/// <summary>
 /// Returns all possible moves for the given unit
 /// </summary>
 /// <param name="c">Character unit</param>
 /// <returns>List of x,y positions that the unit can possibly move to.</returns>
 /// <remarks>Currenty assumes all units can only move 1 space per move.</remarks>
 public List <Tuple <int, int> > getPossibleMoves()
 {
     return(GameBoard.getPossibleMovesFromLoc(xPos, yPos));
 }
 /// <summary>
 /// Moves the character down one space.
 /// </summary>
 public Boolean moveDown()
 {
     Logger.log(String.Format(@"Moving {0} down one space...", this.id), "debug");
     return(GameBoard.update(this, xPos, (short)(yPos + 1)));
 }
 /// <summary>
 /// Moves the character up and left one space.
 /// </summary>
 public Boolean moveUpLeft()
 {
     Logger.log(String.Format(@"Moving {0} up and left (diagonally) one space...", this.id), "debug");
     return(GameBoard.update(this, (short)(xPos - 1), (short)(yPos - 1)));
 }
 /// <summary>
 /// Moves the character down and right one space.
 /// </summary>
 public Boolean moveDownRight()
 {
     Logger.log(String.Format(@"Moving {0} down and right (diagonally) one space...", this.id), "debug");
     return(GameBoard.update(this, (short)(xPos + 1), (short)(yPos + 1)));
 }
Esempio n. 5
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 private int isMovingToInterceptOpponent(Character unit, List <Character> enemy_units, int prev_x, int prev_y)
 {
     // as long as the cpu unit is moving toward another player unit, return true
     foreach (Character e_unit in enemy_units)
     {
         if (GameBoard.distance(unit.xPos, unit.yPos, e_unit.xPos, e_unit.yPos) < GameBoard.distance(prev_x, prev_y, e_unit.xPos, e_unit.yPos))
         {
             return(HEURISTIC_INTERCEPT_OPPONENT);
         }
     }
     return(0);
 }
 /// <summary>
 /// Moves the character right one space.
 /// </summary>
 public Boolean moveRight()
 {
     Logger.log(String.Format(@"Moving {0} right one space...", this.id), "debug");
     return(GameBoard.update(this, (short)(xPos + 1), yPos));
 }
Esempio n. 7
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        private int isFleeingFromOverwhelmingForce(Character unit, List <Character> enemy_units, List <Character> friendly_units, int prev_x, int prev_y)
        {
            List <Character> unitsToConsider = new List <Character>();
            int enemy_count = 0;
            int unit_count  = 0;

            // get all units within 3 spaces of the current unit
            foreach (Character enemy in enemy_units)
            {
                if (GameBoard.distance(enemy.xPos, enemy.yPos, unit.xPos, unit.yPos) <= 3)
                {
                    unitsToConsider.Add(enemy);
                    enemy_count++;
                }
            }
            foreach (Character friendly_unit in friendly_units)
            {
                // don't include the given unit
                if (friendly_unit == unit)
                {
                    continue;
                }
                if (GameBoard.distance(friendly_unit.xPos, friendly_unit.yPos, unit.xPos, unit.yPos) <= 3)
                {
                    unit_count++;
                }
            }

            // if the player force is at least the overwhelming percentage, fleeing is an option
            if (enemy_count / (unit_count + 1) > OVERWHELMING_FORCE_PERCENT)
            {
                // now we need to get which direction they are all mainly coming from
                // get the average x and y vector they are coming from
                float      avg_x   = 0.0f;
                float      avg_y   = 0.0f;
                List <int> vectors = new List <int>();
                foreach (Character enemy in unitsToConsider)
                {
                    avg_x += (enemy.xPos - unit.xPos);
                    avg_y += (enemy.yPos - unit.yPos);
                }
                // if the resultant additions so far are very small, we're surrounded, so there's nowhere to run to
                if ((avg_x < 1 && avg_x > -1) && (avg_y < 1 && avg_y > -1))
                {
                    return(0);
                }

                // get the unit vector of current motion
                float motion_x = unit.xPos - prev_x;
                float motion_y = unit.yPos - prev_y;
                motion_x = motion_x / ((float)Math.Sqrt(motion_x * motion_x + motion_y * motion_y));
                motion_y = motion_x / ((float)Math.Sqrt(motion_x * motion_x + motion_y * motion_y));

