Ejemplo n.º 1
0
        /// <summary>
        /// Compute a weight on the move
        /// </summary>
        public virtual WeightData WeightMove(AIMove m, int width, int height, int depth)
        {
            var w = new WeightData();

            blocksInComboIndex      = 0;
            currentComboBlocksIndex = 0;

            if (m.gridAfterMove == null)
            {
                Log.Error("AI - Missing grid for move!");
                return(w);
            }

            int weight = WeightGeneral(m, depth);

            // Compute combos
            sbyte currentBlock = 0;
            int   currentCombo = 0;

            void CommitCommbo()
            {
                weight += WeightCombo(currentCombo, currentBlock, m.gridAfterMove, width, height);

                w.combosCount++;

                // Transfer current list to general list
                for (int i = 0; i < currentComboBlocksIndex; i++)
                {
                    if (blocksInComboIndex < blocksInCombo.Length)
                    {
                        blocksInCombo[blocksInComboIndex] = currentComboBlocks[i];
                        blocksInComboIndex++;
                    }
                }
            }

            var highestBlock = Vector2.one * -1;

            // Vertical
            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    sbyte block = m.gridAfterMove[x, y];
                    if (block == 99)
                    {
                        continue;
                    }

                    // Not in a combo
                    if (currentBlock == 0)
                    {
                        if (block > 0)
                        {
                            currentBlock = block;
                            currentCombo = 1;

                            // Same than a list.Add(new Vector) but better when 10 000 elements!
                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                        else
                        {
                            currentBlock            = 0;
                            currentCombo            = 0;
                            currentComboBlocksIndex = 0;
                        }
                    }
                    else
                    {
                        // Blocks are falling
                        if (block == 0)
                        {
                            // Skip
                            continue;
                        }

                        // Check for an identical block
                        if (currentBlock == block)
                        {
                            currentCombo++;

                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                        // Combo breaker
                        else
                        {
                            if (currentCombo >= 3)
                            {
                                CommitCommbo();
                            }

                            // Reset
                            currentCombo = 1;
                            currentBlock = block;
                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                    }

                    if (block > 0)
                    {
                        if (y > highestBlock.y)
                        {
                            highestBlock.x = x;
                            highestBlock.y = y;
                        }
                    }
                } // y

                if (currentCombo >= 3)
                {
                    CommitCommbo();
                }

                // Reset
                currentBlock            = 0;
                currentCombo            = 0;
                currentComboBlocksIndex = 0; // list.Clear
            } // x

            // Horizontal
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    sbyte block = m.gridAfterMove[x, y];
                    if (block == 99)
                    {
                        continue;
                    }

                    // Not in a combo
                    if (currentBlock == 0)
                    {
                        if (block > 0)
                        {
                            currentBlock = block;
                            currentCombo = 1;
                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                        else
                        {
                            currentBlock            = 0;
                            currentCombo            = 0;
                            currentComboBlocksIndex = 0;
                        }
                    }
                    else
                    {
                        // Check for an identical block
                        if (currentBlock == block)
                        {
                            currentCombo++;
                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                        // Combo breaker
                        else
                        {
                            if (currentCombo >= 3)
                            {
                                CommitCommbo();
                            }

                            // Reset
                            currentCombo = 1;
                            currentBlock = block;
                            currentComboBlocks[currentComboBlocksIndex].x = x;
                            currentComboBlocks[currentComboBlocksIndex].y = y;
                            currentComboBlocksIndex++;
                        }
                    }
                } // x

                if (currentCombo >= 3)
                {
                    CommitCommbo();
                }

                // Reset
                currentBlock            = 0;
                currentCombo            = 0;
                currentComboBlocksIndex = 0;
            } // y

            // Check if the game over is near
            weight += WeightDanger(m, highestBlock, w);

            w.total         = weight;
            w.blocksInCombo = blocksInCombo.Take(blocksInComboIndex).ToArray();

            return(w);
        }