates of the snake's body but not the head
private readonly List<Point> _eggs; // Coordinates of the current eggs
private int _round; // Countdown to till the new egg
private ITimer timer; // The timer object
private GameState _state; // The current game state
private SnakeDirection _last_direction = SnakeDirection.Down; // The direction the snake moved last round
private SnakeDirection _snake_head_direction; // Current direction of the snake
internal bool _disable_snake_movement = false; // Snake movement can be disabled for testing
internal bool _disable_egg_generation = false; // Egg generation can be turned off for testing
#endregion
#region Properties
public int Size { get; } // Size of the map (The map is square)
public int NewEggRound { get; } // How many rounds between new egg generation
public ReadOnlyCollection<Point> Obstacles => _obstacles.AsReadOnly();
public Point SnakeHead {get; private set;}
private readonly List<Point> _snake;
public int EggLimit { get; } // Limit of how many eggs can be on the map
public Point SnakeHead { get; private set; } // Coordinates of the head of the snake
// Head is not in snake
// First is closest to the head
public ReadOnlyCollection<Point> Snake => _snake.AsReadOnly();
public int SnakeLength => Snake.Count + 1;
private readonly List<Point> _eggs;
public int SnakeLength => Snake.Count + 1; // Current length of the snake
public ReadOnlyCollection<Point> Eggs => _eggs.AsReadOnly();
public int NewEggRound { get; }
public int EggLimit { get; }
private int _round;
private ITimer timer;
public int Score { get; private set; }
public event EventHandler? GameUpdate;
public event EventHandler<GameState>? GameStateUpdate;
private GameState _state;
public int Score { get; private set; } // Current score
public GameState State
{
get => _state;
private set
{
_state = value;
GameStateUpdate?.Invoke(this, _state);
if(_state == GameState.Dead)
if (_state == GameState.Dead)
{
timer.Change(Timeout.InfiniteTimeSpan, TickTimeSpan);
}
GameStateUpdate?.Invoke(this, _state);
}
}
private SnakeDirection LastDirection = SnakeDirection.Down;
private SnakeDirection _SnakeHeadDirection;
private bool disposedValue;
public SnakeDirection SnakeHeadDirection
{
get => _SnakeHeadDirection;
get => _snake_head_direction;
set
{
switch (value, LastDirection)
switch (value, _last_direction)
{
case { value: SnakeDirection.Up or SnakeDirection.Down, LastDirection: SnakeDirection.Left or SnakeDirection.Right}:
case { value: SnakeDirection.Left or SnakeDirection.Right, LastDirection: SnakeDirection.Up or SnakeDirection.Down }:
_SnakeHeadDirection = value;
case { value: SnakeDirection.Up or SnakeDirection.Down, _last_direction: SnakeDirection.Left or SnakeDirection.Right }:
case { value: SnakeDirection.Left or SnakeDirection.Right, _last_direction: SnakeDirection.Up or SnakeDirection.Down }:
_snake_head_direction = value;
break;
}
}
}
public LevelBlock this[Point p]
{
get
{
if (_obstacles.Contains(p))
{
return LevelBlock.Obstacle;
}
else if (p == SnakeHead)
{
return LevelBlock.SnakeHead;
}
else if (_snake.Contains(p))
{
return LevelBlock.Snake;
}
else if (_eggs.Contains(p))
{
return LevelBlock.Egg;
}
else if (p.X < 0 || p.Y < 0 || p.X >= Size || p.Y >= Size)
{
return LevelBlock.OutOfBounds;
}
return LevelBlock.Empty;
}
}
#endregion
#region Events
public event EventHandler? GameUpdate; // The map was updated
public event EventHandler<GameState>? GameStateUpdate; // The game state was updated
#endregion
#region Constructors
public SnakeLevel(int size, IEnumerable<Point> obstacles, int snake_start_length, int new_egg_round, int egg_limit, TimeProvider time_provider){
this.Size = size;
this.NewEggRound = new_egg_round;
@@ -98,104 +148,100 @@ public class SnakeLevel : IDisposable{
_snake.Add((size / 2, i));
}
_SnakeHeadDirection = SnakeDirection.Down;
LastDirection = SnakeDirection.Down;
_snake_head_direction = SnakeDirection.Down;
_last_direction = SnakeDirection.Down;
timer = time_provider.CreateTimer(new TimerCallback(_timer_Tick), null, Timeout.InfiniteTimeSpan, TickTimeSpan);
_state = GameState.Paused;
}
public SnakeLevel(int size, IEnumerable<Point> obstacles, int snake_start_length, int new_egg_round, int egg_limit) : this(size, obstacles, snake_start_length, new_egg_round, egg_limit, TimeProvider.System)
{
}
#endregion
#region Event handlers
private void _timer_Tick(object? sender)
{
Tick();
GameUpdate?.Invoke(this, EventArgs.Empty);
}
#endregion
public SnakeLevel(int size, IEnumerable<Point> obstacles, int snake_start_length, int new_egg_round, int egg_limit) : this(size, obstacles, snake_start_length, new_egg_round, egg_limit, TimeProvider.System)
{
}
public LevelBlock this[Point p]{
get{
if(_obstacles.Contains(p)){
return LevelBlock.Obstacle;
