private void Navigation_ValueChanged(object sender, GameTreePath <FieldCoordinates> track) { //navigator.Navigate(track); //GameState nextState = currentState.Play(action); // //if (nextState != null) //{ // Navigation.Play(action); // currentState = nextState; // UpdateBoardControl(); //} //var selectedPath = Navigation.SelectedPath; //var selectedPathLength = Navigation.Value; // //if (selectedPath != null) //{ // //int boardDepth = Mcts.CurrentNode.Depth; // //int targetDepth = selectedPath.Value; // // while (selectedPathLength < boardDepth) // { // //Mcts.Undo(); // //boardDepth--; // } // // while (selectedPathLength > boardDepth) // { // //Mcts.Move(path.ElementAt(boardDepth)); // //boardDepth++; // } // // //RefreshMainBoard(); //} }
private void OnNavigated(object sender, GameTreePath <TAction> e) { if (sender != this) { path = GameTreeNode <TNode, TState, TAction> .GetPath(navigator1.CurrentNode).Skip(1).Select(n => n.LastAction).ToList(); scrollBar.Maximum = path.Count; scrollBarPreviousValue = scrollBar.Maximum; scrollBar.Value = scrollBarPreviousValue; } }
private void PlayoutNavigator_Navigated(object sender, GameTreePath <FieldCoordinates> track) { GoBoardControlFieldFeaturesHelper.RefreshBoard(playoutBoardControl, PlayoutNavigator.CurrentNode); }
private void MainNavigator_Navigated(object sender, GameTreePath <FieldCoordinates> track) { GoBoardControlFieldFeaturesHelper.RefreshBoard(goBoardControl1, MainNavigator1); }