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klondike.cs
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klondike.cs
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using System;
using System.Windows;
using System.Windows.Input;
using System.Windows.Controls;
using System.Collections.Generic;
namespace Solitaire
{
class Klondike : SolitaireGame
{
private MenuItem toFoundation;
private int drawCount;
public Klondike(Canvas mainCanvas) : base(mainCanvas)
{
this.stock = new Stock();
this.stock.MouseUp += this.onStockMouseUp;
this.canvas.Children.Add(this.stock);
this.waste = new Waste();
this.canvas.Children.Add(this.waste);
for (int a = 0; a < 4; a++)
{
var foundation = new Foundation();
this.canvas.Children.Add(foundation);
this.droppableElements.Add(foundation);
this.foundations.Add(foundation);
}
for (int a = 0; a < 7; a++)
{
var tableau = new Tableau();
this.canvas.Children.Add(tableau);
this.droppableElements.Add(tableau);
this.tableaus.Add(tableau);
}
foreach (Card.Suit suit in Enum.GetValues(typeof(Card.Suit)))
{
foreach (Card.Value value in Enum.GetValues(typeof(Card.Value)))
{
var card = new Card(suit, value);
card.MouseDown += this.onMouseDown;
card.MouseMove += this.onMouseMove;
card.MouseUp += this.onMouseUp;
this.cards.Add(card);
}
}
this.startGame();
}
public override void startGame(bool shuffle = true)
{
// disconnect the cards from their previous container
foreach (Card card in this.cards)
{
var parent = card.Parent as Panel;
if (parent != null)
{
parent.Children.Remove(card);
}
}
if (shuffle == true)
{
Utilities.shuffle(this.cards);
}
// add 1 card to the first tableau, 2 cards to the second tableau, etc
var cardsPerTableau = 1;
var index = 0;
foreach (var tableau in this.tableaus)
{
for (int a = index; a < index + cardsPerTableau; a++)
{
var card = this.cards[a];
card.showBack();
tableau.Children.Add(card);
}
tableau.getLast().showFront();
index += cardsPerTableau;
cardsPerTableau++;
}
// the rest of the cards are added to the stock
for (; index < this.cards.Count; index++)
{
var card = this.cards[index];
card.showBack();
this.stock.Children.Add(card);
}
this.drawCount = Data.KlondikeDraw;
this.waste.shownCount = this.drawCount;
base.startGame(shuffle);
}
/**
* When we click on the stock, we move 3 cards to the waste.
*/
private void onStockMouseUp(object sender, MouseButtonEventArgs e)
{
var count = this.stock.Children.Count;
// move all the cards from the waste back to the stock
if (count == 0)
{
while (this.waste.Children.Count > 0)
{
Card card = (Card)this.waste.Children[0];
card.showBack();
this.waste.Children.Remove(card);
this.stock.Children.Add(card);
}
}
// move some cards to the waste
else
{
for (int a = 0; a < this.drawCount && count > 0; a++)
{
int lastPosition = count - 1;
var card = (Card)this.stock.Children[lastPosition];
this.stock.Children.RemoveAt(lastPosition);
this.waste.Children.Add(card);
card.showFront();
count = this.stock.Children.Count;
}
}
Audio.playDealingCard();
}
public override void cardsPlayed(
List<Card> cards,
Container sourceContainer,
Container destContainer
)
{
base.cardsPlayed(cards, sourceContainer, destContainer);
foreach (var tableau in this.tableaus)
{
tableau.getLast()?.showFront();
}
}
protected override void checkGameEnd()
{
this.checkGameEndFoundation();
}
public override string getTitle()
{
return "Klondike";
}
protected override bool isCardDraggable(Card card)
{
var parent = card.Parent;
if (parent is Stock)
{
return false;
}
// the last card is draggable, the others aren't
if (parent is Waste)
{
var last = this.waste.getLast();
if (last != null && last != card)
{
return false;
}
}
if (!card.hasFrontSide())
{
return false;
}
return true;
}
public override GameKey getGameKey()
