コード例 #1
0
ファイル: DecisionMaker.cs プロジェクト: UncleGus/dracula
        public Location ChooseDestinationAndPower(GameState game, out Power power)
        {
            Location destination;
            if ((game.Dracula.AdvanceMoveLocation != Location.Nowhere && !game.LocationIsBlocked(game.Dracula.AdvanceMoveLocation)) || game.Dracula.AdvanceMovePower != Power.None)
            {
                power = game.Dracula.AdvanceMovePower;
                destination = game.Dracula.AdvanceMoveLocation;
                game.Dracula.AdvanceMoveLocation = Location.Nowhere;
                game.Dracula.AdvanceMovePower = Power.None;
                return destination;
            }
            var currentNumberOfPossibleCurrentLocations = NumberOfPossibleCurrentLocations;
            var currentActualTrail = GetActualTrail(game);
            var possibleMoves = GetPossibleMovesFromTrail(game, currentActualTrail);
            var possibleCurrentOrangeBackedLocations = new List<Location>();
            foreach (var trail in PossibilityTree)
            {
                possibleCurrentOrangeBackedLocations.AddRange(GetPossibleCurrentLocationsFromPossibilityTree(AddOrangeBackedCardToTrail(game, trail)));
            }
            var possibleCurrentBlueBackedLocations = new List<Location>();
            foreach (var trail in PossibilityTree)
            {
                possibleCurrentBlueBackedLocations.AddRange(GetPossibleCurrentLocationsFromPossibilityTree(AddBlueBackedCardToTrail(game, trail)));
            }
            var possibleWolfFormLocations = new List<Location>();
            foreach (var trail in PossibilityTree)
            {
                possibleCurrentBlueBackedLocations.AddRange(GetPossibleCurrentLocationsFromPossibilityTree(AddWolfFormCardToTrail(game, trail)));
            }
            var uniquePossibleCurrentOrangeBackedLocations = new List<Location>();
            var uniquePossibleCurrentBlueBackedLocations = new List<Location>();
            var uniquePossibleWolfFormLocations = new List<Location>();
            foreach (var location in possibleCurrentOrangeBackedLocations)
            {
                if (!uniquePossibleCurrentOrangeBackedLocations.Contains(location))
                {
                    uniquePossibleCurrentOrangeBackedLocations.Add(location);
                }
            }
            foreach (var location in possibleCurrentBlueBackedLocations)
            {
                if (!uniquePossibleCurrentBlueBackedLocations.Contains(location))
                {
                    uniquePossibleCurrentBlueBackedLocations.Add(location);
                }
            }
            foreach (var location in possibleWolfFormLocations)
            {
                if (!uniquePossibleWolfFormLocations.Contains(location))
                {
                    uniquePossibleWolfFormLocations.Add(location);
                }
            }

            var numberOfPossibleOrangeBackedLocationsThatWouldBeRevealed = uniquePossibleCurrentOrangeBackedLocations.Count(loc => game.HuntersAt(loc).Any());

            var numberOfPossibleLocationsAfterMove = new List<int>();
            foreach (var move in possibleMoves)
            {
                if ((game.HuntersAt(move.Location).Any() && game.Map.TypeOfLocation(move.Location) != LocationType.Sea) || move.Location == Location.CastleDracula)
                {
                    numberOfPossibleLocationsAfterMove.Add(1);
                }
                else
                {
                    if (move.Power == Power.None || move.Power == Power.Hide)
                    {
                        if (move.CardBack == CardBack.Orange)
                        {
                            numberOfPossibleLocationsAfterMove.Add(uniquePossibleCurrentOrangeBackedLocations.Count() - numberOfPossibleOrangeBackedLocationsThatWouldBeRevealed);
                        }
                        else if (move.CardBack == CardBack.Blue)
                        {
                            numberOfPossibleLocationsAfterMove.Add(uniquePossibleCurrentBlueBackedLocations.Count());
                        }
                    }
                    else if (move.Power == Power.Feed || move.Power == Power.DarkCall)
                    {
                        numberOfPossibleLocationsAfterMove.Add(currentNumberOfPossibleCurrentLocations);
                    }
                    else if (move.Power == Power.DoubleBack)
                    {
                        var doubleBackSlot = GetIndexOfLocationInTrail(move.Location, currentActualTrail);
                        var uniquePossibleDoubleBackLocations = new List<Location>();
                        foreach (var trail in PossibilityTree)
                        {
                            if (DoubleBackToPositionIsValidForTrail(game, trail, doubleBackSlot) && !uniquePossibleDoubleBackLocations.Contains(trail[doubleBackSlot].Location))
                            {
                                uniquePossibleDoubleBackLocations.Add(trail[doubleBackSlot].Location);
                            }
                        }
                        numberOfPossibleLocationsAfterMove.Add(uniquePossibleDoubleBackLocations.Count() - uniquePossibleDoubleBackLocations.Count(loc => game.HuntersAt(loc).Any()));
                    }
                    else if (move.Power == Power.WolfForm)
                    {
                        numberOfPossibleLocationsAfterMove.Add(uniquePossibleWolfFormLocations.Count() - uniquePossibleWolfFormLocations.Count(loc => game.HuntersAt(loc).Any()));
                    }
                }
            }

