コード例 #1
0
ファイル: FogShip.cs プロジェクト: xjxxjx1017/AI_GEN_C_SHARP
 public static FogShip createFromGen( float[] gen, DynamicConfig config )
 {
     FogShip rlt = new FogShip( );
     rlt.isAlive = true;
     // * Create ship attributes from gens
     // # A gens varies from 0 to 99
     rlt.energy = gen[0];
     rlt.attack = gen[1];
     rlt.reproduction = gen[2];
     rlt.speed = gen[3];
     rlt.size = gen[4];
     rlt.aggressive = gen[5];
     rlt.energy_gain = gen[6];
     rlt.energy_capacity = gen[7];
     // * Save the gen and config.
     rlt.gen = gen;
     FogShip.config = config;
     // * Create a name of the ship according to its gen
     // # Each name letter represents a gen approximate value
     // # A name letter varies from A to F
     rlt.name = "";
     foreach ( float g in gen )
         rlt.name += generateNameChar( g );
     return rlt;
 }
コード例 #2
0
ファイル: FogShip.cs プロジェクト: xjxxjx1017/AI_GEN_C_SHARP
        public static int encounter(FogShip a, FogShip b)
        {
            // ? Check whether the ship A and B are still alive
            if ( a.isAlive == false || b.isAlive == false )
                return 0;

            int aWin = 0;
            // ? Check how the encounter will happened
            if ( a.aggressive >= config.chance_of_aggressive_limit_0_100_a &&
                b.aggressive >= config.chance_of_aggressive_limit_0_100_b )
            {
                // ? Check winner
                aWin = a.attack > b.attack * config.scale_log_e_of_1_100_attack_success ? 1 : -1;
                // * Both units lost energy
                b.energy -= a.attack * config.scale_demi_of_01_2_energy_drain_a;
                a.energy -= b.attack * config.scale_demi_of_01_2_energy_drain_b;
            }
            else if ( a.aggressive > config.chance_of_aggressive_limit_0_100_a )
            {
                aWin = 1;
            }
            else if ( b.aggressive > config.chance_of_aggressive_limit_0_100_b )
            {
                aWin = -1;
            }
            // ? Check the winner
            if ( aWin == 1 )
            {
                // * Winner gains energy
                a.energy += b.energy > 0 ? b.energy * config.scale_demi_of_01_1_energy_gain : 0;
                b.isAlive = false;
                // [] Show the battle in the console
                Console.WriteLine( "Encounter: " + a.name + " > " + b.name + " +" + ( b.energy > 0 ? b.energy : 0 ) );
            }
            else if ( aWin == -1 )
            {
                // * Winner gains energy
                b.energy += a.energy > 0 ? a.energy * config.scale_demi_of_01_1_energy_gain : 0;
                a.isAlive = false;
                // [] Show the battle in the console
                Console.WriteLine( "Encounter: " + a.name + " > " + b.name + " +" + ( a.energy > 0 ? a.energy : 0 ) );
            }
            return aWin;
        }
コード例 #3
0
ファイル: FogShip.cs プロジェクト: xjxxjx1017/AI_GEN_C_SHARP
 public static int timePass(FogShip a)
 {
     // ? Check whether the ship will lost some energy
     if ( RandomEx.r.Next( 100 ) > config.chance_of_0_100_pass_lost )
         a.energy -= 1;
     return 0;
 }
コード例 #4
0
ファイル: FogShip.cs プロジェクト: xjxxjx1017/AI_GEN_C_SHARP
 public static int wandering(FogShip a)
 {
     // Console.Write( a.name + ": " + a.energy + ", " );
     a.energy += a.energy_gain * config.scale_log_e_of_0_100_wandering_gain;
     return 0;
 }
コード例 #5
0
ファイル: FogShip.cs プロジェクト: xjxxjx1017/AI_GEN_C_SHARP
        public static FogShip reproduce(FogShip a, FogShip b)
        {
            // ? Check whether the ship A and B are still alive
            if ( a.isAlive == false || b.isAlive == false )
                return null;
            // ? Check whether both ship want to reproduce
            if ( RandomEx.r.Next( 100 ) * config.scale_demi_of_01_1_reproduce_intent_a < a.reproduction ||
                RandomEx.r.Next( 100 ) * config.scale_demi_of_01_1_reproduce_intent_a < b.reproduction )
                return null;

            // * Create a new ship by gen mixing
            FogShip rlt;
            float[] gen = { 0, 0, 0, 0, 0, 0, 0, 0 };
            for ( int i = 0; i < a.gen.Length; i++ )
            {
                gen[i] = RandomEx.r.Next( 100 ) > 49 * config.scale_demi_of_01_1_chance_gen_of_a ?
                    a.gen[i] : b.gen[i];
            }
            rlt = createFromGen( gen, config );
            // rlt.energy = a.reproduction + b.reproduction;

            a.energy -= rlt.energy * 0.5f * config.scale_demi_of_01_1_percentage_genergy_cost_a;
            b.energy -= rlt.energy * 0.5f * config.scale_demi_of_01_1_percentage_genergy_cost_b;

            Console.WriteLine( "Reproduce: " + a.name + " + " + b.name + " = " + rlt.name );
            return rlt;
        }