public void PlayOneMove() { ServerGameState latest = States[States.Count() - 1]; ServerGameState state = new ServerGameState(latest); States.Add(state); StatePointer = States.Count() - 1; // Debug = ""; debug("GetSerialization()"); string serialization = state.GetSerialization(); debug("player.GetMove()"); string movePlayer = player.GetMove(serialization); debug("human.GetMove()"); string moveHuman = human.GetMove(serialization); state.PlayerDebug = player.Debug; state.Moves = movePlayer + "\n" + moveHuman; // debug("updateGameState()"); updateGameState(state); state.ServerDebug = Debug; }
//Rename this method to Main() when running on CG static void MainX(string[] args) { HypersonicPlayer player = new HypersonicPlayer(int.Parse(Console.ReadLine().Split(' ')[2])); // while (true) { // string serialization = ""; for (int i = 0; i < 11; i++) { serialization += Console.ReadLine() + "\n"; } int entities = int.Parse(Console.ReadLine()); serialization += entities.ToString() + "\n"; for (int i = 0; i < entities; i++) { serialization += Console.ReadLine() + "\n"; } // string move = player.GetMove(serialization); Console.WriteLine(move); } }