Ejemplo n.º 1
0
        /// <summary>
        /// Calculate the score of the current grid, adding it to the state's cumulative score
        /// and checking if the game is over
        /// </summary>
        /// <returns> The score of the current grid in the simulation </returns>
        public int CalculateScore()
        {
            // get the current grid of units in the simulation
            Unit[,] grid = currentState.UnitGrid;
            //keeps track of the board's current score
            int gridScore = 0;

            //loop through the entire grid
            for (int j = 0; j < grid.GetLength(GridHelper.ROW); j++)
            {
                for (int k = 0; k < grid.GetLength(GridHelper.COLUMN); k++)
                {
                    //check if block is a virus or not a cell - if so, add the block's species complexity to the total
                    if (!(grid[j, k] is Virus) && grid[j, k] != null)
                    {
                        //add the product of the unit's species complexity and age, or just the species complexity if they are new, to the grid score
                        gridScore += Math.Max((grid[j, k] as LivingUnit).SpeciesComplexity * (grid[j, k] as LivingUnit).Age, (grid[j, k] as LivingUnit).SpeciesComplexity);
                    }
                }
            }
            // if the current score of the board is higher than the highest recorded concurrent score, it becomes the new highest concurrent score
            if (gridScore > HighestConcurrentScore)
            {
                HighestConcurrentScore = gridScore;
            }
            // add the score of the board to the tracker of the current board's score
            CurrentScore += gridScore;
            return(gridScore);
        }
Ejemplo n.º 2
0
        public BoardData(Unit[,] boardData)
        {
            sizeX = boardData.GetLength(0);
            sizeY = boardData.GetLength(1);

            _boardData = (Unit[, ])boardData.Clone();
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Ввывести матрицу смежности в консоль
        /// </summary>
        public void ViewGraph()
        {
            for (int i = 0; i < Graph.GetLength(0); i++)
            {
                for (int j = 0; j < Graph.GetLength(1); j++)
                {
                    ResetColor();
                    if (Graph[i, j].weight != int.MaxValue)
                    {
                        #region Подкрасить вершины в консоле;
                        //Белый - не обнаруженна;
                        //Желтый - обнруженна;
                        //Зеленый - обработана;
                        switch (Graph[i, j].status)
                        {
                        case 0: ForegroundColor = System.ConsoleColor.White; break;

                        case 1: ForegroundColor = System.ConsoleColor.Yellow; break;

                        case 2: ForegroundColor = System.ConsoleColor.Green; break;

                        default:
                            break;
                        }
                        #endregion
                        Write($"{Graph[i, j].weight:D2} ");
                    }
                    else
                    {
                        Write($" - ");
                    }
                }
                Write("\n");
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Gets the number of neighbors of the same type as this Multicellular
        /// in a 5x5 square centered on the organism.
        /// </summary>
        /// <param name="grid"></param>
        /// <returns> an integer representing the number of neighbours of the same species that this unit has </returns>
        protected int NumberOfSameSpeciesNeighbors(Unit[,] grid)
        {
            // Create a counter to store the number of same species neighbours
            int numNeighbors = 0;
            // Compute the boundaries of the area to check for same species neighbours
            int rowLowerBound = Math.Max(0, Location.r - EXTENDED_NEIGHBORHOOD_SIZE / 2),
                colLowerBound = Math.Max(0, Location.c - EXTENDED_NEIGHBORHOOD_SIZE / 2);
            int rowUpperBound = Math.Min(grid.GetLength(GridHelper.ROW), Location.r + EXTENDED_NEIGHBORHOOD_SIZE / 2 + 1),
                colUpperBound = Math.Min(grid.GetLength(GridHelper.COLUMN), Location.c + EXTENDED_NEIGHBORHOOD_SIZE / 2 + 1);

            // Loop through all rows in the area to be checked to check each grid cell
            for (int i = rowLowerBound; i < rowUpperBound; i++)
            {
                // Loop through all columns in the area to be checked to check each grid cell
                for (int j = colLowerBound; j < colUpperBound; j++)
                {
                    // Check if the current grid cell is in the grid and holds a unit
                    if (grid.InGridBounds(i, j) && grid[i, j] != null)
                    {
                        // Increase the number of same species neighbour in the community
                        // only if the type of the unit in the current grid cell matches the type of the current unit
                        numNeighbors += grid[i, j].GetType() == this.GetType() ? 1 : 0;
                    }
                }
            }
            // Return the number of same species neighbours in the area surrounding this unit
            return(numNeighbors);
        }
Ejemplo n.º 5
0
        //methods
        public Genetic(List <Unit> units, int size)
        {
            this.units = units;
            SetMaxNumber();
            SetPopulation();
            population.OrderPopulationByFitness();
            Unit[,] us = population.Chromosomes.First().GetArray(size);
            int count = 0;

