eva_bead_1/model/SnakeLevel.cs

256 lines
7.3 KiB
C#

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{
Empty,
Obstacle,
Egg,
Snake,
SnakeHead,
OutOfBounds
}
public enum SnakeDirection{
Up,
Down,
Left,
Right
}
public enum GameState{
Running,
Paused,
Dead
}
private readonly List<Point> _obstacles;
public ReadOnlyCollection<Point> Obstacles => _obstacles.AsReadOnly();
public Point SnakeHead {get; private set;}
private readonly List<Point> _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 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 GameState State
{
get => _state;
private set
{
_state = value;
GameStateUpdate?.Invoke(this, _state);
if(_state == GameState.Dead)
{
timer.Change(Timeout.InfiniteTimeSpan, TickTimeSpan);
}
}
}
private SnakeDirection LastDirection = SnakeDirection.Down;
private SnakeDirection _SnakeHeadDirection;
private bool disposedValue;
public SnakeDirection SnakeHeadDirection
{
get => _SnakeHeadDirection;
set
{
switch (value, LastDirection)
{
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;
break;
}
}
}
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;
this._round = NewEggRound;
this.EggLimit = egg_limit;
_obstacles = new List<Point>(obstacles);
_eggs = [];
_snake = [];
SnakeHead = (size / 2, snake_start_length-1);
for(int i= snake_start_length - 2; i>=0; i--){
_snake.Add((size / 2, i));
}
_SnakeHeadDirection = SnakeDirection.Down;
LastDirection = SnakeDirection.Down;
timer = time_provider.CreateTimer(new TimerCallback(_timer_Tick), null, Timeout.InfiniteTimeSpan, TickTimeSpan);
_state = GameState.Paused;
}
private void _timer_Tick(object? sender)
{
Tick();
GameUpdate?.Invoke(this, EventArgs.Empty);
}
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;
}
}
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--)
{
_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)
{
int pos = Random.Shared.Next(0, avail_pos);
Point p = (0, 0);
for (int i = 0; i < pos; i++)
{
do
{
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);
}
}
LastDirection = SnakeHeadDirection;
}
public void Start()
{
if(State == GameState.Paused)
{
State = GameState.Running;
timer.Change(TickTimeSpan, TickTimeSpan);
}
else
{
throw new Exception("Game is not paused");
}
}
public void Pause()
{
if(State == GameState.Running)
{
State = GameState.Paused;
timer.Change(Timeout.InfiniteTimeSpan, TickTimeSpan);
}
else
{
throw new Exception("Game is not running");
}
}
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: dispose managed state (managed objects)
timer.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
// ~SnakeLevel()
// {
// // 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);
}
}