コード例 #1
0
 public void NotifyTurn()
 {
     if (OnTurn != null)
     {
         OnTurn.Invoke(this, new TurnNotificationArgs(this));
     }
 }
コード例 #2
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        /// <summary>
        /// OnPlayerPlayChess回调
        /// </summary>
        /// <param name="obj"></param>
        private void ChessBoard_OnPlayerPlayChess(Vector2Int index, ChessState chessState)
        {
            //TODO判定是否是否胜利
            if (JudeWinOrContinue(index, chessState) == true)
            {
                Debug.Log(chessState + "Win");
                if (OnWin != null)
                {
                    OnWin.Invoke();//执行结束的事件 剔除棋盘格子的射线事件
                }
                UIManager.Instance.chessState = chessState;
                UIManager.Instance.gameStatus = GameStatus.Over;
                return;
            }

            playerIndex++;//增加回合

            #region 轮询逻辑
            if (OnTurn != null)
            {
                OnTurn.Invoke(playerIndex);//暂停事件
            }

            #endregion



            //TODO增加栈 来储存10步内的悔棋。
        }
コード例 #3
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 public void OnClickButton(string message)
 {
     if (message == "move")
     {
         if (OnAttack != null)
         {
             OnMove.Invoke(Actor);
         }
     }
     else if (message == "attack")
     {
         if (OnAttack != null)
         {
             OnAttack.Invoke(Actor);
         }
     }
     else if (message == "turn")
     {
         if (OnTurn != null)
         {
             OnTurn.Invoke(Actor);
         }
     }
     else if (message == "finish")
     {
         if (OnFinish != null)
         {
             OnFinish.Invoke(Actor);
         }
     }
 }
コード例 #4
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        /// <summary>
        ///     Gets the hash code
        /// </summary>
        /// <returns>Hash code</returns>
        public override int GetHashCode()
        {
            unchecked             // Overflow is fine, just wrap
            {
                int hashCode = 41;
                // Suitable nullity checks etc, of course :)

                hashCode = hashCode * 59 + EnergyCubes.GetHashCode();

                hashCode = hashCode * 59 + Health.GetHashCode();

                hashCode = hashCode * 59 + Active.GetHashCode();

                hashCode = hashCode * 59 + Virtual.GetHashCode();

                hashCode = hashCode * 59 + Priority.GetHashCode();

                hashCode = hashCode * 59 + OnTurn.GetHashCode();

                hashCode = hashCode * 59 + IsMine.GetHashCode();

                hashCode = hashCode * 59 + HandCards.GetHashCode();

                hashCode = hashCode * 59 + Attitude.GetHashCode();

                hashCode = hashCode * 59 + Type.GetHashCode();
                return(hashCode);
            }
        }
コード例 #5
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ファイル: PropulsionTurn.cs プロジェクト: dunvit/Outland-Area
 private void Turn(CommandTypes type)
 {
     if (Type != type)
     {
         // Send command to server
         OnTurn?.Invoke(type);
     }
 }
コード例 #6
0
ファイル: Game.cs プロジェクト: ArtyomVoronov/Gravitrips
 private void MakeTurnInner(Position position, Player player)
 {
     GameField.Turn(position.Column, position.Row, WhoseTurn.Id);
     OnTurn?.Invoke(this, new TurnEventArgs
     {
         Column = position.Column,
         Row    = position.Row,
         Player = player
     });
 }
コード例 #7
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        /// <summary>
        ///     Returns true if RobotInfoAllOf instances are equal
        /// </summary>
        /// <param name="other">Instance of RobotInfoAllOf to be compared</param>
        /// <returns>Boolean</returns>
        public bool Equals(RobotInfoAllOf other)
        {
            if (other is null)
            {
                return(false);
            }
            if (ReferenceEquals(this, other))
            {
                return(true);
            }

