Example #1
0
    /// <summary>
    /// This method will simulate a decision and advance as many turns as it needs for that the next turn after those triggers an AI tick.
    /// </summary>
    /// <param name="idOfSimulatedPlayer">The player that will execute the provided action</param>
    /// <param name="act">The action that the provided player will do</param>
    /// /// <param name="game">Optional. THe state of the game from which the simulation will start</param>
    /// <returns>New instance of TGame with the new state of the game</returns>
    public TGame AdvanceTurnAndExecuteActions(int idOfSimulatedPlayer, Actions act, TGame game = null)
    {
        //if no game was provided, we use the one that belongs to the class
        if (game == null)
        {
            game = currentGame;
        }


        ///////first we will siomulate one turn for the AIs to decide and for this AI to execute the provided action/////
        int turnsToAdvance = 1;

        //check pending attacks and get turns for the arrival of the next attack
        turnsToAdvance = game.CheckPendingAttacks(turnsToAdvance);

        //check for victory (IMPORTANT TO DO IT AFTER THE ATTACKS AND NOT BEFORE)
        game.SomeoneWon();

        if (game.WeHaveAWinner)
        {
            return(game);
        }
        //advance the obtained amount of normal turns
        game.CreateUnits(turnsToAdvance);

        game.AITick(idOfSimulatedPlayer, act);


        ///////after that, we will advance the game enough turns that the next one will trigger an AITick//////////
        turnsToAdvance = (int)(GlobalData.MILISECONDS_BETWEEN__AI_TICKS / GlobalData.MILISECONDS_BETWEEN_TICKS) - 1;

        turnsToAdvance = game.CheckPendingAttacks(turnsToAdvance);

        //check for victory (IMPORTANT TO DO IT AFTER THE ATTACKS AND NOT BEFORE)
        game.SomeoneWon();

        if (game.WeHaveAWinner)
        {
            return(game);
        }
        //advance the obtained amount of normal turns
        game.CreateUnits(turnsToAdvance);
        return(game);
    }
Example #2
0
    private void Train()
    {
        someoneWon    = false;
        currentWinner = GlobalData.NO_PLAYER;
        int turnsToAdvance              = 1;
        int turnsBetweenAITicks         = (int)(GlobalData.MILISECONDS_BETWEEN__AI_TICKS / GlobalData.MILISECONDS_BETWEEN_TICKS);
        int remainingTurnsForNextAITick = turnsBetweenAITicks;
        int gameTurns;

        while (gamesPlayed < TotalGamesToPlay)
        {
            //Debug.Log("COMENZANDO PARTIDA " + gamesPlayed + " DE " + TotalGamesToPlay);
            someoneWon = false;
            currentGame.RestoreSnapshot();
            gameTurns       = 0;
            RatioExtraScore = currentGame.GetUnitGenerationRatio(mPlayerId);
            while (!someoneWon)
            {
                if (gameTurns == 7)
                {
                    RatioExtraScore = mPlayerId - RatioExtraScore;
                }

                if (gameTurns > 300)
                {
                    currentWinner = GlobalData.TIE;
                    someoneWon    = true;
                    break;
                }
                //check pending attacks and get turns for the arrival of the next attack
                turnsToAdvance = currentGame.CheckPendingAttacks(turnsToAdvance);

                //if the AI tick would happen before the attack arrived, we advance only
                //the necessary turns to trigger the AI tick
                if (turnsToAdvance > remainingTurnsForNextAITick)
                {
                    turnsToAdvance = remainingTurnsForNextAITick;
                }

                //print("Avazamos " + turnsToAdvance + " turnos faltando " + remainingTurnsForNextAITick + " turnos para el AITick");

                //check for victory (IMPORTANT TO DO IT AFTER THE ATTACKS AND NOT BEFORE)
                currentWinner = currentGame.SomeoneWon();
                if (currentWinner != GlobalData.NO_PLAYER)
                {
                    someoneWon = true;
                    break;
                    //Debug.Log("ALGUIEN HA GANADO: " + currentWinner);
                }

                //advance the obtained amount of normal turns
                currentGame.CreateUnits(turnsToAdvance);
                //print("Se han avanzado al fin " + turnsToAdvance + " turnos");

                //if the time for an AI tick has come, do it
                remainingTurnsForNextAITick -= turnsToAdvance;
                if (remainingTurnsForNextAITick <= 0)
                {
                    //Debug.Log("\n---------------------------TURNO------------------------\n");
                    //Debug.Log(" Tick de IA");
                    //Debug.Log("Ha ganado alguien? " + someoneWon);
                    currentGame.AITick();
                    remainingTurnsForNextAITick = turnsBetweenAITicks;
                }

                /* while (!currentGame.EveryoneDecided())
                 * {
                 *   print("Esperando decision");
                 *   yield return null;
                 * }*/
                //yield return null;
            }
            gamesPlayed++;
        }
    }