Exemple #1
0
 public SimulationGame()
 {
     TurnInfos      = null;
     BestSimulation = new SimulationInfos();
     NewBest        = false;
     NumTurn        = 0;
     ActualScore    = 0;
 }
Exemple #2
0
        private SimulationResult SimulateGame(GameTurnInfos infosTurn, GameInfosForDebug gameInfosDebug)
        {
            var rand           = new Random();
            var sr             = new SimulationResult();
            var simInfos       = new SimulationInfos();
            var moves          = new List <Tuple <int, int> >();
            var gameDebug      = new GameInfosForDebug();
            var turnInfosDebug = new DebugInfosForEachTurn();

            simInfos.SimStartingRandomMovesNum = rand.Next(GameInfos.MAX_SIMULATION_RANDOM_STARTING_MOVES + 1);

            ComputePlayerTarget(infosTurn, simInfos);

            while (!simInfos.SimZombieAllDead && !simInfos.SimFailure && simInfos.SimMovesCount < GameInfos.MAX_MOVES)
            {
                // Simulate a turn of the game.
                simInfos.Moves.Add(Turn(infosTurn, sr, simInfos));

    #if DEBUG_MODE
                turnInfosDebug.Nash = infosTurn.Nash;
                turnInfosDebug.SetHumansOrZombies(infosTurn.Humans);
                turnInfosDebug.SetHumansOrZombies(infosTurn.Zombies);
                turnInfosDebug.Points  = sr.Points;
                turnInfosDebug.Move    = simInfos.Moves.Last();
                turnInfosDebug.NumTurn = simInfos.SimMovesCount;
                gameDebug.DebugInfosForTurn.Add(new DebugInfosForEachTurn(turnInfosDebug));
    #endif

                simInfos.SimMovesCount++;
            }

            if (simInfos.SimZombieAllDead &&
                !simInfos.SimFailure &&
                ((sr.Points + ActualScore) > BestSimulation.SimPoints ||
                 (sr.Points + ActualScore) == BestSimulation.SimPoints && (simInfos.SimMovesCount < (BestSimulation.SimMovesCount - NumTurn))))
            {
                simInfos.SimPoints = sr.Points + ActualScore;
                BestSimulation     = simInfos;
                NewBest            = true;
    #if DEBUG_MODE
                gameInfosDebug.SetDebugInfosForTurn(gameDebug.DebugInfosForTurn);
    #endif
            }

            return(sr);
        }
Exemple #3
0
        private void ComputePlayerTarget(GameTurnInfos infosTurn, SimulationInfos simInfos)
        {
            var rand = new Random();
            var zombiesThatDoNotTargetPlayer = new List <Zombie>();

            // If there is some random moves, we made Nash do the moves; otherwise we set a target for Nash.
            if (simInfos.SimStartingRandomMovesNum > 0)
            {
                infosTurn.Nash.NextPosition = new Tuple <int, int>(rand.Next(GameInfos.MAX_X), rand.Next(GameInfos.MAX_Y));
                infosTurn.Nash.Target       = null;
                simInfos.SimStartingRandomMovesNum--;
            }
            else
            {
                zombiesThatDoNotTargetPlayer.AddRange(infosTurn.Zombies.Where(x => x.Target != null));

                // Define a zombie target for Nash : target is a zombie targetting a human, if there is at least one; any zombie in the map, otherwise.
                infosTurn.Nash.Target = (zombiesThatDoNotTargetPlayer.Count > 0) ?
                                        zombiesThatDoNotTargetPlayer[rand.Next(zombiesThatDoNotTargetPlayer.Count)] :
                                        infosTurn.Zombies[rand.Next(infosTurn.Zombies.Count)];

                infosTurn.Nash.Arrived = false;
            }
        }
Exemple #4
0
        private Tuple <int, int> Turn(GameTurnInfos infosTurn, SimulationResult simResult, SimulationInfos simInfos)
        {
            var move = new Tuple <int, int>(-1, -1);

            foreach (Zombie zombie in infosTurn.Zombies)
            {
                FindZombieTarget(zombie, infosTurn);
                MoveZombie(zombie, infosTurn.Nash);
            }

            move = GetPlayerDestination(infosTurn.Nash);

            MovePlayer(infosTurn.Nash);

            Evaluate(infosTurn, simResult);

            ZombiesEat(infosTurn);

            if ((infosTurn.Humans.Count) > 0 && (infosTurn.Zombies.Count > 0))
            {
                if (infosTurn.Nash.Arrived || infosTurn.NashTargetDiedThisTurn)
                {
                    ComputePlayerTarget(infosTurn, simInfos);
                    infosTurn.NashTargetDiedThisTurn = false;
                }
            }
            else
            {
                simInfos.SimFailure       = (infosTurn.Humans.Count <= 0);
                simInfos.SimZombieAllDead = (infosTurn.Zombies.Count <= 0);
            }

            return(move);
        }