public SetStartingDeckPerPlayer ( IEnumerable |
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cardPerPlayer | IEnumerable |
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return | void |
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); }