            while (!population.Chromosomes.Exists(x => x.Fitness == 0) && count < Consts.FILL_GCOUNT)
            {
                Crossover();
                population.OrderPopulationByFitness();
                us = population.Chromosomes.First().GetArray(size);
                for (int i = 0; i < us.GetLength(0); i++)
                {
                    string s = "";
                    for (int j = 0; j < us.GetLength(1); j++)
                    {
                        s += us[i, j].Number;
                    }
                    Debug.WriteLine(s);
                }
                Debug.WriteLine("");
                count++;
            }
            FillBusinessLogic.FillArray = us;
        }
Ejemplo n.º 6
0
 private void GetEmptyFields(int x, int y)
 {
     if (x + 1 < FillArray.GetLength(0))
     {
         if (!FillArray[x + 1, y].HasValue)
         {
             emptyFields.Add(FillArray[x + 1, y].Point);
         }
     }
     if (y + 1 < FillArray.GetLength(1))
     {
         if (!FillArray[x, y + 1].HasValue)
         {
             emptyFields.Add(FillArray[x, y + 1].Point);
         }
     }
     if (x - 1 >= 0)
     {
         if (!FillArray[x - 1, y].HasValue)
         {
             emptyFields.Add(FillArray[x - 1, y].Point);
         }
     }
     if (y - 1 >= 0)
     {
         if (!FillArray[x, y - 1].HasValue)
         {
             emptyFields.Add(FillArray[x, y - 1].Point);
         }
     }
 }
Ejemplo n.º 7
0
 //Загрузка матрицы состояния
 public static void Load_Matrix(Unit[,] matrix_state, Unit[,] saved_state)
 {
     for (int i = 0; i < saved_state.GetLength(0); i++)
     {
         for (int j = 0; j < saved_state.GetLength(1); j++)
         {
             matrix_state[i, j] = new Unit(saved_state[i, j].Get_Unit_Type(), saved_state[i, j].Get_Position_I(), saved_state[i, j].Get_Position_J());
         }
     }
 }
Ejemplo n.º 8
0
 public void Clear()
 {
     for (int x = 0, m = data.GetLength(0); x < m; x++)
     {
         for (int y = 0, n = data.GetLength(1); y < n; y++)
         {
             data[x, y] = null;
         }
     }
 }
Ejemplo n.º 9
0
 public void Show()
 {
     for (int i = 0; i < arr.GetLength(0); i++)
     {
         for (int j = 0; j < arr.GetLength(1); j++)
         {
             Console.Write("{0} ", arr[i, j]);
         }
         Console.WriteLine();
     }
 }
Ejemplo n.º 10
0
 public static Unit getUnitOnTable(int column, int row, Unit[,] unitsTable)
 {
     if (-1 < column && column < unitsTable.GetLength(0) &&
         -1 < row && row < unitsTable.GetLength(1))
     {
         return(unitsTable [column, row]);
     }
     else
     {
         return(null);
     }
 }
Ejemplo n.º 11
0
 public Computer()
 {
     for (int i = 0; i < Matrix_Com_Enemy.GetLength(0); i++)
     {
         for (int j = 0; j < Matrix_Com_Enemy.GetLength(1); j++)
         {
             Matrix_Com_Enemy[i, j] = new Unit(unit_type.sea, i, j);
             Matrix_Com_My[i, j]    = new Unit(unit_type.sea, i, j);
         }
     }
     AutoAction.AutoSetShips(ref Matrix_Com_My);
 }
Ejemplo n.º 12
0
    public void InitBoardSwap(Unit[,] table)
    {
        unitsTable = table;
        inputCtr   = GetComponent <InputControl_board>();
        Unit tempU = GetFirstValidUnit_onTable(table);

        inputCtr.createBoardBoundary(unitsTable.GetLength(0), unitsTable.GetLength(1), tempU.transform.position.z);

