Exemple #1
0
 public void AddChoice(GameChoice choice)
 {
     if (choice.Options.Count() == 1)
     {
         // if there's only one option, we might as well resolve it now rather than queuing up a decision to ask the player about later
         GameEffect effect = choice.Options.First();
         effect.Process(this);
     }
     else
     {
         // If an effect creates a choice, then that choice is processed before any previous choices (like attacking or ending the turn)
         this.pendingEffects.AddFirst(choice);
     }
 }
Exemple #2
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        public void PlayOneAction()
        {
            GameChoice   choice   = this.Get_NextChoice();
            GameStrategy strategy = this.GetStrategy(this.Get_ReadableSnapshot(choice.ControllerID));
            GameEffect   effect   = strategy.ChooseBestAction(choice, this);

            if (!(choice.Options.Contains(effect)))
            {
                Console.WriteLine("GameStrategy " + strategy + " made an invalid choice: " + effect);
                effect = strategy.ChooseBestAction(choice, this);
            }
            if (this.ShouldPrint)
            {
                Console.WriteLine(effect.ToString(this));
            }
            effect.Process(this);
        }
Exemple #3
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 private void PutGameOptions(Analyzed_GameState gameState, GameChoice choice)
 {
     if (choice.Options.Count() < 1)
     {
         Console.WriteLine("Error: a GameChoice must always have options");
     }
     gameState.ChoosingPlayerID = choice.ControllerID;
     foreach (GameEffect effect in choice.Options)
     {
         // quickly do a lazy clone of the game (we just use pointers to the other game until anything actually changes)
         Game newGame = gameState.Game.Clone();
         // make a new effect and execute it
         GameEffect clonedEffect = effect.Clone((GameEffect)null);
         clonedEffect.Process(newGame);
         new Analyzed_GameState(newGame, gameState, effect, this.GameEvaluator.EstimateWinProbabilities(newGame));
     }
 }