                // make the averages unit vectors
                avg_x = avg_x / ((float)Math.Sqrt(avg_x * avg_x + avg_y * avg_y));
                avg_y = avg_y / ((float)Math.Sqrt(avg_x * avg_x + avg_y * avg_y));

                // now just get the angle between the vectors
                float theta = (float)Math.Acos(motion_x * avg_x + motion_y * avg_y);

                // if current motion is greater than 90 degrees away from the enemy positions, unit is fleeing
                if (theta > Math.PI / 2)
                {
                    return(HEURISTIC_FLEE_FROM_OVER_FORCE);
                }
                else
                {
                    return(0);
                }
            }
            else
            {
                return(0);
            }
        }
Esempio n. 8
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        private int isTravellingToBase(Character unit, int prev_x, int prev_y, Tuple <int, int> basePos, Boolean isEnemyBase = true)
        {
            // if the base is not defined, the unit can't be traveling to it
            if (basePos.Item1 < 0)
            {
                return(0);
            }

            if (GameBoard.distance(unit.xPos, unit.yPos, basePos.Item1, basePos.Item2) < GameBoard.distance(prev_x, prev_y, basePos.Item1, basePos.Item2))
            {
                if (isEnemyBase)
                {
                    return(HEURISTIC_TRAVEL_TO_ENEMY_BASE);
                }
                else
                {
                    int numGuarding = 0;
                    foreach (EnemyCharacter friendly in cpuUnits)
                    {
                        if (GameBoard.distance(friendly.xPos, friendly.yPos, cpuBasePos.Item1, cpuBasePos.Item2) < 3)
                        {
                            numGuarding++;
                        }
                    }
                    return(HEURISTIC_TRAVEL_TO_HOME_BASE - numGuarding);
                }
            }
            else
            {
                return(0);
            }
        }
Esempio n. 9
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        public static String saveGame(Char whose_turn)
        {
            System.Console.Clear();
            System.Console.Write(@"Save name: ");
            String save_name = System.Console.ReadLine();
            String file_name;

            if (save_name == "")
            {
                String timestamp = DateTime.Now.ToString(@"yyyyMMddHHmmffff");
                file_name = FlameBadge.save_dir + timestamp + @".fbsave";
            }
            else
            {
                file_name = FlameBadge.save_dir + save_name + @".fbsave";
                if (File.Exists(file_name))
                {
                    System.Console.WriteLine("Are you sure you want to overwrite save '{0}'? (Y/n)", save_name);
                    Boolean need_answer = true;
                    while (need_answer)
                    {
                        ConsoleKeyInfo answer;
                        answer = System.Console.ReadKey();

                        switch (answer.KeyChar)
                        {
                        case 'n':
                        case 'N':
                            need_answer = false;
                            GameBoard.saveGame(whose_turn);
                            break;

                        case 'y':
                        case 'Y':
                            need_answer = false;
                            File.Delete(file_name);
                            break;

                        default:
                            System.Console.WriteLine(@"Please input either 'y' or 'n': ");
                            break;
                        }
                    }
                }
            }

            try
            {
                using (StreamWriter writer = new StreamWriter(file_name))
                {
                    // write the map
                    for (int i = 0; i < MAP_SIZE; i++)
                    {
                        for (int j = 0; j < MAP_SIZE; j++)
                        {
                            writer.Write(board[i, j]);
                            writer.Write(@" ");
                        }
                        writer.WriteLine();
                    }
                    writer.WriteLine();
                    writer.WriteLine();

                    // write the living player units and their positions, and stats
                    writer.Write(@"Player {0}", FlameBadge.player_units.Count);
                    writer.WriteLine();
                    foreach (var unit in FlameBadge.player_units)
                    {
                        writer.Write(@"{0} {1} {2} {3} {4} {5}", unit.id, unit.xPos, unit.yPos, unit.health, unit.level, unit.dpsMod);
                        writer.WriteLine();
                    }

                    writer.WriteLine();
                    writer.WriteLine();
                    // write the living computer units and their positions, and stats
                    writer.Write(@"Computer {0}", FlameBadge.cpu_units.Count);
                    writer.WriteLine();
                    foreach (var unit in FlameBadge.cpu_units)
                    {
                        writer.Write(@"{0} {1} {2} {3} {4} {5}", unit.id, unit.xPos, unit.yPos, unit.health, unit.level, unit.dpsMod);
                        writer.WriteLine();
                    }

                    writer.WriteLine();
                    writer.WriteLine();
                    // write who of the player units was taking his turn
                    writer.Write(@"TURN {0}", whose_turn);
                }
                System.Console.WriteLine("Game Saved!");
                System.Threading.Thread.Sleep(1000);
                GameBoard.redraw();
                Sidebar.announce(String.Format(@"{0} taking turn...", whose_turn), true);
            }
            catch (Exception e)
            {
                String msg = String.Format(@"The game could not be saved. Reason: " + e);
                Logger.log(msg, "error");
                return(null);
            }