            return
                ((
                     EnergyCubes == other.EnergyCubes ||
                     EnergyCubes.Equals(other.EnergyCubes)
                     ) &&
                 (
                     Health == other.Health ||
                     Health.Equals(other.Health)
                 ) &&
                 (
                     Active == other.Active ||
                     Active.Equals(other.Active)
                 ) &&
                 (
                     Virtual == other.Virtual ||
                     Virtual.Equals(other.Virtual)
                 ) &&
                 (
                     Priority == other.Priority ||
                     Priority.Equals(other.Priority)
                 ) &&
                 (
                     OnTurn == other.OnTurn ||
                     OnTurn.Equals(other.OnTurn)
                 ) &&
                 (
                     IsMine == other.IsMine ||
                     IsMine.Equals(other.IsMine)
                 ) &&
                 (
                     HandCards == other.HandCards ||
                     HandCards.Equals(other.HandCards)
                 ) &&
                 (
                     Attitude == other.Attitude ||
                     Attitude.Equals(other.Attitude)
                 ) &&
                 (
                     Type == other.Type ||
                     Type.Equals(other.Type)
                 ));
        }
コード例 #8
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        public Resulter MakeTurn(Movement move)
        {
            var resulter = map[playerPosition.X, playerPosition.Y].OnCell.Act(this, playerPosition, move);

            if (resulter.IsSuccess)
            {
                if (resulter.InnerRequest != null)
                {
                    MoveObject(resulter.InnerRequest.OldPosition,
                               resulter.InnerRequest.NewPosition);
                }

                this.playerPosition = resulter.NewPosition;
                MoveObject(resulter.OldPosition, resulter.NewPosition);
                turnsHistory.Push(resulter);
                OnTurn?.Invoke();
            }

            return(resulter);
        }
コード例 #9
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        private void Update()
        {
            if (isStunned)
            {
                ChangeState(5);
                return;
            }
            if (isGrounded)
            {
                if (Mathf.Abs(movementAxes.x) > 0.1f)
                {
                    ChangeState(1);
                }
                else if (Mathf.Abs(movementAxes.x) < 0.1f)
                {
                    ChangeState(0);
                }
            }

            if (isOnLedge)
            {
                ChangeState(4);
            }

            if (!isOnLedge && !isWallSliding)
            {
                if (isFacingRight && movementAxes.x < -0.1f)
                {
                    isFacingRight = false;
                    OnTurn?.Invoke();
                }

                if (!isFacingRight && movementAxes.x > 0.1f)
                {
                    isFacingRight = true;
                    OnTurn?.Invoke();
                }
            }
        }
コード例 #10
0
        /// <summary>
        ///     Gets the hash code
        /// </summary>
        /// <returns>Hash code</returns>
        public override int GetHashCode()
        {
            unchecked             // Overflow is fine, just wrap
            {
                int hashCode = 41;
                // Suitable nullity checks etc, of course :)

                hashCode = hashCode * 59 + Id.GetHashCode();
                if (ControlledEntities != null)
                {
                    hashCode = hashCode * 59 + ControlledEntities.GetHashCode();
                }

                hashCode = hashCode * 59 + OnTurn.GetHashCode();

                hashCode = hashCode * 59 + Active.GetHashCode();
                if (DisplayName != null)
                {
                    hashCode = hashCode * 59 + DisplayName.GetHashCode();
                }
                return(hashCode);
            }
        }
コード例 #11
0
        /// <summary>
        ///     Returns true if Player instances are equal
        /// </summary>
        /// <param name="other">Instance of Player to be compared</param>
        /// <returns>Boolean</returns>
        public bool Equals(Player other)
        {
            if (other is null)
            {
                return(false);
            }
            if (ReferenceEquals(this, other))
            {
                return(true);
            }

