vars and target-typed new

This commit is contained in:
Kwoth
2021-12-20 00:15:39 +01:00
parent ee33313519
commit cd379fd308
75 changed files with 198 additions and 198 deletions

View File

@@ -79,7 +79,7 @@ public sealed class Connect4Game : IDisposable
_cs = cs;
_rng = new NadekoRandom();
for (int i = 0; i < NumberOfColumns * NumberOfRows; i++)
for (var i = 0; i < NumberOfColumns * NumberOfRows; i++)
{
_gameState[i] = Field.Empty;
}
@@ -169,7 +169,7 @@ public sealed class Connect4Game : IDisposable
return false;
var start = NumberOfRows * inputCol;
for (int i = start; i < start + NumberOfRows; i++)
for (var i = start; i < start + NumberOfRows; i++)
{
if (_gameState[i] == Field.Empty)
{
@@ -181,12 +181,12 @@ public sealed class Connect4Game : IDisposable
//check winnning condition
// ok, i'll go from [0-2] in rows (and through all columns) and check upward if 4 are connected
for (int i = 0; i < NumberOfRows - 3; i++)
for (var i = 0; i < NumberOfRows - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int j = 0; j < NumberOfColumns; j++)
for (var j = 0; j < NumberOfColumns; j++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -194,7 +194,7 @@ public sealed class Connect4Game : IDisposable
var first = _gameState[i + j * NumberOfRows];
if (first != Field.Empty)
{
for (int k = 1; k < 4; k++)
for (var k = 1; k < 4; k++)
{
var next = _gameState[i + k + j * NumberOfRows];
if (next == first)
@@ -211,12 +211,12 @@ public sealed class Connect4Game : IDisposable
}
// i'll go [0-1] in columns (and through all rows) and check to the right if 4 are connected
for (int i = 0; i < NumberOfColumns - 3; i++)
for (var i = 0; i < NumberOfColumns - 3; i++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int j = 0; j < NumberOfRows; j++)
for (var j = 0; j < NumberOfRows; j++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -224,7 +224,7 @@ public sealed class Connect4Game : IDisposable
var first = _gameState[j + i * NumberOfRows];
if (first != Field.Empty)
{
for (int k = 1; k < 4; k++)
for (var k = 1; k < 4; k++)
{
var next = _gameState[j + (i + k) * NumberOfRows];
if (next == first)
@@ -239,12 +239,12 @@ public sealed class Connect4Game : IDisposable
}
//need to check diagonal now
for (int col = 0; col < NumberOfColumns; col++)
for (var col = 0; col < NumberOfColumns; col++)
{
if (CurrentPhase == Phase.Ended)
break;
for (int row = 0; row < NumberOfRows; row++)
for (var row = 0; row < NumberOfRows; row++)
{
if (CurrentPhase == Phase.Ended)
break;
@@ -256,7 +256,7 @@ public sealed class Connect4Game : IDisposable
var same = 1;
//top left
for (int i = 1; i < 4; i++)
for (var i = 1; i < 4; i++)
{
//while going top left, rows are increasing, columns are decreasing
var curRow = row + i;
@@ -283,7 +283,7 @@ public sealed class Connect4Game : IDisposable
same = 1;
//top right
for (int i = 1; i < 4; i++)
for (var i = 1; i < 4; i++)
{
//while going top right, rows are increasing, columns are increasing
var curRow = row + i;
@@ -361,7 +361,7 @@ public sealed class Connect4Game : IDisposable
private bool IsColumnFull(int column)
{
var start = NumberOfRows * column;
for (int i = start; i < start + NumberOfRows; i++)
for (var i = start; i < start + NumberOfRows; i++)
{
if (_gameState[i] == Field.Empty)
return false;