        Transform board = tempU.transform.parent;

        offX = board.position.x;
        offY = board.position.y;
    }
Ejemplo n.º 13
0
 /// <summary>
 /// Написать рекурсивную функцию обхода графа в глубину
 /// </summary>
 static void RoundDepth(ref int[,] array, int start)
 {
     array[start, 0] += 1;
     array[start, 1]  = 1;
     for (int i = 0; i < unitsGraph.GetLength(0); i++)
     {
         if (unitsGraph[start, i].weight != int.MaxValue && array[i, 1] == 0)
         {
             array[i, 0] = array[start, 0];
             RoundDepth(ref array, i);
         }
     }
 }
Ejemplo n.º 14
0
 private Unit FindUnitToFill(Unit[,] newFillArray)
 {
     for (int i = 0; i < newFillArray.GetLength(1); i++)
     {
         for (int j = 0; j < newFillArray.GetLength(0); j++)
         {
             if (!newFillArray[i, j].HasValue && IsThereAVariationToFillUnit(newFillArray[i, j]))
             {
                 return(newFillArray[i, j]);
             }
         }
     }
     return(null);
 }
Ejemplo n.º 15
0
        public override void UseBoost(Player player, Unit[,] units)
        {
            BoostRandomizeVisitor visitor = new BoostRandomizeVisitor();

            for (int x = 0; x < units.GetLength(0); x++)
            {
                for (int y = 0; y < units.GetLength(1); y++)
                {
                    if (units[x, y] != null)
                    {
                        units[x, y].Accept(visitor);
                    }
                }
            }
        }
Ejemplo n.º 16
0
 /// <summary>
 /// Apply the ruleset to all blocks on the grid, either creating a new unit or killing one
 /// </summary>
 public void ApplyRuleset()
 {
     //loop through grid and apply the ruleset to each block
     Unit[,] grid = currentState.UnitGrid;
     // Grid representing the new state
     Unit[,] newGrid = new Unit[grid.GetLength(GridHelper.ROW), grid.GetLength(GridHelper.COLUMN)];
     //loop through the rows and columns of the grid, updating all blocks
     for (int j = 0; j < grid.GetLength(GridHelper.ROW); j++)
     {
         for (int k = 0; k < grid.GetLength(GridHelper.COLUMN); k++)
         {
             //get the new state of the block
             newGrid[j, k] = Ruleset.NewBlockState(grid, j, k);
         }
     }
     // Update the state's grid
     currentState.UnitGrid = newGrid;
 }
Ejemplo n.º 17
0
        // Достигли ли мы конца игры
        public static bool IsEndGame(Unit[,] matrix_state)
        {
            bool is_end = true;

            // рассматриваем матрицу состояния
            for (int line = 0; line < matrix_state.GetLength(0); line++)
            {
                for (int column = 0; column < matrix_state.GetLength(1); column++)
                {
                    // ищем в ней целые кусочки кораблей
                    if (matrix_state[line, column].Get_Unit_Type() == unit_type.ship)
                    {
                        is_end = false;                                                               // если нашли - значит еще не конец игры
                    }
                }
            }
            return(is_end);
        }
Ejemplo n.º 18
0
 /// <summary>
 /// Tell every unit to update, updating multiple parameters and checking if they merge
 /// </summary>
 public void UpdateAllUnits()
 {
     //the unit grid
     Unit[,] grid = currentState.UnitGrid;
     //loop through the entire grid
     for (int j = 0; j < grid.GetLength(GridHelper.ROW); j++)
     {
         for (int k = 0; k < grid.GetLength(GridHelper.COLUMN); k++)
         {
             //check if there is a unit in the block being checked
             if (grid[j, k] != null)
             {
                 //if there is, tell that unit to update
                 grid[j, k].Update(grid, currentState.GameEnvironment);
             }
         }
     }
 }
Ejemplo n.º 19
0
 public static void UpdateTilesGrid()
 {
     //reset all tiles
     for (int x = 0; x < unitsGrid.GetLength(0); x++)
     {
         for (int y = 0; y < unitsGrid.GetLength(1); y++)
         {
             if (unitsGrid[x, y] != null)
             {
                 if (tilesGrid[x, y].blocked)
                 {
                     return;
                 }
                 tilesGrid[x, y].occupied   = true;
                 tilesGrid[x, y].selectable = false;
             }
         }
     }
 }
Ejemplo n.º 20
0
    public void fall(Unit[,] units)
    {
        //		print ("fall");
        originalTable = units;

