Beispiel #1
0
        public int possibleFire(unitEnum UnitType, stanceEnum UnitStance)
        {
            int fireOffset = 0;

            switch (UnitType)
            {
            case (unitEnum.Infantry):
                fireOffset = Constants.FIRE_INFANTRY;
                break;

            case (unitEnum.Cavalry):
                fireOffset = 0;
                break;

            case (unitEnum.Artillery):
                if (UnitStance == stanceEnum.Line)
                {
                    fireOffset = Constants.FIRE_ARTILLERY;
                }
                else
                {
                    fireOffset = 0;
                }
                break;

            default:
                break;
            }

            return(fireOffset);
        }
Beispiel #2
0
 public MapUnit()
 {
     x           = 0;
     y           = 0;
     strength    = 100;
     morale      = 100;
     support     = 0;
     training    = 100;
     player      = playerEnum.Red;
     description = "Standard Unit";
     battlesWon  = 0;
     typeUnit    = unitEnum.Infantry;
     stanceUnit  = stanceEnum.Line;
 }
Beispiel #3
0
        public int possibleMoves(unitEnum UnitType, stanceEnum UnitStance)
        {
            int moveOffset = 0;

            switch (UnitType)
            {
            case (unitEnum.Infantry):
                if (UnitStance == stanceEnum.Square)
                {
                    moveOffset = Constants.MOVES_INFANTRY_SQUARE;
                }
                if (UnitStance == stanceEnum.Line)
                {
                    moveOffset = Constants.MOVES_INFANTRY_LINE;
                }
                if (UnitStance == stanceEnum.Column)
                {
                    moveOffset = Constants.MOVES_INFANTRY_COLUMN;
                }
                break;

            case (unitEnum.Cavalry):
                if (UnitStance == stanceEnum.Line)
                {
                    moveOffset = Constants.MOVES_CAVALRY_LINE;
                }
                if (UnitStance == stanceEnum.Column)
                {
                    moveOffset = Constants.MOVES_CAVALRY_COLUMN;
                }
                break;

            case (unitEnum.Artillery):
                if (UnitStance == stanceEnum.Line)
                {
                    moveOffset = Constants.MOVES_ARTILLERY_LINE;
                }
                if (UnitStance == stanceEnum.Column)
                {
                    moveOffset = Constants.MOVES_ARTILLERY_COLUMN;
                }
                break;

            default:
                moveOffset = 0;
                break;
            }

            return(moveOffset);
        }
Beispiel #4
0
        public void changeUnitStance(ref MapUnit[] playerUnits, int thisUnit, stanceEnum toStance)
        {
            lastUnit1       = (MapUnit)playerUnits[thisUnit].Clone();
            lastUnit2       = null;
            lastMove        = enumMoveType.Stance;
            lastU1          = thisUnit;
            lastU2          = -1;
            lastResult1     = EnumResult.Nothing;
            lastResult2     = EnumResult.Nothing;
            lastUnit1Damage = 0;
            lastUnit2Damage = 0;
            lastCalc1       = "";
            lastCalc2       = "";

            playerUnits[thisUnit].stanceUnit = toStance;
        }
 public void showUnit(stanceEnum stance, unitEnum unitType, playerEnum player, int support, int strength, int morale, int training, string description, int won, int x, int y, Image image, string currentPlayer)
 {
     if (strength == -1)
     {
         labelX.Text = "";
         labelX.Text = "";
         labelY.Text = "";
         labelUnitDescription.Text = "";
         labelUnitWon.Text         = "";
         labelUnitStance.Text      = "";
         labelUnitSupport.Text     = "";
         labelUnitStrength.Text    = "";
         labelUnitMorale.Text      = "";
         labelUnitTraining.Text    = "";
         labelUnitType.Text        = "";
         labelPlayerName.Text      = "";
         this.pictureUnit.Image    = image;
         this.pictureUnit.Visible  = false;
     }
     else
     {
         labelX.Text = "X: " + x.ToString();
         labelY.Text = "Y: " + y.ToString();
         labelUnitDescription.Text = description;
         labelUnitWon.Text         = "Battles Won: " + won.ToString();
         labelUnitStance.Text      = "Stance: " + stance.ToString();
         labelUnitSupport.Text     = "Support: " + support.ToString();
         labelUnitStrength.Text    = "Strength: " + strength.ToString();
         labelUnitMorale.Text      = "Morale: " + morale.ToString();
         labelUnitTraining.Text    = "Training: " + training.ToString();
         labelUnitType.Text        = "Unit Type: " + unitType.ToString();
         labelPlayerName.Text      = currentPlayer;
         this.pictureUnit.Image    = image;
         this.pictureUnit.Visible  = true;
     }
 }
        // using minimax type of algorithm
        public int makeMove(ref MapUnit[] playerUnits, playerEnum player, int maxUnits, int thisDepth, int maxDepth, int bestWeight)
        {
            traceProgress("makeMove() - *** DEPTH *** " + thisDepth.ToString() + " bestweight:" + bestWeight.ToString());