}else if(p == SnakeHead){
return LevelBlock.SnakeHead;
}else if(_snake.Contains(p)){
return LevelBlock.Snake;
}else if(_eggs.Contains(p)){
return LevelBlock.Egg;
}else if(p.X < 0 || p.Y < 0 || p.X>=Size || p.Y >= Size){
return LevelBlock.OutOfBounds;
}
return LevelBlock.Empty;
}
}
#region Methods
public void Tick(){
Point new_snake_head = (0,0);
switch(SnakeHeadDirection){
case SnakeDirection.Up:
new_snake_head = (SnakeHead.X, SnakeHead.Y - 1);
break;
case SnakeDirection.Down:
new_snake_head = (SnakeHead.X, SnakeHead.Y + 1);
break;
case SnakeDirection.Left:
new_snake_head = (SnakeHead.X - 1, SnakeHead.Y);
break;
case SnakeDirection.Right:
new_snake_head = (SnakeHead.X + 1, SnakeHead.Y);
break;
}
if(this[new_snake_head] is LevelBlock.Obstacle or LevelBlock.Snake or LevelBlock.OutOfBounds){
State = GameState.Dead;
return;
}
Point last = _snake.Last();
for (int i = Snake.Count - 1; i > 0; i--)
if (!_disable_snake_movement)
{
_snake[i] = _snake[i - 1];
}
_snake[0] = SnakeHead;
if(this[new_snake_head] is LevelBlock.Egg){
_snake.Add(last);
_eggs.Remove(new_snake_head);
Score++;
}
SnakeHead = new_snake_head;
if (Eggs.Count < EggLimit && --_round == 0)
{
_round = NewEggRound;
int avail_pos = Size * Size - Eggs.Count - Obstacles.Count - SnakeLength;
if (avail_pos > 0)
Point new_snake_head = (0, 0);
switch (SnakeHeadDirection)
{
int pos = Random.Shared.Next(0, avail_pos);
Point p = (0, 0);
for (int i = 0; i < pos; i++)
case SnakeDirection.Up:
new_snake_head = (SnakeHead.X, SnakeHead.Y - 1);
break;
case SnakeDirection.Down:
new_snake_head = (SnakeHead.X, SnakeHead.Y + 1);
break;
case SnakeDirection.Left:
new_snake_head = (SnakeHead.X - 1, SnakeHead.Y);
break;
case SnakeDirection.Right:
new_snake_head = (SnakeHead.X + 1, SnakeHead.Y);
break;
}
if (this[new_snake_head] is LevelBlock.Obstacle or LevelBlock.Snake or LevelBlock.OutOfBounds)
{
State = GameState.Dead;
return;
}
Point last = _snake.Last();
for (int i = Snake.Count - 1; i > 0; i--)
{
_snake[i] = _snake[i - 1];
}
_snake[0] = SnakeHead;
if (this[new_snake_head] is LevelBlock.Egg)
{
_snake.Add(last);
_eggs.Remove(new_snake_head);
Score++;
}
SnakeHead = new_snake_head;
}
if (!_disable_egg_generation)
{
if (Eggs.Count < EggLimit && --_round == 0)
{
_round = NewEggRound;
int avail_pos = Size * Size - Eggs.Count - Obstacles.Count - SnakeLength;
if (avail_pos > 0)
{
do
int pos = Random.Shared.Next(0, avail_pos);
Point p = (-1, 0);
for (int i = 0; i < pos + 1; i++)
{
p = (p.X + 1, p.Y);
if (p.X >= Size)
do
{
p = (0, p.Y + 1);
}
} while (this[p] is not LevelBlock.Empty);
p = (p.X + 1, p.Y);
if (p.X >= Size)
{
p = (0, p.Y + 1);
}
} while (this[p] is not LevelBlock.Empty) ;
}
_eggs.Add(p);
}
_eggs.Add(p);
}
}
LastDirection = SnakeHeadDirection;
_last_direction = SnakeHeadDirection;
}
public void Start()
@@ -223,7 +269,17 @@ public class SnakeLevel : IDisposable{
throw new Exception("Game is not running");
}
}
#endregion
#region Testing
internal void AddEgg(Point p)
{
_eggs.Add(p);
}
#endregion
#region IDisposable
private bool disposedValue;
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
@@ -253,4 +309,5 @@ public class SnakeLevel : IDisposable{
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
#endregion
}
-70
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@@ -1,70 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace model
{
/*internal class Timer : IDisposable
{
private PeriodicTimer _timer;
public event EventHandler<EventArgs>? Tick;
public Timer(TimeSpan tick, TimeProvider _time_provider)
{
_timer = new PeriodicTimer(tick, _time_provider);
}
private CancellationTokenSource? _cts;
private bool disposedValue;
private async Task TickerTask()
{
_cts = new CancellationTokenSource();
while (await _timer.WaitForNextTickAsync(_cts.Token))
{
Tick?.Invoke(this, EventArgs.Empty);
}
}
public void Start()
{
Task.Run(TickerTask);
}
public void Stop()
{
_cts?.Cancel();
}
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: dispose managed state (managed objects)
_cts?.Dispose();
}
// TODO: free unmanaged resources (unmanaged objects) and override finalizer
// TODO: set large fields to null
disposedValue = true;
}
}
// // TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
// ~Timer()
// {
// // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
// Dispose(disposing: false);
// }
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}*/
}
+3
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@@ -7,6 +7,9 @@
</PropertyGroup>
<ItemGroup>
<AssemblyAttribute Include="System.Runtime.CompilerServices.InternalsVisibleToAttribute">
<_Parameter1>tests</_Parameter1>
</AssemblyAttribute>
<PackageReference Include="ELTE.FI.SARuleSet" Version="3.1.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>