        /*List of groups of units to fall, separate by columns*/
        readyToFallColumnGroups.Clear();
        /*list of column indexes, should be the same length as readyToFallColumnGroups*/
        skyfallColumnIndexes.Clear();

        reusableUnits.Clear();

        unitsTable = new Unit[originalTable.GetLength(0), originalTable.GetLength(1)];
        unitsTable = convertTable(originalTable, unitsTable);

        groupFallingUnitsByColumn_onBoard(unitsTable);
        addSkyfallUnits_toFallingColumns(readyToFallColumnGroups);
        StartCoroutine(unitsFall());
    }
Ejemplo n.º 21
0
 /*mark inactive units on table as null, then add it to reusableUnits for later use as skyfall units*/
 Unit[,] convertTable(Unit[,] fromT, Unit[,] toT)
 {
     for (int y = 0; y < fromT.GetLength(1); y++)
     {
         for (int x = 0; x < fromT.GetLength(0); x++)
         {
             if (fromT [x, y].gameObject.activeSelf)
             {
                 toT [x, y] = fromT [x, y];
             }
             else
             {
                 toT [x, y] = null;
                 reusableUnits.Add(fromT [x, y]);
             }
         }
     }
     return(toT);
 }
Ejemplo n.º 22
0
 /// <summary>
 /// Helper method for checking whether a cordiante is within one dimension of the grid
 /// </summary>
 /// <param name="grid">The unit grid</param>
 /// <param name="dimension">The dimension of the grid to check</param>
 /// <param name="coordinate">The coordinate of the point within the given dimension</param>
 /// <returns>
 /// True if the given coordinate is within the given dimension
 /// False if the given coordinate is not within the given dimension</returns>
 public static bool InDimension(this Unit[,] grid, int dimension, int coordinate)
 {
     //check that the given dimension matches either the row or column index
     if (dimension != ROW && dimension != COLUMN)
     {
         //if not, return false
         return(false);
     }
     //ohterwise return whether the coordinate is within the size of the dimension
     return(coordinate < grid.GetLength(dimension) && coordinate >= 0);
 }
Ejemplo n.º 23
0
        //Метод переводящий матрицу состояния кораблей в строку, для отправки на сервер
        public static string ParseMatric(Unit[,] state)
        {
            string parsematrix = "";

            for (int i = 0; i < state.GetLength(0); i++)
            {
                for (int j = 0; j < state.GetLength(1); j++)
                {
                    if (state[i, j].Get_Unit_Type() == 0)
                    {
                        parsematrix = parsematrix + "0";
                    }
                    else
                    {
                        parsematrix = parsematrix + "1";
                    }
                }
            }
            return(parsematrix);
        }
Ejemplo n.º 24
0
    static bool CompareBoard_withBlueprint(Unit[,] table, string[,] bp)
    {
        int column = table.GetLength(0);
        int row    = table.GetLength(1);

        for (int c = 0; c < column; c++)
        {
            for (int r = 0; r < row; r++)
            {
                bool isSocket = bp[c, r] != null;
                bool isNotMatch_WithBlueprint = table[c, r].GetUnitID() != bp[c, r];
                if (isSocket && isNotMatch_WithBlueprint)
                {
                    return(false);
                }
                //otherwise means the unit on socket matches with blueprint, pass
            }
        }
        //if all passes, then success
        return(true);
    }
Ejemplo n.º 25
0
        public override void UseBoost(Player player, Unit[,] units)
        {
            PlayerControlManager pcm = new PlayerControlManager(0, 0, null, null);

            int[]      playerCenter = pcm.getCenterPlayer(new int[] { player.x, player.y });
            int[]      playerTile   = pcm.getTile(playerCenter[0], playerCenter[1]);
            Teleporter t            = new Teleporter(playerTile[0], playerTile[1]);

            TeleporterChangeVisitor visitor = new TeleporterChangeVisitor(t);

            for (int x = 0; x < units.GetLength(0); x++)
            {
                for (int y = 0; y < units.GetLength(1); y++)
                {
                    if (units[x, y] != null)
                    {
                        units[x, y].Accept(visitor);
                    }
                }
            }
        }
Ejemplo n.º 26
0
    Unit GetKing(string _team, MapBoard _mcBoard, string _text)
    {
        Unit tmp_king = null;

        Unit[,] unit_board = _mcBoard.map_Board_Unit;
        for (int i = 0; i < unit_board.GetLength(0); i++)
        {
            for (int j = 0; j < unit_board.GetLength(1); j++)
            {
                if (unit_board[i, j] == null)
                {
                    continue;
                }
                if (unit_board[i, j].enemy_team == _team)
                {
                    continue;
                }
                if (unit_board[i, j].type == "KING")
                {
                    tmp_king = unit_board[i, j];
                    break;
                }
            }
        }
        if (_text == "KING")
        {
            return(tmp_king);
        }

