static void Main(string[] args)
        {
            QuartoSearchTree tree = new QuartoSearchTree();

            string[] board = { "B3", "B4", "D1", "C2",
                               "D4", "A2", "A1", "B2",
                               null, "B1", "A3", null,
                               "C3", "D2", "A4", null };
            Piece[]  pieces = new Piece[MAXGAMEBOARD];
            moveData move   = new moveData();

            pieces[0].setValues("A1", false);
            pieces[1].setValues("A2", false);
            pieces[2].setValues("A3", false);
            pieces[3].setValues("A4", false);
            pieces[4].setValues("B1", false);
            pieces[5].setValues("B2", false);
            pieces[6].setValues("B3", false);
            pieces[7].setValues("B4", false);
            pieces[8].setValues("C1", true);
            pieces[9].setValues("C2", false);
            pieces[10].setValues("C3", false);
            pieces[11].setValues("C4", true);
            pieces[12].setValues("D1", false);
            pieces[13].setValues("D2", false);
            pieces[14].setValues("D3", true);
            pieces[15].setValues("D4", false);

            move = tree.generateTree(board, 8, pieces, 3);
        }
Exemple #2
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    public IEnumerator WaitForTurn(string lastTile, string onDeckPiece)
    {
        string[,] board = GameCoreController.Instance.GetBoard();
        string[]   newBoard = new string[board.Length];
        AI.Piece[] pieces   = new AI.Piece[GameCoreController.Instance.PieceNumberMap.Count];


        int newBoardCounter = 0;

        for (int i = 0; i < board.GetLength(0); i++)
        {
            for (int j = 0; j < board.GetLength(1); j++)
            {
                newBoard[newBoardCounter] = board[i, j] == EMPTYSLOT ? null : board[i, j];
                newBoardCounter++;
            }
        }
        intitializeAiPieceList(GameCoreController.Instance.GetPlayablePiecesList(), ref pieces, GameCoreController.Instance.PieceNumberMap);

        AI.moveData moveData = quartoAI.generateTree(2, newBoard, GameCoreController.Instance.PieceNumberMap[onDeckPiece], pieces);
        NextMove.OnDeckPiece = moveData.pieceToPlay;
        NextMove.Tile        = moveData.lastMoveOnBoard;

        return(null);
    }
Exemple #3
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    public IEnumerator AIThreadProcedure()
    {
        Debug.Log("AI thread is running...");
        float startTime = Time.deltaTime;

        string[,] board = GameCoreController.Instance.GetBoard();
        string[]   newBoard = new string[board.Length];
        AI.Piece[] pieces   = new AI.Piece[GameCoreController.Instance.PieceNumberMap.Count];

        int newBoardCounter = 0;

        for (int i = 0; i < board.GetLength(0); i++)
        {
            for (int j = 0; j < board.GetLength(1); j++)
            {
                newBoard[newBoardCounter] = board[i, j] == EMPTYSLOT ? null : board[i, j];
                newBoardCounter++;
            }
        }

        intitializeAiPieceList(GameCoreController.Instance.GetPlayablePiecesList(), ref pieces, GameCoreController.Instance.PieceNumberMap);

        string onDeckPiece = GameCoreController.Instance.OnDeckPiece;
        int    pieceToFind = GameCoreController.Instance.PieceNumberMap[onDeckPiece];

        Task <AI.moveData> AITask = Task.Run(() => quartoAI.generateTree(newBoard, pieceToFind, pieces, difficulty));

        while (AITask.Status != TaskStatus.RanToCompletion)
        {
            yield return(null);
        }

        if (Time.deltaTime - startTime < 1.0f)
        {
            yield return(new WaitForSeconds(1));
        }

        AIMoveData = AITask.Result;
    }