Files
Vocaluxe/PartyModes/PartyModeChallenge/ChallengeRounds.cs
T

263 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using Vocaluxe.Menu;
namespace Vocaluxe.PartyModes
{
public class ChallengeRounds
{
private Random _Rand;
private int _NumPlayer;
public List<Combination> Rounds;
public ChallengeRounds(int NumRounds, int NumPlayer, int NumPlayerAtOnce)
{
Rounds = new List<Combination>();
_Rand = new Random(System.DateTime.Now.Millisecond);
if (NumPlayerAtOnce < 1 || NumRounds < 1 || NumPlayer == 0)
_NumPlayer = 0;
else
{
_NumPlayer = NumPlayer;
BuildRounds(NumRounds, NumPlayerAtOnce, _Rand);
}
}
public Combination GetRound(int RoundNr)
{
if (RoundNr >= Rounds.Count || _NumPlayer == 0 || Rounds.Count == 0)
return null;
return Rounds[RoundNr];
}
private void BuildRounds(int NumRounds, int NumPlayerAtOnce, Random Rand)
{
Combinations Combinations = new Combinations(_NumPlayer, NumPlayerAtOnce, Rand);
Rounds.Add(Combinations.GetNextCombination(null));
for (int i = 1; i < NumRounds; i++)
{
Rounds.Add(Combinations.GetNextCombination(GetPlayerDemand(i)));
}
}
private List<int> GetPlayerDemand(int RoundIndex)
{
List<int> NumPlayed = new List<int>(_NumPlayer);
for (int i = 0; i < _NumPlayer; i++)
{
NumPlayed.Add(0);
}
for (int i = 0; i < RoundIndex; i++)
{
foreach (int PlayerIndex in Rounds[i].Player)
{
NumPlayed[PlayerIndex]++;
}
}
int max = 0;
foreach (int p in NumPlayed)
{
if (p > max)
max = p;
}
int num = Rounds[0].Player.Count;
List<int> result = new List<int>();
List<int> other = new List<int>();
List<int> last = new List<int>();
for (int i = 0; i < NumPlayed.Count; i++)
{
if (RoundIndex == 0 || NumPlayed[i] < max)
{
if (RoundIndex == 0 || RoundIndex > 0 && NumPlayed[i] < max && !Rounds[RoundIndex - 1].IsAvailable(i))
result.Add(i);
else if (NumPlayed[i] < max)
other.Add(i);
}
else
{
if (RoundIndex > 0)
{
if (!Rounds[RoundIndex - 1].IsAvailable(i))
other.Add(i);
else
last.Add(i);
}
else
last.Add(i);
}
}
while (result.Count < num && other.Count > 0)
{
int n = other.Count;
int r = _Rand.Next(n);
result.Add(other[r]);
other.RemoveAt(r);
}
while (result.Count < num)
{
int n = last.Count;
int r = _Rand.Next(n);
result.Add(last[r]);
last.RemoveAt(r);
}
while (result.Count > num)
{
int n = result.Count;
int r = _Rand.Next(n);
result.RemoveAt(r);
}
result.Sort();
return result;
}
}
class Combinations
{
private List<Combination> _Combs;
private Random _Rand;
private int _NumPlayer;
private int _NumMics;
public Combinations(int NumPlayer, int NumMics, Random Rand)
{
_Combs = new List<Combination>();
_NumMics = NumMics;
_NumPlayer = NumPlayer;
_Rand = Rand;
}
public Combination GetNextCombination(List<int> PlayerNrDemand)
{
if (_Combs.Count == 0)
Create();
Combination combs = new Combination();
if (_NumPlayer == _NumMics)
{
return _Combs[0];
}
//filter against PlayerNrDemand
List<Combination> combsFiltered = new List<Combination>();
if (PlayerNrDemand != null)
{
for (int i = 0; i < _Combs.Count; i++)
{
if (_Combs[i].IsAvailableAll(PlayerNrDemand))
combsFiltered.Add(_Combs[i]);
}
}
//1st fallback
if (PlayerNrDemand != null && combsFiltered.Count == 0)
{
for (int i = 0; i < _Combs.Count; i++)
{
if (_Combs[i].IsAvailableSomeone(PlayerNrDemand))
combsFiltered.Add(_Combs[i]);
}
}
//2nd fallback
if (combsFiltered.Count == 0)
{
for (int i = 0; i < _Combs.Count; i++)
{
combsFiltered.Add(_Combs[i]);
}
}
int num = combsFiltered.Count;
int rand = _Rand.Next(num);
Combination c = new Combination();
for (int i = 0; i < combsFiltered[rand].Player.Count; i++)
{
c.Player.Add(combsFiltered[rand].Player[i]);
}
_Combs.Remove(combsFiltered[rand]);
return combsFiltered[rand];
}
private void Create()
{
_Combs.Clear();
int num = (int)Math.Pow(2, _NumPlayer);
for (int i = 1; i <= num; i++)
{
Combination c = new Combination();
for (int j = 0; j < _NumPlayer; j++)
{
if ((i & (1 << j)) > 0)
{
c.Player.Add(j);
}
}
if (c.Player.Count == _NumMics)
_Combs.Add(c);
}
}
}
public class Combination
{
public List<int> Player;
public Combination()
{
Player = new List<int>();
}
public bool IsAvailable(int PlayerIndex)
{
foreach (int p in Player)
{
if (p == PlayerIndex)
return true;
}
return false;
}
public bool IsAvailableAll(List<int> PlayerIndices)
{
bool result = true;
foreach (int p in PlayerIndices)
{
result &= IsAvailable(p);
}
return result;
}
public bool IsAvailableSomeone(List<int> PlayerIndices)
{
bool result = false;
foreach (int p in PlayerIndices)
{
result |= IsAvailable(p);
}
return result;
}
}
}