            // already got end-condition, then this recurse not needed
            if (bestWeight == Constants.MAXIMUM_WEIGHT)
            {
                return(Constants.MINIMUM_WEIGHT);
            }

            if (modelBattleEngine == null)
            {
                modelBattleEngine = new BattleEngine();
                modelBattleEngine.newBattle(mapX, mapY);
            }

            MapUnit[] modelUnits = new MapUnit[maxUnits];
            for (int mu = 0; mu < maxUnits; mu++)
            {
                modelUnits[mu] = (MapUnit)playerUnits[mu].Clone();
            }

            if (thisDepth == 0)
            {
                movesConsidered = 0;
                deadUnits       = modelBattleEngine.countDeadUnits(ref modelUnits, player, maxUnits);

                bestU        = -1;
                bestF        = -1;
                bestX        = -1;
                bestY        = -1;
                bestMoveType = enumMoveType.Nothing;
                bestStance   = stanceEnum.Nothing;

                traceProgress("makeMove() - *** INITIALISE *** max:" + mapX.ToString() + "," + mapY.ToString());
            }

            int startingWeight = calculateWeight(ref modelUnits, ref modelBattleEngine, player, maxUnits);

            traceProgress("makeMove() - startingWeight:" + startingWeight.ToString());

            int u = 0;

            while (u < maxUnits && bestWeight != Constants.MAXIMUM_WEIGHT)
            {
                if (player == modelUnits[u].player && modelUnits[u].strength > 0)
                {
                    traceProgress("makeMove() - UNIT:" + modelUnits[u].description);

                    // Moves
                    int moveOffset = modelBattleEngine.possibleMoves(modelUnits[u].typeUnit, modelUnits[u].stanceUnit);

                    int startX = modelUnits[u].x - moveOffset;
                    int endX   = modelUnits[u].x + moveOffset;
                    if (startX < 0)
                    {
                        startX = 0;
                    }
                    if (endX >= mapX)
                    {
                        endX = mapX - 1;
                    }

                    for (int i = startX; i <= endX; i++)
                    {
                        int startY = modelUnits[u].y - moveOffset;
                        int endY   = modelUnits[u].y + moveOffset;
                        if (startY < 0)
                        {
                            startY = 0;
                        }
                        if (endY >= mapY)
                        {
                            endY = mapY - 1;
                        }

                        for (int j = startY; j <= endY; j++)
                        {
                            if (bestWeight != Constants.MAXIMUM_WEIGHT)
                            {
                                playerEnum enemyPlayer       = (player == playerEnum.Red)? playerEnum.Blue : playerEnum.Red;
                                int        livingEnemyBefore = modelBattleEngine.countLivingUnits(ref modelUnits, enemyPlayer, maxUnits);

                                MapUnit oldUnit                    = (MapUnit)modelUnits[u].Clone();
                                MapUnit oldAttackedUnit            = null;
                                int     nearestEnemyBefore         = modelBattleEngine.findNearestFriend(ref modelUnits, u, maxUnits, true);
                                int     nearestEnemyDistanceBefore = modelBattleEngine.calculateDistance(ref modelUnits, nearestEnemyBefore, u);

                                int  f            = modelBattleEngine.findUnit(ref modelUnits, i, j, maxUnits);
                                int  playerWeight = Constants.MINIMUM_WEIGHT;
                                bool noChange     = false;
                                if (f > -1)
                                {
                                    if (f != u && modelUnits[f].player != modelUnits[u].player && modelUnits[f].strength > 0)
                                    {
                                        movesConsidered++;

