Example #1
0
    private static int LongestRoadOfPlayer(Player player, Edge visiting, List <Edge> visitedEdges, List <Node> visitedNodes, int length)
    {
        int longestRoad          = 0;
        int totalNeighborLongest = 0;

        visitedEdges.Add(visiting);

        foreach (Node neighbor in visiting.getNeighbors())
        {
            int neighborLongest = 0;

            if (!visitedNodes.Contains(neighbor))
            {
                visitedNodes.Add(neighbor);

                foreach (Edge neighborEdge in neighbor.getRoads())
                {
                    if (!visitedEdges.Contains(neighborEdge) && neighborEdge.owner == player)
                    {
                        int testLength = LongestRoadOfPlayer(player, neighborEdge, visitedEdges, visitedNodes, length + 1);
                        if (testLength > longestRoad)
                        {
                            longestRoad = testLength;
                        }
                        if (testLength > neighborLongest)
                        {
                            neighborLongest = testLength;
                        }
                    }
                }
            }

            totalNeighborLongest += neighborLongest;
        }

        if (length == 0)
        {
            return(totalNeighborLongest + 1);
        }
        else
        {
            return(Math.Max(longestRoad, length));
        }
    }
Example #2
0
    /*
     * Score an edge based on possible future expansions up to a crtain depth. Scoring changes with distance from start.
     */
    public static double ScoreEdge(Player player, Board board, Edge edge, List <Edge> visitedEdges, List <Node> visitedNodes, int depth, int maxDepth)
    {
        if (depth > maxDepth)
        {
            return(0);
        }

        double score = 0;

        visitedEdges.Add(edge);

        foreach (Node neighbor in edge.getNeighbors())
        {
            if (neighbor.occupied == Node.Occupation.none && board.CanBuildSettlementHere(neighbor.visual.transform, player, false))
            {
                foreach (Tile tile in neighbor.getTiles())
                {
                    score += TileScore(tile) * DEPTH_MODIFIERS[depth];
                }
            }

            if (!visitedNodes.Contains(neighbor))
            {
                visitedNodes.Add(neighbor);
                foreach (Edge neighborEdge in neighbor.getRoads())
                {
                    if (!visitedEdges.Contains(neighborEdge))
                    {
                        score += ScoreEdge(player, board, neighborEdge, visitedEdges, visitedNodes, depth + 1, maxDepth);
                    }
                }
            }
        }

        return(score);
    }
Example #3
0
    private static int LongestRoadOfPlayer(Player player, Edge visiting, List<Edge> visitedEdges, List<Node> visitedNodes, int length)
    {
        int longestRoad = 0;
        int totalNeighborLongest = 0;
        visitedEdges.Add (visiting);

        foreach (Node neighbor in visiting.getNeighbors ()) {
            int neighborLongest = 0;

            if (!visitedNodes.Contains (neighbor)) {
                visitedNodes.Add (neighbor);

                foreach (Edge neighborEdge in neighbor.getRoads ()) {
                    if (!visitedEdges.Contains (neighborEdge) && neighborEdge.owner == player) {
                        int testLength = LongestRoadOfPlayer (player, neighborEdge, visitedEdges, visitedNodes, length+1);
                        if (testLength > longestRoad) {
                            longestRoad = testLength;
                        }
                        if (testLength > neighborLongest) {
                            neighborLongest = testLength;
                        }
                    }
                }
            }

            totalNeighborLongest += neighborLongest;
        }

        if (length == 0) {
            return totalNeighborLongest + 1;
        }
        else {
            return Math.Max (longestRoad, length);
        }
    }
Example #4
0
    /*
     * Score an edge based on possible future expansions up to a crtain depth. Scoring changes with distance from start.
     */
    public static double ScoreEdge(Player player, Board board, Edge edge, List<Edge> visitedEdges, List<Node> visitedNodes, int depth, int maxDepth)
    {
        if (depth > maxDepth) {
            return 0;
        }

        double score = 0;
        visitedEdges.Add (edge);

        foreach (Node neighbor in edge.getNeighbors ()) {
            if (neighbor.occupied == Node.Occupation.none && board.CanBuildSettlementHere(neighbor.visual.transform, player, false)) {
                foreach (Tile tile in neighbor.getTiles ()) {
                    score += TileScore (tile) * DEPTH_MODIFIERS[depth];
                }
            }

            if (!visitedNodes.Contains (neighbor)) {
                visitedNodes.Add (neighbor);
                foreach(Edge neighborEdge in neighbor.getRoads ()) {
                    if (!visitedEdges.Contains (neighborEdge)) {
                        score += ScoreEdge (player, board, neighborEdge, visitedEdges, visitedNodes, depth+1, maxDepth);
                    }
                }
            }
        }

        return score;
    }