            Logger.log("Game saved.");
            return(file_name);
        }
Esempio n. 10
0
        /// <summary>
        /// Returns all possible moves from the given location
        /// </summary>
        /// <param name="x">Location x.</param>
        /// <param name="y">Location y.</param>
        /// <param name="moveSpeed">(Optional) Number of spaces the unit can move in one turn. (default is 1)</param>
        /// <returns>List of x,y positions that are reachable from the location.</returns>
        public static List <Tuple <int, int> > getPossibleMovesFromLoc(int x, int y, int moveSpeed = 1)
        {
            List <Tuple <int, int> > moves = new List <Tuple <int, int> >();

            if (GameBoard.isValidMove((short)(x - 1), (short)y))
            {
                moves.Add(new Tuple <int, int>(x - 1, y));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x - 1, y, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)(x + 1), (short)y))
            {
                moves.Add(new Tuple <int, int>(x + 1, y));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x + 1, y, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)x, (short)(y - 1)))
            {
                moves.Add(new Tuple <int, int>(x, y - 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x, y - 1, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)x, (short)(y + 1)))
            {
                moves.Add(new Tuple <int, int>(x, y + 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x, y + 1, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)(x - 1), (short)(y - 1)))
            {
                moves.Add(new Tuple <int, int>(x - 1, y - 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x - 1, y - 1, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)(x + 1), (short)(y - 1)))
            {
                moves.Add(new Tuple <int, int>(x + 1, y - 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x + 1, y - 1, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)(x - 1), (short)(y + 1)))
            {
                moves.Add(new Tuple <int, int>(x - 1, y + 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x - 1, y + 1, moveSpeed - 1));
                }
            }
            if (GameBoard.isValidMove((short)(x + 1), (short)(y + 1)))
            {
                moves.Add(new Tuple <int, int>(x + 1, y + 1));
                if (moveSpeed > 1)
                {
                    moves.AddRange(getPossibleMovesFromLoc(x + 1, y + 1, moveSpeed - 1));
                }
            }
            return(moves);
        }
        public FlameBadge()
        {
            // Set up saves directory

            if (!Directory.Exists(save_dir))
                Directory.CreateDirectory(save_dir);

            // Check if any save files exist
            // If they don't we won't bother offering a load game option
            DirectoryInfo dir = new DirectoryInfo(save_dir);
            Boolean is_loaded = false;
            if (dir.GetFiles().Length != 0)
                is_loaded = _offerContinue();

            String loaded_file = "";
            if (is_loaded)
                loaded_file = _getSavedGame(dir);

            if (loaded_file == "")
                is_loaded = false;
            else
                loaded_file = save_dir + loaded_file;

            // if we loaded we need to know whose turn it was
            Char curr_turn = '0';
            if (is_loaded)
                curr_turn = _getTurn(loaded_file);

            // Draw the game board.
            GameBoard game_board = new GameBoard(is_loaded ? loaded_file : null);

            // Put the pieces on the board.
            PlayerCharacter.placePieces(is_loaded, loaded_file);
            EnemyCharacter.placePieces(is_loaded, loaded_file);

            // mainloop
            while (true)
            {
                for (int i = 0; i < player_units.Count; i++)
                {
                    // if we loaded a game, skip over everyone until the rightful
                    // unit goes
                    if (curr_turn != '0')
                    {
                        if (player_units[i].id != curr_turn)
                            continue;
                        else
                            curr_turn = '0';
                    }
                    player_units[i].takeTurn();
                    List<Character> victims = GameBoard.getAttackableUnits(player_units[i].xPos, player_units[i].yPos, cpu_units.Cast<Character>().ToList());
                    if (victims.Count > 0)
                    {
                        //pass in true to signify player
                        GameBoard.attack(player_units[i].id, victims[0].id, true);
                        GameBoard.redraw();
                        if (cpu_units.Count == 0)
                            FlameBadge.hasEnded = true;
                    }
                    Tuple<Int16, Int16> enemyCastle = GameBoard.getCPUCastle();
                    if ((int)enemyCastle.Item2 == (int)player_units[i].xPos && (int)enemyCastle.Item1 == (int)player_units[i].yPos)
                    {
                        FlameBadge.hasEnded = true;
                    }
                        if (FlameBadge.hasEnded)
                            _endGame();
                }

