Esempio n. 1
0
        private BrainCommand CommandInReproductionState(BrainInput data)
        {
            int emptyCellDirection;

            if (data.Health < h1)
            {
                State = BrainState.LowHealth;
                return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
            }
            else if (data.Energy <= e2)
            {
                State = BrainState.Normal;
                return(CommandInNormalState(data));
            }
            else if ((emptyCellDirection = FindSafeCellForChild(data.Cells)) >= 0)
            {
                State = BrainState.Normal;
                return(new BrainCommand(CreatureAction.Reproduce, emptyCellDirection));
            }
            else if (data.Cells[0].StandingCreatures.Count == 1)
            {
                return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
            }
            else
            {
                return(new BrainCommand(CreatureAction.Hit, 0));
            }
        }
Esempio n. 2
0
 private BrainCommand CommandInLowHealthState(BrainInput data)
 {
     if (data.Health >= h1)
     {
         if (data.Energy > e2)
         {
             State = BrainState.Reproduction;
             return(CommandInReproductionState(data));
         }
         else if (data.Energy < e1)
         {
             State = BrainState.LowEnergy;
             return(CommandInLowEnergyState(data));
         }
         else
         {
             State = BrainState.Normal;
             return(CommandInNormalState(data));
         }
     }
     else
     {
         return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
     }
 }
Esempio n. 3
0
 private BrainCommand CommandInNormalState(BrainInput data)
 {
     if (data.Health < h1)
     {
         State = BrainState.LowHealth;
         return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
     }
     else if (data.Energy < e1)
     {
         State = BrainState.LowEnergy;
         return(new BrainCommand(CreatureAction.Eat, 0));
     }
     else
     {
         if (ContainsMorePowerfulCreature(data.Cells[0].StandingCreatures))
         //на клетке жука стоит жук сильнее
         {
             return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
         }
         else if (data.Cells[0].StandingCreatures.Count > 1 && data.Cells[0].StandingCreatures.Count(x => x.Alpha != Alpha) > 0)
         {
             return(new BrainCommand(CreatureAction.Hit, 0));
         }
         else if (data.Energy > e2)
         {
             int emptyCell = FindSafeCellForChild(data.Cells);
             if (emptyCell >= 0)
             {
                 return(new BrainCommand(CreatureAction.Reproduce, emptyCell));
             }
             else
             {
                 State = BrainState.Reproduction;
                 return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
             }
         }
         else if (data.Cells[0].FoodCount < CreatureParameters.FoodAbsorbCostPerUnit * absorbAble)
         //нет еды на своей клетке
         {
             return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
         }
         else
         {
             return(new BrainCommand(CreatureAction.Eat, 0));
         }
     }
 }
Esempio n. 4
0
 public BrainCommand Process(BrainInput data)
 {
     if (State == BrainState.Normal)
     {
         return(CommandInNormalState(data));
     }
     else if (State == BrainState.Reproduction)
     {
         return(CommandInReproductionState(data));
     }
     else if (State == BrainState.LowEnergy)
     {
         return(CommandInLowEnergyState(data));
     }
     else
     {
         return(CommandInLowHealthState(data));
     }
 }
Esempio n. 5
0
 private BrainCommand CommandInLowEnergyState(BrainInput data)
 {
     if (data.Health < h1)
     {
         State = BrainState.LowHealth;
         return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
     }
     else if (data.Energy >= e1)
     {
         State = BrainState.Normal;
         return(CommandInNormalState(data));
     }
     else
     {
         if (data.Cells[0].FoodCount > 0.3 * absorbAble)
         {
             return(new BrainCommand(CreatureAction.Eat, 0));
         }
         else
         {
             return(new BrainCommand(CreatureAction.Go, FindMostSafeCell(data.Cells)));
         }
     }
 }