        // 自分のチームなら,そいつのターゲットを返す。なければそいつ自身を返す
        if (_team == this.team)
        {
            Unit tmp_unit = tmp_king.GetNearUnit(this.enemy_team);
            if (tmp_unit != null)
            {
                tmp_king = tmp_unit;
            }
        }
        return(tmp_king);
    }
Ejemplo n.º 27
0
    void groupFallingUnitsByColumn_onBoard(Unit[,] unitsTable)
    {
        for (int x = 0; x < unitsTable.GetLength(0); x++)
        {
            firstEmpty = null;
            readyToFallUnitsInColumn = new List <Unit> ();

            for (int y = 0; y < unitsTable.GetLength(1); y++)
            {
                if (unitsTable [x, y] == null && !firstEmpty.HasValue)
                {
                    firstEmpty = y;
                }
                else if (firstEmpty.HasValue && unitsTable [x, y] != null)
                {
                    Unit fallingU = unitsTable [x, y];
                    /*mark Falling Unit Start and End position Coords, for animation later*/
                    fallingU.FallFrom = new Vector2Int(x, y);
                    fallingU.FallTo   = new Vector2Int(x, firstEmpty.Value);

                    readyToFallUnitsInColumn.Add(fallingU);

                    /*shift table coords*/
                    unitsTable [x, firstEmpty.Value] = unitsTable [x, y];
                    unitsTable [x, y] = null;
                    firstEmpty++;
                }
            }

            /*as long as firstEmpty has value, meaning there a empty cell in the column,
             * if the empty cells on the very top, still add a empty list to the group, for add skyfall later*/
            if (firstEmpty.HasValue)
            {
                //				print (readyToFallUnitsInColumn.Count);
                readyToFallColumnGroups.Add(readyToFallUnitsInColumn);
                //				print (readyToFallColumnGroups.Count + "==");
                skyfallColumnIndexes.Add(x);
            }
        }
    }
Ejemplo n.º 28
0
    int countEmptyCell_inColumn_onBoard(int c, Unit[,] unitsTable)
    {
        int tempN = 0;

        for (int y = 0; y < unitsTable.GetLength(1); y++)
        {
            if (unitsTable [c, y] == null)
            {
                tempN++;
            }
        }
        return(tempN);
    }
Ejemplo n.º 29
0
    public Tuple <float, float> GetBonus(Unit[,] board, List <Unit> PlayersUnits)
    {
        int[,] bonusneighbourhood =
        {
            { 0, 1 }, {  1, 0 }, { 0, -1 }, { -1,  0 }, //{0,0},
            { 1, 1 }, { -1, 1 }, { 1, -1 }, { -1, -1 },
        };
        int   gridSizeX          = board.GetLength(0);
        int   gridSizeY          = board.GetLength(1);
        float currentHpBonus     = 0.0f;
        float currentAttackBonus = 0.0f;

        for (int i = 0; i < bonusneighbourhood.GetLength(0); i++)
        {
            int checkX = this.x + bonusneighbourhood[i, 0];
            int checkY = this.y + bonusneighbourhood[i, 1];
            if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY)
            {
                Unit neighbour = board[checkX, checkY];

                if (neighbour != null && !neighbour.IsDead() && PlayersUnits.Contains(neighbour))
                {
                    Protector prot = neighbour as Protector;
                    if (prot != null)
                    {
                        currentHpBonus += prot.hpbonus * this.hp;
                    }
                    Warrior warr = neighbour as Warrior;
                    if (warr != null)
                    {
                        currentAttackBonus += warr.attackbonus * this.attack;
                    }
                }
            }
        }
        return(new Tuple <float, float>(currentHpBonus, currentAttackBonus));
    }
Ejemplo n.º 30
0
        /// <summary>
        /// Нахожденние самых коротких путей от одной вершины до всех вершин
        /// </summary>
        /// <param name="point">Начальная вершина</param>
        /// <returns></returns>
        void AllWayOnePoint(int point)
        {
            result = new int[graph.GetLength(0)];

            queue = new Queue <int>();

            for (int i = 0; i < graph.GetLength(0); i++)
            {
                if (graph[point, i].weight != int.MaxValue)
                {
                    result[i] = graph[point, i].weight;

                    queue.Enqueue(i);
                }
                else
                {
                    result[i] = int.MaxValue;
                }
            }

            while (queue.Count != 0)
            {
                point = queue.Dequeue();

                for (int i = 0; i < graph.GetLength(0); i++)
                {
                    if (result[point] != int.MaxValue && graph[point, i].weight != int.MaxValue)
                    {
                        if (result[point] + graph[point, i].weight < result[i])
                        {
                            result[i] = result[point] + graph[point, i].weight;
                            queue.Enqueue(i);
                        }
                    }
                }
            }
        }