            return
                ((
                     Id == other.Id ||
                     Id.Equals(other.Id)
                     ) &&
                 (
                     ControlledEntities == other.ControlledEntities ||
                     ControlledEntities != null &&
                     other.ControlledEntities != null &&
                     ControlledEntities.SequenceEqual(other.ControlledEntities)
                 ) &&
                 (
                     OnTurn == other.OnTurn ||
                     OnTurn.Equals(other.OnTurn)
                 ) &&
                 (
                     Active == other.Active ||
                     Active.Equals(other.Active)
                 ) &&
                 (
                     DisplayName == other.DisplayName ||
                     DisplayName != null &&
                     DisplayName.Equals(other.DisplayName)
                 ));
        }
コード例 #12
0
ファイル: BattleData.cs プロジェクト: Porphyah/StrikeOne
 public void OnTurnAction()
 {
     OnTurn?.Invoke(this, new EventArgs());
 }
コード例 #13
0
ファイル: AIController.cs プロジェクト: jopalone95/Santorini
    static Move Minimax(ref Tile[][] mockBoard, Point[] humanFigures, Point[] aiFigures, OnTurn onTurn, int treeDepth)
    {
        //TODO: kultiviši malo ovu funkciju, prevelika je
        Point[] figures      = (onTurn == OnTurn.AIPlayer ? aiFigures    : humanFigures);
        Point[] enemyFigures = (onTurn == OnTurn.AIPlayer ? humanFigures : aiFigures);

        List <Move> moves = new List <Move>();

        for (int i = 0; i < figures.Length; i++) //move deo poteza
        {
            Point   figure            = figures[i];
            Point   prevPos           = new Point(figure.row, figure.col);
            Tile    currentTile       = mockBoard[figure.row][figure.col];
            Point[] neighbouringTiles = GetNeighbouringTiles(mockBoard, figure.row, figure.col);

            for (int j = 0; j < neighbouringTiles.Length; j++)
            {
                Point indices          = neighbouringTiles[j];
                Tile  neighbouringTile = mockBoard[indices.row][indices.col];

                if (currentTile.CanMoveOnTo(neighbouringTile) == true)
                {
                    //Move on to tile
                    mockBoard[figure.row][figure.col].isOccupied   = false;
                    mockBoard[indices.row][indices.col].isOccupied = true;
                    figure.row = indices.row;
                    figure.col = indices.col;

                    Tile    buildCurrentTile       = mockBoard[figure.row][figure.col];
                    Point[] buildNeighbouringTiles = GetNeighbouringTiles(mockBoard, figure.row, figure.col);

                    for (int k = 0; k < buildNeighbouringTiles.Length; k++)
                    {
                        Point buildIndices          = buildNeighbouringTiles[k];
                        Tile  buildNeighbouringTile = mockBoard[buildIndices.row][buildIndices.col];

                        if (buildCurrentTile.CanBuildOn(buildNeighbouringTile) == true)
                        {
                            Move move = new Move(i, indices, buildIndices);

                            //Build on tile
                            buildNeighbouringTile.currentLevel++;

                            minimaxDuration = DateTime.Now.Ticks * 100 - minimaxStart;

                            if (minimaxDuration > MaxMinimaxDuration)
                            {
                                move.treeDepth = treeDepth;
                                move.result    = Evaluate(ref mockBoard, aiFigures, humanFigures, indices, buildIndices);
                            }
                            else if (IsGameOver(mockBoard, enemyFigures) == true || mockBoard[figure.row][figure.col].currentLevel >= 3)
                            {
                                move.treeDepth = treeDepth;
                                move.result    = (onTurn == OnTurn.AIPlayer ? Int32.MaxValue : Int32.MinValue); //trebao bih da imam u vidu treeDepth

                                //Reverse build
                                buildNeighbouringTile.currentLevel--;

                                //Reverse move
                                mockBoard[figure.row][figure.col].isOccupied = false;

                                figure.row = prevPos.row;
                                figure.col = prevPos.col;

                                mockBoard[figure.row][figure.col].isOccupied = true;


