Esempio n. 1
0
        private List <RoomInfo> ConstructJorgesPath(ILabyrinthClient client, RoomInfo JorgesRoom)
        {
            RoomInfo JorgesGoal;

            do
            {
                JorgesGoal = rooms[random.Next(rooms.Count)];
            }while (JorgesGoal.Equals(JorgesRoom));

            return(FindShortestPathBetweenRooms(client, JorgesRoom, JorgesGoal));
        }
Esempio n. 2
0
        private void ReportProximityToJorge(ILabyrinthClient client, RoomInfo room, RoomInfo JorgesRoom)
        {
            var path     = FindShortestPathBetweenRooms(client, room, JorgesRoom);
            var distance = path.Count - 1;

            if (distance == 0)
            {
                Console.WriteLine("* You and the Venerable Jorge are in the same room! *");
                Console.WriteLine("'Good evening, Venerable Jorge.'");
            }
            else if (distance <= 2)
            {
                Console.WriteLine("The Venerable Jorge is very near.");
            }
            else if (distance <= 4)
            {
                Console.WriteLine("The Venerable Jorge is near.");
            }
        }
Esempio n. 3
0
        private List <RoomInfo> FindShortestPathBetweenRooms(ILabyrinthClient client, RoomInfo room, RoomInfo roomGoalLocal)
        {
            var openListLocal = new Queue <RoomInfo>();
            var paths         = new Dictionary <RoomInfo, List <RoomInfo> >();

            openListLocal.Enqueue(room);
            paths[room] = new List <RoomInfo>()
            {
                room
            };

            if (room.Equals(roomGoalLocal))
            {
                return(paths[room]);
            }

            while (openListLocal.Count > 0)
            {
                room = openListLocal.Dequeue();

                var connectionsToRoom = (client != null) ? client.QueryConnections(room) : connections[room];

                foreach (var room2 in connectionsToRoom)
                {
                    if (!paths.Keys.Contains(room2))    // paths.Keys is essentially the union of openListLocal and closedList.
                    {
                        openListLocal.Enqueue(room2);
                        paths[room2] = new List <RoomInfo>(paths[room]);
                        paths[room2].Add(room2);

                        if (room2.Equals(roomGoalLocal))
                        {
                            return(paths[room2]);
                        }
                    }
                }
            }

            // Here, room is the last room to be dequeued (and thus the last room to be enqueued).
            return(paths[room]);
        }
Esempio n. 4
0
        public void NavigateLabyrinth(ILabyrinthClient client)
        {
            client.Initialize(this);

            if (!client.IsRAMClient)
            {
                // This ensures that we are querying the database, not RAM, for the room connections.
                connections.Clear();
                booksInRooms.Clear();
            }

            // ****
            var roomsVisited = new HashSet <RoomInfo>();
            var room         = new RoomInfo(0, 0);

            //Console.WriteLine("Selecting a room for Jorge out of {0} rooms.", rooms.Count);

            var JorgesRoom      = rooms[random.Next(rooms.Count)];
            var JorgesPath      = ConstructJorgesPath(client, JorgesRoom);
            var JorgesPathIndex = 0;

            for (; ;)
            {
                roomsVisited.Add(room);

                Console.WriteLine();
                Console.WriteLine("You are now in room {0}.", room);
                //Console.WriteLine("The Venerable Jorge is now in room {0}.", JorgesRoom);
                //Console.WriteLine("Jorge's destination is room {0}", JorgesPath[JorgesPath.Count - 1]);

                ReportProximityToJorge(client, room, JorgesRoom);

#if DEAD_CODE
                if (booksInRooms.ContainsKey(room))
                {
                    Console.WriteLine("You have found the book '{0}'.", booksInRooms[room]);
                }
#else
                foreach (var book in client.QueryBooksInRoom(room))
                {
                    Console.WriteLine("You have found the book '{0}'.", book);
                }
#endif


                if (room.Equals(roomGoal))
                {
                    Console.WriteLine("**** Congratulations!  You have reached the goal! ****");
                }

                //var neighbouringRooms = connections[room];
                var neighbouringRooms = client.QueryConnections(room);

                Console.WriteLine("Possible moves:");

                for (var i = 0; i < neighbouringRooms.Count; ++i)
                {
                    var neighbouringRoom = neighbouringRooms[i];
                    var str = string.Format("  {0}. {1}", i, neighbouringRoom);

                    if (roomsVisited.Contains(neighbouringRoom))
                    {
                        str = str + " Visited";
                    }

                    Console.WriteLine(str);
                }

                Console.Write("Your move (or (h)elp or (q)uit): ");

                var input = Console.ReadLine();
                int inputInt;
                var inputIsInt = int.TryParse(input, out inputInt);

                if (string.IsNullOrEmpty(input))
                {
                    Console.WriteLine("The input is empty.");
                }
                else if (inputIsInt)
                {
                    if (inputInt < 0 || inputInt >= neighbouringRooms.Count)
                    {
                        Console.WriteLine("The input is out of range.");
                    }
                    else
                    {
                        room = neighbouringRooms[inputInt];
                        ReportProximityToJorge(client, room, JorgesRoom);
                    }
                }
                else if (input[0] == 'h')
                {
                    var pathToGoal = FindShortestPathBetweenRooms(client, room, roomGoal);

                    Console.WriteLine("Path to goal: {0}.", string.Join(" to ", pathToGoal));
                }
                else if (input[0] == 'q')
                {
                    break;
                }
                else
                {
                    Console.WriteLine("The input was not recognized.");
                }

                // Jorge's move.
                ++JorgesPathIndex;

                while (JorgesPathIndex >= JorgesPath.Count) // ThAW 2013/09/23 : This "while" used to be an "if", but it crashed once.
                {
                    JorgesPath      = ConstructJorgesPath(client, JorgesRoom);
                    JorgesPathIndex = 1;
                }

                JorgesRoom = JorgesPath[JorgesPathIndex];
            }
        }