void CalculateAIAndInstantiateSphere() { // //Hard Strategy // Ai_Comp = new AICompMinimax(grid); Ai_Comp.setChance(AIComp.Chance.COMP); // //Easy Strategy // //This function performs tasks for AI and plays the computer chance // bool found = false; // int sphere_box = -1; // while (!found) { // int next_box = Random.Range(0,8); // if(grid[next_box] == 0) // { // sphere_box = next_box; // found = true; // grid[sphere_box] = 2; // steps++; // } // } int sphere_box = Ai_Comp.move(); int[] center = ComputeCenter(sphere_box); grid[sphere_box] = 2; steps++; Debug.Log("Instantiating Sphere"); Instantiate(sphere, new Vector3(center [0], center [1], 0), Quaternion.identity); Game_States current_state = CheckPattern(2); if (current_state == Game_States.COMP_WON) { //End the game and display Player wins Debug.Log("Comp Won"); } else { //This will start the process for comp hasUserPlayed = false; } Debug.Log("Click User"); }
void CalculateAIAndInstantiateSphere() { // //Hard Strategy // Ai_Comp = new AICompMinimax (grid); Ai_Comp.setChance (AIComp.Chance.COMP); // //Easy Strategy // //This function performs tasks for AI and plays the computer chance // bool found = false; // int sphere_box = -1; // while (!found) { // int next_box = Random.Range(0,8); // if(grid[next_box] == 0) // { // sphere_box = next_box; // found = true; // grid[sphere_box] = 2; // steps++; // } // } int sphere_box = Ai_Comp.move(); int[] center = ComputeCenter (sphere_box); grid[sphere_box] = 2; steps++; Debug.Log ("Instantiating Sphere"); Instantiate(sphere, new Vector3 (center [0], center [1], 0), Quaternion.identity); Game_States current_state = CheckPattern (2); if (current_state == Game_States.COMP_WON) { //End the game and display Player wins Debug.Log("Comp Won"); } else { //This will start the process for comp hasUserPlayed = false; } Debug.Log ("Click User"); }