                for (int i = 0; i < cpu_units.Count; i++)
                {
                    cpu_units[i].takeTurn();
                    List<Character> victims = GameBoard.getAttackableUnits(cpu_units[i].xPos, cpu_units[i].yPos, player_units.Cast<Character>().ToList());
                    if (victims.Count > 0)
                    {
                        //pass in false to signify AI
                        GameBoard.attack(cpu_units[i].id, victims[0].id, false);
                        GameBoard.redraw();
                        if (player_units.Count == 0)
                            FlameBadge.hasEnded = true;
                    }
                    Tuple<Int16, Int16> enemyCastle = GameBoard.getPlayerCastle();
                    if ((int)enemyCastle.Item2 == (int)cpu_units[i].xPos && (int)enemyCastle.Item1 == (int)cpu_units[i].yPos)
                    {
                        FlameBadge.hasEnded = true;
                        FlameBadge.cpuCapture = true;
                    }
                    if (FlameBadge.hasEnded)
                        _endGame();
                }
            }
        }
        public static void placePieces(Boolean is_loaded, String loaded_file)
        {
            if (!is_loaded)
            {
                //Logger.log(@"Placing enemy pieces in random positions.");
                Tuple <Int16, Int16> castleCoords = GameBoard.getCPUCastle();
                Int16 j = castleCoords.Item1;
                Int16 i = castleCoords.Item2;

                //Logger.log(@"Placing player pieces in random positions.");
                if (i - 1 >= 0)
                {
                    if (GameBoard.overlay[i - 1, j] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i - 1), (short)j);
                        EnemyCharacter       character = new EnemyCharacter('A', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (i + 1 < GameBoard.overlay.GetLength(0))
                {
                    if (GameBoard.overlay[i + 1, j] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i + 1), (short)j);
                        EnemyCharacter       character = new EnemyCharacter('B', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (j - 1 >= 0)
                {
                    if (GameBoard.overlay[i, j - 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i), (short)(j - 1));
                        EnemyCharacter       character = new EnemyCharacter('C', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (j + 1 < GameBoard.overlay.GetLength(1))
                {
                    if (GameBoard.overlay[i, j + 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i), (short)(j + 1));
                        EnemyCharacter       character = new EnemyCharacter('D', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }

