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TileSet.cs
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using System;
using System.Collections.Generic;
using System.Text;
namespace Scrabble.Game_Logic {
// Bag ADT
class TileSet {
// size is not size of arr
// it is number of current tiles in bag
private int SIZE;
// tiles is bag
private Tile[] tiles;
Random rand = new Random();
public TileSet() {
SIZE = 0;
tiles = new Tile[100];
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("A", 1));
add(new Tile("B", 3));
add(new Tile("B", 3));
add(new Tile("C", 3));
add(new Tile("C", 3));
add(new Tile("D", 2));
add(new Tile("D", 2));
add(new Tile("D", 2));
add(new Tile("D", 2));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("E", 1));
add(new Tile("F", 4));
add(new Tile("F", 4));
add(new Tile("G", 2));
add(new Tile("G", 2));
add(new Tile("G", 2));
add(new Tile("H", 4));
add(new Tile("H", 4));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("I", 1));
add(new Tile("J", 8));
add(new Tile("K", 5));
add(new Tile("L", 2));
add(new Tile("L", 2));
add(new Tile("L", 2));
add(new Tile("L", 2));
add(new Tile("M", 3));
add(new Tile("M", 3));
add(new Tile("N", 2));
add(new Tile("N", 2));
add(new Tile("N", 2));
add(new Tile("N", 2));
add(new Tile("N", 2));
add(new Tile("N", 2));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("O", 1));
add(new Tile("P", 3));
add(new Tile("P", 3));
add(new Tile("Q", 10));
add(new Tile("R", 1));
add(new Tile("R", 1));
add(new Tile("R", 1));
add(new Tile("R", 1));
add(new Tile("R", 1));
add(new Tile("R", 1));
add(new Tile("S", 1));
add(new Tile("S", 1));
add(new Tile("S", 1));
add(new Tile("S", 1));
add(new Tile("T", 1));
add(new Tile("T", 1));
add(new Tile("T", 1));
add(new Tile("T", 1));
add(new Tile("T", 1));
add(new Tile("T", 1));
add(new Tile("U", 1));
add(new Tile("U", 1));
add(new Tile("U", 1));
add(new Tile("U", 1));
add(new Tile("V", 4));
add(new Tile("V", 4));
add(new Tile("W", 4));
add(new Tile("W", 4));
add(new Tile("X", 8));
add(new Tile("Y", 4));
add(new Tile("Y", 4));
add(new Tile("Z", 10));
add(new Tile("?", 0));
add(new Tile("?", 0));
}
// methods we need
// add: adds a new item to the tileset bag
// remove: removes specified item from the bag
// grab: removes and returns item from bag, like drawing from a pile
// isEmpty: returns true if SIZE == 0
// add
// finds first null index and puts tile there.
// can be used when initializing and when user switches out tiles
public bool add(Tile tile) {
for(int x=0; x<SIZE+1; x++) {
if(tiles[x] == null) {
tiles[x] = tile;
SIZE++;
return true;
}
}
return false;
}
// grab
// like drawing from a pile
// goes to random index in arr
// removes and returns that tile
public Tile grab() {
int index = rand.Next(SIZE);
Tile temp = tiles[index];
shift(index);
SIZE--;
return temp;
}
// shift
// shifts all items in array down so that no null values in between
public void shift(int index) {
if(index != 99) {
tiles[index] = tiles[index + 1];
shift(index + 1);
}
}
public Tile[] GetTiles() {
return tiles;
}
public int getSize() {
return SIZE;
}
}
}