public HalfHumanAiInput(AI ai1, GameState state) : base(ai1, null, state) { startFAis(state); }
public SynchronizedAiInput(AI ai1, AI ai2, GameState state) : base(ai1, ai2, state) { startFAis(state); }
public AiInput(AI ai1, AI ai2, GameState state) : base(state) { this.ai1 = ai1; this.ai2 = ai2; }
public ListAiInput(AI ai1, AI ai2, GameState state) : base(ai1, ai2, state) { inputQ1 = inputQ2 = new List<Input> (){ new Input () }; startFAi1 (state); startFAi2 (state); }
protected void Initialize(GameState level) { state = level; // state = level.Clone(p1: new Player (1, new Vector2 (90, 36)), // p2: new Player (2, new Vector2 (90, 45))); forwardModel = new ForwardModel (state); history = new List<GameState> (); // ai1 = new NullAI (state, PlayerId.P1); ai1 = new AStar (state, PlayerId.P1, new WaypointHeuristic (state, PlayerId.P1)); ai2 = new AStar (state, PlayerId.P2, new WaypointHeuristic (state, PlayerId.P2)); // listInputMethod = new ListAiInput (ai1, ai2, state); // inputMethod = new SynchronizedAiInput (ai1, ai2, state); // inputMethod = new HalfHumanAiInput (ai2, state); combinedInputMethod = new CombinedAiInput (state); humanInputMethod = new HumanInput (state, combinedInputMethod); // inputMethod = humanInputMethod; inputMethod = combinedInputMethod; CombinedPlatformAStar cpas = new CombinedPlatformAStar (level.Platforms); cpas.CombinedPlatformPath (level.P1, level.P2, level.Goal, level.Goal); // Environment.Exit (1); }