                                        // nearby enemy unit, try attacking
                                        oldAttackedUnit = (MapUnit)modelUnits[f].Clone();

                                        modelUnits[u].x = i;
                                        modelUnits[u].y = j;

                                        modelBattleEngine.fightUnits(ref modelUnits, u, f, maxUnits, false);

                                        traceProgress("makeMove() - Attack:" + modelUnits[f].description);
                                    }
                                    else
                                    {
                                        noChange = true;
                                    }
                                }
                                else
                                {
                                    movesConsidered++;

                                    // empty square, so try moving
                                    modelUnits[u].x = i;
                                    modelUnits[u].y = j;

                                    traceProgress("makeMove() - Move:" + i.ToString() + "," + j.ToString());
                                }

                                if (noChange == false)
                                {
                                    if (thisDepth < maxDepth)
                                    {
                                        if (pruneFar == true)
                                        {
                                            // stop moves away from enemy
                                            int nearestEnemyAfter         = modelBattleEngine.findNearestFriend(ref modelUnits, u, maxUnits, true);
                                            int nearestEnemyDistanceAfter = modelBattleEngine.calculateDistance(ref modelUnits, nearestEnemyAfter, u);

                                            if (nearestEnemyDistanceAfter > nearestEnemyDistanceBefore)
                                            {
                                                playerWeight = Constants.MINIMUM_WEIGHT;
                                            }
                                            else
                                            {
                                                // if not at maxDepth, then recurse for unpruned tree
                                                playerWeight = makeMove(ref modelUnits, player, maxUnits, thisDepth + 1, maxDepth, bestWeight);
                                            }
                                        }
                                        else
                                        {
                                            // if all enemy dead, then this is end condition!
                                            int livingEnemyAfter = modelBattleEngine.countLivingUnits(ref modelUnits, enemyPlayer, maxUnits);
                                            if (livingEnemyAfter <= 0)
                                            {
                                                playerWeight = Constants.MAXIMUM_WEIGHT;
                                            }
                                            else
                                            {
                                                // if not at maxDepth, then recurse
                                                playerWeight = makeMove(ref modelUnits, player, maxUnits, thisDepth + 1, maxDepth, bestWeight);

                                                if (livingEnemyAfter < livingEnemyBefore)
                                                {
                                                    playerWeight++;
                                                }
                                            }
                                        }

                                        traceProgress("makeMove() - RecursedWeight:" + playerWeight.ToString());
                                    }
                                    else
                                    {
                                        // finally at max depth, what is the weighting?
                                        playerWeight = calculateWeight(ref modelUnits, ref modelBattleEngine, player, maxUnits);

                                        traceProgress("makeMove() - playerWeight:" + playerWeight.ToString());
                                    }

                                    if (playerWeight > bestWeight)
                                    {
                                        if (f > -1)
                                        {
                                            if (modelUnits[u].player != modelUnits[f].player)
                                            {
                                                bestWeight   = playerWeight;
                                                bestX        = i;
                                                bestY        = j;
                                                bestU        = u;
                                                bestF        = f;
                                                bestMoveType = enumMoveType.Attack;

                                                traceProgress("makeMove() - Set bestWeight:" + playerWeight.ToString());
                                                traceProgress("makeMove() - To Attack:" + modelUnits[f].description);
                                            }
                                        }
                                        else
                                        {
                                            bestWeight   = playerWeight;
                                            bestX        = i;
                                            bestY        = j;
                                            bestU        = u;
                                            bestF        = -1;
                                            bestMoveType = enumMoveType.Move;

                                            traceProgress("makeMove() - Set bestWeight:" + playerWeight.ToString());
                                            traceProgress("makeMove() - To Move:" + i.ToString() + "," + j.ToString());
                                        }
                                    }
                                }

                                // undo hypothetical move
                                modelUnits[u] = (MapUnit)oldUnit.Clone();

                                // undo hypothetical attack
                                if (f > -1 && oldAttackedUnit != null)
                                {
                                    modelUnits[f] = (MapUnit)oldAttackedUnit.Clone();
                                }
                            }
                        }

