SetStartingDeckPerPlayer() public method

public SetStartingDeckPerPlayer ( IEnumerable cardPerPlayer ) : void
cardPerPlayer IEnumerable
return void
Beispiel #1
0
        public double ComparePlayers(
            PlayerAction player1,
            PlayerAction player2,
            bool useShelters          = false,
            bool useColonyAndPlatinum = false,
            StartingCardSplit split   = StartingCardSplit.Random,
            bool rotateWhoStartsFirst = true,
            IEnumerable <CardCountPair>[] startingDeckPerPlayer = null,
            bool shouldParallel         = true,
            bool showVerboseScore       = true,
            bool showCompactScore       = false,
            bool showDistribution       = false,
            bool createHtmlReport       = true,
            bool createRankingReport    = false,
            int numberOfGames           = 1000,
            int logGameCount            = 10,
            bool debugLogs              = false,
            CreateGameLog createGameLog = null)
        {
            GameConfigBuilder builder = new GameConfigBuilder();

            PlayerAction.SetKingdomCards(builder, player1, player2);

            builder.useColonyAndPlatinum = useColonyAndPlatinum;
            builder.useShelters          = useShelters;
            builder.CardSplit            = split;

            if (startingDeckPerPlayer != null)
            {
                builder.SetStartingDeckPerPlayer(startingDeckPerPlayer);
            }

            var gameConfig = builder.ToGameConfig();

            return(ComparePlayers(
                       player1,
                       player2,
                       gameConfig,
                       rotateWhoStartsFirst: rotateWhoStartsFirst,
                       shouldParallel: shouldParallel,
                       showVerboseScore: showVerboseScore,
                       showCompactScore: showCompactScore,
                       showDistribution: showDistribution,
                       createHtmlReport: createHtmlReport,
                       createRankingReport: createRankingReport,
                       logGameCount: logGameCount,
                       debugLogs: debugLogs,
                       numberOfGames: numberOfGames,
                       createGameLog: createGameLog));
        }
        /*
         *  This code answers the following question.   It's player 1's turn.   No provinces have been bought yet - but he's down
         *  scrying pools (lost the split 4/6) and has a more non actions in his deck than the opponent.   Opponenent can
         *  also double province on his turn.  If player1 starts a double province buy war, he will probably Not chain first and lose.
         *  So intead, though he can afford 2 provinces, opts for 1 province, 2 estates and 2 crossroads.
         *  This leaves the deck composition as described below, with scrying pool and festival pile already empty.
         *  There are remaining 6 estates ending, the plan is on the next turn to chain enough of the deck to buy all 6 estates
         *  and 3 pile out the game.   What is the probability of this happening?  (need to draw all 5 festivals and 2 additional coin)
         * */
        public static void Run()
        {
            var player1 = ScryingPoolAndCrossroads.Player();
            var player2 = Strategies.BigMoney.Player();

            var builder = new GameConfigBuilder();
            builder.CardSplit = StartingCardSplit.Random;

            builder.SetStartingDeckPerPlayer(
                new Dominion.CardCountPair[][]
            {
                new Dominion.CardCountPair[]        // Player1
                {
                    new Dominion.CardCountPair(Cards.Estate, 5),
                    new Dominion.CardCountPair(Cards.Province, 1),
                    new Dominion.CardCountPair(Cards.Festival, 5),
                    new Dominion.CardCountPair(Cards.Silver, 2),
                    new Dominion.CardCountPair(Cards.Copper, 2),
                    new Dominion.CardCountPair(Cards.CrossRoads, 3),
                    new Dominion.CardCountPair(Cards.ScryingPool, 4),
                    new Dominion.CardCountPair(Cards.WanderingMinstrel, 1),
                    new Dominion.CardCountPair(Cards.Remake, 1),
                },
                new Dominion.CardCountPair[]        // Player2
                {
                    new Dominion.CardCountPair(Cards.Estate, 3),
                    new Dominion.CardCountPair(Cards.Copper, 7),
                }
            });

            builder.SetKingdomCards(player1, player2);
            GameConfig gameConfig = builder.ToGameConfig();

            var playerActions = new PlayerAction[] { player1, player2 };

            int countWin = 0;
            int countGame = 1000;
            for (int i = 0; i < countGame; ++i)
            {
                using (var indentedTextOutput = TestOutput.GetGameLogWriterForIteration(playerActions, i))
                {
                    var gameLog = new HumanReadableGameLog(indentedTextOutput);
                    using (Game game = new Game(new Random(i), gameConfig, gameLog))
                    {
                        GameState gameState = new GameState(playerActions, new int[] { 0, 1 }, game);

                        PlayerState currentPlayer = gameState.players[0];

                        gameLog.BeginRound(currentPlayer);
                        gameState.PlayTurn(currentPlayer);
                        // 11 = 3 starting estates plus all 8 estates in the pile
                        if (currentPlayer.AllOwnedCards.CountOf(Cards.Estate) == 11)
                        {
                            countWin++;
                            System.Console.WriteLine("Won Game {0}", i);
                        }
                    }
                }
            }

            System.Console.WriteLine("{1}% win for {0}", player1.PlayerName, (double)countWin / countGame * 100);
        }
        public double ComparePlayers(
            PlayerAction player1,
            PlayerAction player2,
            bool useShelters = false,
            bool useColonyAndPlatinum = false,
            StartingCardSplit split = StartingCardSplit.Random,
            bool rotateWhoStartsFirst = true,
            IEnumerable<CardCountPair>[] startingDeckPerPlayer = null,
            bool shouldParallel = true,
            bool showVerboseScore = true,
            bool showCompactScore = false,
            bool showDistribution = false,
            bool createHtmlReport = true,
            bool createRankingReport = false,
            int numberOfGames = 1000,
            int logGameCount = 10,
            bool debugLogs = false,
            CreateGameLog createGameLog = null)
        {
            GameConfigBuilder builder = new GameConfigBuilder();
            builder.SetKingdomCards(player1, player2);

            builder.useColonyAndPlatinum = useColonyAndPlatinum;
            builder.useShelters = useShelters;
            builder.CardSplit = split;

            if (startingDeckPerPlayer != null)
                builder.SetStartingDeckPerPlayer(startingDeckPerPlayer);

            var gameConfig = builder.ToGameConfig();

            return ComparePlayers(
                player1,
                player2,
                gameConfig,
                rotateWhoStartsFirst: rotateWhoStartsFirst,
                shouldParallel: shouldParallel,
                showVerboseScore: showVerboseScore,
                showCompactScore: showCompactScore,
                showDistribution: showDistribution,
                createHtmlReport: createHtmlReport,
                createRankingReport: createRankingReport,
                logGameCount: logGameCount,
                debugLogs: debugLogs,
                numberOfGames: numberOfGames,
                createGameLog: createGameLog);
        }