            var numberOfMovesUntilDeadEnd = new List<int>();
            var deadEndMoves = GetPossibleMovesThatLeadToDeadEnds(game, currentActualTrail, possibleMoves, numberOfMovesUntilDeadEnd);
            int turnsUntilTrailCleared = GetNumberOfTurnsUntilTrailCleared(game);
            int index;
            int randomNumber;
            List<PossibleTrailSlot> shortList;
            switch (Strategy)
            {
                case Strategy.Sneaky:
                    var distancesFromNearestHunter = new List<int>();
                    var currentDistanceFromHunters = game.GetDistanceToClosestHunter(game.Dracula.CurrentLocation, true);
                    foreach (var move in possibleMoves)
                    {
                        if (move.Location != Location.Nowhere)
                        {
                            distancesFromNearestHunter.Add(game.GetDistanceToClosestHunter(move.Location, true));
                            GC.Collect();
                        }
                        else
                        {
                            distancesFromNearestHunter.Add(currentDistanceFromHunters);
                        }
                    }
                    var chancesToSelectMove = new List<int>();
                    index = -1;
                    foreach (var move in possibleMoves)
                    {
                        index++;
                        var deadEndIndex = deadEndMoves.FindIndex(m => m.Location == move.Location && m.Power == move.Power);
                        if (deadEndIndex > -1 && turnsUntilTrailCleared > numberOfMovesUntilDeadEnd[deadEndIndex])
                        {
                            chancesToSelectMove.Add(1);
                        }
                        else
                        {
                            chancesToSelectMove.Add((int)(Math.Pow(numberOfPossibleLocationsAfterMove[index] * distancesFromNearestHunter[index], CHANCETOSELECTSCALAR) * PercentageDifferenceInLikelihoodOfDraculaDeath(game.Dracula.Blood, move.Power)));
                        }
                    }
                    int totalCombinations = 0;
                    foreach (int i in chancesToSelectMove)
                    {
                        totalCombinations += i;
                    }
                    randomNumber = new Random().Next(0, totalCombinations);
                    index = -1;
                    int count = 0;
                    foreach (int i in chancesToSelectMove)
                    {
                        index++;
                        count += i;
                        if (count > randomNumber)
                        {
                            power = possibleMoves[index].Power;
                            return possibleMoves[index].Location;
                        }
                    }
                    power = possibleMoves[0].Power;
                    return possibleMoves[0].Location;
                case Strategy.Aggressive:
                    var distancesFromVictim = new List<int>();
                    var currentDistanceFromVictim = game.GetDistanceToHunter(victim);
                    foreach (var move in possibleMoves)
                    {
                        if (move.Location != Location.Nowhere)
                        {
                            distancesFromVictim.Add(game.GetDistanceToHunter(victim));
                            GC.Collect();
                        }
                        else
                        {
                            distancesFromVictim.Add(currentDistanceFromVictim);
                        }
                    }
                    int shortestDistanceToVictim = distancesFromVictim.First();
                    foreach (var i in distancesFromVictim)
                    {
                        if (i < shortestDistanceToVictim)
                        {
                            shortestDistanceToVictim = i;
                        }
                    }
                    shortList = new List<PossibleTrailSlot>();
                    index = -1;
                    foreach (PossibleTrailSlot move in possibleMoves)
                    {
                        index++;
                        if (distancesFromVictim[index] == shortestDistanceToVictim)
                        {
                            shortList.Add(move);
                        }
                    }
                    randomNumber = new Random().Next(0, shortList.Count());
                    power = shortList[randomNumber].Power;
                    return shortList[randomNumber].Location;
                case Strategy.FleeToCastleDracula:
                    var distancesToCastleDracula = new List<int>();
                    var currentDistanceFromCastleDracula = game.DistanceByRoadOrSeaBetween(game.Dracula.CurrentLocation, Location.CastleDracula, false);
                    foreach (var move in possibleMoves)
                    {
                        if (move.Location != Location.Nowhere)
                        {
                            distancesToCastleDracula.Add(game.DistanceByRoadOrSeaBetween(move.Location, Location.CastleDracula, false));
                            GC.Collect();
                        }
                        else
                        {
                            distancesToCastleDracula.Add(currentDistanceFromCastleDracula);
                        }
                    }
                    int shortestDistanceToCastleDracula = distancesToCastleDracula.First();
                    foreach (int i in distancesToCastleDracula)
                    {
                        if (i < shortestDistanceToCastleDracula)
                        {
                            shortestDistanceToVictim = i;
                        }
                    }
                    shortList = new List<PossibleTrailSlot>();
                    index = -1;
                    foreach (PossibleTrailSlot move in possibleMoves)
                    {
                        index++;
                        if (distancesToCastleDracula[index] == shortestDistanceToCastleDracula)
                        {
                            shortList.Add(move);
                        }
                    }
                    randomNumber = new Random().Next(0, shortList.Count());
                    power = shortList[randomNumber].Power;
                    return shortList[randomNumber].Location;

            }

            int rand = new Random().Next(0, possibleMoves.Count());
            power = possibleMoves[rand].Power;
            return possibleMoves[rand].Location;
        }