                //diagonals
                if (i - 1 >= 0 && j + 1 < GameBoard.overlay.GetLength(1))
                {
                    if (GameBoard.overlay[i - 1, j + 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i - 1), (short)(j + 1));
                        EnemyCharacter       character = new EnemyCharacter('E', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (i + 1 < GameBoard.overlay.GetLength(0) && j - 1 >= 0)
                {
                    if (GameBoard.overlay[i + 1, j - 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i + 1), (short)(j - 1));
                        EnemyCharacter       character = new EnemyCharacter('F', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (i - 1 >= 0 && j - 1 >= 0)
                {
                    if (GameBoard.overlay[i - 1, j - 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i - 1), (short)(j - 1));
                        EnemyCharacter       character = new EnemyCharacter('G', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
                if (i + 1 < GameBoard.overlay.GetLength(0) && j + 1 < GameBoard.overlay.GetLength(1))
                {
                    if (GameBoard.overlay[i + 1, j + 1] != '@')
                    {
                        Tuple <Int16, Int16> coords    = Tuple.Create((short)(i + 1), (short)(j + 1));
                        EnemyCharacter       character = new EnemyCharacter('H', coords.Item1, coords.Item2, 10, 1, 1);
                        FlameBadge.cpu_units.Add(character);
                        GameBoard.update(character, coords.Item1, coords.Item2);
                        Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), coords.Item1, coords.Item2, 10, 1, 1));
                    }
                }
            }
            else
            {
                Logger.log(@"Placing computer pieces according to loaded save file.");
                try
                {
                    using (StreamReader sr = new StreamReader(loaded_file))
                    {
                        while (sr.Peek() > -1)
                        {
                            String line = sr.ReadLine();
                            if (line.StartsWith("Computer"))
                            {
                                for (int i = 0; i < Convert.ToInt16(line.Split()[1]); i++)
                                {
                                    String[]       unit_info = sr.ReadLine().Split();
                                    EnemyCharacter character = new EnemyCharacter(Convert.ToChar(unit_info[0]), Convert.ToInt16(unit_info[1]), Convert.ToInt16(unit_info[2]), Convert.ToInt32(unit_info[3]), Convert.ToInt32(unit_info[4]), Convert.ToInt32(unit_info[5]));
                                    FlameBadge.cpu_units.Add(character);
                                    GameBoard.update(character, Convert.ToInt16(unit_info[1]), Convert.ToInt16(unit_info[2]));
                                    Logger.log(String.Format(@"Placed {0} at {1}, {2} with health {3}, level {4}, and dpsMod {5}", character.id.ToString(), Convert.ToInt16(unit_info[1]), Convert.ToInt16(unit_info[2]), Convert.ToInt32(unit_info[3]), Convert.ToInt32(unit_info[4]), Convert.ToInt32(unit_info[5])));
                                }
                            }
                        }
                    }
                }
                catch (Exception)
                {
                    Logger.log("Could not load computer pieces from save file. Quitting...", "error");
                    Environment.Exit(1);
                }
            }
        }
        public override void takeTurn()
        {
            /*Sidebar.announce(String.Format(@"CPU taking turn...", this.id.ToString()), false);
             *
             * Random rand = new Random();
             *
             * // MAGIC NUMBER ALERT!!!
             * // 8 - Move Up          7 - MoveUpLeft
             * // 4 - Move Left        9 - MoveUpRight
             * // 6 - Move Right       1 - MoveDownLeft
             * // 2 - Move Left        3 - MoveDownRight
             * List<Char> moves = new List<Char> {'1', '2', '3', '4', '6', '7', '8', '9'};
             *
             * while (true)
             * {
             *  // The computer is an idiot
             *  Char move = moves[rand.Next(moves.Count)];
             *
             *  if (makeMove(move))
             *  {
             *      Sidebar.announce(String.Format(@"CPU's turn, please wait...", this.id.ToString()), false);
             *      System.Threading.Thread.Sleep(1500);
             *
             *      break;
             *  }
             * }*/

            // EXAMPLE AI CODE (AI object should be declared at a higher level though, not for each individual unit).
            // The 3rd and 4th parameters are base positions. If given with x and y less than 0, the AI assumes no bases exist.
            // The 5th parameter is the AI level, which controls how far into the future the search goes. The level caps at 5 (because any higher takes forever).
            Tuple <Int16, Int16> castleLoc          = GameBoard.getCPUCastle();
            Tuple <int, int>     convertedLoc       = Tuple.Create((int)castleLoc.Item2, (int)castleLoc.Item1);
            Tuple <Int16, Int16> castlePlayerLoc    = GameBoard.getPlayerCastle();
            Tuple <int, int>     convertedPlayerLoc = Tuple.Create((int)castlePlayerLoc.Item2, (int)castlePlayerLoc.Item1);

            AI smartCPU = new AI(FlameBadge.player_units, FlameBadge.cpu_units, convertedPlayerLoc, convertedLoc, 2);

            Tuple <int, int> nextMoveLoc = smartCPU.getNextMove(this);

            if (nextMoveLoc.Item1 < this.xPos && nextMoveLoc.Item2 > this.yPos)
            {
                makeMove('1');
            }
            else if (nextMoveLoc.Item1 == this.xPos && nextMoveLoc.Item2 > this.yPos)
            {
                makeMove('2');
            }
            else if (nextMoveLoc.Item1 > this.xPos && nextMoveLoc.Item2 > this.yPos)
            {
                makeMove('3');
            }
            else if (nextMoveLoc.Item1 < this.xPos && nextMoveLoc.Item2 == this.yPos)
            {
                makeMove('4');
            }
            else if (nextMoveLoc.Item1 > this.xPos && nextMoveLoc.Item2 == this.yPos)
            {
                makeMove('6');
            }
            else if (nextMoveLoc.Item1 < this.xPos && nextMoveLoc.Item2 < this.yPos)
            {
                makeMove('7');
            }
            else if (nextMoveLoc.Item1 == this.xPos && nextMoveLoc.Item2 < this.yPos)
            {
                makeMove('8');
            }
            else if (nextMoveLoc.Item1 > this.xPos && nextMoveLoc.Item2 < this.yPos)
            {
                makeMove('9');
            }
            else
            {
                Logger.log(String.Format(@"Error getting move for cpu unit {0}", this.id), "Error");
            }
        }