{
return GameKey.Klondike;
}
public override void positionResizeElements()
{
// the layout is a grid with 7 columns and 3 lines
// each position has space for a card + margin
// we calculate these values from the available window dimensions
var canvasWidth = this.canvas.ActualWidth;
var canvasHeight = this.canvas.ActualHeight;
var positionWidth = canvasWidth / 7;
var positionHeight = canvasHeight / 3;
var availableCardWidth = positionWidth * 0.9;
var cardHeight = positionHeight * 0.9;
var cardWidth = cardHeight * Card.Ratio;
if (cardWidth > availableCardWidth)
{
cardWidth = availableCardWidth;
cardHeight = cardWidth / Card.Ratio;
}
var horizontalMargin = (positionWidth - cardWidth) / 2; // divide by 2 since there's margin in both sides
var verticalMargin = (positionHeight - cardHeight) / 2;
// resize all the elements
foreach (Card card in this.cards)
{
card.Height = cardHeight; // the image will maintain the aspect ratio, so only need to set one
}
foreach (Tableau tableau in this.tableaus)
{
tableau.Width = cardWidth;
tableau.Height = cardHeight;
}
foreach (Foundation foundation in this.foundations)
{
foundation.Width = cardWidth;
foundation.Height = cardHeight;
}
this.waste.Width = cardWidth;
this.waste.Height = cardHeight;
this.stock.Width = cardWidth;
this.stock.Height = cardHeight;
// position all the elements
// add the stock element in the top left
double left = horizontalMargin;
double top = verticalMargin;
Canvas.SetLeft(this.stock, left);
Canvas.SetTop(this.stock, top);
// add the waste element next to the stock
left += cardWidth + horizontalMargin * 2;
Canvas.SetLeft(this.waste, left);
Canvas.SetTop(this.waste, top);
// add the foundations in the top right corner (the foundation is to where the cards need to be stacked (starting on an ace until the king)
left = canvasWidth - cardWidth - horizontalMargin;
foreach (var foundation in this.foundations)
{
Canvas.SetLeft(foundation, left);
Canvas.SetTop(foundation, top);
left -= cardWidth + 2 * horizontalMargin;
}
// add the tableau piles (where you can move any card to)
var tableauHeight = positionHeight * 2 - verticalMargin;
left = horizontalMargin;
top += cardHeight + verticalMargin;
foreach (var tableau in this.tableaus)
{
Canvas.SetLeft(tableau, left);
Canvas.SetTop(tableau, top);
left += cardWidth + 2 * horizontalMargin;
tableau.AvailableHeight = tableauHeight;
}
}
/**
* Try to send the card to the foundation.
*/
protected override void doubleClick(Card card, Container parent)
{
var cards = new List<Card>() { card };
foreach (var foundation in this.foundations)
{
if (foundation.canDrop(cards))
{
this.cardsPlayed(cards, null, foundation);
return;
}
}
}
public override void addMenuElements(Menu container)
{
var toFoundation = new MenuItem();
toFoundation.ToolTip = "alt + f";
toFoundation.Header = "To _Foundation";
toFoundation.Click += this.toFoundationClick;
container.Items.Add(toFoundation);
this.toFoundation = toFoundation;
}
public override void removeMenuElements(Menu container)
{
container.Items.Remove(this.toFoundation);
}
/**
* Tries to move all the possible cards from the waste/tableau to the foundation.
* Useful for the ending of a game, so that you don't have to manually move all the last cards.
*/
private void toFoundationClick(object sender, RoutedEventArgs e)
{
this.sendAllToFoundation();
}
/**
* Add extra rule, only a king can be sent to an empty tableau.
*/
protected override bool canDrop(List<Card> cards, Container container)
{
if (container is Tableau)
{
if (container.isEmpty() && cards[0].value != Card.Value.king)
{
return false;
}
}
return base.canDrop(cards, container);
}
public override string getHelpUrl()
{
return @"http://politaire.com/help/klondike";
}
}
}