                                return(move);
                            }
                            else
                            {
                                Move tempMove = Minimax(ref mockBoard, humanFigures, aiFigures, onTurn == OnTurn.AIPlayer ? OnTurn.HumanPlayer : OnTurn.AIPlayer, treeDepth + 1);

                                move.treeDepth = tempMove.treeDepth;
                                move.result    = tempMove.result;
                            }

                            moves.Add(move);

                            //Reverse build
                            buildNeighbouringTile.currentLevel--;

                            //uslov za break
                            if (minimaxDuration > MaxMinimaxDuration)
                            {
                                break;
                            }
                        }
                    }

                    //Reverse move
                    mockBoard[figure.row][figure.col].isOccupied = false;

                    figure.row = prevPos.row;
                    figure.col = prevPos.col;

                    mockBoard[figure.row][figure.col].isOccupied = true;

                    //uslov za break
                    if (minimaxDuration > MaxMinimaxDuration)
                    {
                        break;
                    }
                }
            }
        }

        //ovde treba da se prodje kroz listu poteza i da se odabere najbolji u zavisnosti od toga da li je trenutno na potezu AI ili human
        Move bestMove = moves[0];

        foreach (Move move in moves)
        {
            //tražim
            if (onTurn == OnTurn.AIPlayer)
            {
                //tražim move sa maksimalnim result-om
                if (move.result > bestMove.result)
                {
                    bestMove = move;
                }
                else if (move.result == bestMove.result && move.treeDepth < bestMove.treeDepth)
                {
                    bestMove = move;
                }
            }
            else if (onTurn == OnTurn.HumanPlayer)
            {
                //tražim move sa minimalnim result-om
                if (move.result < bestMove.result)
                {
                    bestMove = move;
                }
                else if (move.result == bestMove.result && move.treeDepth < bestMove.treeDepth)
                {
                    bestMove = move;
                }
            }
        }

        return(bestMove);
    }
コード例 #14
0
        /// <summary>
        ///     Returns true if RobotInfo instances are equal
        /// </summary>
        /// <param name="other">Instance of RobotInfo to be compared</param>
        /// <returns>Boolean</returns>
        public bool Equals(RobotInfo other)
        {
            if (other is null)
            {
                return(false);
            }
            if (ReferenceEquals(this, other))
            {
                return(true);
            }

            return
                ((
                     Direction == other.Direction ||
                     Direction.Equals(other.Direction)
                     ) &&
                 (
                     Name == other.Name ||
                     Name != null &&
                     Name.Equals(other.Name)
                 ) &&
                 (
                     Id == other.Id ||
                     Id.Equals(other.Id)
                 ) &&
                 (
                     Location == other.Location ||
                     Location != null &&
                     Location.Equals(other.Location)
                 ) &&
                 (
                     EnergyCubes == other.EnergyCubes ||
                     EnergyCubes.Equals(other.EnergyCubes)
                 ) &&
                 (
                     Health == other.Health ||
                     Health.Equals(other.Health)
                 ) &&
                 (
                     Active == other.Active ||
                     Active.Equals(other.Active)
                 ) &&
                 (
                     Virtual == other.Virtual ||
                     Virtual.Equals(other.Virtual)
                 ) &&
                 (
                     Priority == other.Priority ||
                     Priority.Equals(other.Priority)
                 ) &&
                 (
                     OnTurn == other.OnTurn ||
                     OnTurn.Equals(other.OnTurn)
                 ) &&
                 (
                     IsMine == other.IsMine ||
                     IsMine.Equals(other.IsMine)
                 ) &&
                 (
                     HandCards == other.HandCards ||
                     HandCards.Equals(other.HandCards)
                 ) &&
                 (
                     Attitude == other.Attitude ||
                     Attitude.Equals(other.Attitude)
                 ) &&
                 (
                     Type == other.Type ||
                     Type.Equals(other.Type)
                 ));
        }