                        // try changing stance
                        int     stanceWeight  = Constants.MINIMUM_WEIGHT;
                        int     numberStances = 0;
                        MapUnit oldStanceUnit = (MapUnit)modelUnits[u].Clone();

                        switch (modelUnits[u].typeUnit)
                        {
                        case (unitEnum.Artillery):
                            numberStances = 2;
                            break;

                        case (unitEnum.Cavalry):
                            numberStances = 2;
                            break;

                        case (unitEnum.Infantry):
                            numberStances = 3;
                            break;

                        default:
                            numberStances = 0;
                            break;
                        }

                        int us = 1;
                        while (us <= numberStances)
                        {
                            bool       stanceChange  = false;
                            stanceEnum currentStance = stanceEnum.Nothing;

                            switch (us)
                            {
                            case (1):
                                if (modelUnits[u].stanceUnit != stanceEnum.Line)
                                {
                                    modelUnits[u].stanceUnit = stanceEnum.Line;
                                    currentStance            = stanceEnum.Line;
                                    stanceChange             = true;
                                }
                                break;

                            case (2):
                                if (modelUnits[u].stanceUnit != stanceEnum.Column)
                                {
                                    //modelUnits[u].stanceUnit = stanceEnum.Column;
                                    //currentStance = stanceEnum.Column;
                                    //stanceChange = true;
                                }
                                break;

                            case (3):
                                if (modelUnits[u].stanceUnit != stanceEnum.Square)
                                {
                                    modelUnits[u].stanceUnit = stanceEnum.Square;
                                    currentStance            = stanceEnum.Square;
                                    stanceChange             = true;
                                }
                                break;
                            }

                            if (stanceChange == false)
                            {
                                stanceWeight = Constants.MINIMUM_WEIGHT;
                            }
                            else
                            {
                                traceProgress("makeMove() - Set stance:" + currentStance.ToString());

                                movesConsidered++;

                                if (thisDepth < maxDepth)
                                {
                                    stanceWeight = makeMove(ref modelUnits, player, maxUnits, thisDepth + 1, maxDepth, bestWeight);
                                    traceProgress("makeMove() - recursedWeight:" + stanceWeight.ToString());
                                }
                                else
                                {
                                    stanceWeight = calculateWeight(ref modelUnits, ref modelBattleEngine, player, maxUnits);
                                    traceProgress("makeMove() - stanceWeight:" + stanceWeight.ToString());
                                }
                            }

                            if (stanceWeight > bestWeight && currentStance != stanceEnum.Nothing)
                            {
                                bestWeight   = stanceWeight;
                                bestU        = u;
                                bestStance   = currentStance;
                                bestMoveType = enumMoveType.Stance;

                                traceProgress("makeMove() - Set bestWeight:" + stanceWeight.ToString());
                                traceProgress("makeMove() - stance:" + currentStance.ToString());
                            }

                            // undo hypothetical stance change
                            modelUnits[u] = (MapUnit)oldStanceUnit.Clone();
                            us++;
                        }

                        // try firing at all nearby units
                        int fireWeight = Constants.MINIMUM_WEIGHT;
                        int fireOffset = modelBattleEngine.possibleFire(modelUnits[u].typeUnit, modelUnits[u].stanceUnit);
                        if (fireOffset > 0)
                        {
                            int uf = 0;
                            while (uf < maxUnits && bestWeight != Constants.MAXIMUM_WEIGHT)
                            {
                                if (modelUnits[u].player != modelUnits[uf].player && modelUnits[uf].strength > 0)
                                {
                                    playerEnum enemyPlayer       = (player == playerEnum.Red)? playerEnum.Blue : playerEnum.Red;
                                    int        livingEnemyBefore = modelBattleEngine.countLivingUnits(ref modelUnits, enemyPlayer, maxUnits);

                                    MapUnit oldFireUnit = (MapUnit)modelUnits[uf].Clone();

                                    movesConsidered++;
                                    traceProgress("makeMove() - Fire At:" + modelUnits[uf].description);

                                    int distanceFire = modelBattleEngine.calculateDistance(ref modelUnits, uf, u);
                                    if (distanceFire <= fireOffset)
                                    {
                                        traceProgress("makeMove() - Distance:" + distanceFire.ToString());

