/********************************************************************************************/ /********************************************************************************************/ /*** ***/ /*** MAIN SETUP ***/ /*** ***/ /********************************************************************************************/ /********************************************************************************************/ //implements abstract rectangle interface: used to setup the initial information so that the agent has basic knowledge about the level public override void Setup(CountInformation nI, RectangleRepresentation rI, CircleRepresentation cI, ObstacleRepresentation[] oI, ObstacleRepresentation[] rPI, ObstacleRepresentation[] cPI, CollectibleRepresentation[] colI, Rectangle area, double timeLimit) { singlePlayer = new RectangleSingleplayer(cutplan, testing, timer); //check if it is a single or multiplayer level if (cI.X < 0 || cI.Y < 0) { //if the circle has negative position then this is a single player level gameMode = 0; singlePlayer.Setup(nI, rI, cI, oI, rPI, cPI, colI, area, timeLimit); } else { gameMode = 1; multiPlayer = new RectangleCoopAgent(area, colI, oI, rPI, cPI, singlePlayer); multiPlayer.Setup(nI, rI, cI, oI, rPI, cPI, colI, area, timeLimit); } }
public override void Setup(CountInformation nI, RectangleRepresentation rI, CircleRepresentation cI, ObstacleRepresentation[] oI, ObstacleRepresentation[] rPI, ObstacleRepresentation[] cPI, CollectibleRepresentation[] colI, Rectangle area, double timeLimit) { rectangleSingleplayer.Setup(nI, rI, cI, oI, rPI, cPI, objectiveDiamond, area, timeLimit); setup = true; }