Esempio n. 1
0
        private void player2Worker_DoWork(object sender, DoWorkEventArgs e)
        {
            Random rnd = new Random();
            State[,] layout = Program.MainForm.Login("Player 2");
            GameState initialState = Program.MainForm.GetStatus(1);
            IAgent agent = new AlphaBetaAgent(p2Debug);

            ClientGameState myState = new ClientGameState(layout, initialState, 1);
            myState.currentTick = -1;
            #if DEBUG
            p2Debug.UpdateState(myState);
            Application.DoEvents();
            #endif

            while (player2Worker.CancellationPending == false)
            {
                GameState curState = Program.MainForm.GetStatus(1);
                if (curState.events.blockEvents.Count > 0)
                {
                    p2Debug.AddLog("Player 2 received " + curState.events.blockEvents.Count + " unseen block events");
                    myState.ProcessEvents(curState.events);
                }
                if (curState.currentTick > myState.currentTick)
                {
                    myState = new ClientGameState(myState.blocks, curState, 1);
                    myState.ProcessEvents(curState.events);
            #if DEBUG
                    p2Debug.UpdateState(myState);
                    Application.DoEvents();
            #endif
                    RandomAgent(rnd, myState, p2Debug);
                }

                Thread.Sleep(100);
            }
        }
Esempio n. 2
0
        private void player1Worker_DoWork(object sender, DoWorkEventArgs e)
        {
            Random rnd = new Random();
            State[,] layout = Program.MainForm.Login("Player 1");
            GameState initialState = Program.MainForm.GetStatus(0);
            IAgent agent = new AlphaBetaAgent(p1Debug);

            ClientGameState myState = new ClientGameState(layout, initialState, 0);
            myState.currentTick = -1;
            #if DEBUG
            p1Debug.UpdateState(myState);
            Application.DoEvents();
            #endif

            while (player1Worker.CancellationPending == false)
            {
                GameState curState = Program.MainForm.GetStatus(0);
                if (curState.events.blockEvents.Count > 0)
                {
                    p1Debug.AddLog("Player 1 received " + curState.events.blockEvents.Count + " unseen block events");
                    myState.ProcessEvents(curState.events);
                }
                if (curState.currentTick > myState.currentTick)
                {
                    myState = new ClientGameState(myState.blocks, curState, 0);
                    myState.ProcessEvents(curState.events);
            #if DEBUG
                    p1Debug.UpdateState(myState);
                    Application.DoEvents();
            #endif
                    ActionSet actions = agent.GetAction(myState);
                    for (int idx = 0; idx < myState.Me.units.Count; idx++)
                    {
                        p1Debug.AddLog("Unit " + idx + " : Action=" + actions[idx]);
                        Program.MainForm.SetAction(myState.myPlayerIdx, myState.players[myState.myPlayerIdx].units[idx].id, actions[idx]);
                    }
                }

                Thread.Sleep(100);
            }
        }