public PlayerStrategy(GameSetting gameSetting, String file, bool mirror) : base(gameSetting) { gStrategy = new GridStrategy(file, mirror); tactic = new TacticChooser(mirror, gameSetting); zorder = new ZOrder(); graph = new Graph(); graph.Fill(gStrategy, gameSetting, 0.7); }
//adapt strategy rules public override void AdaptStrategy(List <object> adaptedRules) { foreach (GridRule rule in adaptedRules) { gStrategy.Rules.Add(rule); } zorder = new ZOrder(); graph = new Graph(); graph.Fill(gStrategy, gameSetting, 0.7); }
//naplneni ZOrder public void fillZOrder() { ZOrder zord = new ZOrder(); int x, y; List <int>[,] matrix; matrix = new List <int> [6, 4]; for (int i = 0; i < mine.Length; i++) { x = Convert.ToInt32(mine[i].X) - 1; y = Convert.ToInt32(mine[i].Y) - 1; if (matrix[x, y] != null) { matrix[x, y].Add(i); } else { matrix[x, y] = new List <int>() { i } }; } zMine = zord.zOrderMain(matrix, 2); matrix = new List <int> [6, 4]; for (int i = 0; i < oppnt.Length; i++) { x = Convert.ToInt32(oppnt[i].X) - 1; y = Convert.ToInt32(oppnt[i].Y) - 1; if (matrix[x, y] != null) { matrix[x, y].Add(i); } else { matrix[x, y] = new List <int>() { i } }; } zOppnt = zord.zOrderMain(matrix, 2); } } }