Exemple #1
0
        public void MakeNextMove()
        {
            movesTaken++;

            if (movesTaken > moveLimit)
            {
                genomes[currentGenome].fitness = getRowsCleared();
                evaluateNextGenome();
            }
            else
            {
                var possibleMoves = getAllPossibleMoves();

                saveState(StateSynced);


                //Move move = getHighestRatedMove(possibleMoves);
                //The above could be replace with the following LINQ syntax:
                Move move = possibleMoves.OrderByDescending(mv => mv.rating).First();

                for (var rotations = 0; rotations < move.rotation; rotations++)
                {
                    StateSynced.PlayerInput(PlayerInput.RotateClockwise);
                }
                if (move.translation < 0)
                {
                    for (var lefts = 0; lefts < Math.Abs(move.translation); lefts++)
                    {
                        StateSynced.PlayerInput(PlayerInput.Left);
                    }
                }
                else if (move.translation > 0)
                {
                    for (var rights = 0; rights < move.translation; rights++)
                    {
                        StateSynced.PlayerInput(PlayerInput.Right);
                    }
                }

                if (inspectMoveSelection)
                {
                    moveAlgorithim = move.algorithim;
                }

                //Would need to send details to the view with algorothim behavior
            }
        }
Exemple #2
0
        /// <summary>
        /// Run through all the possible moves that can be made in a given situation
        /// </summary>
        /// <returns>
        /// A list of Move objects which all have corresponding ratings
        /// </returns>
        public List <Move> getAllPossibleMoves()
        {
            this.isGameover = false;

            List <Move> possibleMoves = new List <Move>();

            saveState(StateSynced);

            for (int rotations = 0; rotations < 4; rotations++)
            {//I get this first loop. 4 rotations, 4 possible ways you could rotate a piece.
                List <int> originalPos = new List <int>();

                for (int translations = -5; translations <= 5; translations++)
                {//I don't get this loop. Why 10 translations? surely there are only 3 translations -
                 //left, right and no move?  Also, why is this a nested loop? If we are looking at all possible
                 //moves, their options are a rotation and a translation?

                    //There's some interesting and cool code here. If you want help with it, let me know.
                    loadState(prevGameState);

                    //rotate the shape
                    for (int i = 0; i < rotations; i++)
                    {
                        gameState.CurrentPiece.RotateClockwise();
                    }

                    //move the shape
                    if (translations < 0)
                    {
                        for (int i = 0; i < Math.Abs(translations); i++)
                        {
                            gameState.PlayerInput(PlayerInput.Left);
                        }
                    }
                    else if (translations > 0)
                    {
                        for (int i = 0; i < translations; i++)
                        {
                            gameState.PlayerInput(PlayerInput.Right);
                        }
                    }

                    if (!originalPos.Contains(gameState.CurrentPiece.PositionX))
                    {
                        Result MoveDownResult = moveToBottom();

                        Algorithim alg = new Algorithim
                        {
                            rowsCleared      = MoveDownResult.rowsCleared * genomes[currentGenome].rowsCleared,
                            weightedHeight   = getWeightedHeight(gameState) * genomes[currentGenome].weightedHeight,
                            cumulativeHeight = getCumulativeHeight(gameState) * genomes[currentGenome].cumulativeHeight,
                            relativeHeight   = getRealtiveHeight(gameState) * genomes[currentGenome].relativeHeight,
                            holes            = getHoles(gameState) * genomes[currentGenome].holes,
                            roughness        = getRoughness(gameState) * genomes[currentGenome].roughness
                        };

                        int rating = 0;

                        rating += alg.rowsCleared * genomes[currentGenome].rowsCleared;
                        rating += alg.weightedHeight * genomes[currentGenome].weightedHeight;
                        rating += alg.cumulativeHeight * genomes[currentGenome].cumulativeHeight;
                        rating += alg.relativeHeight * genomes[currentGenome].relativeHeight;
                        rating += alg.holes * genomes[currentGenome].holes;
                        rating += alg.roughness * genomes[currentGenome].roughness;

                        if (this.isGameover == true)
                        {
                            rating -= 500;
                        }

                        possibleMoves.Add(new Move()
                        {
                            rotation    = rotations,
                            translation = translations,
                            rating      = rating,
                            algorithim  = alg
                        });
                    }
                }
            }

            loadState(StateSynced);

            return(possibleMoves);
        }