private List <AgentAction> GetPossibleActions(AgentAction current = null) { var actions = new List <AgentAction>(); Vector2 playerPos; InteractorSimulated interactor; if (current == null) { playerPos = playerMcts.transform.position; interactor = new InteractorSimulated(); } else { playerPos = current.Position; interactor = current.InteractorSimulated; } for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { var dir = new Vector2Int(i, j); actions.Add(new ActionMove(playerPos, dir, playerMcts.baseMvt, interactor)); actions.Add(new ActionInteract(playerPos, dir, playerMcts.baseMvt, interactor)); } } return(actions); }
protected void Init(Vector2 position, Vector2Int dir, BaseMovement baseMvt, InteractorSimulated interactor) { Position = position; Direction = dir; baseMovement = baseMvt; InteractorSimulated = interactor; InteractorSimulated.Position = position; }
public void Init() { scoreTime = new SimulateScoreTime(); scoreTime.Init(GameManager.Instance.timer.CurrentTime); scoreTime.LScore = _stadium.LPlayerScore.GetScore(); scoreTime.RScore = _stadium.RPlayerScore.GetScore(); _frisbeeSimulated = new FrisbeeSimulated { Position = _frisbee.transform.position, ColliderRadius = _frisbee.circleCollider.radius, Direction = _frisbee.Direction, Force = _frisbee.Force }; opponentPos = opponent.transform.position; opponentInteractor = new InteractorSimulated(); opponentInteractor.Position = opponentPos; }
// une simulation = 1 win | 0 lose private float SimulateResult(AgentAction possibleAction) { Vector2 opponentSimulatedPos = opponentPos; InteractorSimulated opponentInteractorSimulated = opponentInteractor; //return scoreCharacter.Result(); int crashHandler = 10000; AgentAction selectedAction = null; while (!IsFinished() && crashHandler > 0) //Attention votre jeu doit ĂȘtre finit ! { --crashHandler; List <AgentAction> actions; if (selectedAction == null) { actions = GetPossibleActions(possibleAction); } else { actions = GetPossibleActions(selectedAction); } selectedAction = GetRandomAction(actions); selectedAction.PlayAction(); scoreTime.UpdateTimer(); _frisbeeSimulated.UpdateFrisbee(); opponentSimulatedPos = RandomActionOpponent(opponentSimulatedPos); int result = _frisbeeSimulated.HandleCollisionWithPlayer(selectedAction.Position, opponentSimulatedPos, opponent.selfCollider.radius); if (result != 0) { if (result == 1) { selectedAction.InteractorSimulated.Frisbee = _frisbeeSimulated; _frisbeeSimulated.UpdateOffset(selectedAction.baseMovement.offsetFrisbee); } else if (result == 2) { opponentInteractorSimulated.Frisbee = _frisbeeSimulated; _frisbeeSimulated.UpdateOffset(opponent.offsetFrisbee); } } } return(Result()); //0 si perdu 1 si win*/ }
public override void PlayAction() { InteractorSimulated.Interact(Direction); }
public ActionInteract(Vector2 position, Vector2Int dir, BaseMovement baseMvt, InteractorSimulated interactor) { Init(position, dir, baseMvt, interactor); }