                                        modelBattleEngine.fireAtUnit(ref modelUnits, u, uf, maxUnits, false);

                                        if (thisDepth < maxDepth)
                                        {
                                            // if all enemy dead, then this is end condition!
                                            int livingEnemyAfter = modelBattleEngine.countLivingUnits(ref modelUnits, enemyPlayer, maxUnits);
                                            if (livingEnemyAfter <= 0)
                                            {
                                                fireWeight = Constants.MAXIMUM_WEIGHT;
                                            }
                                            else
                                            {
                                                // if not at maxDepth, then recurse
                                                fireWeight = makeMove(ref modelUnits, player, maxUnits, thisDepth + 1, maxDepth, bestWeight);

                                                if (livingEnemyAfter < livingEnemyBefore)
                                                {
                                                    fireWeight++;
                                                }
                                            }

                                            traceProgress("makeMove() - recursedWeight:" + fireWeight.ToString());
                                        }
                                        else
                                        {
                                            fireWeight = calculateWeight(ref modelUnits, ref modelBattleEngine, player, maxUnits);

                                            traceProgress("makeMove() - fireWeight:" + fireWeight.ToString());
                                        }

                                        if (fireWeight > bestWeight)
                                        {
                                            bestWeight   = fireWeight;
                                            bestU        = u;
                                            bestF        = uf;
                                            bestMoveType = enumMoveType.Fire;

                                            traceProgress("makeMove() - Set Fire:" + modelUnits[uf].description);
                                        }

                                        // undo hypothetical fire
                                        modelUnits[uf] = (MapUnit)oldFireUnit.Clone();
                                    }
                                }

                                uf++;
                            }
                        }
                    }
                }

                u++;
            }

            if (bestU > -1 && thisDepth == 0)
            {
                bool moveMade = false;
                traceProgress("makeMove() - *** MAKE COMPUTER MOVE ***");

                switch (bestMoveType)
                {
                case (enumMoveType.Move):
                    if (bestX > -1 && bestY > -1)
                    {
                        modelBattleEngine.moveUnit(ref playerUnits, bestU, bestX, bestY);
                        moveMade = true;

                        traceProgress("makeMove() - *** MOVE UNIT ***");
                        traceProgress("makeMove() - " + playerUnits[bestU].description + " to " + bestX.ToString() + "," + bestY.ToString());
                    }
                    break;

                case (enumMoveType.Attack):
                    if (bestX > -1 && bestY > -1)
                    {
                        playerUnits[bestU].x = bestX;
                        playerUnits[bestU].y = bestY;

                        modelBattleEngine.fightUnits(ref playerUnits, bestU, bestF, maxUnits, true);
                        moveMade = true;

                        traceProgress("makeMove() - *** ATTACK UNIT ***");
                        traceProgress("makeMove() - " + playerUnits[bestU].description + " to " + playerUnits[bestF].description);
                    }
                    break;

                case (enumMoveType.Fire):
                    modelBattleEngine.fireAtUnit(ref playerUnits, bestU, bestF, maxUnits, true);
                    moveMade = true;

                    traceProgress("makeMove() - *** FIRE ON UNIT ***");
                    traceProgress("makeMove() - " + playerUnits[bestU].description + " to " + playerUnits[bestF].description);
                    break;

                case (enumMoveType.Stance):
                    modelBattleEngine.changeUnitStance(ref playerUnits, bestU, bestStance);
                    moveMade = true;

                    traceProgress("makeMove() - *** CHANGE STANCE ***");
                    traceProgress("makeMove() - " + playerUnits[bestU].description + " to " + bestStance.ToString());
                    break;

                default:
                    traceProgress("makeMove() - *** ERROR - DEFAULT CASE ***");
                    moveMade = false;
                    break;
                }

                traceProgress("makeMove() - moves considered:" + movesConsidered.ToString());

                Debug.Assert(moveMade == true, "No move made", "madeMove() failed to create a move!");

                if (moveMade == false)
                {
                    bestWeight = Constants.MINIMUM_WEIGHT;
                }
            }

            traceProgress("makeMove() - return weight:" + bestWeight.ToString());
            return(bestWeight);
        }